Cryptozoic Entertainment has announced a partnership with Decipher to relaunch the How To Host A Murder party game series. The collaboration aims to reintroduce the long-running murder mystery game franchise, which has seen over 20 releases and more than 50 million players since its debut in 1985. The relaunch is scheduled for late 2025 and will include updated versions of classic episodes as well as new licensed content.
The How To Host A Murder series is known for its engaging party gameplay, where participants take on the roles of suspects in a humorous murder mystery. Each episode accommodates up to eight players, who use costumes, role-playing, and provided materials—such as a host guide, player manuals, secret clues, invitations, and name tags—to solve the mystery. The core gameplay will remain unchanged, but the relaunch will feature updated aesthetics and packaging.
The initial release will include four classic episodes, each sold separately: The Watersdown Affair, Class of ’54, The Chicago Caper, and Saturday Night Cleaver. Additionally, new episodes based on licensed intellectual properties are in development, with further announcements expected in the coming months.
Warren Holland, CEO of Decipher, commented on the partnership, saying:
“We are pleased to be working with Cryptozoic to revitalize How To Host A Murder with updated packaging and new licensed properties while maintaining the high quality that made it the most recognizable and best-selling dinner party mystery game in the world,”
Cory Jones, Chief Creative Officer and co-founder of Cryptozoic, added:
“How To Host A Murder is a timeless brand, so we are thrilled our friends at Decipher trusted us to bring the game back into the world. Millions of former players will love experiencing the game again and new generations will discover the fun and intrigue of getting together with friends to solve a murder. The new licensed releases will bring the How To Host A Murder gameplay to beloved IPs, creating an unforgettable and unique experience for fans.”
The relaunch of How To Host A Murder® is planned for late 2025.
The complete rulebook for SAKE (Sorcerers, Adventurers, Kings, and Economics) is now available. Alongside this release, a free Basic Edition has been introduced, providing an accessible entry point for new players.
SAKE is a tabletop roleplaying game that combines traditional RPG elements with strategic gameplay. Set in an early-modern fantasy world, the game features a detailed d20 point-buy system and includes mechanics for domain-building and overseas trading. Players can assume roles such as rulers, merchant princes, pirate lords, or adventurers aiming to rise to power. The game offers a variety of activities, including dungeon exploration, trade, political intrigue, and warfare, all set against a backdrop of magic and divine influence.
Character development in SAKE is driven by a point-buy system, where players use EXP earned during gameplay to purchase skills and abilities. The game is designed to be modular, allowing players to start with simpler rules and gradually incorporate more complex systems as they become more familiar with the game. The setting is an early-modern fantasy world, blending elements like muskets, plate armor, cannons, and galleys with the rise of capitalism and the decline of feudalism, all enriched by the presence of magic and gods.
While SAKE includes its own setting, the Asteanic World, it is also adaptable to other early-modern fantasy worlds or historical periods. The game supports serious and immersive campaigns, encouraging players to navigate political challenges, make moral decisions, and explore the consequences of their actions.
The full SAKE rulebook, which includes all necessary maps, sheets, and table systems, is now available for Print on Demand. For those interested in trying the game without committing to the full rulebook, the free Basic Edition offers a streamlined version of the rules. This edition provides an opportunity to experience the core mechanics and setting of SAKE in a more accessible format.
Something slightly different for todays retro heads up, as if you are a huge fan of Dungeon Crawlers, especially games such as Eye of the Beholder or Lands of Lore. Then you may be interested to know that Captain DarkN3m0 is still working on a new Dungeon Crawler for the Amiga called ‘The Cthulhu Project’; A horror like RPG which the creator says “is being developed using AMOS PRO as a 3D old school Dungeon Master like game”. To coincide with this news, a new video has been posted which demonstrates the updated dialog system.
Although it is still at a work in progress state as seen by the video above, we can already see a lot of love has gone into The Cthulhu Project. As it doesn’t just feature a dark atmospheric vibe with gritty dungeon themes, but there’s NPC’s to talk to, deadly disgusting enemies to fight, an automap, new music by Simone Bernacchia and much much more which will hopefully appear in a future video! So yes certainly one to keep an eye on when it gets an eventual release for the Commodore Amiga.
