All News
Former Bethesda Senior VP Quit After Seeing The Company Get “Broken Apart, Mistreated, Abused” Following Microsoft Acquisition
Former Bethesda Senior VP Quit After Seeing The Company Get “Broken Apart, Mistreated, Abused” Following Microsoft AcquisitionFormer Bethesda Senior Vice President of Global Marketing and Communications at Bethesda Pete Hines quit the company after seeing it get “broken apart, mistreated, abused” following the Microsoft acquisition. For… The post Former Bethesda Senior VP Quit After Seeing The Company Get “Broken Apart, Mistreated, Abused” Following Microsoft Acquisition appeared first on TwistedVoxel .
Apr 11
Arknights: Endfield “At the Wake of Spring” update brings new Operator, regions, systems, and more on April 17, 2026
Arknights: Endfield “At the Wake of Spring” update brings new Operator, regions, systems, and more on April 17, 2026GRYPHLINE has revealed a major free update for Arknights: Endfield titled At the Wake of Spring, set to launch on April 17, 2026. This update continues the Wuling storyline and brings new game content, Operator, industrial systems, regions, events, and more. So, let’s dive into the details! Arknights: Endfield update brings new story developments and the … The post Arknights: Endfield “At the Wake of Spring” update brings new Operator, regions, systems, and more on April 17, 2026 appeared first on GamingonPhone .
Apr 11
Path of Achra Free Download (Build 16741539)
Path of Achra Free Download (Build 16741539)Path of Achra Direct Download Path of Achra is a dark fantasy roguelike of the ancient earth, with a focus on streamlined controls and rapid hero customization. A “broken build sandbox.” Fight through the deadly lands of Achra to reach the horrors of the Obelisk, and discover what lies beyond… Inspired by the dungeons of […] The post Path of Achra Free Download (Build 16741539) first appeared on WorldofPCGames .
Apr 11
The Pitt Season 2 Finale Episode: Global Release Date, Time & What to Expect
The Pitt Season 2 Finale Episode: Global Release Date, Time & What to Expect The Pitt Season 2 finale is walking in with a full heart, a bruised mind, and the kind of tension that makes viewers sit up straight. The Pitt Season 2 Episode 14 did not merely move pieces around. It shoved several characters to the edge and left them staring into the dark. Dr. Robby’s emotional collapse […] This post belongs to FandomWire and first appeared on FandomWire
Apr 11
Skull Horde – Review
Skull Horde – ReviewOnly a few weeks ago, we took a closer look at CODEX MORTIS, a Survivors-like title that AI fully made. The Early Access project proved to be fairly entertaining, but it still had many rough edges and clearly needs some more time in the oven. We thought we had seen the last autobattlers with a necromancer in the lead for a while, until Skull Horde’s release crept closer. Skull Horde is another Survivors-like game where you’ll be commanding minions to combat creepy monsters in dark dungeons. We quite enjoyed commanding hordes of undead, even though we would have perhaps liked a few more levels and modes to play through. Story Skull Horde follows an unnamed necromancer who was betrayed by his own body. This alone sounds a bit weird, but the necromancer’s body got rid of the pesky head to live on forever, doing whatever it wants to do. The necromancer’s head was buried to rot for eternity. But with the power of ‘bone’, it amasses its own army to exact its revenge. The game does have a few small story sequences in between levels, but the narrative never gets fleshed out more than a few lines of text here and there. We still liked the original theme, and the overall presentation was spot on. Graphics We absolutely loved Skull Horde’s art direction. All the different minions looked really detailed, and we were impressed by the visual changes when they ranked up. The enemy designs were also very nice, but perhaps a bit limited at times. Nonetheless, a special mention goes out to the boss designs, which were great as well. The different levels were also nicely designed, but there wasn’t always as much variation as we would have liked. Even so, everything looked rather impressive, within the pixelated retro style of the game. The more units and attack effects that triggered, the more entertaining things got as well. Sound The sound design was superbly handled. We really loved the DOOM-esque music, as it truly set the tone, and