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Dune 2 – The C64 Demake – Arok Edition – Could Westwood’s classic RTS hit be coming to the C64?

Dune 2 – The C64 Demake – Arok Edition – Could Westwood’s classic RTS hit be coming to the C64?


How about this for an incredible mid-week heads up, as Westwood’s legendary 1992 RTS masterpiece is unofficially invading the 8-bit era with Dune 2 – The C64 Demake – Arok Edition by Primal. This jaw-dropping project brings the iconic desert warfare to the Commodore 64, boasting a smooth four-direction scrolling battlefield, rich multicolor graphics utilizing clever single-sprite trickery, and support for 64 total units and buildings with zero limits on how many troops can flood the screen at once. 

Players can look forward to building complex bases and producing massive armies to clash against a ruthless enemy AI that manages its own economy, expands its forces, fiercely defends its territory, and launches merciless counter-attacks when provoked. Best of all, this incredible demake is already looking like absolute business with future updates promising even more maps, unique units, and gameplay enhancements.

Seriously if this is as good as it sounds, it could be a Commodore 64 hit!

Links 1) Source ( Try out the latest version released at Arok Party 2026 )



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Denshattack: 10 Wildest Stages, Ranked

Denshattack: 10 Wildest Stages, Ranked


Part of Denshattack’s impressive appeal isn’t just in its breakneck speed or tight controls; it’s also in the game’s ability to deliver finely-tailored, bombastic setpieces. Driving through a stage really fast is fun, but driving through a stage with a collapsing building, giant fish, or cursed spirits? That’s not just fun, that’s entertainment, son. That’s something you can put on a billboard and show off to the folks.

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Denshattack! Review: Tracks Can’t Hold This Wild Ride

A miraculous fusion of high-speed games results in the most high-flying train-driving experience you’ve ever seen.

Some of Denshattack’s stages are a little more grounded than others, relatively speaking, sticking mostly to just dilapidated tracks and/or architecture, natural, overgrown areas, or futuristic cities. Within that framework, though, you’ll find more than a few standout stages that really beat you over the head with just how wild they can get, and I mean that in an endearing way. Hey, we’re playing a game about driving a train in a very irresponsible manner faster than Sonic. It’d be disappointing if the stages weren’t also ridiculously high-octane.

Just to keep things interesting, we’re omitting boss stages from this list and sticking to regular stages.

Spoilers ahead for Denshattack!

10

4-1-3 The Tower of Endurance

A Better Use of a Data Center

Denshattack Tower of Endurance

In Chapter 4, after recruiting Shin and Fumihiko, Emi and company return to Dead Ball’s territory to take another swing at Madoka, only to find the rank and file engaged in some majorly over-the-top training. The cornerstone of this training is the so-called Tower of Endurance, a test track built out of a towering Miraido data center.

The Tower of Endurance is a three-phase track, with three different objectives meant to cull the weakest members of Dead Ball. The first phase has you build up trick combos to see the Yaoyorozudo, the second phase has you ducking and weaving between server racks and knocking competitors off the rails, and the final phase is a no-holds-barred race against whoever’s still left standing. The tower has a labyrinthine layout, looking the most like a place trains shouldn’t be racing. Which… I guess it technically is, come to think of it, but better Denshattacking than running Miraido’s dumb servers.

9

3-1-1 Light, Fire, Destruction!

Ride the Lightning

Denshattack Light Fire Destruction

At the start of Chapter 3, in search of a mechanic to get Emi’s train in proper order, the team needs to cross over to Shikoku via an old series of bridges. However, there’s a storm brewing, and the thing about derelict metal architecture is that it tends to be a magnet for lightning strikes. Literally.

Light, Fire, Destruction starts out as a fairly simple straight-shot track, albeit one under constant, heavy rainfall. However, things quickly take a turn when the rusty railings begin to crackle with electricity, drawing lightning strikes down from on high. Even Emi’s train, which runs on magnetism and fighting spirit or something, can’t handle a direct lightning strike, forcing you to hop between rails to avoid the strikes and their rippling aftershocks. At one point, a powerful strike completely cuts a bridge in half, forcing you to dive down and grind across the half-sunken remains of tanker ships in the bay.

8

8-3-2 Protection Run

Literal Loan Sharks

Denshattack Protection Run

In an effort to get in good with the local yakuza family in Chapter 8, Emi is tasked by two of its enforcers, the Hamamoto Twins, to collect protection money from the people of Sendai, directing her to stop at all the collection boxes around the city. Emi considers the ramifications of this for all of four seconds before deciding to just smash the boxes instead, which the twins naturally take umbrage with.

