Top 10 Best VR Games for PC

Ah VR, what a wonderful new horizon. If gaming is about escapism, then VR is about helping you truly live another life. The chance to explore new worlds, and have them be so realistic you could touch them, is something that only really exists when you’ve got a VR headset on, and maybe a cat trying to get your attention and scaring your half to death. If you’ve just picked up a headset, then you’ll need to know all about this list of best VR games for PC. 


10. SUPERHOT

You may well have already played SUPERHOT on console or on PC normally, but I promise you it’s not the same game in VR. Well, I mean, it is the same game, but in VR it’s elevated to an entirely new realm. Punching a giant orange humanoid is intensely satisfying, but so is cutting a bullet as it races towards you, throwing the knife at your attacker, and then yeeting a plate at his friend just to assert your dominance. Just get it, join the cult. 


9. VR Dungeon Knight

This is by far and away the smallest game on this list. Made by just one person, VR Dungeon Knight is a dungeon crawler with a real emphasis on allowing for multiple playstyles. It’s still in Early Access, but that just means it’s always getting updated with new classes, weapons, and playstyles. It’s a horrifically overlooked gem of a game, but hopefully, we can all change that together, because it really is one of the best VR games on PC. 


8. Pistol Whip

Pistol Whip dares to ask the question “What if John Wick was turned into a rhythm game?” and what it results in is one of the best VR games on PC, and one of the best rhythm games in a long time. Granted, Beat Saber is excellent too (and we’ll get to that), but Pistol Whip is just so intensely dirty in its beats. Every track warps the world around you, and you get extra points for shooting in time with the music. It’s just an incredibly satisfying experience and one that you’d be a fool to miss out on. 


7. Beat Saber

See, told you we’d get to it. Beat Saber is probably one of the games that could be considered VR’s killer app. It’s an astounding display of music meets lightsabers, and it’s the kind of thing that can only work in VR too. It hits a similar part of the brain to Guitar Hero, especially as you progress through the difficulty levels and have to try and deflect an unending stream of boxes coming at your face. Just buy the damn game. 


6. Asgard’s Wrath 

While everyone has heard of Beat Saber, far fewer people have heard of Asgard’s Wrath. The word you’ll see bandied about whenever someone talks about Asgard’s Wrath is ambitious. It’s ambitious in its scale, its systems, and its immersion. There’s nothing that comes close to it when it comes to being the whole package. If you imagine it to be like Skyrim in VR, but made especially for VR, then you should immediately understand why people like it so much, and why you should hurry up and join them.


5. Until You Fall

Until You Fall is a roguelike melee game where you have to hack and slash your way through denizens of a corrupted planet. The thing that makes it truly special is the combat, while swords in VR can often feel good, the actual combat can sometimes be rather basic. Until You Fall has you parrying strikes, dodging, and using special abilities with ease. It can be horrifically difficult, but every single moment will have you in awe of your own excellence just before throwing a new boss at you and reminding you where you belong.


4. Robo Recall 

This game is free as long as you own the Oculus controllers. Free. You’re an agent tasked with cleaning up a robot uprising. It’s all very tongue in cheek though, so don’t expect it to be a horrifying experience. Robo Recall allows you to grab enemies and then throw them at each other, use them as shields, or just tear them about bare-handed. It’s all wonderfully tactical and the arcade-style missions allow for nigh-infinite replayability too. 


3. In Death 

Another roguelike you absolutely must own. Instead of melee combat though, In Death is all about archery baby. You have to shoot your way through purgatory and into other realms, each of the enemies you fight can easily kill you, so you have to be very careful if you want to survive. The movement is really cool too, you can either throw a shard which allows you to teleport, or shoot an arrow if you want to go further. There’s something wonderful about only using one tool in a game, and In Death does it very well.


2. Budget Cuts 2

Stealth is weird in VR, and also much harder than in a normal game. This is largely because of the viewpoint, you are your camera, so looking around a corner automatically exposes you. Budget Cuts, and Budget Cuts 2, laugh in the face of this by allowing you to open up holes in space/time and then letting you peer through them. You also get a really cool bow in the second one, which is why its here instead of the original game. 


1. Boneworks

Physics-driven VR experiences can often feel like little more than tech demos. It’s annoying because they’re usually the most exciting thing about VR. Thankfully, Boneworks takes all of those little tech demos and rolls them into one incredible interactive world. You can punch enemies to death, hold them at arm’s length, yeet bricks at things, turn handles. Basically, you fully immerse yourself in the world, and it’s one hell of a game as a result. 


Remembering The Star Wars 1983 Arcade Game

While 1983 might not seem that long ago in cinema terms, it’s ancient history on the video game timeline. 

People still talk about the Return of the Jedi today, for instance, while 1983’s Star Wars (aka Star Wars: The Arcade Game) is very much from a long, long time ago. Since then, there have been over one hundred games tied to the Star Wars brand.

Yet gamers should take some time out every now and then to remember the history of their hobby, no matter how ancient. So let’s take a visit to the Old Republic to remember the game that put Star Wars on the video game map.

Before the Dark Times

In terms of choice, quality, technology, and popularity, it wouldn’t be hard to make a case for the gaming industry being in the middle of a Golden Age right now. Perhaps it’s not a coincidence that this era’s flaws—excessive commercialisation, predatory mechanics, over-saturation, and a helping of Sturgeon’s Law—were just as prevalent in the historically-recognised Golden Age of Gaming.

The Golden Age is usually said to have run from 1978, the year of Space Invaders, to around 1983. The age, in general, marked the rise of arcades. With them came the early evolution of gaming from a niche hobby to an entrenched element of popular culture, echoing the similar evolution that took us from the insular world of late 90s consoles in the post-arcade years to the all-pervasive gaming world of the modern-day.

For those old enough to remember it, 1983’s Star Wars still weighs in as one of the best video games of all time. It was a culmination of video gaming’s Golden Age and, in fact, was one of the last great examples of that age.

Despite its wild popularity, the Star Wars franchise didn’t crack the gaming world until the original trilogy was nearly over. The first Star Wars game, The Empire Strikes Back, released in 1982, a year before the final movie in the original trilogy. But it only took one game for Star Wars to take over arcades.

A New Hope

By modern standards, Atari’s Star Wars was hopelessly primitive. Its gameplay was modeled on the climax of A New Hope and consisted of three phases. The first was a dogfight in the skies (or space, anyway) above the Death Star. The second was the approach to the Death Star trench across the no moon’s surface. The third was the flight through the trench, the aim being to reach the end and unleash that fateful proton torpedo. Players could select three difficulty levels (or “Waves”), the easiest of which would omit the second phase. On completion, the game would loop back to the beginning, becoming harder.

In an unexpected twist, there were no demands on the player to wrack up a huge kill count. In fact, players only needed to survive to fire the torpedo heard around the galaxy—to “use the Force”, which would lead to a huge payout of bonus points. It was a peculiar nod to the objectives of the movie and speaks to the game’s relative sophistication. It even calls to mind similar easter eggs in modern games, like the Far Cry series’ “wait and win” secrets.

All of this action was sketched out in vector-based wireframes, calling to mind the visuals of Luke’s targeting computer from A New Hope. Vector graphics were still new-ish to gaming at this time, and they allowed for complex yet clear visual constructs and a sense of true 3D, which hadn’t been achieved in such fidelity before. Even to modern gamers, the graphics look crisp and recognisable. No mean feat at the time.

In 1983, Atari’s Star Wars was mind-blowing. The quality of the vector graphics blew away contemporaries and the synthesised audio was astounding for its time, creating recognisable interpretations of A New Hope’s most iconic lines at a time when voices weren’t a common feature in games.

Naturally, the Star Wars license bolstered the game’s popularity, too. Young gamers in 1983 were just as mad for Star Wars as they are today, and they had fewer outlets for their obsession to boot.

Sadly, there’s a physicality to arcade games that can’t be easily replicated or explained for the benefit of younger gamers. Gamers playing Star Wars in 1983 controlled the iconic X-wing via a flight yoke. The sit-down cabinet took that level of immersion even further and, combined with the visuals and audio, the experience was the full HOTAS set-up or even the VR of its time.

Atari’s Star Wars received a 1985 sequel in the form of The Empire Strikes Back, which released as a conversion kit for the original. It updated the action to the snowfields of Hoth and the blockade around the planet, with the player controlling Luke and Han respectively.

Its gameplay was largely unchanged, and with the waning of the Golden Age and the related decline of arcades, Empire saw less attention than its predecessor. As the game came in the format of a conversion kit, many arcade owners didn’t see the point in upgrading the original Star Wars cabinets to the new edition.

Still, Star Wars ‘83 and its sequel weren’t entirely lost to future generations. Though many players may have missed them, both games could be found buried as easter eggs in the GameCube’s Star Wars Rogue Squadron III: Rebel Strike.

The legend of the Star Wars 1983 arcade game survived into future games in the franchise, too. Future titles echoing the space battles of the franchise were inevitable, eventually leading to the wild popularity of the X-Wing series of games and other dogfighting titles, like the aforementioned Rogue Squadron, Star Wars: Starfighter, and the spaceborne elements of Battlefront II (both the old and new version).

The Last Jedi: Fallen Order

The history of Star Wars video games has turned out to be oddly circular. As George Lucas himself would have it: “It’s like poetry, it rhymes”.

Atari’s Star Wars belonged to a tiny pool of Star Wars games, most of them straight adaptations of scenes from the movies. In the following decades, Star Wars would balloon as a franchise to create the ascended fanfic playground of the old Expanded Universe. Video games were no exception, and Star Wars games ran the entire gamut from releases that still make Top 10 Best Games lists to offerings that would win a video game equivalent of a Golden Raspberry Award.

With Disney’s acquisition of Star Wars, the Expanded Universe was retired to become the Legends brand. With it went the free-for-all on Star Wars in video gaming, as EA became the sole license holder for Star Wars video games. This narrowed the gaming universe of Star Wars back down to two canonical properties: DICE’s Battlefront series and Respawn’s Jedi: Fallen Order, bringing the Star Wars brand in gaming full circle.

If there’s a lesson to take from this, it’s probably that the appetite for a Star Wars dogfighter with all the bells and whistles the times can muster will always be the way to a Star Wars gamer’s reactor core. Even fresh off the high of Jedi: Fallen Order (and however they felt about The Rise of Skywalker), fans would be as happy to see a new space adventure in 2020 as they were in 1983. It is, after all, right there in the name of the franchise. Do you have fond memories of Atari’s Star Wars or the games it helped inspire? Comment below and share your nostalgia.

World Book Day – The 5 Best (and 5 Worst) Video Game Books

World Book Day lets us come together on the first Thursday of every March to celebrate the best fiction medium that’s ever existed. That’s right, the video game tie-in novel. 

Many games contain a novel’s worth of text and fiction, but strangely the video game tie-in novel is still underused. Maybe that’s a shame, maybe that’s for good reason. But this World Book Day you can decide for yourself when we look at the 5 best video game books to ever be written, along with the 5 worst. To clarify we are looking at books written about existing video games, not books that became popular video games, so no Witcher on this list.