UPDATE : A new video has been added with the following description “Currently, programming elements such as doors, hatches, traps…I’ve made good progress with the dialog system. The switches come into play. Sorry about the graphics, that’ll come later…
Square Enix partnership may expand to other franchises beyond Final Fantasy. Final Fantasy characters will enter Magic: The Gathering universe in 2025. Potential for more Square Enix collaborations with Magic: The Gathering in the future.
Magic: The Gathering may be embarking on crossovers with more Square Enix franchises than Final Fantasy, as the partnership has the scope to expand to different series owned by the legendary Japanese studio.
2025 will see Final Fantasy characters enter the Magic: The Gathering multiverse, through a Standard-legal set that is poised to be one of the game’s biggest crossovers to date.
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It bears mentioning that the crossover is limited to mainline Final Fantasy games. This means no spin-off titles, like the beloved Final Fantasy Tactics, or games that have crossed over with Final Fantasy in the past, like Dragon Quest.
The door hasn’t closed on more Square Enix collaborations in the future, as Wizards of the Coast franchise VP Rebecca Shepard discussed with Gamespot that fans could see more crossovers in the future.
Square Enix Is Open To More Magic: The Gathering Crossovers
Shepard talked about the current relationship between Wizards of the Coast and Square Enix. “I don’t think there’s ever an end to any partnership. Even if the product is done and we don’t reprint it anymore because the term of the contract expired, we still stay in contact.”
Shepard continued, “So much like any other partnership, we can revisit it like we revisit our own worlds. I’m not confirming something is in the works here, but it’s likely a matter of ‘when,’ not ‘if.'”
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The big question is – what Square Enix franchises would make for great Magic: The Gathering crossovers? In Japan, that answer would be Dragon Quest, but that series isn’t as big internationally and might not be seen as much of a draw.
While many people would think Kingdom Hearts is the next logical step, the big issue is that it’s co-owned by Disney, which has its own card game that it’s promoting, so it might not be as willing to play ball for a crossover.
Square Enix has a ton of smaller franchises that could step up, but none that would fit as well as Final Fantasy does in Magic: The Gathering.
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11 bit studios latest game Frostpunk 2 was recently rated Steam Deck Playable by Valve, with the developer noting they are working towards getting it bumped up to Verified.
Writing in a post on Steam the developer announced:
We’re glad to inform that Frostpunk 2 is playable on Steam Deck!
The Story Mode is fully stable and playable, with solid performance. Thanks to your feedback, we’re aware that Utopia Builder mode has some UI issues, and late-game saves might take longer to load.
We’re working on further performances and an official control layout fixes to earn the Steam Deck Verified badge ✅
Nice to see another developer keen to improve their game.
More about it: “Frostpunk 2 elevates the city-survival genre to a new level. Take the role of a Steward and lead your city through a cascade of calamities taking place in a postapocalyptic, snowy setting. Build large city districts with their string of endless needs and demands. Navigate through conflicting interests of factions that populate your metropolis. As the needs of the city grow and factional power at its core rises, only you can steer the society towards an uncertain future.”
The developer also updated their roadmap recently to note on May 8th a free major content update will arrive, along with the Spectrum DLC sometime in August.
Daredevil isn’t just back in Disney Plus’ Daredevil: Born Again. He’s bringing more members of the Marvel Comics community with him, with the late Kamar de los Reyes in the role of Hector Ayala, the White Tiger.
Born Again skates lightly over White Tiger’s powers and backstory in its premiere episodes — just enough to leave a viewer either tantalized or confused. He’s got superpowers from some amulets? How did he get them? Which superpowers? What’s the meaning behind his tiger theming?
The answer to those questions is: Yes, it’s three amulets; he found them in the garbage; they give him strength, stamina, agility, and instant mastery of martial arts; and he’s a tiger because tigers are, you know, a powerful shorthand for Asian themes in Western art.