the voice acting during the cutscenes was also great, further enhancing the atmosphere. While some of the tunes looped a bit too quickly, perhaps, the music never grew stale and was perfectly suited to the onscreen action. The SFX further complement everything, with decent impact sounds and some ghoulish enemy sounds here and there. All in all, the developers nailed the audiovisual presentation. Gameplay Skull Horde is an autobattler where you command your army of undead minions through a variety of levels. With different characters to choose from and many unlockable minions, the game does have some goals to work towards. The offset is fairly simple, as you need to survive different ‘floors’ of the different levels, to eventually fight a boss at the end. Unlike many other titles in the genre, there is no timer, but depending on the difficulty settings, the longer you wait, the harder everything becomes. As your chosen character is actually a necromancer, it makes sense that you summon troops to do most of the fighting for you. At the start of each floor of a level, you get the opportunity to buy additional troops. Of course, you’ll have to make decisions, as you can only have a fixed amount of different unit types, which you can then buy as many as you want of. The latter is, of course, dependent on how many units the RNG offers you of that unit type in the store and how much cash you have. You can banish certain unit types from popping up in the store for a fixed fee, and you can upgrade the rarity of minions that are offered in the store. If you plan right, you can have a very strong party by the time you come face-to-face with the boss of the level you’re playing through. Units also interact differently with your chosen class, as the starting class allows units to merge and upgrade, while another may have you accumulate starting units into a massive horde that fights for you. As you complete levels or meet your untimely demise before doing so, your chosen character will gain experience and level up. You’ll gain a skill point for each level up, allowing you to unlock passive skills that make subsequent runs a tad easier. Each of the different characters has its own skill tree, creating a bit of replay value in the process. We liked the different possible playstyles, and we were happy multiple characters were included, as you’ll be able to play through all the different levels with a single character over the course of a few hours. We hope some additional levels get added in the future, just like Nordic Ashes did with their frequent content updates. Conclusion Skull Horde is a fun autobattler with quite a lot of content to unlock, such as new classes, new units, and new items, to keep things interesting. The overall gameplay loop is very entertaining, and the audiovisual presentation is top-notch too. While the game did not have that much content in terms of levels, the unlockable stuff does make sure there is enough to return to after you’ve beaten the game once or twice. We do hope some additional content is added in the future, but even then, Skull Horde is highly entertaining if you’re a fan of the genre.
Apr 11
SOL CESTO HITS V1.0! MASTER YOUR LUCK IN THIS FRANTIC ROGUELITE OUT TODAY
SOL CESTO HITS V1.0! MASTER YOUR LUCK IN THIS FRANTIC ROGUELITE OUT TODAYGoblinz Publishing and indie developers Géraud Zucchini & Chariospirale celebrate full release with new content, endings, and a deeper, darker descent April 10, 2026 – The wait is over. Sol Cesto, the fast-paced tactical roguelite where every decision is a gamble, officially launches into Version 1.0 today onSteam. Developed by Géraud Zucchini andChariospirale and published […] The post SOL CESTO HITS V1.0! MASTER YOUR LUCK IN THIS FRANTIC ROGUELITE OUT TODAY  appeared first on Capsule Computers .
Apr 10
Can You Survive When Things Get Grim? UnderMine 2’s 0.7 Update Launches on May 1st!
Can You Survive When Things Get Grim? UnderMine 2’s 0.7 Update Launches on May 1st!Face a new boss, browse a new market, and much more in this major content update.  [April 10th, 2026] – The ever-evolving labyrinth that is the Undermine will expand once again when UnderMine 2’s 0.7 Duskfall Update launches on May 1st! The hefty update features a new area, mighty boss, market, and a whole new […] The post Can You Survive When Things Get Grim? UnderMine 2’s 0.7 Update Launches on May 1st! appeared first on Capsule Computers .
