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Some Early Star Wars Zero Company Reviews Call It A Potential GOTY Contender

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XCOM meets the Clone Wars sounds like a recipe for something pretty cool

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Jagmas
34 minutes ago
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Round Rock, Texas
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James Gunn’s Next Superman Movie Has Officially Wrapped up Filming

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Fans of James Gunn's DC Universe movies rejoice: the director's next big blockbuster, Superman: Man of Tomorrow, has just wrapped up filming. The writer and director shared the news on Threads, mentioning his "immense gratitude" to the cast and crew.



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Jagmas
37 minutes ago
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Round Rock, Texas
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Rockstar set up a special GTA 6 team in Miami to meet with "ex-criminals, law enforcement, club promoters, gun dealers and anyone notorious or influential"

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Rockstar went to some great lengths for its Grand Theft Auto 6 research, it seems, as the studio has said it sent multiple teams of developers to Miami as well as embedding a team there longer-term for research.

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Jagmas
38 minutes ago
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Round Rock, Texas
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Total War: Warhammer 40k will let you stuff your 'almost dead' Space Marine characters into Dreadnoughts so they can keep fighting

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The Total War: Warhammer 40k Gamescom demo is underway, with lots of players getting their hands on the upcoming grimdark strategy game for the first time. Total War's content creators have been giving their impressions, but Creative Assembly also snuck in a new Alpha Strike livestream, and this is one of the biggest information drops we've gotten yet.

The stream finally reveals the campaign structure for Total War: Warhammer 40k, explaining that each solar system we fight through will comprise a campaign, as we battle across multiple regions on each planet. Once a campaign is done, we'll zoom out to the wider Crusade Theatre, where we can start a new campaign in another system, carrying through our characters and retinues. Apparently, there are about ten systems per theatre, culminating in a final battle on Armageddon.

It's not necessary to complete every campaign in a theatre, but it's already reportedly bigger than anything Creative Assembly has made before, including Immortal Empires. There were lots of other little information tidbits, too, including:

  • Heroes will have 'followers' they can equip to change the unit composition of their bodyguard. Imagine something like the Imperial General's retinue in Dawn of War.
  • All unit weapon loadouts are fully customisable.
  • There are planetary governors who you'll have to appease to unlock certain diplomatic actions and support.
  • Space Marines can co-opt Planetary Defense Armies from the Imperial Guard to follow them as backup.
  • The Imperial Guard have a variety of structures they can build on planets (similar to forts or watchtowers in Medieval 2 and Rome Total War), including artillery batteries and deathstrike missile launchers.

One of the best and most loreful additions, though, is that you can place 'dead' Space Marine characters inside Dreadnoughts (1:20:41 in the stream).

"It wouldn't be Space Marines if you couldn't take the mushed-up, almost corpse of a Space Marine, stuff it in a big metal tin can, and send it back into battle as a Dreadnought," says Will, Campaign Designer on Total War: Warhammer 40k. "There will be a little mechanic where even if your character has died, they might continue to serve the Emperor in a slightly chonkier form.

"Dreadnoughts and Land Raiders as well, we're treating them more like characters. Like these are super rare, super powerful ancient creations that are really valuable."

(Image credit: Games Workshop, Alex Boyd)

For those unfamiliar with Dreadnoughts, they're effectively what happens if you attach an array of deadly weapons to a life support sarcophagus and give it legs. Most mortally wounded Space Marines who are interred in them gradually lose their minds as they turn to mush over the long centuries, repeatedly roused from slumber to face each new battle, or provide wisdom and ancient memories to the younger brothers of the chapter.

Still, knowing that one of my Space Marine heroes who I've battled with since my first campaign can stave off permadeath by hopping into a Dreadnought is a great feature. After all, it sounds like we're going to grow very invested in our small, yet elite, self-created Space Marine retinue as we fight across the many campaigns of the Crusade Theatre.

Best Warhammer games: Fantasy epics
Best Warhammer 40K games: The complete ranking
Best Warhammer TTRPGs: Across all three settings
Best Warhammer 40K books: Grimdark novels



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Jagmas
39 minutes ago
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Round Rock, Texas
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Crimson Desert will be slowing down its free updates in preparation for its paid DLC, and I'm just glad Pearl Abyss is finally pacing itself

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You've got to give Crimson Desert kudos—it's been getting hit with free update after free update, including, most recently, an overhaul to the game's story. But that'll be slowing down in coming months, as Pearl Abyss gears up to release the game's first major paid piece of DLC content.

