Harebrained Schemes are working towards release on their next game following their split from Paradox Interactive, with the survival horror RPG ‘GRAFT’.
What actually is it? GRAFT is a post-cyberpunk survival horror RPG set on a vast, dying space station. You get to explore a world haunted by darkly fascinating characters and nightmarish monsters as you search for an escape. What makes it really interesting (and grim) is the grafting system – you literally tear off pieces of monsters to transform yourself into something else.
See the new trailer below:
And the original announcement trailer if you missed it:
Key Features
Delve Into a Haunting World: The Arc is packed with powerful and unsettling wonders, if only you can live long enough to extract them. Master forgotten technologies and unearth secrets as you traverse yawning chasms, self replicating labyrinths, and techno-catacombs in search of a way out.
A Dark RPG Story: You are not the only survivor in the desolation. Form fragile alliances and build them into deeper relationships. Of course, anyone still living is likely both dangerous and treacherous, and that includes you. The choices you make will shape your journey and decide the fates of those you meet.
Tense Survival Horror Combat: Ancient feral experiments, strange abominations, and ruthless agents of a mad AI stalk you. Use the tools in your growing arsenal as you fight through the horrors in a visceral new twist on classic survival horror combat. You will need to pick your battles and manage your resources carefully in order to escape the Arc alive.
Transform to Survive: Your changing body is your most powerful weapon. Augment it with Grafts and build out your abilities according to your own strategies. Each Graft you rip from a fallen foe or find hidden in the recesses of the Arc is one more deadly tool in your expanding arsenal.
A Metamorphosis of Self: With each Graft, strange cravings and half-glimpsed memories flood your system. Now you remember the hot breath of a lover you never touched. Now you find yourself suddenly obsessing over cruel and sadistic impulses. You must choose what each of these fragments means to you, and you must live with the consequences of each choice.
I’m really keen for this. Harebrained clearly have some talented developers and I’ve liked their previous games – so hopefully their post-Paradox life will enable them to succeed as indie developers once again.
It’s all change at the Wreckreation ground with the announcement of Wreckreation 2. 3 Fields Entertainment, developers of the first game, have morphed into a new studio, When Tides Turn, and in the process have dropped THQ as the publisher.
“Over the last six months, we spent a lot of time talking to players, moderators and each other about what worked and what didn’t [about Wreckreation],” said When Tides Turn’s Studio Head and Executive Producer, Fiona Sperry. “And we kept coming back to the same conclusion: we didn’t need a bigger game. We just needed a more focused one.”
That has resulted in Wreckreation 2, an open-world racer packed with arcade racing and spectacular crashes. And now I am at least 100 words in, I can mention the legendary game: Looks a bit Burnout, doesn’t it?
Set in Heartbreak City the game finds you racing along the coast, up through mountains, across an airport, and around the busy city. The map is smaller than Wreckreation but has more traffic density, more landmarks, and destructible environments.
An unreleased mode that was set for the first game will be making it’s debut. Called ‘Accident Blackspot’ it is said to be very much like Burnout. Marked Man and Pursuit modes will return, along with a new mode called Eliminator.
The vehicle handling has been improved to make them feel heavier, and the deformation and crashes have been reworked, with parts of vehicles flying off.
Wreckreation 2 is targeting a 2027 release for PC, PlayStation 5 and Xbox Series X|S.
Usually when the word “mess” appears in a video game review, it’s a bad sign. Splatoon Raiders is an exception to the rule. The ink-splattered Nintendo Switch 2 shooter is a mess in the most positive sense of the word. In its most pulse-pounding moments, when I’m trying to ink my way out of a Salmonid mosh pit that overtakes the screen, I feel like a kid tossing mashed potato bombs in the center of a cafeteria food fight. The sloppier the battlefield gets, the wider my devilish grin becomes.