Apr 10
Arkansas police chief resigned 13 days into his job, but the shameful reason involves a disabled man left fearing for his life
Arkansas police chief resigned 13 days into his job, but the shameful reason involves a disabled man left fearing for his life
Apr 10
Deadzone: Rogue Review - Rewarding Repetition
Deadzone: Rogue Review - Rewarding Repetition Reviewed on: Switch 2 Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Prophecy Games Developer: Prophecy Games Release: August 11, 2025 ( PC ), September 3, 2025 ( PlayStation 5 , Xbox Series X/S ), March 17, 2026 ( Switch 2 ) Rating: Teen Science-fiction themed first-person shooters can feel a dime a dozen. I would bet anyone reading this review has long lost count of the number of times they've taken up heavy arms against an alien or robotic threat that outnumbered them multiple-hundreds-to-one. Deadzone: Rogue may look like an unassuming first-person shooter on the surface, but through superb gunplay and excellent utilization of the roguelite formula, I was left kicking myself for not discovering this game when it arrived on other platforms last year. As a man who awakens alone on a space station with no recollection of who he is or why he's there, your only option is to push forward through dozens of rooms swarming with enemies. Thanks to terrific gunplay, regardless of which weapon you equip, blasting through Deadzone: Rogue's bite-sized rooms is an exciting delight. Developer Prophecy Games has found the sweet spot for its aim assist, creating a rewarding gameplay feel whether you're sprinting around with a shotgun or popping heads with a sniper rifle. Your weaponry, especially early on, is largely dependent on the loot either dropped by enemies or picked up at the end of each room, and the feeling of building out your kit brick by brick, room by room, is among the most rewarding feelings I've had in gaming this year.   As you work through the multitude of rooms in each unlockable Zone – either solo or cooperatively – you accumulate various weapons, items, perks, and more. The fact that every bite-sized room rewards you with a new upgrade, and multiple enemies per room drop not only resources but also equipment and weapons, provides a constant upward trajectory. Whether I swept through a room like an unstoppable killing machine or barely made it out by the skin of my teeth, I was always eager to roll the dice and see what rewards I could pilfer.  I loved settling on an elemental assault and then selecting perks to amplify the damage and effects of that specific element, even using scraps dropped by enemies to re-roll the elemental affinities of my weapons, melee, and grenades. At one point, I kept dying in a particular room because I was simply overwhelmed by the relentless onslaught of too many enemies. Deadzone: Rogue allows you to not only level up your character and arsenal through permanent upgrades between rounds, but also form strategies to address your shortcomings in particular rooms; in this case, I started selecting perks that granted companion bots that fired at enemies and drew aggro, allowing me to distance myself and thin the herd to manageable numbers. However, if a run is too easy or challenging, you can always tweak the difficulty level, which impacts the rewards you receive, either breaking down roadblocks or creating an enticing risk/reward calculus. The enemies start simple enough, with robots that walk slowly or charge at you in a straight line, but as you progress through each unlockable Zone, you encounter more sophisticated, powerful, and grotesque creatures. Before I knew it, I was battling teleporting robots, zombie-like synthetic organisms, self-destructing orbs, and spiders that swarm and blast projectiles. As you shoot through each Zone, you encounter skill-check rooms with Elite enemies; these foes serve as barriers in early attempts, but by the time you reach the end of the Zone, they eventually appear alongside normal minions, aptly putting on display how far you've progressed in the span of one run.   Each room lasts just a couple of minutes (or less, if you're quick), with successful runs concluding around an hour after you embark. But you'll likely spend many hours in the lead-up to that successful run as you learn the ins and outs of each room, as well as slowly upgrade both your character and your skills. There were certainly times when I had failed in a particular Zone so many times that I dreaded repeating the early rooms for the umpteenth time, but the gameplay feels so good, I ultimately didn't mind – except for certain rooms that require light first-person platforming. Those rooms felt bad the first time I played them, and only felt marginally better upon repeat playthroughs. Thankfully, those aren't common, but whenever they popped up during a run, I was ready to be done with them before I even entered the room. And though the boss battles are engaging and inventive, they sometimes border on being bullet-sponges. Once you conquer a Zone, you unlock the subsequent Zone with new rooms, enemies, and bosses to face, as well as side challenges for the Zone in which you were just successful. Though I was laser-focused on beating each zone individually, I appreciate the excuse to return to older Zones to try my hand at extra challenges with different gameplay modifiers, like perks that encourage you to get up close and personal with your victims. Through its stellar use of the roguelite formula and ability to build your loadout in such rapid fashion, Deadzone: Rogue provides a compelling shooting experience that I look forward to firing up for a few runs every day. But it's not just the structure that has its hooks in me; the shooting mechanics, varied enemy types, and the compelling narrative mystery all coalesce into one of my favorite shooters in recent years. Score: 9 About Game Informer's review system
Apr 10
Thrash Review: Blood and Sharks Mix Well In a Ridiculous Creature Feature
Thrash Review: Blood and Sharks Mix Well In a Ridiculous Creature Feature Sometimes you just need a movie that knows what it is. Thrash is the kind of creature feature that we grew up loving. A monster movie that’s willing to embrace its chaos, the Netflix original film gives us plenty of gore, shark attacks, and absurd character beats. Director Tommy Wirkola (Dead Snow) has made a […] This post belongs to FandomWire and first appeared on FandomWire
Apr 10
Snack World: Reloaded Announced
Snack World: Reloaded Announced During today's Level-5 Vision 2026 online presentation, Level-5 announced Snark World: Reloaded . The game is a remake of Snack World: The Dungeon Crawl Gold , which released for Nintendo Switch in 2018 in Japan and 2020 in the west, itself an enhanced version of Japan-only Nintendo 3DS title Snack World: Trejarers . Snack World is set on the eponymous Snack World, as the evil Sultan Vinegar attempts to resurrect the Deodragon Smörg Åsbord. Players create their own character to join treasure hunters Chup, Mayonna, and more in a comedic quest featuring procedurally-generated dungeons. The Reloaded version is stated to include improved gameplay, controls, and story, as well as a new mode where players can play as Chup.   The post Snack World: Reloaded Announced appeared first on RPGamer .
