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Marathon Is the Scariest Horror Game of 2026

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Ed. note: This story was originally published in March. We're republishing it today in celebration of Spooky Season.



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Jagmas
2 hours ago
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Round Rock, Texas
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Square Enix's Forgotten Loot-Shooter Was Years Ahead of Its Time

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Some of the most-discussed multiplayer shooter of 2026 share a lot in common. In both Arc Raiders and Marathon, you and up to two other players venture from a safe hub into hostile areas, shoot a bunch of enemies, grab a bunch of loot, and return back to safety. These games are built around a loop meant to draw players back repeatedly, and have become bona fide hits as a result. But these shooters owe a great debt to one maligned 2021 loot-shooter: Outriders.



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Jagmas
2 hours ago
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Round Rock, Texas
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'Overcooked broke you apart and Stage Fright is there to put you back together'

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I introduced Overcooked to two of my friends one day back in 2016. One day being the key phrase here. The Overcooked games are on our list of the best co-op games, but the series has a reputation for ruining relationships—in China it's apparently known as "The Divorce Kitchen". I don't recall actually fighting with my friends, but the tension was thick enough that we quickly went back to playing Jackbox instead.

That makes Stage Fright, which is being published by No Man's Sky developer Hello Games, kind of an interesting pivot for Ghost Town Games. It's the next co-op adventure from the makers of Overcooked, but it's aimed at building relationships with your play partner instead of leaving you irked at them.

Here's what Stage Fright's developers have to say about the tonal shift a decade later.

A cyclops monster jumping at a little kid

(Image credit: Hello Games)

"Overcooked broke you apart and Stage Fright is there to put you back together," said co-director Oliver De-Vine, when we spoke over Zoom in September.

"I think there's a sense of us trying to be constructive with co-op, and trying to be a constructive and positive force in the world," De-Vine said. "Not that there's anything negative, necessarily, about having a fun argument with your friends! But we're trying to foster community in our games. [They're] about communication between people, and less about being very good with the fidelity of a controller."

"It's exciting to us, the idea that the people who are good at our games are the ones who are good at communicating," said games designer Phil Duncan. "Certainly with Overcooked, one of the things we found with [demoing it at] conventions is that you would find a bunch of teenage boys would come and play it, and play in complete silence, and they'd fail the level horribly.

"And then you'd get two people, we had a little girl come up, and she was like eight years old, playing with her friend, and they're chatting the whole time. And they smashed through it, and they played absolutely effortlessly."

Couch co-op, even without a couch

Kids solving a puzzle with a safe in splitscreen

(Image credit: Hello Games)

To make the co-op vibe of Stage Fright even more chummy, Ghost Town Games wants its players to feel like they're sitting on the couch with their friend—even when they're playing over the internet.

"I think it's a unique experience, local co-op particularly, versus playing games online," De-Vine said. "Even though our game is both local and online, we are trying to make the experience of online as similar to the local experience as possible. So the game is splitscreen online as well, because it does depend on being able to see what the other player is doing and communicate about what they're seeing in the environment."

"The ideal situation is that you're sat next to someone and you're nudging them and you point at the same thing. So it's as close as we can get to that online," Duncan said.

In Stage Fright, two players will guide a pair of kids through a Luigi's Mansion-style adventure where they'll have to tackle puzzles, avoid threats, and solve a mystery, with nothing to rely on but their partners. While there's more complexity in the adventure than in their chaotic kitchens, the devs didn't want to lose the accessibility of Overcooked's single-button action.

"Imagine family-friendly Silent Hill"

"When we talk about puzzle aspects or escape room aspects, we're trying to avoid having a game where you have to get a notepad out and write things down," De-Vine said.

Kid smiling

(Image credit: Hello Games)

"Everything is communicated between the players verbally. It's got adventure game elements, but without an inventory. There's no inventory management. Everything is physical items you're carrying around in a similar way to Overcooked, sort of quite large, obvious, chunky items, and that is again trying to make sure that everything is out loud in communication."

I asked if it was a linear type of game, where players need to solve puzzles in order, or if they'll be able to try a different puzzle and come back later when they get stuck.

