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Warhammer 40,000: Dark Heresy Closed Beta Now Live on PC for Founder's Pack Owners

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Warhammer 40,000: Dark Heresy's closed beta contains close to seven hours of gameplay and will be available until the RPG fully releases.
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Jagmas
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Round Rock, Texas
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The Witcher 1 Remake made CD Projekt Red realize the "true impact" of not recording its old work: "We had little to no technical knowledge preserved from that time"

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It's no secret that CD Projekt Red is working on a remake of The Witcher, the studio's first RPG centering around sword-wielding Geralt and his wild adventures as a monster killer – but it hasn't exactly been an easy road to go down for the studio.

GamesRadar+ recently had the opportunity to attend Digital Dragons, and it's during this event that lead technical writer Jarosław Ruciński goes over how difficult working on The Witcher remake has been – and it's all thanks to a lack of documentation from the production of the 2007 original.

"The true impact of our everyday documentation culture hit us in 2022 when we announced to the world that we want to make a Witcher remake," he begins.

"We were tasked to recreate the classic game for the modern audience, only to realize that we had little to no technical knowledge preserved from that time." CD Projekt Red did get a bit "lucky," as Ruciński puts it, since there are folks over at development partner Fool's Theory who are "veterans" and " remember the times of The Witcher 1," thankfully.

"That injection of this lost tribal knowledge was certainly uplifting, but even with their help, gaps exist." After all, "18 years does a lot to human memory," so it didn't fully tackle the issue.

"We find ourselves often doing professional guesswork, and sometimes [it] feels that we're trying to figure out a puzzle where half the pieces weren't even put in the box in the first place… the lesson from this era is quite obvious: some documentation is always better than none, and I personally would take the most horrible entangled chaotic mess of documentation over no documentation."

Ruciński explains, "You know you can spend time, you can spend some resources, and eventually figure out what the documentation was. If you don't have it, then you really have nothing. You can't really reverse engineer that."

In other words, some – any, really – documentation is better than none whatsoever. Taking the time to ensure you save some is the way to go, "because you're probably saving yourself a lot of trouble five years from now."

I mean, that checks out – I can't imagine that trying to recreate a game from the early 2000s with little to work with would be easy, but it's also not the first time that CD Projekt Red has had to deal with setbacks.

During the development of The Witcher 3, for example, there were plenty, with a lead recalling having to watch his work "fall apart in front of me" while creating what arguably now stands as one of the best RPGs to date.

Here's hoping that CD Projekt Red heeds Ruciński for future projects like The Witcher 4 – I'd like to think their preservation game is quite strong now, though.

Excited to see more upcoming CD Projekt Red games come to fruition? Browse through our roundup for other great new games arriving this year and beyond, too.



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Jagmas
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Round Rock, Texas
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Destiny 2 is dead: "active development" ends next month after one final update, but Bungie says the MMO will still be "playable"

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Active development on Destiny 2 will come to an end with a final update coming June 9, Bungie announced today, officially sunsetting the MMO following a few dire years.

"Though active development may be concluding, we will ensure that Destiny 2 remains playable, just as the original Destiny is today," Bungie says. "Many changes in this final update will aim to ensure that Destiny 2 is a welcoming place for players to return to."

In its announcement, Bungie acknowledges that "it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2."

This story is developing.



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Jagmas
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Round Rock, Texas
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I've played 1000s of hours of Overwatch but it wasn't until its new Anniversary game mode that I discovered I have no clue what the hell I'm doing

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Week two of Overwatch's 10-year anniversary celebrations kicked off with more challenges, loot boxes, and a gamemode for us to try out. Instead of the OG mode that players got to check out last week, this time we've got a play on Mystery Heroes, the mode where each player gets a random hero when they respawn.

This version, called Mystery Showdown, is slightly different but just as chaotic. There's a little less uncertainty as you first pick a role queue, meaning there'll always be one tank, two DPS, and two supports in a team, and instead of swapping heroes when you die, you swap heroes when you get an elimination, or three assists as a support. Or, as I found out, until the game mercy swaps you if you're particularly awful at a hero and are incapable of getting elims or assists.

Overwatch 2 hero Roadhog

(Image credit: Activision Blizzard)

While I have enjoyed my fair share of regular Mystery Hero games, I wasn't prepared to enjoy this mode quite as much as I did. Largely because of how hilarious it is to change into a hero you've never played before in the middle of a huge teamfight during overtime.