Best Video Game Books

5 – Elite Dangerous: Premonition

Sometimes all you want out of life is a bit of intrigue and some space combat. If that’s what you’re looking for then you’ll be hard pressed to do better than Elite Dangerous: Premonition by Drew Wager. Filled with robust three dimensional characters and some of the best spaceship combat ever penned, this novel is definitely one of the best video game books out there. For seasoned Elite Dangerous players there’s even more to enjoy, as many of the in-game events that players influenced are directly referenced or included in the book. Brilliant stuff.

4 – Mass Effect: Retribution

Drew Karpyshyn is the brain behind much of the plot of the original Mass Effect games, and it shows in Retribution. Set immediately after Mass Effect 2 this novel comprehensively explores the Illusive Man’s plots, the imminent threat of the Reapers, and the dangerous technology that comes from the mix of the two. Enjoy if you’re a Mass Effect fan, enjoy even more if you feel the series went off the rails after Mass Effect 2.

3 – Halo: The Fall of Reach

You wouldn’t expect an FPS series starring a giant green warrior to spawn a great novel but you’d be wrong. Author Eric Nylund brings a third dimension to the Halo series with this novel, taking you behind the helmets of SPARTAN super-soldiers. You see their fears, their worries, and how they fight for what they believe in. Often heartbreaking as you look at how SPARTANs are made and trained, this novel is well worth anyone’s time, Halo fan or not. Especially if you’re interested in war fiction, sci-fi or otherwise.

2 – War Crimes

Christie Golden is an experienced hand at the tie-in novel, having written for pretty much every property out there. She’s never been better than when she wrote of the trial of Garrosh Hellscream. Set in between Mists of Pandaria and Warlords of Draenor, this World of Warcraft tie-in novel is essential reading for any fan. Betrayal, intrigue, action, backstory, and far-reaching consequences that still rock Azeroth to this day. War Crimes is definitely one of the best video game books ever written and definitely the best World of Warcraft tie-in novel.

1 – The Book of Atrus

Myst is a game about books and so The Book of Atrus is a book about a game about books. Set as a prequel to the venerable puzzle game, it sets up the rules of the world and its magic perfectly through the master-student relationship at the core of the novel. Not only filled with dense fiction exploring a rich mythical history, this novel is notable for helping launch the career of David Wingrove, the lauded author of the Chung Kuo series. This hefty tome starts a trilogy that not only stands up today for its quality, but for being written at a time when tie-in novels, let alone good video game books, were a rarity.

Worst Video Game Books

5 – Stormrage

Focusing on one of the least popular and least exciting characters in World of Warcraft, Stormrage is a game book that more than anything underwhelms. It’s possible to read every single one of its pages and walk away remembering nothing, no characters, no plot points. You definitely read it because there it is, finished, but what happened? No-one can tell.

4 – Torment

Planescape: Torment is a game notable for being one of the first that treated you, the player, as an adult. You can read, you can comprehend complicated characters, you can keep up with a vast plot. The book on the other hand has none of what made the game and the setting so compelling, reducing characters motivations and leeching a large amount of the bizarreness out of the world. A great swing and a miss. 

3 – Knee-Deep in the Dead

You wouldn’t expect an FPS series starring a giant green warrior to spawn a great novel and you’d be right. Join Doomguy, sorry, Flynn Taggart as he fights off hordes of the dead and the demonic. And er, that’s it. Imagine someone playing the original Doom and writing down every single thing they do without elaboration, excitement, or style. You’ve just read Knee-Deep in the Dead.

2 – Baldur’s Gate

You’ve heard of things being so bad they’re good, unfortunately that’s not the case with the Baldur’s Gate tie-in novel. Stripped of most of the memorable characters from the game and with little of the plot intact, this frankly bizarre novel has to be read to be believed and would sit at the top of our list of terrible game books if it were not for…

1 – Mass Effect: Deception

Mass Effect: Deception is not only one of the lowest rated video game tie-in novels of all time, but one of the lowest rated novels. So bad it made BioWare offer an apology for its multiple issues and inconsistencies with the game series, Mass Effect: Deception is frankly a must read for any author. If only to learn how not to do it. Alas, it’s hard to get that version of the novel anymore as with the third game in the series, BioWare stepped in to offer some post-launch fixes.

So there you have it, ten novels, some great, some not-so. If you want to talk about game novels why not head over to our community forums and let us know what your favourites and least-favourites are, join the conversation this World Book Day.

Wolfenstein: Youngblood Guide – Story, Missions, Weapons & Tips for New Players

Wolfenstein Youngblood is a fresh new spin on the Wolfenstein series. Like its twin main characters, Youngblood is a partnership, formed by the team-up of MachineGames and Dishonored developers Arkane Studios.

Here’s our brief guide to playing through Wolfenstein Youngblood for the first time.

Wolfenstein Youngblood’s Storyline

The year is 1980, and series hero B.J. Blazkowicz has disappeared without a trace. In his place, Youngblood follows his twin daughters, Jessie and Zofia, as they track down their disappeared dad. Their journey takes them to Nazi-owned Paris, where they gain the help of the local resistance.

Youngblood focuses on the dynamic between Jessie and Zofia, which is reflected in the co-op gameplay and Pep Signals system that serves a dual role as both emotes and gameplay buffs. It’s another departure for the series, placing an emphasis on working together to take down the Nazi machine.

Weapons, Upgrades, and Abilities in Wolfenstein Youngblood

Wolfenstein is all about the Nazi-killing mayhem, so it pays to know your Nazi-killing tools.

Youngblood features a healthy variety of weapons, from hatchets and hand-grenades to the Kraftwerk category of weapons. Each ranged weapon can be upgraded in four ways: grip, barrel, receiver, and sight. Each upgrade has a Brand, which reflects whether it upgrades accuracy, power, or speed. Stacking your Brand upgrades will allow you to tap into Brand bonuses.

Youngblood brings another new feature to Wolfenstein: RPG elements. This means enemies have levels and you’ll grow stronger, unlocking new abilities with Ability Points as you advance.

Mission Objectives in Wolfenstein Youngblood

There’s plenty to do in Youngblood. In a departure for the series, Youngblood introduces Metroidvania elements, with Paris acting as the game’s central hub. This means you’ll encounter plenty of side quests along the way, and gives you the chance to complete missions in a non-linear fashion. On top of the main and side missions, there are also daily and weekly challenges to tackle.

To help navigate this mission structure, here are the main quests in Youngblood and how to progress them.

Three missions kick off the game and bring you to the game’s main hub. They are:

  • Der Nachtfalter
  • Riverside
  • Catacombs

After that, you can tackle these, along with various side quests you’ll want to take on to gain levels and unlock new abilities:

  • Raid – Brother 1
  • Raid – Brother 2
  • Raid – Brother 3

This leads to the final mission: Raid – Mission Lab X, and the final boss of the game.

Sidequests

Thanks to the non-linear nature of Youngblood, you can tackle side quests as you please, though you’ll want to keep an eye on their recommended levels:

  • Rescue Marianne
  • The Silent Outpost
  • Chemical Warfare
  • Laser Breach Device
  • Lenz’s Secret
  • Stolen Research
  • Claude the Armorer
  • Radio Propaganda
  • The Protohund
  • Brother 1 Underground
  • Brother 2 Underground
  • Transmitter
  • Data Tape
  • Statues
  • Prison Break
  • Zitadelle Schematics
  • Zeppelin Sabotage
  • Lothar and Juju’s Trap
  • Missing Resistance Fighters
  • Investigation Cleanup
  • The Robotermorder
  • Sabotage Launchers
  • Infiltrator’s Report
  • Missing Partner
  • Da’at Yichud Artifacts

Resident Evil 2 Remake, All Lockers, Portable Safes, and Codes

It’s not easy to find your way through Raccoon City in the Resident Evil 2 Remake. With zombies, fires, dangers, and worse out to get you it’s a bit of a nightmare. But have no fear, we can at least help with some of that. If you’re stuck on a locker, need help with a safe, or just want a bit of assistance with a code we’ve got your back.

This guide should see you safe with every code, locker, portable safe, and code all unlocked.


Leon’s Desk Codes

There are two codes to unlock Leon’s Desk. The answers come from Leon’s colleague’s initials, using their first names as the key. For the first code on the right side of the desk use Marvin Branagh, Rita Phillips, and George Scott to spell out MRD.

The left side of the desk can be unlocked with Neil Carlsen, Elliot Edward, and David Ford to spell NED.


Police Station Statue Combinations

There are several combinations you’ll need for the three medallions in the Police Station. These are:

  • Lion Statue – Combination is found in the Officer’s Notebook in the Watchman’s Room. The combination is Lion, Sprig, and Eagle. On a B-run this is Crown, Fire, and Bird.
  • Unicorn Statue – Combination also found in the Officer’s Notebook. Combination is Fish, Scorpion, and Jug. On a B-Run this is Children, Scale, and Worm.
  • Maiden Statue – You’ll need the Detonator from the Operations Room and the Battery from the STARS Office in order to blow open the debris in the West Storage Room to access this statue. The combination is Woman, Bow, and Snake. On a B-Run this is Ram, Harp, and Bird.

Locker Combinations

There are three lockers to open in the Resident Evil 2 Remake, each with their own little puzzle revolving around a three letter code. These are:

  • 3rd Floor Locker – Can be found in the Firing Range near the Parking Garage, the locker combination is DCM.
  • 2nd Floor Shower Room – Combination is on a whiteboard a room to the south of the Operations Room. Code is CAP.
  • Sewer Control Room – Code is found a jazz flyer in the upper sewers, in the Worker’s Break Room. Code is SZF.

Safe Combinations

Again, three safes for you to break your teeth upon. These can be found in the following locations:

  • First Floor West Office Safe – You can find the code on the STARS Office memo. Code is left 9, right 15, left 7.
  • East Wing Waiting Room Safe – Code is found on the Confiscation Report File. The combination is left 6, right 2, left 11.
  • Treatment Pool Room Safe – Combination is found on the side of the safe, so you won’t have to go far. This combination is left 2, right 12, left 8.

NEST Laboratory and Greenhouse Codes

These codes are written via symbols, meaning you’ll have to memorise a sequence in order to open the hatches and doors that they lock. 

  • Greenhouse Code – The hatch in the Greenhouse can be opened simply by using the code on the hatch itself. Input this combination code into the Facility Control Terminal in the Greenhouse Control Room and it’ll pop open.
  • Dispersal Unit Code – This code can be found in the downstairs area in the Lounge under a trophy on a table. Use this upstairs again on the Facility Control Terminal in the Greenhouse Control Room and the Dispersal Unit in the Drug Testing Lab will open.

Portable Safe Combinations

There are two portable safes in the Resident Evil 2 Remake, and unfortunately for once we cannot give you a location for their codes or simply give you the codes themselves. These reset randomly when you start your game, so you’ll need a new code each time.