Apr 10
Inazuma Eleven RE Remake Coming to Switch 2, Not PS4
Inazuma Eleven RE Remake Coming to Switch 2, Not PS4 As part of the many Level-5 Vision 2026 Craftmanship announcements, there was an update confirming Inazuma Eleven RE will be on the Switch 2, but the remake won’t be on the PS4. No explanation was offered for why support was dropped for one platform. This appeared alongside a brief trailer that showed how the update of the DS game is turning out so far. The release window wasn’t pinned down, and it is still apparently set for a 2026 debut . Here’s the full Level-5 Vision 2026 Craftmanship presentation, with the Inazuma Eleven remake coming up just after the 18 minute and 58 second mark . The video update focuses entirely on gameplay. So we see Mamoru/Mark running around his school, talking to classmates and teachers, and his team playing soccer.  https://www.youtube.com/watch?v=qkIIIBoL-ag We’ve seen this Inazuma Eleven game quite a few times already. It originally only appeared on the DS in Japan in August 2008. However, it later showed up in Europe a few years later. Once Level-5 released the Inazuma Eleven 1-2-3: Endou Mamoru Densetsu remaster on the 3DS in Japan in December 2012, we then ended up seeing the first game in North America for the first time. That was an eShop exclusive in the region in February 2014. (However, the second and third games weren’t localized and released on the eShop in the same fashion, though the second game did appear on the DS in Europe and third on the 3DS in Europe.) Inazuma Eleven RE will appear on the Switch, Switch 2, PS5, and PC, and the original appeared both on the DS and on the 3DS worldwide following the Inazuma Eleven 1-2-3 release.  ©LEVEL5 Inc. The post Inazuma Eleven RE Remake Coming to Switch 2, Not PS4 appeared first on Siliconera .
Apr 10
Decapolice Won’t Be on the Switch or PS4, Will Be on Switch 2
Decapolice Won’t Be on the Switch or PS4, Will Be on Switch 2 Part of the Level-5 Vision 2026 Craftmanship stream involved a brief update on the updated game Decapolice , and this time it involved the Switch and PS4 versions being canceled. It will now only show up on the Switch 2, PS5, and PC. The official site ended up being updated to reflect this change.  Decapolice ’s update was rather brief. It showed up about 19 minutes and 27 seconds into the 50 minute presentation. The segment about it started by noting it is still in development. We then saw art of Harvard Marks, the lead character and Special Investigations Unit leader while footage from the game appeared in boxes alongside him. No new gameplay footage came up. Instead, it closed with a “stay tuned for more” tagline and art of the cat-like individual who appeared alongside the theme song reveal.   Here’s the full Level-5 Vision 2026 Craftmanship video: https://www.youtube.com/watch?v=qkIIIBoL-ag Prior to this, most of the updates on the game involved delays. Initially, it was supposed to appear in 2024 . It got bumped to 2025 after that. A 2026 release window came up after that. The official site still claims it will appear in 2026.  Decapolice is in development for the Switch 2, PS5, and PC, following the canceled Switch and PS4 releases, and we might see it in 2026.   The post Decapolice Won’t Be on the Switch or PS4, Will Be on Switch 2 appeared first on Siliconera .
Apr 10
The Force Unleashed Star Sam Witwer Says He'd be 'Very Happy' to Shave His Head for Starkiller Return
The Force Unleashed Star Sam Witwer Says He'd be 'Very Happy' to Shave His Head for Starkiller ReturnStar Wars: The Force Unleashed star Sam Witwer says he would be “very happy” to shave his head if Lucasfilm were to ever ask him to return as Starkiller.