I found myself in the middle of a ball of chaos several times, as I'd be gearing up to use a D.Va bomb against a whole team only to accidentally get an elim mid team fight and suddenly switch to Winston, with no bomb to use or clue as to what I'm doing.

I'm largely a support main, thanks to a time before role queue, but I still pride myself on knowing enough DPS and Tank heroes to role fill where needed, or at least I thought I did. Playing this mode on either of these two roles made me appreciate just how many heroes are out there and how little I know about them.

Overwatch tier list: Sigma listing various characters into the air using his ultimate.

(Image credit: Blizzard)

I understand the concept of plenty of heroes, but executing those skills is harder than it looks. Picture this: we're in the middle of a fight on payload, the enemy Orisa uses her ult and pulls my entire team into her AoE attack, but I'm playing Symmetra and I know I can teleport my team out of here, I just need my synapses to connect fast enough.

I place one teleport down and then the other, and then, we all die to the ult anyway. Turns out my synapses did, in fact, not connect fast enough and instead of placing the second teleport outside the range of damage I just TP'd us all back into the same ult. Whoops.

Aside from humiliating myself for most of the matches Mystery Showdown is a chaotic yet incredibly fun mode which showcases all the weird and wonderful heroes and abilities Overwatch has to offer. It feels like the right way to celebrate 10 years of Overwatch.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



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Jagmas
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Deep Rock Galactic roguelike spin-off launches to "Mostly Positive" Steam reviews that can't decide if they love or hate its timer and shared progression tool

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Deep Rock Galactic: Rogue Core puts a roguelite spin on the beloved, bug-squashing, interplanetary dwarf series - not to be confused with the other DRG roguelike - and its Steam Early Access release is already making quite the impression. As is often the case on the internet, however, no once can quite agree on two of the game's big new ideas.

Since digging into Steam yesterday, Deep Rock Galactic: Rogue Core amassed almost 2,000 user reviews of which 70% were positive. That gives the game an average 'Mostly Positive' rating - not bad considering developer Ghost Ship Games predicts the game will need another 18 to 24 months in the oven before its ready to hit 1.0.

For anyone who's been living under a rock (and stone), Rogue Core once again sends a group of dwarves into the subterranean depths of an alien planet, but there's some key differences this time around. A timer's in place to make sure there's no dilly dallying on company hours, it's far harder than the base game, it's more focused on combat than exploration, and you're getting random upgrades and gear in each run.

"DRG Rogue Core is NOT Deep Rock Galactic," one of the game's positive reviews says in response to complaints Rogue Core strays too far from the base game. "It's a roguelite. The best comparison would be Elden Ring to Elden Ring Nightreign. If you like Elden Ring but hated Elden Ring Nightreign, this game isn't for you."

"Would I say the game is good? Absolutely, I'm enjoying it, it just needs a little polish from the devs, which I believe we'll get," another player writes.

With a departure this big, not all responses have been so kind. One fan with thousands of hours logged into the base game says this spin-off "aspires to be a co-op roguelite shooter set in the Deep Rock Galactic universe, but the game can’t even get its four core fundamentals right."

A major sticking point in multiple reviews is the shared upgrade system that pauses time for all players mid-run, randomly assigns a pick order, and lets each player choose an upgrade in turns. But each time a player picks a new weapon or upgrade, it becomes unavailable to the rest of the party - and, as you can imagine, the system becomes unwieldy in the hands of a random, potentially uncooperative team.

"It's inevitable that multiple players will want the same thing," the review above continues. "Seeing someone yoink what you wanted elicits a greater magnitude of negative emotion than the joy felt from getting the item itself - it's the textbook definition of loss aversion. These negotiations are worse than zero-sum; they're net negative in player sentiment, and it happens more than you'd think since many reward pools feature one or two clear best options."

The ticking timer that rushes each expedition is another big topic of debate. One player reckons it "either needs to go or be increased," while others find "necessary to actually make runs playable in a decent amount of time, specially with randoms."

Mixed responses don't especially surprise me since Rogue Core is actively trying something new and that's expected to rub veteran miners, some with thousands of hours in DRG, the wrong way. But digging to find areas of improvement is what Early Access is for, right?

For now, check out the best co-op games to play with friends.



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Jagmas
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MOBA Spellcasters Chronicles, which actually didn’t suck, is sunsetting June 19

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We have a little running joke on MOP that because MOP’s Sam tries out so many competitive and PvP-centric games for his Fight or Kite column, a lot of the ones he enjoys ultimately fold. It’s happening again: Quantic Dream team is shutting down Spellcasters Chronicles, its first multiplayer title and a MOBA. Quantic made […]
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