Thankfully you can brute force them quite easily. To open them you’ll need to light up the wheel at the top in an anti-clockwise order. We recommend experimentation, writing down which buttons light up which lights, and patience to get through.

These portable safes can be found in the following places depending on the playthrough:

  • Playthrough A:
    • Shower Room Locker 
    • Linen Room 
  • Playthrough B:
    • Interrogation Room
    • Linen Room 

Now you should have everything you need to dive into the Resident Evil 2 Remake with a little more confidence. Of course, you’ll still need to escape from Mr. X and defeat the terrors that the Umbrella Corporation has unleashed, but at least locks won’t hold you back.

The Trippy Legacy of OutRun

The 80s were a time of excess and optimism, and no game quite captures the spirit of the 80s like OutRun. 

Released smack in the middle of the decade, OutRun redefined racing games and encapsulated the 80s in arcade cabinet form. But its influence doesn’t stop there, as it left a lasting (and unlikely) mark on music and cinema, too.

So let’s take a look at OutRun and the legacy it sketched in burning rubber.

Life’s A Beach

By 1986, the full effects of the video game crash of 1983 had become apparent, ending the Golden Age and the second generation of video games. Arcade gaming was on a downswing, and it wouldn’t recover until fighting games breathed new life into the format in the 90s.

But somewhere in all this doom and gloom was the carefree spirit that produced one of the greatest racing games of all time.

OutRun was released to arcades in 1986. Conceived by Yu Suzuki, whose other claims to fame include arcade legends Hang-On, Space Harrier, and After Burner. To develop the game, Suzuki took inspiration from a scouting trip to Europe, though only after being told that the USA was too dangerous for location scouting. He returned from his trip with both a backdrop for his game and its main star: the Ferrari Testarossa.

OutRun didn’t pit players against other racers—at least not directly. It played out as one extended time attack played against the game. Instead of racing against opponents, the main goal of the game was to reach the end as fast as possible, dodging civilian traffic along the way. A checkpoint marked the end of each stage, and passing through the checkpoint would extend playtime.

In essence, OutRun felt less like a street racer and more like an irresponsible driving simulator. It was about the pure petrol-headed joy of it all, the feeling of driving with the top down on a summer’s day distilled into video game form.

The whole game played into this breezy power fantasy, with its bright, pristine graphics, and boppy 80s soundtrack. Even its main characters personified the idea: a shades-wearing dude and his token blonde blazing across European landscapes in the game’s true star, the Ferrari Testarossa.

OutRun’s graphics were incredible for their time. Though sprite-based, the illusion of 3D was unparalleled. Players could see every crest and downslope in the road, fields of crops whooshing by on either side, with the whole thing painted in vivid, saturated colours.

The game’s soundtrack was one of its most memorable features, perhaps best described by one of the track titles: a magical sound shower. It blended 80s synth with Latin-esque beats, and players could select tracks to race to, creating a personal connection between the player and the soundtrack. Essentially, this gave the player control over the car stereo.

The sense of adrenaline and power was elevated further for players who got the chance to play in the sit-down arcade cabinet, which modelled a car seat and included the wheel, pedals, and gear stick.

On top of everything else, OutRun also featured a uniquely non-linear design. The entire game consists of one long “track” unlike the many separate stages common to most racing games. There was more than one path through the game, however. Just before each of the checkpoints located along the track, there was a fork in the road. Which fork the player chose would determine which area they would pass through next, and their final path would even determine what kind of ending sequence the player would see.

The Road Most Travelled

OutRun received rave reviews from critics and is one of the games credited with keeping the gaming industry going through the difficult mid-80s. Even today, OutRun is consistently listed as one of the best games of all time and noted for its influence and legacy.

OutRun received ports to just about every console in the years after its release, carrying it through to the early 90s. It also received a number of follow-ups, though none that could capture the public imagination like the original game had done.

Finally, the series received a “true” sequel in the form of OutRun 2 for arcades in 2003. Somewhere between a sequel and a modern remake, OutRun 2 was also released on the Xbox and expanded on the original game with a larger soundtrack, multiplayer, and a choice of cars. Its main game mode echoed the forked paths of the original, but it also included a stunt-focused Heart Attack mode and the option to race against a time-attack “ghost” car.

The Future in the Past

We can measure the true legacy of a game in influence, which puts OutRun up there with some of the most successful games of all time.

Dozens of racing games in the last few decades have drawn inspiration directly from OutRun or included references to it.

In a rare feat for a racing game, however, OutRun’s influence even transcends the medium. The game was such an iconic distillation of everything 80s that it spawned an entire sub-genre of music and aesthetic sensibility. As the r/outrun subreddit puts it, OutRun is “a revisionist 80s music style of synthesizers and pulsing beats, and the retrofuturist 80s aesthetic of fast cars, neon lights and chrome”.

This outrun genre has even cracked the mainstream, thanks to French electronic artist Kavinsky. OutRun is the name of Kavinsky’s debut album, which features a cover that could easily be the poster image for a hypothetical gritty remake of the original OutRun. The song Nightcall, from the same album, played over the opening credits of the 2011 movie Drive, starring Ryan Gosling and featuring one of the most mainstream showings of the synth-wave OutRun aesthetic. Drive also helped to codify the retro-80s aesthetic of the genre, with its electric pink font layered on visuals of muscle cars and set to synth-wave tunes.

This outrun genre has circled right back around to video games, too. There’s a particular sub-genre deeply tied to the synth-wave/outrun music genre. This includes titles like Neon Drive and OutDrive—their titles wear their influences on their sleeve, presenting the 80s nostalgia of OutRun through a trippy neon filter.

Other games that share DNA with OutRun include Need for Speed, Project Gotham Racing, and the Burnout series, all of which share the same wild joyriding feel of the classic game. More recently, Forza Horizon 4 included an OutRun-themed mission in its list of missions referencing other racing games. Even indie platformer Horace gets in on the action with OutRun-themed arcade games cropping up in its story. Decades later, it’s clear OutRun inspired a generation.

Into the Sunset

While OutRun isn’t talked about much these days, its impact on gaming history and beyond is still felt. As OutRun drives on into the sunset, the games, music, and movies it helped inspire are sure to keep its legacy alive for a long time.

The Timeless Perfection of Metal Slug

It’s a rare game series that can defy changing tastes to remain popular yet unchanged across seven titles, but the Metal Slug series has achieved it. The timeless franchise feels as much at home in today’s retro-styled indie scene as it did in its era origin.

So let’s take a look at the Metal Slug series and how it has gunned down the competition.

Metal…Slug?!

The original Metal Slug was an indirect descendant of several games from development studio Irem, which had already found success with titles like R-Type, In the Hunt, and Gunforce.

Metal Slug was the child of the latter two, developed by ex-pats from Irem in the form of new studio Nazca Corporation. It combined the frantic shoot-em-up style of the team’s previous titles with the lessons learned in their development, creating a final product that was pure, distilled game design perfection. This gameplay was presented in a now-iconic, timeless aesthetic, making Metal Slug easily one of the most complete packages in gaming.

The bizarre name of the series derives (in a curious bond with the similarly-named Metal Gear series) from its mascot weapon of the same name, the Metal Slug tank. This was originally to be the main player-controlled entity before the game was overhauled to feature human characters. The Metal Slug still features as a vehicle in the original game and was later joined by a host of other player vehicles, also referred to as Slugs.

The original game was released on Neo Geo arcade software and its home consoles in 1996, but was also ported to various other platforms throughout the 90s.

Metal Slug’s graphical style and art design were so incredible that it still holds up today, as though it were an indie game merely styled as retro. The Metal Slug aesthetic is instantly recognisable with its chunky, bulbous look, even bringing organic curves and bulges to mechanised infantry. Some of its bosses and enemy machines are beautifully complex in their design, making them a joy to fight. It’s no surprise that the series has stuck close to that aesthetic across many iterations.

The original Metal Slug was a commercial and critical success and was followed by Metal Slug 2 in 1998 and Metal Slug 3 in 2000, though not before series originators Nazca merged with SNK. Among its other refinements and additions, Metal Slug 2 brought character transformations to the series. Characters could become a mummy or grow obese, dramatically changing how they are controlled. Metal Slug 2 was later remade as the definitive Metal Slug X, released the following year.

Metal Slug 3’s big contribution to the series was the introduction of branching paths, which added to the game’s replayability. For many, Metal Slug 3 represents the high watermark of the series, the perfect distillation of everything that makes Metal Slug great.

Feeling Sluggish

In the early 2000s, SNK found itself in a rocky financial position and eventually declared bankruptcy, forced to sell the rights to several in-house IPs, including the Metal Slug franchise. Developers Mega Enterprise and Noise Factory acquired the rights to Metal Slug and would go on to develop Metal Slug 4 as their first game in the franchise.

Metal Slug 4 didn’t take any huge chances, sticking closely to the formula established by the franchise originators. However, it added a scoring system that tracked the number of enemies killed in a given time span, while also including a new transformation and several new vehicles.

Metal Slug 4 received a mostly okay reception, and, for the most part, established that the new developers were capable of aping the success of the old. However, this would turn out to be the only game developed in the interim between SNK’s collapse and its rebirth as Playmore Corporation, later renamed SNK Playmore. 

After re-acquiring the rights to Metal Slug, SNK Playmore returned to the developer’s seat for Metal Slug 6. Leaving the Neo Geo behind, this iteration was developed for the Sammy Atomiswave arcade platform and was ported to PlayStation 2 in the same year.

Metal Slug 6 followed up on the story of Metal Slug 3, with its rebels and Martians. Metal Slug 6 introduced two difficulty levels, with the easy mode giving players heavier firepower at the expense of an early end to the game. As usual, a bevvy of new vehicles showed up alongside old classics, and each character gained access to character-specific abilities. While it may not sound groundbreaking, this was the first Metal Slug to introduce weapon switching, allowing players to carry multiple weapons at once.

The Future is Now

The most recent entry in the Metal Slug series was released in 2008. Developed by SNK Playmore, Metal Slug 7 made its debut on the Nintendo DS, marking the first time the franchise appeared on a handheld console.

Taking advantage of the DS’s dual screens, Metal Slug 7 introduced a touchscreen level map, providing players with a helpful overview of their current stage. This addition made navigating the game world easier and offered more strategic insight than previous titles.

Later, a remade version of the game called Metal Slug XX was released for the PlayStation Portable and Xbox Live Arcade. This version refined and expanded upon the original, featuring branching paths that increased replayability—a nod to the changes introduced in Metal Slug 3.

While the main series hasn’t seen a new release since Metal Slug 7, there’s still plenty to discuss when it comes to the franchise’s spin-offs, compilations, and remakes. Although we won’t go into full detail, Metal Slug has spawned several handheld adaptations and mobile games, though the latter has had a mixed track record. All in all, the Metal Slug franchise has over 30 titles in total.

Despite the mainline series coming to a halt after Metal Slug 7, the game’s arcade-friendly, 2D shooter format remains an underrepresented genre in modern gaming. Unlike first-person shooters like Call of Duty or Battlefield, Metal Slug embraces over-the-top action, colourful explosions, and outlandish vehicles, somewhat echoed in more recent titles like Titanfall.