Apr 10
Translating Genres: Arknights and Endfield
Translating Genres: Arknights and Endfield I’ve been playing the tower defense strategy game Arknights for over a year now, and it’s easily my favorite mobile game. It’s a tower defense strategy game where the ‘towers’ are different characters with different abilities. It updates frequently and maintains high-quality art, writing, and game design. I adore Arknights . Last January, Arknights developer Hypergryph released Arknights: Endfield , after months of development and teasers. Though created by a separate team, it takes place in the same universe as the mobile game. However, Endfield is an open-world RPG similar to something like Genshin Impact . It felt like a weird choice at first, taking the lore of the strategy game and building an RPG on it. After thinking about it, however, an RPG is a natural place for Arknights as a series to go. I’m curious about this kind of genre shift and what parts were successful. I will go over how Hypergryph took elements from their strategy game and how they added them into their new RPG. As a brief note for clarity: when I talk about Arknights in this article, I’m referring to the mobile game only. Arknights: Endfield will just be Endfield. When I first saw the announcement for Endfield , I was confused. Why was Hypergryph taking their successful strategy game and making an open-world RPG in the same universe? What was extra strange was that there is no overlap in setting between the two games. Endfield takes place hundreds of years in the future and on an entirely different planet. It wouldn’t give me an opportunity to explore the places I already know and love, which was a real disappointment. I started playing Endfield in January shortly after its official launch, and the longer I played and the more systems opened up, I felt more at home with Endfield . Sure, the icons and item names were different, but the basics were the same. [caption id="attachment_188070" align="aligncenter" width="640"] Where Arknights used 2D sprites, Endfield is fully 3D.[/caption] The most immediate change is the art style. Arknights uses 2D backgrounds and character sprites in its story segments, and 2D sprites on a 3D grid for gameplay. Endfield, by contrast, is entirely in 3D, so right out the gate, the different visual styles means each game presents both its gameplay and its narrative differently. Arknights stories are told in visual novel-like cinematics that take place at the start of a level and at the end. Arknights has no voice acting in its story segments. This is understandable considering that the word count for a single event can rival that of a full novel, and after six years, the game has an enormous cast. As much as I would like it, I understand Hypergryph not wanting to produce and translate an entire visual novel every month or so. Each playable character has voice lines they’ll say in a game level, and that’s it. Endfield , by contrast, features voice acting for every named character who appears in its story. It also means the characters are less likely to go on long speeches than in the mobile game. It's very easy to get into the game's story this way, it's much more accessible than Arknights , especially since Endfield's introduction is much more active and interesting. [caption id="attachment_187428" align="aligncenter" width="640"] This is where Arknights players will be pointing at the screen and saying, "I know that guy!"[/caption] It’s very much a tradeoff, by adding voice-overs Endfield exchanges density for accessibility. Even as an enjoyer of Arknights' story, I’m willing to say it can be dense with exposition and meanderings. On the other hand, Endfield does not tackle its narrative concepts as well as Arknights , as it's given less space to do so. I'll talk more about this when I get to story comparisons later, but the different styles inform how the story is told and how much is told. Since I had background with the original game, I already knew important information about the setting and generally how things work around here. Important ideas, as presented in Endfield, are largely consistent with what I know from Arknights . The only thing I’m not sure of is how it comes across to a newcomer, and I suspect they’ll be a bit confused. Concepts like “what is Originium and why is it important?” weren’t something I needed explained, but the game may have waited too long to inform a new player why this weird rock is important. Or that it can spread like a cancer both through the land and the human body. Arknights lore gets pretty wild. [caption id="attachment_188487" align="aligncenter" width="640"] Activating multiple combo skills at once is a reward for good team building.[/caption] One of the strengths of Arknights ’ gameplay is its balance around powerful teams, rather than expecting players to rely on one or two overpowered units. It's possible to do that, but for most players, it's better to build a diverse roster to have more tools to tackle different problems. The combat gameplay, being centered around team building, carries over into Endfield in interesting little ways. In Endfield, players battle with a team of four characters, and every character has a different role and set of skills; it's pretty standard. What Endfield added is giving all characters a combo move. When the requirement is met (which varies by character), players will see see a pop-up with that character’s portrait, and if you used, that character will attack the player's target with a special move. Combos can even be chained under the right conditions, and it's so