And for that to make sense, you need to know a little more about how Marvel Comics responded to the blockbuster success of martial arts movies in the 1970s.
Who is Daredevil’s White Tiger?
Image: Bill Mantlo, George Pérez/Marvel Comics
There have been multiple White Tigers over the years, but Daredevil: Born Again features Hector Ayala, the first White Tiger and Marvel’s first Latino superhero. Born in San Juan, Puerto Rico, Hector’s family moved to New York City at some point during his adolescence. While attending Empire State University — the fictitious Manhattan college most name-dropped by Marvel Comics writers — he discovered the three amulets of the Sons of the Tiger in a garbage-strewn alley.
Upon donning the head- and paw-shaped amulets, he discovered his new powers and his new destiny as the White Tiger, using them to battle street gangs and crime syndicates.
Hector was created by legendary comics figures, writer Bill Mantlo (co-creator of Rocket Raccoon) and artist George Pérez (co-creator of the New Teen Titans, revitalizer of Wonder Woman, artist of Infinity War), at the very beginning of their careers. And he was created for an audience that was martial arts fans first, and comics fans second.
In 1975, the year of White Tiger’s debut, Mantlo and Pérez were working on the comics sections of The Deadly Hands of Kung Fu, a magazine for the martial arts fan produced by Marvel Comics’ then-sister publisher, Magazine Management. Chasing the interest that had propelled films like Five Fingers of Death and Fist of Fury to the top of the American box office, Deadly Hands published interviews, editorials, guides, and reporting (though you probably wouldn’t call it a rigorous examination of the martial arts tradition, at least not by today’s standards). And it also featured martial arts adventure fiction in each issue, in the form of ongoing comics stories, printed in black and white.
Image: Ken Barr/Marvel Comics
Though Deadly Hands left the Marvel branding off its covers in favor of emphasizing its martial arts specificity, its comics naturally featured Marvel characters, both those that had originated in the comics — like Iron Fist, Shang-Chi, Colleen Wing, and Misty Knight — and original characters like Mantlo and Pérez’s the Sons of the Tiger. The Sons of the Tiger were a trio of multicultural friends who used three amulets (one tiger’s head and two claws) to pool their strength, giving each of them the power of three martial artists in one body. Who doesn’t love a “By our powers combined!” kind of adventure?
But by ’75 Mantlo and Pérez felt like they’d kind of done all they could do with the Sons and wanted to move on to something different. So they penned a story where the three friends had a falling out over a girl — typical 20-something drama — and discarded their magical amulets in the trash. After all, Spider-Man did it with his costume in 1967! This was a fine Marvel tradition!
Their new character, Hector Ayala, found the amulets, and the rest was history — or at least a brand-new hero for them to work with in the pages of Deadly Hands.
Image: Bill Mantlo, George Pérez/Marvel Comics
Pérez, himself a native Nuyorican, recalled that it was Mantlo’s suggestion to make White Tiger Puerto Rican. “Figuring that we had pretty much dredged the well of ideas for the Tiger Sons,” he told Marvel.com in 2019, “we wanted to go in a different direction and, since he was working with a Puerto Rican artist from the Bronx, Bill suggested creating a character utilizing my experience and background. And, as simply as that, the White Tiger was born.”
The artist admitted that “Bill was probably more aware of the significance of creating the first Latino Super Hero to star in his own series” than Pérez was. “That said, I did feel a special connection with Hector Ayala — whose name was one I chose based on some neighborhood friends — since it was a novelty for me to draw from my own life experiences to create Hector’s inner city world, both visually and atmospherically,” he said, noting that he drew Hector’s face after his own brother, and Hector’s mother after his own mother.
Who else has been the White Tiger?
Hector Ayala has had several successors since his debut in the 1970s, notably two of his younger relatives: his younger sister, Ava Ayala, and his niece, Angela del Toro.
Any other weird White Tiger stuff in Marvel history?
Well… for a year or so in the late 1990s, the current White Tiger was — let me check my notes here — an actual white Bengal tiger that the High Evolutionary “evolved” into the form of an adult human woman martial arts expert. The tiger did not like this very much, found human emotions difficult, and was eventually returned to her original form and the wild. So that’s nice.