If you’re itching for a new Metal Slug, you may find its spirit living on in the indie scene, with games like Cuphead or Blazing Chrome serving as direct descendants. Additionally, retro collections continue to offer a chance to relive the classic titles from Metal Slug’s era.

While innovation hasn’t always been Metal Slug’s focus, the franchise still has plenty of firepower left. The Neo Geo brand, which Metal Slug was a flagship title for, has seen a resurgence with the Neo Geo X, and with SNK teasing the release of a Neo Geo 2, there’s hope that Metal Slug 8 might follow suit. It would be the perfect partner for a new console, offering a return to slick, stylized warfare after over a decade of quiet.

Metro Exodus – How Many Endings And How To Get Them

Much like Metro 2033 and Metro: Last Light before it, Metro Exodus doesn’t skimp when it comes to endings. In keeping the same tradition, there are two Metro Exodus endings – a good ending and a bad ending, both of which require specific conditions to be fulfilled in order to be unlocked. 

Naturally then, when it comes to knowing what those special prerequisites we’ve got your back – so without further ado, here is what you need to do in order to nab the good ending in Metro Exodus.

How Do You Get The Good Ending In Metro Exodus?

In Metro Exodus, the good ending depends on the survival of at least two of Artyom’s companions by the end of the game. This is essential because Artyom will need a blood transfusion to survive after being exposed to lethal radiation. Here’s how to ensure you get the good ending by keeping Duke, Alyosha, and Damir alive.

Saving Duke in Metro Exodus

Duke is one of the most difficult companions to keep alive, especially during the Volga chapter. To save him, follow these steps:

  1. Escape the Church Unnoticed: Once inside, head to the top floor and use the window to escape when guards investigate the area.
  2. Stealthily Escape on the Boat: When you reach the boat, avoid killing or seriously harming the boat traders. Instead, use stealth and stun them.
  3. Avoid Killing the Cult Leader’s Men: Stealth is key here—don’t use Artyom’s knife, as killing enemies will negatively affect your chances of saving Duke.

Saving Alyosha in Metro Exodus

To save Alyosha in the Taiga chapter, you’ll need to use non-lethal methods and focus on stealth. Follow these steps:

  1. Use Non-Lethal Force: Don’t kill any Children of the Forest.
  2. Rescue All Prisoners: Free the prisoners you come across during your journey.
  3. Get Help from Olga: If you rescue the prisoners and avoid conflict, Olga will help you, allowing Alyosha to continue safely.

Saving Damir in Metro Exodus

During the Caspian Sea chapter, Damir can be saved with a similar strategy – non-lethal combat and careful decision-making. Here’s what to do:

  1. Stealth and Non-Lethal Force: Avoid killing the slave faction members. Use stuns and stealth to move past them.
  2. Rescue Slaves: Complete side missions to help the slaves, which will increase Damir’s trust in Artyom.
  3. Find Giul’s Mother’s Photo: In a bunker, find a photo of Giul’s mother and return it to her. This solidifies Damir’s loyalty and ensures his survival.

How to Get the Bad Ending in Metro Exodus

The bad ending is triggered when Artyom doesn’t have enough companions alive to perform the blood transfusion. Without this, he succumbs to radiation poisoning. Here’s how it plays out:

  • Artyom Dies from Radiation Poisoning: With no transfusion, Artyom perishes.
  • Funeral and Mourning: The remaining Spartans, including Anna, hold a funeral for Artyom.
  • Spiritual Limbo: Artyom’s spirit remains in limbo, surrounded by the spirits of past characters like Khan, Miller, and Bourbon.

Achieving the good ending in Metro Exodus requires keeping at least two companions alive: Duke, Alyosha, and Damir. Use stealth, non-lethal methods, and complete key objectives to ensure their survival.

Failing to do so leads to the bad ending, where Artyom dies from radiation exposure. With this guide, you’re now equipped to choose your path and influence the game’s outcome.

Gears 5 Multiplayer, Ranks, Ranking System Explained

Gears 5 multiplayer is arguably one of the best things about Microsoft’s fifth entry in its ultra-violent, cover shooter franchise. Rife with different modes and challenges, we’ve got everything you need to know about Gears 5 multiplayer, Gears 5 ranks and the Gears 5 ranking system. Lancers at the ready!

Skill Cards – What Do They Do?

One of the biggest changes to Gears 5 multiplayer is the inclusion of a new skill card system, as it provides a number of rather nifty buffs and upgrades to whichever character you assign them to. Limited to the Horde and Escape modes, these cards can be earned by simply using the same character over and over in these modes and can provide a range of useful bonuses from improving your fortifications to providing a much-needed boost to your final score.

What Modes Are There?

More than any other games in the series, Gears 5 multiplayer offering certainly does not skimp on content. Broadly speaking, there are three separate, very different categories of Gears 5 multiplayer modes and they each offer a series of smaller game types within themselves.

Versus Mode

Arguably the most traditional of Gears 5 multiplayer offerings, versus mode assembles many of the multiplayer game types seen in previous Gears titles. Folks who like to indulge in Ranked play will discover the usual King of the Hill and Team Deathmatch modes, but players who haven’t gotten into a Gears title for a while might be surprised to come across Escalation (like King of the Hill but you have to find your weapons) and Guardian, where you must murder the leader of the enemy team.

Arcade Mode

The cherry on the cake of all the versus modes on offer, and clearly deserving of its own category in this article, is the arcade mode which is new to Gears 5. A neat riff on the adversarial five-on-five deathmatch mode, Arcade Mode is essentially the closest that Gears 5 multiplayer has gotten to a hero shooter.

Each character that you can choose from has a set of passive skills that, in true hero shooter fashion, make them unique from any of their fellows. One character might have improved movement speed, while another boasts increased damage mitigation, for example. Where things get really interesting, however, is in the upgrade system that arcade mode leverages. 

With each kill, you gain skulls that can be traded in for better weapon upgrades. The kicker though is that rather than having to wait for some shop to spawn, or for the end of the round to arrive, you can quite literally upgrade your weapons on the go – allowing you to turn the tables on foes who might, for a short time, boast superior firepower.

Horde Mode

Elsewhere, Gears 5 multiplayer brings back horde mode, arguably one of the franchise’s most beloved and recognised game types. The basic premise of horde mode remains the same in Gears 5 multiplayer – you (and some mates) must survive waves of Locust, build fortifications after each wave has been dealt with and then deal with a big bad boss that appears every tenth wave.

Where things are a little more sophisticated this time around, is in how Gears 5 multiplayer-focused horde mode doubles down on the class system that made its debut in Gears of War 4. This time, fortification construction can only be achieved by the Offense and Engineer classes, while a new Scout class places an emphasis on stealth, a Tank class does what it says on the tin, the Support class provides a mixture of battlefield support and combat possibilities.

Now more than ever before, success in Gears 5 is dictated by the class and role-based synergy that your team has, as much as it is their ability to pull the trigger and hit their target on command.

Escape Mode

A neat Gears 5 multiplayer mode with a difference, escape mode is entirely new to this latest entry in the series. Escape mode is a co-operative based mode for up to three players that begins folks off in a somewhat grim set of circumstances. After you and your human buddies claw your way free from the inside of a Locust egg sac, you must escape a massive complex and reach an escape helipad, killing waves of Locust along the way.

If escape mode seems similar to horde mode, it really isn’t. First off, while waves of Locust do try their best to kill you and your mates in quick fashion, you don’t have actually have to fight every group of foes that you see – as the option to sneak past them exists in many cases. Secondly, whereas in horde mode you almost have an overabundance of firepower, in escape mode, every bullet counts as ammo is sparse.

As you can well imagine, on harder difficulty levels the sparseness of ammo combined with the reinforced strength of your foes both conspire to turn escape mode into a hugely tactical and thoughtful game mode.

What Are The Best Tips For Winning?

Though Gears 5 multiplayer has more game modes than ever before. There are some common tips and tricks that you can employ to improve your performance across all of them. 

  • Timing your active reload perfectly is essential, as it will allow you to reload and get back in the fight that much more quickly.
  • Blind shooting is great as it keeps you protected while allowing you to return fire, but only use it if you know how to be accurate with it. As a rule of thumb, imagine a patch in the middle of the screen – that will be where your rounds land from blind shooting.
  • Be a friend and mark everything. Whether it’s enemies, ammo crates or other crucial supplies, keeping your team in the know will benefit all of you in the short and long-term.
  • Making the most out of cover in Gears 5 multiplayer is essential, so be sure to conceal yourself frequently and switch to new cover consistently if things get too hot.
  • Additionally, making the most out of your cover also extends to being aware of how to use it against your enemy too. Rushing towards cover and pressing the ‘X’ button will cause your character to leap over and stun the enemy, allowing you to follow up quickly with an appropriately gory melee execution.
  • Staying close with your team with pay dividends. While it might seem attractive to be a lone wolf, having backup is always a good thing to have – and in many cases will be essential to your success.
  • If you find your performance in Gears 5 multiplayer slipping, practice against AI opponents in Gears 5 co-op modes is a great way to sharpen your skills and get you back on the leaderboard.

How Does It Work? 

In order to obtain a rank in Gears 5 ranking system, you need to finish five separate and complete matches to achieve a rank. The keyword there is ‘complete’ as any sort of crash, loss of connection or quitting the match halfway through will ensure that the match does not contribute towards your total. Once you’ve polished off your fifth match, you will be placed into one of the five ranks depending on your overall performance – kills, objectives completed and so on within each of those matches. 

What Can You Achieve?

These are the following Gears 5 ranks that you can be placed into based on your performance in the Gears 5 ranking system mentioned above (rated from best to worst):

  • Masters
  • Platinum
  • Gold
  • Silver
  • Bronze

Final Fantasy 7 Remake Character Guide

With a remake of one of the best games of all time upon is, it’s probably a good time to take a look at the characters you’ll be meeting along the way. Of course, we won’t be including spoilers, and if you’re only here to look at Final Fantasy 7 remake Tifa then you’ll be pleasantly surprised by all of the other characters on this list. It’s important to note that this isn’t all of the Final Fantasy 7 remake characters, just the important ones for the first release of the Remake.

Cloud Strife

Cloud is the main protagonist of Final Fantasy 7 Remake, and he is a blonde-haired ex-SOLDIER who has incredible strength and also broods a lot. He’s initially very aloof and cold, but you’ll find out why that is as you play through the story and find out about his past. He’s a man of few words, fewer emotions, and suffers for this with flashbacks and a fractured memory. He grew up looking up to Sephiroth, and that was the main reason for him joining SOLDIER, little did he know what would happen when they finally met, nor the tragedies that would unfold throughout their time together. 

Barret Wallace

Barret is a tough-talking guy with a gun for an arm, you know, the usual. He’s also an incredibly loving father and dotes on his daughter Marlene and despite wanting to spend all of his time with her, chooses instead to try and save the planet from the evil Shinra corporation. He does this by forming Avalanche and leading them into plenty of operations designed to fight the corrupt forces of capitalism that are destroying the planet just to make money. 