"Similar to how you would find an escape room experience, where you'll find a clue, and it won't necessarily be linked to the thing [you're solving], you'll have to remember that for later," De-Vine said.

"It's linear in the way that Silent Hill is linear. Which is a weird comparison because it's not much like it," he said, laughing. "But you know, imagine family-friendly Silent Hill."



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Jagmas
2 hours ago
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Round Rock, Texas
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2026's OLED monitors can nearly recreate the sublime clarity of a '90s CRT, but Windows will have to change before we can achieve true nirvana

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The 2007 season finale of TV phenom Lost ended with an all-timer twist: What had seemed like the show's routine flashback storyline, filling in the events that preceded its characters ending up in island purgatory, was actually a flash forward. Protagonists Jack and Kate were somehow safe in Los Angeles after three seasons of being stuck on the mysterious island. Escaping had been the whole point of the show—or so we thought, until a broken Jack cried "We have to go back!"

This is now how I feel about, frankly, a lot of technology. Not long before that episode aired I'd gleefully dropped $1,000 on my first HD display, a 26-inch 1366x768 Samsung LCD that served as my college dorm TV and doubled as my computer monitor. For the time it was state of the art, so much thinner and sharper and better than the CRT monitor still attached to the family PC.

Or was it?

Twenty years later, experts who are tuned into the minutia of display tech are still trying to get back what we lost.

"People older than 40 will generally remember the motion clarity of CRTs, while younger people who've never seen a CRT will not remember," says Mark Rejhon, founder of the website Blur Busters. For years, Blur Busters' "Test UFO" browser tool, starring a little green man in a red saucer, has served as the de facto way to judge the clarity of objects in motion on modern displays. Compared to older CRT monitors, the LCDs of the mid-2000s were particularly terrible, their pixels taking an eternity to change from one color to another and leaving a nasty "ghost" trail on fast-moving images.

The TV I spent an entire month's paycheck on was better than average for its day, but the novelty of the HD era made me overlook then what's far more obvious now: the richer colors and smoothness of a CRT that I gave up, and wouldn't get back for nearly two decades.

Today's high refresh monitors are far better than the smeary, washed out LCDs of the 2000s—but even the best of the best are still chasing the clarity of CRTs, which means Rejhon is chasing it too.

Cathode ray 'tude

Pulse Check

Nvidia slide explaining new G-Sync Pulsar technology.

(Image credit: Nvidia)

While ShaderBeam tries to eradicate motion blur in software, Nvidia's tackling it in hardware. G-Sync Pulsar (built into a range of gaming monitors this year) works with VRR and uses backlight strobing plus a rolling top-to-bottom refresh cycle, much like a CRT, to create a "perceived clarity" of 1,000 Hz. No OLEDs yet, though, and the tech is of course locked to Nvidia GPUs.

In late 2024 Rejhon debuted a "breakthrough algorithm for simulating a CRT tube" alongside former Nvidia developer Timothy Lottes, which takes advantage of 240+ Hz displays to drastically reduce visible motion blur in retro games and other content that's locked at 60 Hz.

The trick, to grossly simplify some extremely complicated tech, is recreating the visual "phosphor fade" of a CRT, which is gentler on the eyes and less flickery than harsh black frame insertion (BFI), the previous go-to method for cutting down on blur as pixels swap from one color to another.

"The two main ways to reduce display motion blur is either flicker the frames (like a CRT) or add more frame rate (for high Hz)," Rejhon said. "Both methods will show frames more briefly, like a fast camera shutter, and result in less display motion blur. CRTs could flicker pixels brightly for less than 1/1000 second. The bonus with CRT is you do not require more frame rate to achieve low motion blur."

CRT beam simulation on an Asus PG27AQWP-W OLED monitor
Blur Busters' browser tool shows the electron beam simulation as it scans from top to bottom.Future
CRT beam simulation on an Asus PG27AQWP-W OLED monitor
Even captured with a phone camera, the Asus PG27AQWP-W's 540 Hz OLED panel is noticeably clearer in a motion blur test than older LCDs.Future

If that's still tough to wrap your brain around, think of the CRT simulation as DLSS, but for motion instead of resolution: When it's working just right, a game locked at 60 frames per second could look just as smooth and clean as one running at, say, 540 frames per second, without needing an RTX 5090 to hit those numbers.