"While there still will be updates," says director of marketing and PR Will Powers in an interview with IGN at Gamescom 2026, "I don't think the scope and scale and pace of them will be as consistent past this point. What we're taking this opportunity to do is shift our development resources from these regular updates to focus on the upcoming DLC."

And you know what? Good. Crimson Desert was already a systems-heavy game at launch with an absurd amount of stuff to do—but just look at what's been added already. 20(!) small critters, a shotgun, a ton of different chest types, difficulty options, new animal mounts and inventory management, the ability to have your own hoard of pets, boss rematches and legendary creatures. Birdwatching? Why not, put it on there.

This game is an everything bagel that has only had more everything bagel seasoning heaped on top. It is a glorious leaning tower of mechanics that somehow hasn't collapsed under its own weight. It is a monument to game development hubris and as much as I respect Pearl Abyss' energy and commitment, I think it's probably for the best that it slows down.

Not too slow, though. As Powers confirms, the paid DLC will still be aiming for a release sometime in the final quarter of this year, which is wild to me. I wouldn't have even blinked if Pearl Abyss decided it was coming later, but no—the Kliff train stops for no-one.

By the time the studio finally puts Crimson Desert down, it's going to be a mammoth of a videogame. This thing takes around 250 hours to complete, baseline. I suspect that by 2036, Crimson Desert will have created infinite energy, cured every illness in existence, and given Kliff a railgun or something.

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
39 minutes ago
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Round Rock, Texas
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Almost 20 years later, Arkane's founder says he understands why Valve cancelled the Ravenholm game that never was: 'It all came down to the economics'

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One of the quiet tragedies of Valve's game library is a standalone Ravenholm game that never came to fruition—it was being worked on by Arkane Studios in the late 2000s, and it would've probably been pretty damn good if Valve had the moolah to make it. Over a decade later, an entire hour of footage would drop online, with reports stating that around 10 levels had been fleshed out prior.

Now, almost 20 years later, Arkane's founder Raphaël Colantonio has managed to find his zen with the heartbreak, speaking with Press Box PR in an interview earlier this month (thanks, GamesRadar+).

"It took us a decade to move on from the pain of the Ravenholm project because we were incredibly excited about doing that game and we put in a lot of creative energy into it and eventually when the decision was made to cut it, we did not understand it as it happened. We were young and we were just refusing to see the reality of the situation, and the reality was much simpler than the way it looked to us."

Colantonio, who left Arkane in 2017 but was instrumental on one of its all-time greats, Dishonored, says that "it all came down to the economics behind Half Life 2 and how the DLCs were selling. They had a business ratio between how much they could spend and how they could make it to be worth it to them, because it takes the attention of the entire structure on their side."

With time to reflect, Colantonio views Arkane's involvement as more of an experiment in retrospect—especially given that a Ravenholm game had already been in development between 2005 and 2007: "They thought, you know, why not try these guys? We seemed pretty effective and eventually, like the two other attempts that they had looked at, we went somewhere with it, and it was cool. What we had was really, really cool.

"But it still needed more time, and too much time to finish … There was a business call at some point where it was decided that it didn’t really make sense. It was very painful for us but it made sense, we grew up and got a little bit more mature about it."

It's not all bad, though. It got them in touch with Viktor Antonov, a concept artist whose work was instrumental in forming the aesthetic of both Half Life and Dishonored. Antonov sadly died in 2025: "Eventually he joined us to create Dishonoured and we did not betray the Valve mentality. We learned a lot from them, actually. It’s just that we probably snuck in some of our own Arkane stuff in there as well."

Honestly, while I'm glad Colantonio's found peace, I can't help but feel a touch melancholy. The same Arkane that couldn't ship a game, but got a second chance with Dishonored in the 2010s, is now cleaved in two, with Arkane Austin closed entirely by Microsoft, and a thin film of French law protecting Arkane Lyon. Not that the earlier videogame industry was a cakewalk, Ravenholm's ill fate proves that, but still. It was a different time.

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
40 minutes ago
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Round Rock, Texas
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