That experience isn’t unique to Splatoon Raiders. It’s something that has drawn me to Nintendo’s multiplayer-forward Splatoon series since its Wii U debut. The simple delight of drenching arenas in colorful ink still hasn’t failed to charm me after over a decade of shootouts. As a single-player spin-off that cranks the spirit of childhood mayhem up even further, the delightfully untidy Splatoon Raiders has finally helped me pin down the series’ lasting appeal. Sometimes it’s cathartic to make a big mess that no one can tell you to clean up. Make me, loser!
Built as a single-player adventure with co-op support, Splatoon Raiders puts you in control of an Inkling dubbed The Mechanic. After getting caught up in a freak storm with Deep Cut, the Splatoon universe’s best pop band, you’re left stranded in the Spirhalite Islands, a series of landmasses inhabited by the same angry Salmonids that terrorize Splatoon 3’s Salmon Run mode — googly-eyed fish, steel snakes, mechanical dolphins, etc. That misfortune presents an opportunity: The islands are filled with valuable treasures, so you decide to set up shop rather than look for an escape. Splatoon’s wacky lore gets put to good use in collectible scrolls that tease out an economic crisis plaguing Splatsville. (And you know what happens when an Inkling goes underwater.)
The story itself is mostly just there to motivate a fun treasure hunting campaign. As The Mechanic, you’ll fight through a series of compact levels with a bot buddy that can help you take down enemy mobs while looking for loot and crafting materials. You can see shades of various Splatoon modes from the series’ past in that structure. Some stages have you fighting through linear levels with shooting and light platforming that wouldn’t feel out of place in Splatoon 3’s solo campaign. Others toss you into arenas where you need to splat waves of Salmonids and collect Power Eggs, adapting the winning PvE structure of Salmon Run to something more solo-friendly. Other challenge levels, which give you a specific loadout or toss you into a combat gauntlet centered around one enemy type, feel right out of Splatoon 2’s excellent Octo Expansion DLC. The series’ history of experimentation pays off in a single-player game that mashes several great ideas into one splattershot collage that’s still cohesive as a standalone spin-off.
Image: Nintendo
All the fundamentals of Splatoon remain intact. You’re still shooting at enemies with the inky weapons you’d use in a multiplayer turf war. The terrain gets covered in blots that you can swim in to refill your ammo and evade enemies, a clever mix of action and traversal that’s still novel after all these years. Most of it cleanly translates to a single-player adventure, though not quite everything. Some weapon classes that were built for team dynamics, like Rollers and Chargers, feel ill-equipped to manage denser packs of Salmonids on their own. What’s more, only being able to keep one weapon equipped at a time feels like a restriction born from the core series that doesn’t suit a new breed of game.
And that game is a loud-and-proud looter shooter. Splatoon Raiders’ closest parallels are, surprisingly, Borderlands and Diablo: It’s a full-on action RPG where you grab piles of weapons with increasing levels, stats, and perks. Steady progression is the name of the game, as you boost your stats alongside your weapons and gradually turn a weak Inkling with a pea shooter into a one-squid wrecking machine. That means that the early hours of Splatoon Raiders can feel a little simple as you complete light, short challenges featuring a familiar cast of enemies that have barely been tweaked for a different style of game. But the chaos and challenge creep up on you throughout the 15-hour story and beyond.
The key to that success is in Splatoon Raiders’ approach to character builds, which turns the series into a more kid-friendly Outriders with a few tweaks. The Mechanic can equip one of three ink tanks at a time, each one giving them access to an array of secondary weapons that operate on cooldowns. The Tactical Tank grants access to a turret and a wind turbine, among other gadgets, while the Power Tank gets a ground-pounding fist, a spinning top of doom, and more. The early game fun comes from crafting each gadget, testing them out, and figuring out a combination that best complements your playstyle.
Splatoon Raiders is the most kid-friendly rage room in town.