540 Hz is the refresh rate of the ROG PG27AQWP-W Asus sent me for testing, an ideal monitor for getting the most out of CRT simulation. It even has a 720 Hz mode if you drop the resolution to 720p; and the higher the refresh, the more you can reduce the perceived motion blur. Unlike LCDs, OLED panels can go completely black (there's no backlight to bleed light) and get extremely bright, getting much closer to the contrast CRTs naturally offered. And the high refresh rate helps recreate the electron beam that would travel down a CRT screen to "draw" the image.

This effect isn't just a nostalgia thing: As Rejhon notes on BlurBusters, "60 Hz BFI and strobing flickers a lot" because you're flashing a black frame in between each one from your game. By comparison, the top-to-bottom scanning effect is less harsh: "CRT simulation is much gentler for 60 fps content, because of phosphor fade & rolling scan. Some light is emitted somewhere else on the screen all the time."

Despite the perfect hardware to test on, though, CRT simulation is so bleeding edge I practically sliced my brain to ribbons trying to get it working earlier this year.

The first actual implementation of BlurBusters' tech was in a shader for the emulation frontend Retroarch, but soon after it was built into an experimental branch of a standalone app called ShaderGlass, a great overlay for Windows that lets you apply hundreds of visual effects to whatever's on your desktop—scanlines, the fuzziness of an analog video signal, and so on. But the CRT beam simulation is so much more complex than a typical video shader, app developer Mausimus decided to split it off into a separate tool: ShaderBeam.

"The ideal application of beam simulation technology requires perfect synchronization with both the display (it cannot afford to drop a single frame even at those high refresh rates, since that causes very noticeable flashing) and input content (for aligning source frame generation with simulated CRT refresh rate)," said Mausimus. Right now, it's the best way to use Rejhon's algorithm.

Shader dreams

ShaderBeam doesn't involve much setup: launch its executable and use a hotkey to apply the shader on top of a game window. How simple it looks belies how hard the visual effect is to pull off when you don't work at Microsoft, AMD or Nvidia.

"ShaderBeam tries to use whatever's available, like screen capture and window transparency (even though these technologies weren't designed with this use case in mind at all and provide no timing guarantees whatsoever), to compensate for the inability to insert itself into the rendering pipeline from source content to display," Mausimus said. "It's at the mercy of opaque scheduling algorithms built into the OS and GPU drivers, hoping it can eke out enough resources to maintain its timing."

The ideal ShaderBeam setup involves disabling usual niceties like VRR, turning off all sorts of features in your graphic's cards driver settings, unplugging secondary monitors, using Process Lasso to give it higher priority, and even a registry edit. It includes the novel idea of splitting up the responsibilities of rendering the game and the CRT shader to two GPUs. If your processor has a built-in GPU, using it can help avoid a desync between the rate at which your game is spitting out frames and the rate at which ShaderBeam can apply the CRT beam simulation.

"By moving beam simulation to another GPU there is less contention for the primary GPU's time and effectively better scheduling consistency; it does provide a much more stable experience," Mausimus said. "The issue with single GPU isn't lack of GPU power, rather its unpredictable distribution."

CRT beam simulation on an Asus PG27AQWP-W OLED monitor
ShaderBeam's splitscreen option lets you compare the reduction in motion blur. Here the beam scan is caught in slow motion in Metroid Prime 2.Future

If ShaderBeam "isn't given enough GPU time by the OS to present a frame on time," you'll experience some flashing—which I discovered by pushing my Intel chip's iGPU to output at 1440p at 540 Hz. Then I struggled through consistent stuttering while trying ShaderBeam with various emulators and shooters like Quake and Amid Evil, which led me down the rabbit hole of display subframe timing, where the minutia of monitor technology quickly becomes more and more arcane.