Two years ago, Wizards of the Coast and Square Enix announced a collaboration that would bring the worlds and characters of Final Fantasy to Magic: The Gathering, the tabletop card game juggernaut. Recently, WotC gave us our first look at some of the cards included in the set, which ranged from expected faces like Cloud, Tidus, and Terra to wackier inclusions like Jumbo Cactuar and its 10,000-damage ability.
The set is still three months away, but based on reactions to the first handful of cards revealed, both WotC and Square Enix are leaning on this set to be a massive success. Recently, at MagicCon Chicago, GameSpot sat down with the Final Fantasy set’s lead game designer, Gavin Verhey, and Wizards franchise VP Rebecca Shepard to learn firsthand how this set came to be.
The conversation includes both the creative side of developing a set like Final Fantasy–refining 16 games into one set, design philosophies behind some of the cards, and more–and the fostering of the partnership between Wizards of the Coast and Square Enix. To hear Wizards tell it, this may be the first time the two sides have collaborated, but it won’t necessarily be the last.
Sephiroth, Planet’s Heir and Cloud, Planet’s Champion
Partnering with Square Enix
The story of Final Fantasy joining Magic: The Gathering begins, according to Shepard, back in 2021, when the world was still in the quarantine times of the COVID-19 pandemic. The foundation of the relationship between Wizards and Square Enix, she says, was built over Zoom–with calls sometimes happening weekly, and other times happening multiple times a week.
The relationship may be four years in, but there’s still plenty to discuss even this close to launch. “It takes so much time and conversation, from the first reveal like we did recently, to the set’s launch, and then to any post-launch plans like reprints and everything else,” Shepard says. “Universes Beyond partnerships can be five-, six-, sometimes seven-year relationships depending on the pipeline.”
One key element in getting the deal done, as Verhey tells it, was Square Enix Japan’s love for Magic. “I hopped onto a weekly call for the first time, and one guy from Square Enix hops on and says, ‘I played four prereleases last weekend and I have new questions about my Modern deck,'” Verhey says. “[Final Fantasy producer Shoichi] Ichikawa-san is so into it. One of the team members over there owns a Black Lotus. These are serious Magic players.”
Shepard says this is a common occurrence. “Almost every relationship we’ve had has been that way; Bethesda, for example, has weekly games,” Shepard explained. “We didn’t even know about it until we were in negotiation and one of them said, ‘You know I’m a big player, right?’ Well no, you didn’t tell me, but that’s awesome!”
Working so closely with Square Enix meant speaking with some of the games’ original creators, which led to some memorable moments for the team at Wizards. “I got to speak to one of the original designers of Final Fantasy 9–my favorite Final Fantasy–who still works there,” Verhey recounts. “This designer mentioned that while he loved the cards and that FF9 was represented, there was one specific character he wished would be included. Right then, I flipped through one of the decks and showed him a card with art of this character, and he immediately lit up. Seeing them geek out as much as we were geeking out to be there was incredible.”
Verhey says Square Enix’s excitement for Magic echoes WotC’s excitement for Final Fantasy, with many members of the team wanting to come and help work on some of the cards. “People will come out of the woodwork asking, ‘Hey, are we working on this?’ and we suddenly have someone who can help,” Verhey says. “Even if they’re not in the game design space, they can tag in.”
16 games, one set
The Final Fantasy expansion encompasses the 16 mainline Final Fantasy games–no spin-offs like Final Fantasy X-2, no remakes like FF7 Remake or Rebirth, and no offshoots like Final Fantasy Tactics are included. One key challenge for the team was making sure each of the 16 games were represented fairly throughout the set. Verhey notes they were trying to avoid a situation where “Final Fantasy 7 gets 200 cards, while Final Fantasy 2 only gets two,” but he does note that while the more popular games have more cards, all 16 have “plenty of cards.”