Like any good ARPG, everything picks up once you start locking in decisions and get into nitty-gritty tinkering. Each gadget can be augmented with perks that make it more devastating as your power levels grow. Take the Splattelites, a rotating ring of damaging ink blots that you can summon around you for a spell. I eventually loaded them up with perks that added even more blots, made them larger, boosted their damage, and inflicted burns on enemies. If I wanted to, I could go back and swap some perks to turn them into a stationary death wheel, add an auto-trigger effect that sets them off when I’m hit, cause them to knock enemies sky-high, and more. Each perk can also be upgraded, upping its effectiveness and altering the number of perk slots it costs. The addition of some top-level character perks brings a layer of passive boosts on top of everything else. Splatoon Raiders is an optimizer’s dream, as every gadget becomes its own little min-max puzzle as you try to fit as many perks as possible onto one gadget.
Now, imagine what your build begins to look like once you have three gadgets equipped at once, each maxed out with perks, and you’ve started to find high-value weapons that have built-in perks of their own. That’s where the glorious mess of Splatoon Raiders reveals itself.
By the time I got to the very challenging post-game missions, it felt like I was playing Vampire Survivors. The Salmonid waves get steadily denser until you’re surrounded at all times, and your survival hinges on the damage-per-second effectiveness of your gadgets. My current late-game build revolves around the Tactical Tank. I’ve kitted out my turret so that I can drop two at once that each have a maxed out rate of fire and explosive shots. A wind turbine with increased knockback helps me get some distance from the Salmonids to let my turrets do the work, while a sort-of ink-laser shooter gradually damages enemies from afar in a wide spread. The action gets downright cacophonous when I have every gadget active at once, all while peppering far-off Salmonids with my long-range Blaster and powering up my ultimate attack to rain eels down on the battlefield.
Image: Nintendo
It’s through waves of colorful ink that Splatoon Raiders gets at the hidden appeal of the ARPG genre. If I was trying to sound smarter than I am, I’d tell you that the delight of Diablo comes from engineering, as you craft precise loadouts born from hours of synergistic decision-making. In reality, the reason I enjoy those games is because the screen fills up with demons that explode real nice when I hit them with lightning. Who wants to make a Borderlands 4 build that cleanly dispatches bandits without leaving a trace of residue behind? It’s not an adult power fantasy so much as it is an innate childhood dream; sometimes I want to be the twerp that instigates that food fight, a real conductor of chaos.
Splatoon Raiders is all crescendo. Just when you think the levels can’t get any more crowded and your gizmos can’t possibly spit out more ink, the mess keeps piling up. It keeps tempting you to make one more little tweak that will give you enough of an edge in a mission that’s just too tough to survive. Once I was in that loop, I couldn’t stop tinkering. The shockingly deep endgame gear systems allow you to keep pushing the theoretical limits of how much havoc you can wreak, giving you compelling motivation to repeat missions as you grind for materials. The addition of co-op play and a help feature that lets you assist another player are also crucial: both give you a chance to show off your maniacal build.
Image: Nintendo
All that said, the endless power creep does wear thin eventually. Replaying the same missions on Spicy difficulty gets repetitive, even with the variety of objectives offered. It’s a shame that Splatoon Raiders never builds up to a highly-replayable PvE endgame activity on par with Salmon Run, though I wouldn’t be surprised if something like that is in the cards given the series’ knack for post-launch updates. If anything, I imagine that we’ll see some of Splatoon Raiders’ best ideas make their way into the inevitable Splatoon 4.
There’s still more ink in Splatoon Raiders’ tank than you might expect, though. I’ve played for over 30 hours already and still have plenty of missions I plan to chip away at in pursuit of my perfect Jackson Pollock build. What can I say? The glee of dirtying every surface in sight still triggers some juvenile instinct in me. In setting aside multiplayer tactics and focusing on sloppy fun, Splatoon Raiders is the most kid-friendly rage room in town.
Splatoon Raiders will be released July 23 on Nintendo Switch 2. The game was reviewed on Nintendo Switch 2 using a prerelease download code provided by Nintendo. You can find additional information about Polygon’s ethics policy here.