This all might sound like a borderline deranged amount of effort just to play a game like Nintendo's Metroid Prime 2: Echoes in GameCube emulator Dolphin, one of my test cases, the way I first saw it on the CRT in a high school friend's bedroom. I felt like a mad scientist (emphasis on the mad) while trying to troubleshoot stutters, flicker, and color banding for hours on end.

Even when everything is calibrated just right, there's also the possibility a game itself can throw a wrench in things—Unreal Engine 5's penchant for stuttering will naturally throw off the frame pacing of the CRT simulation, too, for example.

But when I started rolling Samus's morph ball in a tight circle and realized the room's columns remained pin sharp even as the camera whirled around, I got a glimpse of what Rejhon and Mausimus have been fighting for. "On moving objects (or the scene if you look around) the shader should allow you to see the individual pixels; normally they all just get blurred out," Mausimus said, using the intricate textures on a Quake column as a prime example. Factorio is another good test case: "It has this really smooth movement of the whole scene when you walk around without the shader, the pixels get blurred together, but with the shader you should still be able to see the details even when moving."

Hard Locked

On top of a vast library of 60 Hz console games, these PC classics would benefit from CRT simulation.

One of the many demons

Dark Souls: Remastered

It took until Armored Core 6 for FromSoftware to offer 120 fps support.

Sonic Racing Crossworlds

Sonic Racing: Crossworlds

A 2025 racing game capped at 60 fps? No speeding tickets for Sonic, I guess.

An image of white-haired, black wearing protagonists 2B and 9S from NieR: Automata

Nier: Automata

An action game this good begs for an uncapped framerate. Alas.

Mirror's Edge

Tweaks exist to uncap Mirror's Edge, but the physics get wonky. Its gleaming cityscape deserves the clarity of a CRT.

It almost feels uncanny once your eyes pick up on details that would normally be just a blur—the difference is as dramatic as switching to a higher refresh rate in a game you've only ever controlled at 30 fps. But it's frustratingly difficult to describe or demonstrate, since capturing the effect on camera is tough and impossible to perceive without a 240 Hz+ display, anyway.

Future vision

As impressive as ShaderBeam is, it ultimately requires a level of fiddling and compromise that I don't think make sense for anyone right now. It intermittently brings back what we left behind when we abandoned CRTs, but ultimately makes me think the real solution is either going to come from new hardware—like the next generation of Nvidia's Pulsar monitors—or from Microsoft digging into the guts of Windows to change some of the stuff that happens in between .exe and screen.

"Even if ShaderBeam's makeshift workarounds never reach levels of consistency needed for wide adoption, the hope is that they will boost users' interest in having this kind of technology properly supported by OS, GPU and display manufacturers," Mausimus said.

Rejhon seems bullish about that eventually coming to pass… but these things take time.

"In the future, when shader hooks are built into operating systems, as well as video-processing GPUs are integrated into the display of the 2030s, it will be much more user friendly," he predicted. "This is part of the advocacy that is being encouraged by Blur Busters' Open Source Display Shaders Initiative."

ShaderBeam's goal of awakening PC gamers to the benefits of CRT simulation worked on me, at least. I'm convinced we have to go back—even if it means dragging the people in charge of graphics drivers back to CRT paradise with us.

CRT PC setup

Why you should consider a CRT for your PC gaming setup this year

Despite their bulk, the vivid colors and low latency of a CRT can still make the right PC games look absolutely incredible today.

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Jagmas
2 hours ago
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Round Rock, Texas
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MTG Officially Reveals 4 Epic New Marvel Commander Decks Coming in 2027

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Magic: The Gatheringplayers have repeatedly complained that Universes Beyond sets feel too far removed from the game’s fantasy genre and original storytelling. Wizards of the Coast revealed a clever compromise at New York Comic Con: a set based on an original story in the Marvel Universe that was specifically written to fit Magic’s mechanics and vibe.



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Jagmas
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Amazon’s ‘Stargate’ Series Is Back in Development, This Time With ‘WandaVision’ Creator

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An earlier incarnation of the new show from 'Stargate' veteran Martin Gero was tabled back in June.

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Jagmas
5 hours ago
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Round Rock, Texas
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