satisfying. Even outside of combat, the team is present and active. Team members are always visible when the player is exploring the world. Sometimes they will alert the player to nearby treasure; once, an operator even led me a short distance to a hidden item. When resources spawn in clusters, when they are collected, teammates will also start breaking nodes and picking up resources. All of it goes into the same bag, so it’s useful! It’s a small thing, but I do appreciate that my bot-controlled teammates are attentive and active. [caption id="attachment_186028" align="aligncenter" width="640"] An example of what the AIC looks like[/caption] Endfield Industries, the protagonist faction in Endfield , is a construction company, and the industrial theming runs through not just the aesthetics of the game but also in its gameplay. This is done not in combat, but through the Automatic Industry Core, or AIC. This is the part of the game I suspect will make or break someone’s opinion on it. Players who enjoy setting up and fussing with complicated factory-type systems will enjoy working on the AIC. The AIC is the biggest element that separates Endfield from other games in the genre and gives it a unique identity. Sometimes factories will need defending. The player is given gun towers to place around the area to stop enemies from reaching important locations. It's a cute callback to the original game. While Arknights doesn’t have anything exactly like the AIC, it does have a game mode called Reclamation Algorithm that shares similar gameplay. It’s not a popular game mode, so there have been very few updates, but I am glad to see some ideas from the previous game implemented somewhere they fit better. However, there is a base-building system in Arknights that returns in the form of the spaceship Dijiang in Endfield , and it was a cozy feeling when I realized how similar these systems were. This recognition includes progression structures. Since Arknights was focused on leveling and developing a roster of characters, the systems for leveling up and empowering characters translated very well into an RPG. [caption id="attachment_188115" align="aligncenter" width="640"] The change in visual style allows Endfield to have more visual spectacle than the more limited style in Arknights[/caption] The music in these games deserves a mention ; Endfield’s music is good , Arknights’ music is amazing. There’s a running joke among fans of Arknights that Hypergryph is actually a music company that also happens to produce a game. If there’s one thing Arknights should be famous for, it’s the music. There are many collaborations with talented artists who work in many different styles and genres. Each story event comes with unique music for its lobby and game stages, and most six-star characters have their own theme songs. There have been full live concerts featuring music from Arknights . Endfield loses a bit of identity without the variety and quality of music Arknights has. It did just launch, so I'm willing to wait and see what Endfield does with its music next. It would be a shame if it didn't follow in Arknights' music tradition. I’ve saved talking about the story comparisons for last because it’s where I’m most disappointed with Endfield in comparison to Arknights . It’s also the area I’m willing to give it grace because it’s so new. These two games take different approaches to storytelling. Arknights’ style allows it to tell long and dense stories with complicated characters at the cost of demanding more effort from the player. Endfield aims for a more accessible story that anyone can enter into easily, but sacrifices character and thematic depth to achieve it. One style is not better than the other, however, in this case I feel Endfield lost something important in this trade. There's a tidy microcosm for how I feel about the two stories: the way the games engage with its antagonists. The main antagonist faction in Endfield are the Bonekrushers. Endfield portrays them as wild fanatics, and that's pretty much it. A perfectly fine choice, especially for a video game. Arknights, however, would at least ask: why are the Bonekrushers like this? What were the circumstances that led these people to become this? Even if they remained strictly villains, there would be an effort to see humanity in them and to understand what struggles they faced. Endfield had a rich world to draw from and leaves it underutilized. On the other hand, the thing that did translate perfectly from the original game is its sense of humor. Endfield is delightful when it’s silly. [caption id="attachment_188071" align="aligncenter" width="640"] The player getting hyped up by local silly creature.[/caption] I’ve been repeating myself with ‘ Endfield just released, and though it lacks something I feel is important it could be added later’. I want to give it grace and space to grow, but I do feel there are places where it falls behind Arknights . In my case, I think my experience with the other game had a mixed influence on my time spent with Endfield . However, I can only judge the game as it exists now, and judge it fairly as its own entity. Setting aside my gripes about the story, I had a great deal of fun playing Endfield ! I’m not sure how long I’ll stick with it, but I do think this is a game with a bright future, even if it's not what I personally would have wanted. The most recent release was patch 1.1, the first major patch since the game launched, and I want to see Endfield continue to grow and be a fun experience. The post Translating Genres: Arknights and Endfield appeared first on RPGamer .