Square Enix, as Shepard says, was very interested in that kind of balanced approach. “In [Square Enix’s] eyes, no one installment is more important than the other,” she says. Working with a video game company on a set like this, as opposed to a broader entertainment firm, brings with it more nuanced comments as well. “It’s a different level of feedback because they’re gamers, right? They build games too,” Shepard says. “They’ll dig into mechanics and understand at a deeper level than someone whose background is just entertainment.”
Even within those specific parameters and pinpoint feedback, however, distilling 16 full-length RPGs into one card game expansion takes a lot of work; as Verhey explains, “a ‘short’ Final Fantasy game is like 12 hours long, and then you have Final Fantasy XIV which can be played for hundreds of hours. There’s a ton of content to consider.”
One game posed a unique challenge: Final Fantasy XVI, which launched in 2023, was going through active development at the same time as the Magic set. While the team at Wizards was able to see some concepts and art in advance to help with planning, they didn’t actually get their hands on the game until launch. “When [FFXVI] finally launched,” Verhey says, “there was a week when the four main designers agreed we wouldn’t spoil anything for each other, but we’d post what was happening in our chat as we’re going saying, ‘This should be a card!'”
Tonberry
Balancing act
The team found a unique way to keep track of each game’s representation through the specific game designations on the bottom of every card. Some are obvious–the Cloud cards seen so far all say “FFVII” on the bottom–but the Tonberry, for example, is specifically the creature’s Final Fantasy V iteration.
Verhey says the idea came from playtesting, when one tester mentioned that they knew a few of the characters shown on cards, but not all of them. “We then realized that this is another fun storytelling moment–where a player can say, ‘I know this, let me tell you where it’s from’–and a little indicator on the card that tells you what game it’s from can inspire someone to go and look up what was happening there,” Verhey explained. “We thought it was a great little touch; here’s the game the card is from, go find out more or ask a friend about it.”
One of the team’s focuses was to find recurring elements of the Final Fantasy world, so that anyone who’s ever played a FF game can recognize them. The first batch of revealed cards included a few of those–Tonberry, the summon Shiva, and a Chocobo among them.
Another focus was laying out each game’s main story, heroes, villains, and key side characters, and from there decisions had to be made. Verhey says that while not every character in Final Fantasy’s history will receive a card–he expects a few omissions will leave some fans disappointed–most people will be pleased. “I’m not going to say who is or isn’t there, but it’s pretty safe to guess that if you’re a major hero or antagonist from a game, there’s a good chance you have a spot in the set,” Verhey confirms. “As for party members, I’m not going to say we covered every single party member ever, but we tried to get them all.”
“I’ve gotten questions all the time since we announced the set two years ago, ‘Is this going to be in there?’ about a bunch of different things,” Verhey continues. “My answer, generally, is that if it’s super obvious, it’s going to be in there. We know Triple Triad is a thing, people love the side card games, but you’ll have to wait and see if it makes the set.”
Summon: Shiva
Designing Final Fantasy
Incorporating something like Final Fantasy into Magic: The Gathering sometimes requires the creation of an entirely new mechanic or subset of cards. One major example shown so far is the unique representation of summons–which, for the first time in Magic’s history, combines the creature card type with the “Saga” enchantment card type to create a unique Saga Creature hybrid. Verhey says this wasn’t the first idea for summons during development, but it was the best one.
“At first we gave them Vanishing, which is an old mechanic where a creature comes in with a certain number of vanishing counters, every turn a counter goes away, and when all the counters go away, it goes into the graveyard,” Verhey says. “Another designer asked, ‘What if we took the concept of the summon going away and turned it from a downside into something awesome?’ That’s all it took; everyone on the design team thought it was perfect, no debate or anything.”
Double-sided cards–which appear once in a while in Magic expansions, but not every set–also feature throughout the Final Fantasy set. Verhey says including them allowed the team to explore key elements of the FF experience. Five “Sidequest” cards represent some of the offshoot activities in a Final Fantasy adventure, while some heroes and villains needed double-sided cards to tell their full story.
“Final Fantasy really pioneered the ‘you haven’t seen my final form’ or ‘hero transformation’ idea in video games for me,” he says. “Incorporating that into double-faced cards was a great fit; we can show both hero transformations and multiple boss forms.”