Protection Run has you cruising the streets, forests, and waterways of Sendai, smashing up the yakuza collection boxes as you go. It doesn’t take long for the twins to get wise to you, and they start tailing you through the track in their personal shark-like trains. Those trains don’t just look like sharks, though, they’re capable of launching off the track and taking massive bites out of the path ahead, whether it’s in a halfpipe or on a riding wall. Not only do you need to weave through the multiple terrain types, you gotta do it while enormous shark trains try to take a bite out of you, which I don’t think is a sentence I’ve ever had the pleasure of writing out before.

7

5-1-2 Into Tarantula Territory

Hope No One Was Using that Building

Denshattack Into Tarantula Territory

In Chapter 5, the gang passes through the Kansai region, the home turf of the Tarantula gang. Out of all the Denshattack gangs, the Tarantulas despise Miraido the most, which means both the region at large and even its domed city aren’t in the best shape. All the crumbling infrastructure makes Denshattacking even more hectic than usual, and that’s without even actively antagonizing the Tarantulas themselves.

Into Tarantula Territory sees you cruising through the roughed-up streets of Hyogo prefecture, covered in collapsed buildings and rubble. You make greater use of the monorail lines in this stage, as most of the tracks are busted, even buzzing over a sporting stadium in the middle of a game at one point. The highlight is when you’re riding over a bridge and its segments start collapsing, and assuming you hop onto the Yaoyorozudo, that’s followed by an entire derelict building nearly falling on top of you. I hope no one else was planning on riding this line today.

6

4-1-1 Splash Wave

Surfin’ Nippon

Denshattack giant fish

On their way back to Dead Ball’s territory at the start of Chapter 4, Emi and her newly-recruited mechanics need to cut through the Kagawa prefecture to get back to Chugoku. The fast way through is the old Seto Naikai bridge, but even compared to other ruined bridges they’d encountered by then, this place is in a right state, with half of them completely underwater. Luckily, Fumihiko had the forethought to fit Emi’s train with an underwater module, so it’s time to take a dip.

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Almost immediately after starting Splash Wave, your train takes a flying leap off a bridge and into the drink, with massive fish swimming by and seaweed sprouting in bulk. Luckily, there are still rails to ride, so you can keep on cruising like normal. You pop in and out of the water at several points, looping around a lighthouse and scaring seagulls in the process, as well as bouncing on the tops of giant jellyfish, dodging bites from moray eels, and grinding along the noses of gargantuan marlins. Before you can reach the goal, you get snatched by a shark and carried through an underwater trench, then swallowed by a blue whale and popped out of its blowhole.

5

5-5-1 The Phantom Wind Pilgrimage

Don’t Think, Feel

Denshattack Phantom Wind Pilgrimage

In navigating the Tarantulas’ territory in Chapter 5, Emi learns of a special kind of wind current that trains can ride known as the Yukaze, the “Phantom Wind.” She manages to see a few of the currents in her initial outing, but Tarantula lieutenant Ryusaku offers her a better way to train her senses: riding the lines of Mie prefecture completely blind. You want to talk about riding trains irresponsibly, it doesn’t get much more irresponsible than this.

In The Phantom Wind Pilgrimage, most of the stage is completely blacked out, with only your train’s immediate surroundings rendered in blurry, indistinct shapes. In this state, you need to be more aware than usual of incoming drift signals and terrain changes, as you won’t see them until they’re right in front of you. This is also the stage where you really learn how to master the Yukaze in earnest, with multiple wind currents appearing consecutively, and occasionally on different lines, forcing you to quickly flip between orientations in order to keep bouncing through the air.

4

1-3-1 Seaside Showdown

Ferris Wheels and Volcanoes

Denshattack Seaside Showdown

While Emi is first getting into Denshattack in Chapter 1, she and Fernando cruise into the Dashing Queens’ territory in Kagoshima, particularly one of their lieutenants, Rikka. Rikka challenges Emi to her first official Denshattack duel, and the two take off across the sun-soaked tracks. It’s perfect for an action-packed summer.

Despite being a very early-game track, Seaside Showdown is an excellent tastemaker for the rest of the game. It starts simply enough on tracks along the beaches of Kagoshima, but quickly goes off the rails (literally) when Emi hops the tracks and lands on a ferris wheel, spinning it off its supports and rolling it through the bay. After that, both she and Rikka take a dive into an active volcano, curving around igneous rocks and lava before the volcano starts erupting, launching fireballs as Emi flies out the top backed by a glorious magma eruption. It’s a good thing it’s already a post-apocalyptic world, or that eruption might’ve hurt someone.

3

6-6-1 The Fuji Escape

Up the Lava, Down the Ice

Denshattack The Fuji Escape

Speaking of active volcanoes, while the gang tries to escape from the Miraido Task Force in Chapter 6, Fumihiko makes a gutsy suggestion: shaking them off in the forested mountains of Yamanashi prefecture. In other words, taking a trip to everyone’s favorite skyline attraction, Mt. Fuji. Or, in this case, taking a trip into Mt. Fuji, as well as down Mt. Fuji.