Apr 10
Hamlet: 13 Movies Based on Shakespeare's Greatest Tragedy
Hamlet: 13 Movies Based on Shakespeare's Greatest TragedyFilmmakers have been adapting William Shakespeare's greatest work, The Tragedy of Hamlet, Prince of Denmark, since the advent of cinema. With Riz Ahmed's interpretation now in theaters, here are 13 of the most notable Hamlet (or Hamlet-inspired) movies ever made.
Apr 10
Google Play Store Removes Doki Doki Literature Club Four Months After Launch
Google Play Store Removes Doki Doki Literature Club Four Months After Launch Doki Doki Literature Club, the dating sim-themed horror game, has been removed from the Google Play store. According to publisher Serenity Forge , the reasoning provided was that the game violated the storefront's terms of service with its "depiction of sensitive themes." Doki Doki Literature Club was first released on Steam in 2017, and is notorious for its deceptively disturbing story. While it initially appears to be a traditional dating sim, following a high school boy as he joins an after school writing club and falls in love with the other members, dramatic plot twists give the game a dark turn. It includes, among other things, graphic depictions of suicide. That said, the game has many content warnings, both on store pages and in the opening moments of the game. On iOS, the game is rated 17+ and its description includes the sentence "This game is not suitable for children or those who are easily disturbed" at both the beginning and the end. Publisher Serenity Forge issued the following statement on its various social media platforms: Click the image to enlarge. Yesterday, Google chose to remove Doki Doki Literature Club from the Google Play Store. Their explanation is that the game’s content violates their Terms of Service in its depiction of sensitive themes. DDLC is widely celebrated for portraying mental health in a way that meaningfully connects deeply with players around the world, helping them feel heard, understood, and less alone on their journey. Managing to achieve that—making a truly meaningful difference by using the power of fiction to connect to others—is what I’m most grateful for. It inspires me every day to keep making cool new things, things that can really reach others, especially those in need of connection. DDLC is available on many different major platforms, including iOS, Nintendo Switch, PlayStation, and more. We’re continuing to do everything we can to find a path forward for getting DDLC reinstated on the Google Play Store. Meanwhile, we’re also looking into potential options for alternate methods of distribution on Android devices. We worked hard to bring DDLC to Android, and we’ve gotten to see so much love and enthusiasm from passionate Android users over these past few months. Thank you so much to the community for continuing to express your love and support for DDLC through the years. We’ll keep you updated on the future of DDLC for Android. - Dan Salvato and the Serenity Forge Team For now, it's unclear if or when the game might return to the Google Play Store, but it remains on other platforms.
Apr 10
Tiny Bookshop (PS5) Review: Charming Business Sim With Heart
Tiny Bookshop (PS5) Review: Charming Business Sim With HeartWho doesn’t love a business simulator? From lemonade shops to theme parks, we’ve had plenty of great ones over the years. The latest one for PlayStation 5 is Neoludic Games’ Tiny Bookshop, which has you moving to a coastal town and operating a mobile bookshop attached to your car. Filled with plenty of charm and […] The post Tiny Bookshop (PS5) Review: Charming Business Sim With Heart appeared first on PlayStation LifeStyle .
Apr 10
Dorohedoro Season 2 Episode 5: Release Date, Time, What to Expect & How to Watch
Dorohedoro Season 2 Episode 5: Release Date, Time, What to Expect & How to Watch The dark fantasy anime that might remind you of the 90s OVA era is finally back with its second season, and we’re already 4 episodes in (the show premiered with 3 episodes). But when is the next episode coming? Dorohedoro Season 2 Episode 5 is scheduled to be released online on April 15, 2026, at […] This post belongs to FandomWire and first appeared on FandomWire
Apr 10
Metal Gear Solid Movie: Everything We Know About the Video Game Adaptation
Metal Gear Solid Movie: Everything We Know About the Video Game Adaptation As much of a gaming juggernaut the Metal Gear franchise is, it’s hard to overlook the IP’s movie roots. Metal Gear Solid was a landmark in the realm of gaming, as it was one of the earliest big titles to put emphasis on cinematic storytelling, which isn’t surprising given Hideo Kojima‘s love for movies. With […] This post belongs to FandomWire and first appeared on FandomWire
Apr 10
ARK: Survival EvolvedArk: Survival Evolved is a action-adventure survival video game developed by Studio Wildcard.