Tifa Lockheart

Tifa is a martial artist who has known Cloud for years and years. She’s sweet and incredibly tough, and there’s nobody else you’d rather have by your side when trying to save the world. She always has other people’s best interests at heart and helps to look after Barret’s daughter Marlene. 

Aerith Gainsborough

Aerith (originally translated as Aeris) is a kind-hearted girl from the slums of Midgar. You first meet her selling flowers on your escape from your very first mission with Avalanche. She is a little naive sometimes but has her fair share of dark secrets as well. It’s at this point that you should realise that the Final Fantasy 7 Remake characters are all a bit messed up. 

Red XIII

Red XIII is a lion-like creature from a different species. He’s incredibly intelligent and can hold his own in a fight as well, better yet, he looks awesome and also fluffy. He is from Cosmo Canyon where he lives with his grandfather, but you’ll meet him in very different circumstances. 

Jessie

Jessie is one of the core members of AVALANCHE, and ends up developing a small crush on Cloud fairly early on. She’s also incredibly gifted with technology, and is the expert who builds the bombs that AVALANCHE uses, as well as being responsible for things like cracking security doors or getting past scanners.

Biggs

Biggs is a svelte guy with a hothead and far too much energy. He also tends to complain a lot and is kind of lazy given the chance, nevertheless, he gets very excited about the opportunity to have a drink and is very committed to AVALANCHE.

Wedge

Wedge is the polar opposite of Biggs. He describes himself as “roly poly” and is empathetic and very chilled out. He also constantly worries about others and more or less assigns himself as the older brother of AVALANCHE, probably because he is an older brother when he’s not fighting against capitalism.

President Shinra

Imagine what would happen if we gave our billionaires too much power and they became corrupt. Oh right, not that much of a stretch. President Shinra is the reason that Shinra is draining life from the planet for energy. He is a fairly short man with thinning hair and a moustache. He’s basically very low-level evil, but he’s also not afraid to go full supervillain when needed.

Sephiroth

Sephiroth was once the hero of SOLDIER, someone adored for his overwhelming and preternatural strength and heroism. He’s the only person who can wield his absurdly long katana, Masamune. He is also incredibly angry with the entire world for reasons that you’ll come to understand as you play through the game, he’s definitely not someone you’d want to upset, but you’re going to have to if you want to save the planet.

The Best Games Like DOOM Eternal

If like us your palms get uncomfortably sweaty at the thought of the intense first-person shooter action of DOOM Eternal, you might be looking for other great FPS experiences to keep your adrenaline pumping. Well, we just so happen to have ten top shooters that will do just that.

Borderlands 3

Gearbox Software’s bombastic loot shooting sequel is everything that fans of the Borderlands franchise could want. Bursting at the seams with enough guns to make the NRA blush and enough humor to power Saturday Night Live indefinitely, Borderlands 3 is glossy, brazen and thoroughly fun loot shooter that violently catapults the series bedrock appeal into 2020 and beyond. 

DOOM (2016)

Arguably, there’s no better way to prepare for DOOM Eternal than to throw yourself face, fist and feet first into its illustrious predecessor. Setting down the template that DOOM Eternal looks set to dutifully follow, 2016’s DOOM remake is nothing less than a smash-mouth, full-throated reinvigoration of the godfather of the first-person shooter genre. DOOM invites players to speed around levels like a murderous engine, executing and blasting apart demons in a shower of gore all the while the relentless death metal thrum of Mick Gordon’s energizing score wills you on to increasingly spectacular feats of first-person shooter carnage. 

Dying Light

A natural evolution of the open world, first-person zombie template established by the Dead Island games, Dying Light reimagines the island-bound, first-person carnage of Techland’s earlier titles with a furious parkour flavour. With an emphasis on high octane slaughter, deep progression and gruesomely satisfying zombie destruction, Dying Light is the desperately furious, hyper-kinetic take the zombie shooter genre has craved for years.

Metro Redux Bundle

A remastered and definitive pairing of two of the best shooters to come out in the last decade, Metro 2033 and Metro: Last Light, the Metro Redux bundle represents a great starting point for fans who have yet to experience the franchise. A deftly executed blend of first-person shooter and survival horror elements set against the stirring backdrop of Dmitry Glukhovsky’s post-apocalyptic Russia, there are few genre efforts that thrill and terrify in equal measure quite as effectively as Metro 2033 and Metro: Last Light.

Prey

From the same conclave of boundless imaginations that gave us the Dishonored franchise, Prey is an eye-opening romp that mixes in inspirations from BioShock and System Shock to create one of the most intriguing and intelligent shooters in recent years. As the subject of an experiment aboard a space station meant to improve mankind things have, somewhat unsurprisingly, gone devastatingly south. Between trying to uncover your own past, present and future, and dealing with an enemy that mimics the shape of just about anything it touches, Prey is a high concept, sci-fi shooter odyssey that engages the grey matter and trigger finger in equal measure.

RAGE 2

A joint bombastic venture between id Software and Just Cause developer Avalanche Software, RAGE 2 reinvigorates the post-apocalyptic setting with fiendish cyborg enemies and a massive array of differently themed locations. Perfectly marrying the furiously immediate shooter beats that id Software is famous for, with the open-world exploration and destruction that Avalanche’s Just Cause and Mad Max titles showcase, RAGE 2 is a stupendous, cyborg-slaying, open-world shooter that entertains from beginning to end.

SUPERHOT

A more uniquely cerebral shooter than perhaps any other genre entry in this feature, SUPERHOT has a highly unique premise – time only moves when you do, allowing you to pull off some Matrix-style moves as you duck under bullets and return fire in an effortlessly cool manner. As such, this original concept results in scenarios that are as much a puzzle as they are a test of your shooting acumen. Imagine it – in one level you could start with no weapons, but as your armed foes approach, you could toss a nearby ashtray into their face, causing a gun to fly into the air – which you then catch, and use to see off the remaining baddies. Total bliss. Oh, and SUPERHOT VR is a total revelation, too – Neo would be proud.

Titanfall 2

Look, there’s no getting around it, Titanfall 2 is simply essential. While the best in class, hyper-frenetic mech and ground soldier combat remains unendingly alluring, it’s really in the stellar single-player campaign that Titanfall 2 soars. Effectively a buddy action movie told through the perspective of a rifleman and his sentient AI Titan mech, Titanfall 2’s story campaign isn’t just a stunningly framed tale of man and machine co-existence, but also one of the most innovative shooter campaigns in years. You’ll want to go into this one completely fresh. 

Wolfenstein II: The New Colossus

If id Software deserves mountains of credit for rebooting Doom so very successfully, then so too does developer Machinegames surely deserve the same for its work on id Software’s original shooter property, Wolfenstein. The peak of Machinegames output on the IP, Wolfenstein II: The New Colossus has everything you could want from a shooter – a super-fast pace, tons of gore, more weapons than you can shake Nazi robot mech at and enemies with faces that just need to be shot. Oh, and it doesn’t hurt that even two years on, Wolfenstein II: The New Colossus still looks absolutely stunning, too.

WRATH: Aeon of Ruin

The spirit of id Software’s Quake can be felt in every pixelated nook, cranny, and gib of WRATH: Aeon of Ruin. A love letter to that aforementioned legendary and often forgotten shooter series, WRATH: Aeon of Ruin not only uses the same game engine that powered the original Quake (albeit heavily modified), but also welcomes inspirations from other classic shooters such as Duke Nukem 3D, BLOOD and Hexen to fashion a lightning-fast, wondrous splatfest of a gothic shooter that does ample justice to its much-loved inspiration.

Sekiro: Shadows Die Twice Guide – All Bosses In Order

Sekiro: Shadows Die Twice is the latest, and some might say toughest, entry in the Soulsborne series of games and that’s never more apparent than with its list of bosses. With each boss requiring exact timing and supreme mastery of the game’s systems, FromSoft have built an experience that can test any player’s skills. Even if you’re familiar with Dark Souls or Bloodborne you’ll find that Sekiro is a radically different beast to play, with a far greater emphasis on poise and parries than ever before in the series.

The mark of a great Soulsborne player is to get stuck on a boss, dust yourself off, and try try try again. But that doesn’t mean you have to go alone. Think of us as your partner as you fight your way through the game, so head on below for our full boss list guide, with every boss in order and some hints on how to defeat them.


Gyoubu Oniwa

The first boss in Sekiro is a perfect place to hone your Deflection skills and deal heavy Posture damage. Despite Gyoubu Oniwa being highly mobile and aggressive, you can still deflect their attacks with a little bit of skill, timing, and patience.

Failing that, grappling hook attacks can take small chunks of health off this boss, if you prefer keeping your distance from this horse-mounted horror.


Lady Butterfly

Lady Butterfly is a Sekiro boss that is designed to teach you the true path of Sekiro: supreme aggression. Stay close, deflect after every three attacks, and don’t leave her time to regroup. You’ll soon have this boss defeated if you remember to push her hard and never let up.


Genichiro Ashina

We have one main recommendation for fighting the Genichiro Ashina boss, and that’s to unlock the Mikiri Counter skill. This boss specialises in low-thrust attacks, with liberal applications of arrows sent your way. Learn to deflect them both and you’ll soon be victorious.


Folding Screen Monkeys

Each monkey in this boss fight has a different gimmick, with each one requiring you to figure out how to take them out. The See No Evil monkey has great eyesight but poor hearing, Speak No Evil has poor eyesight but brilliant hearing, Hear no Evil again has great hearing, and Do No Evil can be tracked by its glowing footprints. Simply take your time, take them out, and you’ll be a winner in no time.


Guardian Ape

The Guardian Ape will leave you little time to recover so make sure you’re always on the move and countering and attacking where possible. No place is safe, however, as even if you move to its rear this Ape will unleash a devastating gas attack. Yes, that kind of gas.

This boss has two phases, with the second having an area-of-effect attack that you can spot coming when the ape inhales. In addition, you can deflect its giant sword attacks, leaving you a moment to deal damage.


Headless Ape

Unlocked by defeating the Guardian Ape, this boss is a continuation of the former fight, except now you’re facing two apes with the second arriving when you’ve dealt enough damage. The first phase of the fight mirrors the second Guardian Ape phase, with the second continuing much the same just with more ape to deal with.


Corrupted Monk 

This boss is a test of your pattern memorisation skills. The Corrupted Monk will always attack in a certain way, and if you time it right and remember correctly you’ll be able to slip past their defences with liberal usage of the Mikiri Counter and deal some hefty damage. 


Isshin Ashina 

The Isshin Ahina boss starts with a series of attacks you can bait out, ending with a final strike you can deflect. The second phase of this Sekiro boss fight can set the entire arena on fire, making manoeuvring much harder. With a new stomp attack thrown into the mix and unparryable attacks, we recommend interrupting charged-up attacks with the Firecracker skill and then moving into damage.