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Forza Horizon 5 creative director Mike Brown has weighed in with his thoughts on the situation at Xbox currently, and one of the things he commented on was Xbox Game Pass. He said in an interview that Xbox Game Pass, simply put, was not able to attract enough subscribers to make it viable as a business, and this contributed to the pain Xbox is going through today. After all, we recently found out that Microsoft was hoping to have 77 million subscribers by now, but the number is actually only around 30 million.
“That’s actually just really sad because we’re now going to see studios getting shut down or spun off,” he told MinnMax, as reported by Kotaku. “Loads of people are going to lose their jobs. And that is honestly just a result of a well-meaning player-focused concept of Xbox Game Pass not quite landing. And I think that’s just, it’s just a real shame.”
Brown, who worked at the Xbox-owned Playground for years before splitting off to start his own company, said Game Pass is a “good idea,” but Microsoft could not stick the landing.
“If more people had subscribed, that makes enough money, and it works and and all those studios go on and those games get made again and those teams will make other games. Unfortunately, it didn’t,” he said.
Microsoft invested a “fortune” in making Game Pass work through its various acquisitions and funding efforts, Brown added. This was done with the vision of having a steady release of new games to help keep people subscribed and amass more members, but it didn’t come to be.
Xbox CEO Asha Sharma herself has acknowledged that Xbox Game Pass was a bet that did not pay off after Microsoft spent more than $80 billion buying studios to help funnel content to the service.
Internal strife
It has been reported for some time already that some inside Xbox did not buy into the vision for Xbox Game Pass and even tried to warn executives. Microsoft itself admitted that Xbox Game Pass could cannibalize full-game sales.
Recently, reporter Jason Schreier said on the Triple Click podcast, “There are a lot of people out there in studio leadership within Xbox who absolutely detest Game Pass.” He said these people think Game Pass has “destroyed the value of their games” and has been an overall detriment to gaming across the board “because of how it devalues games.”
A former Xbox studio lead, meanwhile, told Windows Central that launching games into Game Pass “almost creates an assumption that these titles could not sell on their own. It felt like a race to zero.”
So what happens next?
Microsoft admitting that Xbox Game Pass is a bet that did not work out suggests the company may have some changes afoot for the service. Already, Sharma has cut the price of Game Pass and announced that new Call of Duty games will no longer be included in the service at launch, so some big changes have already been enacted. No one is expecting Microsoft to completely kill off Game Pass, but instead there could be other changes, like the kind of “windowing” of new releases that Microsoft has talked about.
This would involve keeping key titles out of Game Pass at launch and for a period of time, similar to how movies are only available in theaters at first before coming to digital and streaming. The idea here would be to help maximize revenue with people paying full price before they are included in the catalog. New Call of Duty games, for example, now won’t come to Game Pass until the following holiday season. So if you want to play Modern Warfare 4 on Xbox or PC at launch this year, you have to buy it outright, as it won’t come to Game Pass until Holiday 2027 at the soonest.
Ubisoft has been doing something interesting over the past few years: quietly updating some of its back-catalog with current-gen console support. We’ve seen Assassin’s Creed: Syndicate get a 60FPS patch on current-gen hardware, for example. And now it seems Ghost Recon: Wildlands is getting similiar treatment.
As spotted by several people on the game’s official Reddit, the Xbox game hub for Wildlands began showing an advert for a Definitive Edition of the game, which has actually been available for a few weeks now.
But the interesting part is in the top right corner, where it advertises a major new update coming that’s titled Last Rites, which will add a brand new mission as well as 60FPS support.
As for the launch date, it will likely be around the promised Ghost Recon 25th Anniversary update on August 6, 2026. The fine print for the new advertisement shows that two of the new packs, titled Nightfall Protocol and Cold Eye, are launching in August, and the 60fps current-gen update will probably be made available at the same time.