Dragon of Mount Gulg
Through The Ages
While the Final Fantasy expansion includes products many players expect–booster packs, pre-constructed decks, limited Secret Lair drops, and more–the 60-card “set within a set” called Final Fantasy Through The Ages took many by surprise. Through The Ages cards are reprinted card designs from throughout Magic’s history, and all of them portray concept art and scenes from throughout Final Fantasy’s history provided to the team by Square Enix itself.
“Square Enix said, ‘We have this. If you want to use it, you’re able to.’ And once they said that, we had to,” Verhey recalls. “That stuff is so iconic; all of the work done by the prolific Final Fantasy artists is incredible. [Product architect] Zakeel [Gordon] called a meeting one day and said, ‘We have to use it for something,’ and eventually we landed on the bonus sheet.”
The Through The Ages bonus sheet also confirms a question Verhey had received for a long time: Would Yoshitaka Amano and/or Tetsuya Nomura–two names synonymous with Final Fantasy for decades–be involved with the Final Fantasy set? “I’m happy to say that the answer is yes,” Verhey says. “I’m so glad we were able to do something, and they’ve got some cool surprises in the set.”
Each artist had one piece of artwork featured in the initial reveal, and both were part of the Through The Ages bonus sheet. Amano’s work was shown on Dragon of Mount Gulg, a reprint of Ancient Copper Dragon, while Nomura’s art came through on the Yuffie Kisaragi reprint of Yuriko, Tiger’s Shadow.
This isn’t the first time Magic has worked with Amano; for 2019’s War Of The Spark set, Amano provided artwork of fan-favorite Liliana Vess for a Japan-exclusive version of Liliana, Dreadhorde General. That card, according to Shepard, was used in the pitch to Square Enix for the full Final Fantasy set.
Nomura, meanwhile, is working with Wizards on Magic for the first time, and his feedback has been a major boon for the team. “Getting Nomura’s stamp of approval has meant a lot for us in this partnership,” Shepard said. “When we think about the future of the relationship, we really feel like we earned his respect.”
Jumbo Cactuar
Beyond vs. within
Final Fantasy marks a new era for Magic: The Gathering, as it’s the first Universes Beyond set that will be legal in the game’s Standard competitive format. It also won’t be the last for 2025, as sets themed around Marvel’s Spider-Man and Avatar: The Last Airbender have already been confirmed for September and November, respectively.
With the rise of Universes Beyond has come a subset of fans who “wish Magic were still Magic,” where outside IP don’t have such a foothold in the game. The team has heard these complaints, and those desires are not lost on them.
“I hear it, and I respect those opinions, but I still think it’s right for us to continue growing this community for another 35 years, and to do that, we have to keep bringing people in,” Shepard says. “If someone’s like, ‘I love the Magic IP,’ we do too. It’s very important to me in all the work my team does in addition to Universes Beyond.”The in-universe worlds of Magic are about to be explored heavily outside of the card game, with a Netflix animated series, live-action projects for both TV and theaters coming from Legendary Pictures, and books from Dark Horse Publishing. Ultimately, as Shepard says, “We’re trying to give everyone everything that they want.”
“It’s okay if you don’t love Final Fantasy; making Magic for everyone also means not everyone is going to love every decision we make,” Shepard says. “But if we choose a partner that your kids also love, or your brother or sister or roommate knows about but doesn’t play Magic, and it encourages them to join you for a game, we’ve done our job. We’ve grown the gathering by one more.”
2025 isn’t just for Universes Beyond either; the first set Aetherdrift was set entirely in-universe, and there are two more–Tarkir: Dragonstorm is due in April, and the “Magic meets space opera” set Edge Of Eternities is scheduled for early August. Verhey says this all falls within normal Magic release parameters. “If you looked at our release calendar five or six years ago,” he says, “we were doing three or four worlds a year, so it tracks.”