Great Shinobi Owl

The main thing to look out for during this boss fight is the thrown shurikens which must be dodged. In addition, this boss can drop an item that stops you from healing and in its second phase, it unleashes smoke bombs which you will need to move out of quickly. Otherwise, this boss is a lesson in deflection, so deflect what you can dodge what can’t be deflected, and this boss should be simple.


True Corrupted Monk

The True Corrupted Monk is a revisit of the Corrupted Monk fight, though this time the boss may have up to three health bars depending on your choices in the game. Whilst this is an extended fight, it is worth noting that due to the larger arena, you have much more area to play with, making the moment-to-moment combat easier than the first time you met this boss in Sekiro.


Divine Dragon

Despite this boss appearing to be utterly terrifying, it’s actually a little simpler than it might appear. The first phase sees you fighting off a gang of elderly dragons until a tree appears which you can grapple to and then deal damage to the Divine Dragon. The second phase sees you deflect or dodge attacks as they fly your way until more trees re-appear, allowing you to strike at the boss again.


Owl (Father) 

This boss can do everything you can do, meaning you’re in for a tough fight. However, not all is lost. The Mortal Draw skill deals huge Vitality damage and is a great way to batter down this boss, and the Whirlwind Slash is a helpful way to deal short bursts of damage. Overall though, this boss fight will be hard. Deflect, dodge, and use whatever tools you have at your disposal to survive long enough to deal damage back.


Demon of Hatred

One of the toughest fights in the game and also one of the largest, the Demon of Hatred is a long fight that tests everything you’ve learned so far. Many of its attacks are unblockable so run away, dodge, and then return to deflecting again whilst waiting for your chance to strike Stock up on items to help with healing and burns, and prepare for a tough battle.


Isshin, The Sword Saint

Deflect, deflect, deflect. Then deflect some more. You’ll have to memorise Isshin’s attacks throughout their phases, and you’ll have to be up close when doing so as you’ll need to dodge attacks at their last moment in order to strike. Go too far, and Isshin will unleash hell on you with their very own gun. This is a ridiculously tough fight, but once you’ve done it you’ll be able to call yourself a Sekiro Master.

Until you start New Game+, that is


So there you have it, every Sekiro main boss in the order you will encounter them. Hopefully, now you’re forewarned and forearmed, you’ll find your path through the game that little bit easier.

Grand Theft Auto 5 Collectable Locations Guide

Sometimes you need a break from mowing down pedestrians or shooting up downtown Los Santos in Grand Theft Auto V. That’s the perfect opportunity to take some time out and work toward 100% completion.

To get there, you’ll need to find GTA V’s many collectables, so here’s our guide to rooting them out.

Letter Scrap Locations

There are 50 letter scrap locations in GTA V, which you can begin collecting after you finish the mission Repossession. You’ll find these glowing letters on the ground, and the sound of loose papers rustling on the wind will clue you into their location.

After collecting every letter scrap, players will uncover the truth of Leonora Johnson’s murder, which will open up the A Starlet in Vinewood mission. You’ll need to swap to Franklin to start the mission.

Stunt Jump Locations

There are 50 stunt jump locations in GTA V, which you can discover right from the start of the game. There’s a good chance you’ll have already completed a few in the course of other (sometimes literal) pursuits.

Each stunt jump will let you know the success parameters if you fail, and each time you complete a stunt jump, the game will tell you how many remain. There are a couple of milestone paint job rewards for stunt jumps, but the only real reward is the achievement and the satisfaction of getting them done.

Spaceship Part Locations

You’re ready to collect GTA V’s spaceship parts after you meet with UFO-obsessed hippie Omega as part of the mission Far Out.

Spaceship parts can be almost anywhere, so you’ll need access to a variety of transportation methods to reach them. Each one hums quietly and resembles someone’s way-too-hipster PC case.

Finding all 50 parts will open up the mission The Final Frontier for Franklin, which will hand you the keys to the Space Docker vehicle—though it’s not nearly as space-worthy as it sounds.

Playing Card Locations

GTA V’s playing cards are only available in GTA Online, so hop over to the online mode before you start. Unsurprisingly, there are 54 of these to collect.

These playing cards can be a little hard to spot, so watch out for the glow they give off. You’ll find them on various surfaces across San Andreas, both indoors and outdoors.

After you collect all 54, you’ll receive RP, along with chips at various milestones, which you can use in the Diamond Casino & Resort. You’ll also unlock the High Roller outfit and some new gambling-related trinkets for the Master Penthouse. You’ll also unlock a free Cardenas Poncho in Red Dead Online.

Signal Jammer Locations

Signal Jammers were also added as part of the Diamond Casino Heist patch that introduced the Playing Card collectables. 50 Signal Jammer locations appeared across San Andreas, usually located on the sides of buildings.

To “collect” a Signal Jammer, you’ll need to destroy it. Each time you destroy a jammer, you’ll receive 1,000 RP and $2,000. Destroying all 50 will net you an extra $50,000 and unlock Avi Schwartzman for your support crew.

How Wipeout Shaped the Future of Gaming

If you aren’t from the past, then the easiest way to explain the Wipeout franchise to you is to say it’s a kart racer for grown-ups. The vehicle combat genre isn’t as popular as it once was, but the Wipeout franchise helped put that genre on the map of gaming history.

So let’s crank up some peak hits by The Prodigy and race through the story of Wipeout’s future history.

Firestarter (Twisted Firestarter)

Truly iconic franchises often belong to an era. In that respect, Wipeout is every bit a personification of 90s x-treme style, and as representative of the decade as the WWF Attitude era or South Park. Yet Wipeout comes at it from a very different direction.

At its core, Wipeout was never a complicated concept. It featured a league of zero-g teams racing in ships that looked like the illegitimate offspring of a stealth jet and a can of coke. To spice things up, power-ups could kit a ship out with weapons and defences, while savvy players could exploit their track knowledge to make full use of the built-in speed boosts.

Where Wipeout stood apart from the general arcadey nature of vehicular combat games was in its unique handling. Floaty physics (a good thing, in an anti-grav game) and air brakes offered players the ability to pull the game’s ships through impossibly tight turns. Combined with the importance of track knowledge, it created an experience with a high skill ceiling and, even at lower levels of skill, a feeling that you were flying something out of this world.

Ironically, for a series that drew so much from Japanese design aesthetics, Wipeout was an intensely British game. Its developers spitballed the initial design down the pub, for one thing. But it also tapped into the British rave scene of the 90s, perhaps best typified by the iconic use of The Prodigy’s Firestarter in its sequel.

Wipeout married that soundtrack to a vision of the future dominated by bleak industry and consumption, the future as seen through the lens of the 90s, sharing an inspirational space with the likes of Final Fantasy VII’s iconic city of Midgar. Design studio The Designers Republic was instrumental in shaping the aesthetic of the series through the crafting of its main characters, the anti-grav ships. Bright colours contrasted with sharp angles and sleek profiles to create vehicles that visually cut their way through grim urban backdrops.

Wipeout 2097 (XL in the US) took everything that worked about the first game and made it bigger and better. It was a sequel-cum-reimagining that proved an essential Playstation title, and was later ported to other systems including the Sega Saturn.

The Third Lap

The series received two follow-ups as it reached its third incarnation. The “official” sequel, Wipeout 3, found itself in difficult territory. While it was a competent follow-up, it failed to attract the same kind of audience as 2097 and didn’t quite carve out a unique identity for itself. It was seen largely as more of the same, and the series began to shed the casual audience, with its fanbase slowly shifting toward the hardcore players.

Wipeout 64, meanwhile, was the N64 iteration of the franchise. On Nintendo’s console, it competed directly with the comparable F-Zero series. Even today, mixed opinions dominate the discussion around Wipeout 64. Some consider it a worthy successor, others an okay reimagining for a new console.

While neither game was bad, this generation of Wipeout games began to move Wipeout out of the popular spotlight.

Fusion Cuisine

By the end of the Playstation era, Wipeout was still a household name in the gaming world. Its next challenge was to make the leap to the Playstation 2 and aim for sophomore success.

Wipeout Fusion released in 2002. Psygnosis helmed the project again, but this time rebranded to SCE Studio Liverpool after consolidating with Sony.

While Wipeout Fusion proved a competent entry in the series and included most of the core Wipeout experience, it never achieved the same kind of essential gaming status that the previous entries enjoyed. Critics targeted its graphics, though they did note its exceptional soundtrack was on par with the Playstation era.

This period was a watershed for more than just the 3D era of consoles. It also represented a shift in popular culture away from the edgy and x-treme 90s to the iPod-defined 2000s. As real life became more gritty in the wake of events like 9/11, pop culture looked to a sleeker, shinier future.

This meant the x-tremely 90s Wipeout attitude would need to evolve to stay relevant. A game so known for its soundtrack couldn’t risk becoming the dad music of the gaming world.

Pure Determination

Wipeout Pure was the series’ 21st-century rebirth. The canon moved forward by a century, the developers making a conscious choice to leave 90s-esque grit behind and adopt the sleek, white future that defined the changing aesthetics of the early 2000s.

Wipeout Pure launched in 2005 on the new Playstation Portable and achieved critical acclaim. Where critics had knocked Fusion for failing to use the full potential of the Playstation 2, it was clear Pure was wringing everything it could out of the PSP. Pure received a follow-up in the form of Pulse, released in 2008.

Back in Time

Wipeout HD was the next leap for the series, taking things onto the Playstation 3 and into full 1080p. The game released in 2008, after delays stemming from the use of visual elements that could risk triggering epilepsy. It launched on the Playstation Store as a conscious effort by the developers to prove the Store wasn’t just for small-fry games.

2012 saw the release of Wipeout 2048. As the name suggests, it was a prequel to the series, though this defined more in the way of aesthetics than gameplay, giving us the Wipeout version of street-racing franchises like Need for Speed. The lore explored a world where anti-gravity racing was still underground, with makeshift tracks formed from busy near-future expressways.

2048 built on the technology of its immediate predecessors, which allowed the team to keep much of their existing engine intact. In doing so, they demonstrated how easy it was to make the leap from Playstation 3 to Playstation Vita—and 2048 was part of the Vita’s line-up of launch titles.

The game launched to positive reviews, with critics noting that it provided a beautiful demonstration of the Vita’s power. 2048’s new aesthetic prompted some commentary, both positive and negative, but on the whole, it proved an essential early title for the handheld.

Sadly, 2048 proved to be the last hurrah for series originators Psygnosis/SCE Studio Liverpool. The studio closed later that same year, effectively slamming the air brakes on the franchise.

Wiped Out

With the end of SCE Studio Liverpool, Wipeout’s most recent release is the remastered Omega Collection, and with the franchise going silent since 2017, it may be that Wipeout’s future is a thing of the past.

A few other games have dipped into the vehicular combat pool over the years, including the likes of street-racer Blur and Need for Speed: Most Wanted. Wipeout’s brand of futuristic gaming was even echoed in games like Star Wars: Podracer. Wipeout’s basic DNA still lives on in the kart racer of your choice, but its unique fusion of vehicular combat and sim-like depth feels like a hole has been left in the gaming world with the franchise’s end.