It’s unclear whether all the new content will be free or if users will have to pay, but the 60FPS update is almost certain to be made available to everyone at no cost, since that’s what Ubisoft has done in the past.
As for the Ghost Recon franchise at large, we heard back in July of 2025 from Yves Guillemot of Ubisoft that there is a new Ghost Recon game in the works. However, since then, things have been decidedly quiet.
Based on new reporting from Insider Gaming, we know that the new Ghost Recon game is apparently already in trouble. The game, which is allegedly titled Project OVR, has apparently been struggling thanks to poor leadership, unrealistic deadlines, and a lack of planning. It was described as being in a “terrible state” and “isn’t stable at all”.
Because of these issues, the game’s scope is reportedly being cut back.
There’s a trailer out now for Avengers Doomsday, which has everyone thinking about the MCU again, and the many, many, many characters they have to keep track of in it. But one guy you won’t see anywhere in the Doomsday trailer is Blade, whose dedicated film has been in production hell for at least seven years at this point. In fact, it’s been in limbo for so long that Marvel president and creative lead Kevin Feige seems kind of embarrassed about it in a recent cryptic remark about the project’s current status.
This comes from an interview with Josh Horowitz on Happy Sad Confused, in a snippet published to Instagram today. In it, Feige is asked a fairly vague “How are you doing?” with regard to the “poor, poor project” of Blade. Feige responds by asking if they should “get into a therapy session,” before offering two thoughts: “I’m feeling very excited that we got Wesley back for a time in Deadpool and Wolverine, and like a gigantic loser and failure that we didn’t get off the ground with Mahershala.”
The first half of this isn’t hard to parse. We recently saw actor Wesley Snipes, who played the character’s original big screen debut, reappear as Blade in Deadpool & Wolverine in 2023. However, this was in the midst of a far more complicated situation around what was supposed to be a new Blade movie. In 2019, Marvel announced that a new vampire hunter film starring Mahersala Ali was in development, and Ali’s voice as Blade appeared in Eternals very briefly. The film has theoretically been in development since then, but has gone through multiple directors and even more script writers, and it was removed from Disney’s release calendar entirely back in October of 2024.
The last official word on the film was from Mia Goth, who said in an interview with Elle last October that she was still attached to it for the role of Lilith. But more alarming were rumors earlier this year that the film was, as many feared, essentially canceled in favor of a Midnight Sons movie that would incorporate Blade instead. This all leaves a certain amount of mystery around Feige’s comment here. When he says “didn’t get off the ground,” does he mean that the film itself was a failure and Marvel is moving on? Or is he just alluding to the multiple false starts?
It’s unclear if Horowitz followed up with Feige from the short teaser given on Instagram—we’ll have to wait for the full podcast to see if there’s a more complete answer or if this is just yet another cryptic crumb around a film we may never see.
Assassin’s Creed Black Flag Resynced offers numerous swords of three different types. Every sword type is unique and have unique attack patterns. One of the popular sword types is the Rapier in AC Black Flag Resynced, due to serious damage output. Although you can find and purchase various Rapier Swords, there is one legendary rapier that players can find from a community chest. Ubisoft released hints about the three community chests, containing special rewards. One of those rewards is the Uncrowned Prince Rapier sword. In this guide, we will explain how to unlock the Uncrowned Prince Rapier in Assassin’s Creed Black Flag Resynced.
How to Unlock Uncrowned Prince Rapier in Assassin’s Creed Black Flag Resynced
To unlock the Uncrowned Prince Rapier in AC Black Flag Resynced, players must loot the secret underwater chest in the Charlotte. It is west of Kingston on the map. The only thing that makes it harder to locate the chest is that it is an unmarked chest.
Where to Find Uncrowned Prince Rapier in AC Black Flag Resynced
The Uncrowned Prince Rapier is inside the underwater chest at coordinates (500, 167). It is west of Kingston, on the southern shore of Charlotte. If you have discovered Kingston, fast travel there and sail west to reach the coordinates. Once there, anchor the Jackdaw and leave the wheel to dive into the sea. Make sure that you pinpoint the marker on the map at the coordinates, so that it appears on the compass on top of the screen. Follow the marker and swim down until you spot the corals. Look around for a glowing white chest near the corals.