Sidequest: Catch a Fish // Cooking Campsite
Ahead On Our Way
If there’s one thing Gavin Verhey, Rebecca Shepard, and the rest of the team at Wizards want people to know about the Final Fantasy set, it’s that for them, this has been a labor of love. “It was four Final Fantasy superfans developing this thing, then an entire company of Final Fantasy superfans creating this thing, and we now get to show it to the world,” Verhey says.
Even though release is fast approaching, Shepard doesn’t think this is the end of Wizards of the Coast’s story with Square Enix. “I don’t think there’s ever an end to any partnership. Even if the product is done and we don’t reprint it anymore because the term of the contract expired, we still stay in contact,” she says. “So much like any other partnership, we can revisit it like we revisit our own worlds. I’m not confirming something is in the works here, but it’s likely a matter of ‘when,’ not ‘if.'”
As Verhey looks back on the work he’s done, he keeps coming back to how collaborative this set in particular had become. “I’ve played a lot of Final Fantasy myself, but I can’t say I’ve played them a hundred times and know them all by heart, right?” he says. “By talking to people who have a favorite Final Fantasy and running cards from that game by them, we end up with the coolest stuff imaginable. It’s a special set, and working on it has been an honor.”
Magic: The Gathering | Final Fantasy launches June 13 in local game stores and big box retailers. Prerelease events are scheduled to begin June 6 at local game stores and run right up to launch.
Following some teasing and a fair few leaks, Microsoft and Activision have officially announced Tony Hawk’s Pro Skater 3+4, a remastering and combining of the 3rd and 4th games in the franchise.
The game will launch on Xbox Series X|S, Xbox One, Battle.net, Windows PC, Steam, Nintendo Switch, PlayStation 5 and PlayStation 4 on July 11.
It’ll also come to Game Pass on day 1.
While the game combines the 3rd and 4th entries like Tony Hawk’s Pro Skater 1+2 did a few years back, it’ll also include “new parks, skaters, and music, as well as cross-platform multiplayer, new creation tools, a New Game+ mode, and more.”
There’a also going to be an “in-depth” tutorial from Tony Hawk himself, apparently.
But there is some potentially bad news: Vicarious Visions is not developing the game. You might recall that after releasing the excellent Tony Hawk’s pro Skater 1+2, Vicarious Visions was renamed and sent to work with Blizzard. Sadly, Microsoft has not reformed the team to work on this sequel. Instead, Iron Galaxy is leading development, a team known for their port and support work. They helped out on Tony Hawk’s pro Skater 1+2, so hopefully they’ll be able to do this follow-up justice.
If you opt to to pre-order the regular edition of the game ($50) then you’ll get access the Foundry level demo in June, providing 2 skaters and 2 parks to try out.
There’s also going to be a Digital Deluxe Edition ($70) which offers 3 days of early access along with a special Doom skin that lets you skate around as the Doom Slayer on a hoverboard. He even has his own special tricks. Or you can choose to be Revenant instead. This edition also comes with bonus “skate decks, Create-a-Skater items and bonus soundtracks.”
Finally, there’s a pricier ($130) Collector’s version of the game that comes with everything in the Premium version plus a full-size Birdhouse skateboard deck, and a physical version of the game itself.
Now, now with that out of the way, why don’t you go check out my ranking of all the Tony Hawk titles? Hint: the 3rd and 4th games both rank really high.
If you were hoping to be delving into season 3 of Call of Duty Black Ops 6 and Warzone later this month, you’re out of luck. Activision has announced that it needs a bit more time to put together this update, but has also promised that when it does drop, it’ll be “a big moment”.
With classic map Verdansk on its way sometime soon – this season being a definite possibility in terms of its entry point – it’s a delay that’ll frustrate some folks. But, hey, at least the new release date announced isn’t quite April Fools’ Day.
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“Season 3 is a big moment for Call of Duty: Warzone and Black Ops 6, and we’re taking the time to deliver a great experience starting on April 3,” Activision wrote in a social media post confirming the new plans, “More to come following Call of Duty: Warzone’s 5th anniversary next week…”
So, April 3 is the date you’ve got to look forward to now, rather than the March 20 date that had been pencilled in the new season’s start point, because it’s when season 2 is slated to end. That means two more weeks of waiting are on tap for you, but that tease of more stuff to come following Warzone’s fifth birthday on March 10 could mean you’re at least not waiting for announcements regarding what the fresh season will bring.