The series has proved influential enough to spawn imitators, however, developed by people who grew up playing Wipeout. 2016’s Redout was a throwback to and fusion of games like Wipeout and rival series F-Zero. 2017’s Pacer (formerly Formula Fusion) is the most direct Wipeout descendant, featuring all of the key elements of the series minus the brand. BallisticNG, meanwhile, is to Wipeout what sprite-based indie games are to the SNES, providing a hypothetical Playstation-era Wipeout 4 that never was.

For now, though, these imitators are all that’s left of the Wipeout name.

Still, 2048 is less than thirty years away now, so who knows? We might all be living the anti-grav dream by the middle of this century.

Resident Evil 3 Remake: Meet the Main Characters

Resident Evil 3 Remake is already out, and if you’re diving back into the reimagined horrors of Raccoon City, you might need a quick refresher on the key characters you’ll be spending time with. It’s been a long time since 1999, so here’s a guide to the main Resident Evil 3 Remake characters you’ll encounter as you fight to survive in a city overrun by terror.


Jill Valentine

Jill Valentine, a long-time series icon, returns as the main character in Resident Evil 3 Remake. First introduced in the original Resident Evil, Jill is now a seasoned survivor of the STARS team, and the remake gives her a modern overhaul, both in terms of character design and narrative depth. In Resident Evil 3 Remake, Jill is trying to escape the doomed Raccoon City, which has been ravaged by the T-Virus outbreak. But it’s not just the zombies she needs to worry about—there’s something else hunting her, and it’s relentless.


Carlos Oliveira

Carlos Oliveira is a member of the Umbrella Corporation’s elite security team, the U.B.C.S. (Umbrella Biohazard Countermeasure Service). In the remake, Carlos plays a crucial role in helping Jill escape the nightmarish chaos of Raccoon City. Initially, Jill is sceptical of Carlos, given his ties to Umbrella, but over time, she learns he’s a pawn in a much larger corporate game. His journey parallels Jill’s, as he also fights to survive and uncover the truth behind the outbreak. His character adds depth and support to Jill’s story, and his actions become a key part of the narrative.


Resident Evil 3 Remake – Nemesis

The towering Nemesis is back, and he’s more terrifying than ever in the remake. Originally introduced in Resident Evil 3: Nemesis (1999), Nemesis is a bioweapon created by Umbrella to hunt and eliminate members of STARS. Unlike Mr. X from Resident Evil 2, Nemesis is much more aggressive and appears throughout the game, relentlessly hunting Jill down. He evolves over the course of the game, gaining new weapons and becoming even more dangerous with every encounter. Expect him to show up at unexpected times, forcing you to stay on edge as you navigate through the chaos of Raccoon City.


With the core trio—Jill, Carlos, and Nemesis—you’re in for a wild ride through Resident Evil 3 Remake. Their fates intertwine in the dire circumstances of Raccoon City, and survival depends on how well you can navigate the perils of a world overrun by the T-Virus. Prepare yourself for a heart-pounding adventure filled with terrifying encounters, shocking twists, and of course, a relentless pursuit from the monstrous Nemesis.

Ultimate Guide To The Fastest Cars In The Gran Turismo Series

Gran Turismo may be the racing game for the sophisticated racer, but sometimes you’re in the mood for speed and power. At times like that, you want to hop into the beefiest car you can find.

Here’s our look at some of the fastest and best-performing cars in Gran Turismo.

Gran Turismo

Mitsubishi FTO LM

Many GT players have fond memories of the FTO LM as a reliable powerhouse, offering an excellent balance of speed and handling. With a 549 brake horsepower engine, it could be outclassed on raw speed by a suped-up supercar on a straight run, but offered a total package in every other scenario.

The Mitsubishi can be obtained as a prize in the US-Japan Sports Car Championship. The FTO LM only features in the first two Gran Turismo games and is replaced with the LM Race Car in GT3. 

Dodge Viper GTS-R

The iconic ‘96 Dodge Viper has an instantly recognisable look and popped up in several contemporary games—even in an ersatz form, as with Grand Theft Auto’s Beast GTS. Sleek, stylish, and with 680 brake horsepower under the hood, the Dodge Viper GTS-R wasn’t the fastest car out there with stock tuning but could hold its own against more powerful cars in overall performance.

Players could pick the Viper up at the Dodge Dealership for 80,040 credits.

Gran Turismo 2

Suzuki Escudo Pikes Peak Version

This car left an impression in its only outing in the Gran Turismo series. Offering a top speed of 255 mph, a 1.5 second 0-60 and rounding it out with four-wheel drive, it provided an excellent balance of raw power and precision handling.

Players could get their hands on the Escudo Pikes Peak at the special section of the Suzuki dealer for a cool 2,000,000 credits.

Nissan R390 GT1

The Escudo Pikes Peak enjoyed an undisputed place at the top of the heap in GT2, but the R390 was prepared to give it a run for its money. The R390’s disappointing first outing at the Le Mans is totally forgotten here, with its full potential on display, and a top speed of 225 mph.

Players had a 25% chance to win this car through the Gran Turismo World League.

Gran Turismo 3: A-Spec

Suzuki Escudo Dirt Trial Car

The brother of the Escudo Pikes Peak makes an unsurprising impression as the fastest car in Gran Turismo 3. With 981 brake horsepower and a design suited for tackling mountains, the Escudo offers excellent tune-up opportunities that will turn it into a true beast. If you don’t feel like winning it in various events, you can purchase it for 1,000,000 credits at the Suzuki dealership.

Polyphony001

A cool hidden car and one unique to the PAL version of the game, the Polyphony001 is broadly modelled after the 1996 Williams FW18 that helped Damon Hill net a win at the Formula One World Championship. With 790 brake horsepower, it can make 0-60 in 2 seconds flat. It can’t be purchased, but turns up as a prize in several events.

Gran Turismo 4

Tommy Kaira ZZII

The ZZ-II may be a familiar sight to GT fans by now, but it first appeared as one of the fastest cars in Gran Turismo 4. Boasting 542 brake horsepower and a top speed of 215 mph, this car can only be obtained by winning the Rome Circuit race of the Gran Turismo All Stars event.

Formula Gran Turismo

The Gran Turismo team’s take on an F1 car features an 891 brake horsepower engine capable of smashing the Nürburgring Nordschleife in under six minutes and you can pick it up by winning the Nürburgring 24h Endurance event. However, you can’t make it your own through tuning. Reaching 100% completion in GT4 will also net you this car in sexy black.

Gran Turismo 5

Red Bull X2010

Unbound by laws of man and god, the Red Bull X2010 (originally branded X1) is a fascinating thought experiment. It’s a wholly imaginary car, and Gran Turismo creator Kazunori Yamauchi puts the concept best: “If you built the fastest racing car on land, one that throws aside all rules and regulations, what would that car look like, how would it perform, and how would it feel to drive?”

The answer: something with 1,557 horsepower with a top speed of over 280 mph—and which looks more at home in Wipeout than Gran Turismo.

Three variants of the car are available in Gran Turismo 5, one each for placing bronze, silver, and gold in the Sebastian Vettel X Challenge

Bugatti Veyron

The Veyron spent some time as the fastest road-legal car in the world, and you may recall Jeremy Clarkson tooling around in it as he raced a light aircraft to London. Its sheer power translated to Gran Turismo, but with one major caveat: you needed to be good with the brakes. The Veyron’s 986 brake horsepower engine is a nightmare to wrangle around a corner at racing speeds.

Brave players could get their hands on the Veyron via the Gran Turismo World Championship in the Professional Series in A-Spec. For a mere 2,000,000 credits, you could also occasionally grab it from the Used Car Dealership.

Gran Turismo 6

RedBull X2011

Unsurprisingly, RedBull’s ludicrous fantasy car also shows up as one of the fastest cars in Gran Turismo 6, albeit with improvements to make it even more ludicrous and fantastical. With a 1,556 horsepower engine, this beast is available for 6,000,000 Credits. The car isn’t a complete internal overhaul on its previous iteration, featuring only a few small tweaks to squeeze every last drop of performance out of the design.

SRT Tomahawk X Vision

A jet fighter in car form, the Tomahawk offers over 2,500 brake horsepower and a staggering 350+ mph top speed, making it the fastest car in Gran Turismo Sport and the most powerful car to appear in the series. At this point, we’re not sure if it’s a car or a podracer. You can get your hands on this beast at the Vision Gran Turismo shop for 1,000,000 credits.

Gran Turismo Sport 

Bugatti Vision

As if the Veyron wasn’t enough of a beast, the Vision makes its debut as one of the fastest cars in Gran Turismo Sport and one of the most powerful cars to ever appear in the Gran Turismo series. You can take Gran Turismo as your only chance of getting your hands on it. The Bugatti Vision boasts a 1,626 brake horsepower engine and cutting-edge racing tech.

If you aren’t a real-life Saudi prince, you can purchase in the Bugatti section of Brand Central for 1,000,000 Credits.

Watch out, though. At these speeds, things get hairy.

SRT Tomahawk X Vision

It stands to reason that only the most powerful car in the series could edge out the Bugatti Vision for the top spot. The SRT Tomahawk X returns in GTS as if to show the Bugatti Vision that it’s still the top dog and, boy, does it do just that.

This time, it’s available from the Dodge shop for 1,000,000 credits. Which is good to know, because you’ll need to do more than buff out the bodywork by the time you’re done with it.

Quests in Monster Hunter World: Iceborne – Your Complete Guide

Monster Hunter World: Iceborne isn’t just DLC – it’s practically a full sequel built into an expansion. It adds new monsters, regions, mechanics, and an entire rank of gear progression. If you’re diving into Iceborne for the first time or returning to wrap things up, here’s a breakdown of all the quest types you’ll encounter and how they factor into your journey.


Unlocking Iceborne Content

Before you can access any of Iceborne’s content, you’ll need to complete the main story of Monster Hunter: World, including the final mission, Land of Convergence. This unlocks Master Rank (MR) and triggers the opening of the Iceborne storyline, introducing you to the snowy region of Hoarfrost Reach and the new hub Seliana.

Once you’re there, the game opens up with new monsters, upgraded gear, and a fresh set of challenges.


Assigned Quests – The Main Storyline

Assigned quests are your main story quests in Iceborne, just like in the base game. Completing these unlocks:

  • New monsters and regions
  • Tools and gear upgrades
  • Access to The Guiding Lands, Iceborne’s endgame zone

These quests will push your Master Rank higher and serve as the most efficient route to the expansion’s finale. The last assigned quest, “Farewell to the Frozen”, marks the end of the core Iceborne story and the beginning of true endgame grinding.

If you’re mainly interested in pushing to MR 100+ or accessing tougher hunts, speeding through assigned quests is totally viable – you can circle back to the rest later.