Loot the chest to get the Uncrowned Prince Rapier and Guardian Beast Figurehead. After looting the chest, you can fast travel to any discovered location. Once done, you can equip the Uncrowned Prince Rapier from the inventory.
Uncrowned Prince Rapier Sword Stats and Effects
It is a Legendary (rarity) sword and has the following stats and effects.
Damage: 25
Maximum Takedowns: 3
PERK: Recovers some health after breaking enemy defense.
Well it’s safe to say that the middle of this week took some of the wind out of the sails for this weekend, but while the sports are now less exciting, I can say that next week is certainly rather more interesting for game releases.
But before we can get to that, we have to round up the week that was.
In the News This Week
Games in Review & Featured Articles
It was pretty much all reviews this past week, with a fair bit of catching up.
KAZ – PC – 9/10
Beastro – PS5, XSX|S, PC – 8/10
Necrophosis Full Consciousness – PS5, XSX|S, PC – 7/10
ZPF – XSX|S, XBO, NSW, PC, Mega Drive – 5/10
Echoes of Aincrad – PS5, XSX|S, PC – 4/10
I did have a brief look ahead to next week’s launch of Battlefield 6 Season 4, which promises to bring all the wet stuff you could want to the table, and we wrap up for the week with What We Played featuring Granblue Fantasy: Relink, The Mound and more AC Black Flag Resynced.
Trailer Park
Marvel’s Wolverine has a new trailer ahead of the September release
Battlefield 6 Season 4 trailer brings a boatload of watery gameplay
Zenless Zone Zero 3.1 ‘The Long Goodbye arrives on 29th July
That’s the round up for this week. Hope you have a great weekend and we’ll see you back here on Monday!
The Call of Duty movie has been an unknown quantity since its announcement almost a year ago, but a panel hosted during today’s Fanatics Fest has just turned things around.
As part of the Call of Duty in Culture Panel, reported on by Variety, director Peter Berg has dropped the biggest hint yet as to how his work will connect to Activision’s flagship series.
According to Berg, the Call of Duty movie adaptation is going to be set in the Modern Warfare universe. This says a lot and very little at the same time, because as anyone who’s played any Call of Duty series will tell you, things aren’t quite as simple.
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Modern Warfare is Dead, Long Live Modern Warfare
Once upon a time, Call of Duty was little more than Vince Zampella and friends trying to make their own Medal of Honor. The new game took everything that made its inspiration great and cranked it up to 11, resulting in a cinematic masterpiece that was unparalleled at the time.
After such a strong start, Activision decided a major revamp was necessary to stay ahead of the curve. Instead of the classic World War 2 heroics with good guys versus bad guys, it brought the series into the messy world of modern geopolitics and conflicts.
2007’s Call of Duty 4: Modern Warfare was a generational shift, and I firmly stand for it being the best in the series by a long shot. That’s not to say Modern Warfare 2 and everything that came after is inherently bad, but MW1 was lightning in a bottle, with the right amount of cynicism and messiness.
Activision decided a major revamp was necessary to stay ahead of the curve.
Twelve years after the first release, Infinity Ward rebooted the franchise. Modern Warfare 2019 promised to go even further than its predecessors, and though its multiplayer element remains controversial, the campaign’s tone helped bring Call of Duty back to the forefront of pop culture.
Infinity Ward’s Korean Gambit
The timing of the Call of Duty movie could not have been better, with Paramount Pictures hoping to release it on June 30, 2028, just shy of two years after the predicted release date for Call of Duty: Modern Warfare 4.
Call of Duty: Modern Warfare struggled to capitalize on the momentum generated by the 2019 reboot, and although the two games that followed had their moments, the general consensus is they fall behind both the reboot and the 2007 original, with the political overtones in particular not quite living up to the standards set by the franchise.