Season 03 is a big moment for Call of Duty: Warzone and Black Ops 6, and we’re taking the time to deliver a great experience starting on April 3.
More to come following Call of Duty: Warzone’s 5th anniversary next week… pic.twitter.com/TmPJnoYBZS
— Call of Duty (@CallofDuty) March 3, 2025
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Verdansk is the hot tip, given it was confirmed to be returning in spring 2025 by Activision last summer, so folks will definitely be keeping an eye out for teases of it, especially given that CharlieIntel has recently reported that content creators have been testing the map ahead of its return.
Are you keen to drop back into the OG Warzone map soon, and how do you feel about this Season 03 delay? Let us know below!
It’s that time of the week again, Bitizens! The next week is here, and that means CandyWriter has dropped a new challenge for mobile gamers to pursue! The Serial Dater Challenge in BitLife is live, and it’s a weird one. But if you’ve played this game long enough, you’re kind of used to weird stuff at this point. Keep reading to learn more about this particular task.
Don’t forget to check the Challenge Vault if you have it unlocked, you can do all the old BitLife challenges there as well. Check on some of our BitLife guides while you’re here for tips on those.
How to Complete the Serial Dater Challenge in BitLife
Here are the steps you need to do to get the challenge done:
Your very first goal is to create a male character born in Florida, with that done, you can begin. The steps after this get a lot more complex, so be prepared!
Becoming a cop can be a pretty big job in this game. To get this job, you need to have a few stats pretty high. Go to the Gym as soon as you hit High School, and start working out. You need high Health stats to get the job. Smarts are also very important, so go to the library and read books as much as you can. You will find both of these under the Mind & Body tab under Activities.
Once you have the option to go to college, you just pursue the job immediately. It won’t take any extra schooling, funnily enough, to make this job appear in the list. You need to look under the Occupations tab, and then check the career listings for Police Cadet. It may also appear as Trooper or Patrolman. Once you apply for the job, just get approved and you’re ready to move on to the next step.
How to Hook up With Your Boss
This can be the first real challenge of the task this week, so listen up. If your boss is in a relationship or just really likes their job, getting them to cheat with you can be very hard. You can start by developing a friendship with them through the occupation tab. Just select your boss and try to talk to them and be friendly. If you get good RNG it shouldn’t be too hard.
The issue is that there’s another RNG roll when you try to hook up. You can try this by going into the Relationships menu, selecting Hook Up under their name. If you get a bad roll, either age up and try again, or just quit the app and try again without hitting continue. If you quit out fast enough, you should be able to avoid the bad roll.
How to get and murder lovers
This is the riskiest part of the Serial Dater Challenge in BitLife. It’s a really big ask to get multiple lovers at the same time. So that means even more Hookups.
The slow way to get this done is to go into the Dating menu under Relationships and find hookups. Those of us with the premium version can rush this by going into the Activities menu, selecting Hook Up, and then choosing to hook up with the person you get randomly. You need to get into a relationship with them, so there is another way. You could use the Find Love option, if you have it unlocked,d to try and find a partner that way as well. Once you have two lovers in your relationships tab, you can move onto the next step.
How to get and murder enemies
Once you’ve taken out your lovers, it’s time to do it the other way around. The simplest way to get and murder enemies is to use your Relationships menu. You will accrue plenty of friends over the years in BitLife, now you need to make two of them into enemies. Go to their page and select Insult or other options that will make them mad. Eventually, you will make a couple of enemies for their very short lives.
To murder someone in Bitlife, you will need to visit the Activities menu, then click Crime. From there, choose the option to commit Murder. You will be presented with various options for how to do it, so pick the one you think is the fastest and least complex.
Be advised, you don’t want to do all of these murders at once to avoid getting caught.
And that’s it! With enough luck and time, you too will have completed the Serial Dater Challenge in BitLife.
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