The Fuji Escape starts with some MTF attacks along the residential rails of Yamanashi before you escape into a cliffside mining cave filled with enormous crystalline protrusions. After sliding through a few of those, you emerge into the molten depths of Mt. Fuji itself, where enormous waves of magma constantly pass over the tracks and force you to jump them. After successfully escaping the innards of the mountain, you emerge onto its frosted surface, sliding down a massive stretch of completely iced-over terrain and snow-choked city. There are barely even any tracks during this back half, but as Shin points out, Emi’s well past the point of even needing tracks to ride on anymore, with the ice and Yukaze currents doing plenty to get them down the mountain.

2

3-3-1 Cursed Track

Meet Your Yokai Neighbors

Denshattack Cursed Track

After meeting and impressing Shin in Chapter 3, he makes a request of Emi: help him bring his brother Fumihiko down from the mountain. She’s down for it, but in order to reach Fumihiko’s perch, they’ll need to run through a cursed track haunted by the restless spirits of those who died in a fateful Denshattack duel. Yeah, ghosts are a known thing in this setting. What, are you surprised?

Cursed Track is one of my favorite stages in the game, partially because I’m a huge weeb and I love yokai as a concept. The stage seems normal at first, but as you enter a dark tunnel, massive snapping-mouthed spirits appear in the sky and a dreary track is lit up by will-o-wisps. Within this tunnel is an entire cursed ocean, within which gigantic humanoid spirits with gaping, sharp-toothed mouths emerge, slamming their hands down on derelict ships. Not only that, but there’s an enormous tunnel filled with wanyudo, flaming wheel yokai, that you have to circle around to keep from getting burned. After all that, though, you just pop out the other end of the track no worse for wear, presumably with a silent agreement to never speak of any of that ever again.

1

7-5-1 Kaiju Attack!

Exactly What it Sounds Like

Denshattack Kaiju Attack

In order to impress Sei in Chapter 7, Emi challenges Tokyo’s infamous Yamanote Line, destroying a whole bunch of Miraido infrastructure in the process. Unfortunately, it seems she made a little too much of a racket, because the titanic kaiju Morzilla rises from the nearby seas in an exceptionally bad mood and begins attacking the city with her atomic breath. Time to make tracks before we get stepped on.

Kaiju Attack is pretty much the natural conclusion of any game that’s constantly raising its stakes of spectacle: a full-scale giant monster attack. Morzilla begins ravaging the city right away, blasting away segments of the rail with her atomic breath and stomping right through your path, forcing you to jump over her feet and tail, as well as avoid her direct attacks when she leans in. Not only that, but her fellow kaiju Panzeta joins in to chase you through a canal, firing atomic blasts right at you as you roll away on an enormous sphere.

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10 Best Games Like Denshattack

Whether on a train, in a car, or on a skateboard, everyone can enjoy a bit of reckless speed and wild spectacle.

denshattack-tag-page-cover-art.jpg

Denshattack!

9/10

Released

July 15, 2026

ESRB

Everyone 10+ / Fantasy Violence

Developer(s)

Undercoders

Publisher(s)

Fireshine Games

Number of Players

Single-player



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Harebrained Schemes’ new survival horror RPG ‘GRAFT’ gets a story trailer

Harebrained Schemes’ new survival horror RPG ‘GRAFT’ gets a story trailer


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.

Platform: ⚛ Proton / Wine

Article taken from GamingOnLinux.com.



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Wreckreation 2 announced as an open-world arcade racer! | TheSixthAxis

Wreckreation 2 announced as an open-world arcade racer! | TheSixthAxis


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.

Source: YouTube / Steam



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Nintendo spliced Diablo with Splatoon to make one of the Switch 2’s best games so far

Nintendo spliced Diablo with Splatoon to make one of the Switch 2’s best games so far


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.

Salmonids attack an Inkling in Splatoon Raiders.
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.

An Inkling shoots pink ink in Splatoon Raiders.
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.

Miyamoto makes the directly to you gesture

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Game Pass Was A Good Idea But It Didn’t Work, Forza Horizon 5 Creative Director Says

Game Pass Was A Good Idea But It Didn’t Work, Forza Horizon 5 Creative Director Says



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.



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Ghost Recon: Wildlands Expected To Get Current-Gen 60FPS Update Soon

Ghost Recon: Wildlands Expected To Get Current-Gen 60FPS Update Soon


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.



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Kevin Feige Laments Ali’s Blade ‘Didn’t Get Off The Ground’

Kevin Feige Laments Ali’s Blade ‘Didn’t Get Off The Ground’



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.



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Assassin’s Creed Black Flag Resynced: How to Unlock Uncrowned Prince Rapier

Assassin’s Creed Black Flag Resynced: How to Unlock Uncrowned Prince Rapier


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.



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Something for the Weekend – 18/07/26 | TheSixthAxis

Something for the Weekend – 18/07/26 | TheSixthAxis


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!



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