Still, it’s laudable that rather than hitting the reset button once more, Modern Warfare is going all-in to bring the Modern Warfare reboot back to the highs it reached on release, and the Korean peninsula is a key part of that.
Rather than the abstract struggles of Urzikstan or Kastovia, Modern Warfare 4 is going back to what worked way back in 2007: real locations, and escalations built on real political nuances.
The promotional material has thus far taken us through South Korea, North Korea, France, the United States, and India, with likely more destinations to unveil themselves in the campaign. If the movie follows this grounded approach, we might actually have a high-stakes espionage thriller on our hands to fill the void left by the conclusion of Amazon’s Jack Ryan.
Call of Duty: Modern Warfare 4 comes out on October 23, 2026, and will be available for PC, PlayStation 5, XBOX Series X|S, and the Nintendo Switch 2. Campaign early access is available for digital pre-orders.
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Don’t worry Amiga owners, we haven’t left you out of the news! As I’ve been informed that as of this week you can try out Gloom Reforged by Andiweli! A new AI-assisted, assembly-coded overhaul for Amiga AGA systems, bringing modernized visuals and controls to the classic shooter series, including support for mouse and keyboard input. The project, compatible with the 90’s Gloom, Gloom Deluxe, Gloom 3, and Zombie Massacre, features a reworked renderer with Bayer dithering, enhanced fog, and persistent configuration settings, and is currently available for testing.
Furthermore Gloom Reforged aims to build an enhanced Amiga version of the classic shooter, utilizing the original, unmodified earok/GloomAmiga source code as a clean foundation. This project focuses on reorganizing and extending the game for modern Amiga hardware while strictly preserving the original, high-speed gameplay and atmosphere. You can find more information in the official developer update!
Requirements :
AGA only, so if you try on other than A1200/A4000 it won’t work. I heard some people wondered it doesn’t work on A500 🙂If you expect AAA PC shadows and reflections you might be disappointed, we are still talking about Gloom, the Engine is the same as in the 90s. It has optional blob-shadows and “reflection-ish” colored dots on the floor (see screenshot 4 and 5).And of course it needs more power than the old one because of the changes. So don’t expect it works better than original Gloom.And this is only compatible and tested with PiStorm32 – it might/might not work on other hardware constellations.
Planned Scope Changes :
Bug fixes for the original source code in gloom2.s Integrating the health/weapon-bar and gun/muzzleflash graphics Improved keyboard and mouse controls for a smoother FPS-style experience Integrating new options in the ingame-menu Improved render depth for far areas (to possibly avoid banding) Optional visual enhancements such as muzzle flashes, atmospheric effects and subtle dynamic lighting Keeping compatibility with real Amiga systems as a priority, not only emulators Maintaining the original Gloom gameplay structure, assets and atmosphere as the foundation Compatibility to Gloom Deluxe, Gloom 3 and Zombie Massacre (Gloom has other assets, no gun, other statusbar, etc) Graphicscard/P96 compatibility
[UPDATE] : Trawling through the EAB forums looking for any updates regarding Gloom Reforged and I’ve just found out that the developer has made available version 1.7. Here are the changes.
FPS counter is now available via Tooltype “FPS” (Note: Gloom runs at a max. framerate of 25 FPS)Tooltypes cleaned up (AGA/P96, P96 can be combined with 5:4/STRETCH/WIDE/HIRES)Stretch Cleanup (use 400×240/preferred 800×480 only and prefer 428×240/preferred 854×480)Widescreen rendering with the same resolutions as above (Note: resolution has to be active in P96Prefs)5:4 mode for 320×256 rendering (with HIRES 640×512)gloomgame is now ignored because it caused errors. Level select works per level and not per episode anywayThe color palettes have been corrected in Gloom3 and Zombie Massacre; the colors and font are now correct.