Optional Quests – Gear, Tools, and More

Optional quests are where you’ll unlock a wide variety of important upgrades:

  • Specialized tools (like the Temporal or Rocksteady Mantle)
  • Canteen ingredients for better buffs
  • Layered armour options
  • New facilities and upgrades through side characters in Seliana

Many optional quests are tied to NPCs, so talk to everyone in town frequently – especially your fellow Fifth Fleet hunters. Capturing monsters can also unlock special arena quests in the Gathering Hub.

Completing all optional quests rewards you with additional Master Rank experience and a final, challenging quest featuring some of the expansion’s strongest monsters.


Delivery Quests – Unlock Camps, Gear, and Upgrades

Delivery quests are simple but essential. You’ll need to gather materials and bring them back to base to complete these.

They unlock:

  • Campsites in Hoarfrost Reach and other areas
  • Farming tools and facility upgrades
  • Canteen recipes
  • Layered armour and decorations

These quests don’t require monster hunts but are critical for expanding your options and comfort in the field.


Event Quests, Investigations, and Special Assignments

Event Quests – High-Value, High-Fun

Event quests offer unique rewards and encounters. While they were originally on a rotation, most event quests are now permanently available in the post-launch version of the game.

Expect:

  • Cosmetic layered armor
  • Exclusive materials
  • Crossover gear (like Geralt, Aloy, and Mega Man sets)
  • High-value hunts for crowns, tickets, and decorations

Check the quest board regularly – some of the best fights and farming opportunities are tucked away in events.


Special Assignments – Monsters from Updates

Special assignments introduce monsters added via free updates, such as:

  • Rajang
  • Stygian Zinogre
  • Safi’jiiva
  • Alatreon
  • Fatalis

These are some of the hardest fights in the game and cap off the true endgame. Unlocking and defeating them requires progressing through the Guiding Lands and hitting specific Master Rank thresholds.

They’re absolutely worth doing, not just for the challenge but also for some of the strongest weapons and armour sets available.


Investigations – Targeted Hunting

Investigations let you hunt specific monsters under custom conditions (like shorter time limits, fewer faints, or better rewards). They’re essential for:

  • Farming materials
  • Crown hunting
  • Grinding decorations

In Iceborne, many monsters don’t appear in optional quests, making Investigations one of the best ways to consistently hunt them. Track monster footprints, gather clues, and manage your available list to keep your hunting options fresh.


The Guiding Lands – The True Endgame

Once you finish all assigned quests, you’ll unlock The Guiding Lands. This ever-changing, multi-biome zone is where you:

  • Fight monsters exclusive to the region
  • Level up regions to spawn new monsters
  • Farm rare materials used for augmenting and custom upgrading weapons
  • Unlock monsters like Scarred Yian Garuga and Gold Rathian

It’s a huge time sink – but one that rewards long-term hunters with some of the most powerful gear and layered armour in the game.


Whether you’re chasing crowns, farming decorations, or just soaking in the atmosphere, Monster Hunter World: Iceborne has an incredible amount to offer. From assigned quests to special assignments and the grind of the Guiding Lands, every quest type plays its part in making Iceborne such a meaty, memorable expansion.

So ready your blade, pick your Palico, and get questing!

Control Ending Explained – What Happened To Jesse, Dylan, The Future of the Oldest House and Much More

SPOILER WARNING – This article goes into depth on the ending of Control, so if you haven’t finished the game yet, be aware of the spoilers that follow from this point.

Given the super dense lore of Control and the fact that, while prescriptive to a degree, Control’s ending nonetheless leaves plenty of room for healthy speculation, it’s fair to say that you could well be left with more questions than answers after the credits have completed their upward climb (twice).

Simply put, Control is much more narratively sophisticated than anything Remedy Entertainment has done to date, and that includes previous games like Alan Wake and Quantum Break. So with that in mind, and a fair amount of stuff to get through, let’s get stuck in shall we?

Control Ending Explained – Dylan, The Oldest House, and The Future

Right, so as you probably know (assuming you’ve finished Control), the game has not one, but two credit sequences. The first time the credits kick in is just after Dylan’s part in the Hiss takeover is revealed, as Jesse seemingly fails to prevent the Oldest House from succumbing to the Hiss before apparently doing the same herself.

After the first credit sequence has completed, we then end up in some kind of different reality where Jesse finds herself locked within the walls of the Oldest House as a pen-pushing jobsworth.

It’s not long until Jesse manages to liberate herself from this predicament – thanks in no small part to her friend Polaris, and then she shuts down the projector, severing the connection that exists between the Oldest House and the Hiss dimension.

After this, Jesse finds that she has ascended to the FBC’s director’s chair, underlining the vast capability that she was hinted at possessing whilst she was a child in her sleepy hometown of Ordinary. 

Despite such success, the Oldest House still remains in a state of lockdown thanks to the pockets of Hiss presence that are threaded throughout the building. Equally, Jesse and some of the other FBC folks are also locked within the walls of the Oldest House too, neatly leaving a nice chunk of unresolved tasks to tackle that will likely be addressed by the forthcoming Control DLC expansions.

Control Ending Explained – Jesse, Dylan, Hedron and Polaris 

One of the biggest and most enduring mysteries that Control weaves is the relationship between protagonist Jessie Faden and the mysterious inter-dimensional presence in her mind known as Polaris. In the pursuit of her wayward brother Dylan and the paranormal slide projector, Jesse finds herself wandering in the Dimensional Research sector within the Oldest House.

Surrounded by what appears to be a boundless desert of crimson-stained sand, Jessie eventually finds her way into a massive projection room where she beholds an echo manifestation of five towering pillars with amber sands on all sides. The significance of the amber sand and the pillars is that they stand as evidence that an object of power was used to contact Polaris, but a bigger reveal lay in wait – that the scientists which kept Polaris imprisoned (in a physical sense) refer to this being as ‘Hedron’, causing other pieces of the narrative puzzle to tumble into place. That’s right – Polaris and Hedron are one and the same.

You remember the Hedron Resonance Amplifiers (HRAs) dotted throughout the game, and how these machines successfully prevented some FBC employees from being possessed by the Hiss? Well, the very same being (Polaris) that lurks within Jesse’s psyche and which makes her immune to the possession attempts of the Hiss, is also the same presence which is amplified by the HRAs to protect others who might be nearby.

As such it is thought that Polaris is part of some sort of interdimensional force that stands in direct opposition to the Hiss – effectively appearing as Control’s take on the light versus darkness dichotomy seen in countless other stories to date. Jesse’s wayward brother Dylan, meanwhile, remains in a coma, capable of waking at any time. The kicker though? We’re not sure just how much of ‘Dylan’ is actually left after his possession by the Hiss.

Control Ending Song – What was the music that plays during Control’s Ending credit sequence?

Though having little bearing on the story itself, a lot of folks have been curious as to what the song was that accompanied Control’s final credit sequence. Well, the Control ending song is something of an irresistible earworm called “Fear of a Blank Planet” by English progressive rock band Porcupine Tree. Definitely one to plonk on your Spotify playlist methinks.

The Ultimate Witcher 3 Quest List: Main Quests in Order by Level

The Witcher 3: Wild Hunt is a colossal game filled with adventures, dangers, side quests, main quests, hunts, and much more. You’ll spend many hours getting to grips with its massive world, brilliant characters, and quests. With so many quests often given all at once, the game can be a little daunting. But fear not, we’re here to help with our full Witcher 3 quest list in order. You’ll never be lost again with our Witcher 3 walkthrough.

Before you dive in, keep in mind that this list may contain spoilers for The Witcher 3: Wild Hunt. So, if you want to avoid even knowing where you’ll be heading on your adventure, look away now. We’ve tried to keep this Witcher 3 quest list as spoiler-free as possible while presenting the quests in order, by level, and to preserve the best, most optimal path.

Note: This guide covers the main The Witcher 3: Wild Hunt quest list in order, by level. The number next to each quest represents the recommended level. You’ll also find information on when to best start the DLC quests for Blood and Wine and Hearts of Stone.


Prologue

The Wild Hunt begins with a moment of peace before the turmoil that’s to come. You’ll be adventuring across the White Orchard area, which serves as a tutorial for the larger game. Enjoy these moments of relative safety; it won’t last…

  • Kaer Morhen – No recommended level
  • Lilac and Gooseberries – No recommended level
  • The Beast of White Orchard – Level 3
  • The Incident at White Orchard – Level 2
  • Imperial Audience – Level 2

Act 1

The main Act 1 quests can be completed as you wish. Below, we’ve listed the Witcher 3 quests in optimal order, with additional level information.

In Ciri’s Footsteps – Velen

Velen is a natural starting point for your adventure in The Witcher 3. The quests here are lower in level, making it a great way to ease into the story.

  • The Nilfgaardian Connection – Level 5
  • Bloody Baron – Level 6
  • Ciri’s Story: The King of Wolves – Level 5
  • Family Matters – Level 6
  • A Princess in Distress – Level 5
  • Ciri’s Story: The Race – Level 5
  • Ciri’s Story: Out of the Shadows – Level 5
  • Hunting a Witch – Level 5
  • Wandering in the Dark – Level 6
  • Ladies of the Wood – Level 6
  • The Whispering Hillock – Level 5
  • Ciri’s Story: Fleeing the Bog – Level 5

In Ciri’s Footsteps – Novigrad

Your next stop is the city of Novigrad, an area more complex by level, where you’ll immerse yourself in the politics of the great city.

  • Pyres of Novigrad – Level 10
  • Novigrad Dreaming – Level 7
  • Broken Flowers – Level 11
  • Get Junior – Level 12
  • Ciri’s Story: Visiting Junior – Level 9
  • Count Reuven’s Treasure – Level 12
  • A Favor for Radovid – Level 9
  • The Play’s the Thing – Level 11
  • A Poet Under Pressure – Level 13
  • Ciri’s Story: Breakneck Speed – Level 11

In Ciri’s Footsteps – Skellige

Finally, in Act I, you’ll head to the islands of Skellige, filled with mountains, dangerous monsters, and even more dangerous politics.

  • Destination: Skellige – Level 16
  • The King is Dead – Long Live the King – Level 16
  • Echoes of the Past – Level 17
  • Missing Persons – Level 15
  • Nameless – Level 14
  • The Calm Before the Storm – Level 14
  • A Mysterious Passenger – No recommended level

Act II

Act II kicks off with a hunt for the ugliest baby (or man) ever seen, and Geralt and Yennefer head off to the Witcher’s only home, Kaer Morhen, while the Wild Hunt closes in on you.

  • Ugly Baby – Level 19
  • Disturbance – No recommended level
  • To Bait a Forktail… – Level 19
  • The Final Trial – Level 19
  • No Place Like Home – Level 19
  • Va Fail, Elaine – Level 19
  • Brothers in Arms: Velen – Level 22
  • Brothers in Arms: Novigrad – Level 22
  • Brothers in Arms: Skellige – Level 22
  • Brothers in Arms: Nilfgaard – Level 22

Note: When the Brothers in Arms quests appear in your quest log, we recommend starting Hearts of Stone, as it will fit seamlessly with the main Witcher 3 quest list.

  • The Isle of Mists – Level 22
  • The Battle of Kaer Morhen – Level 24
  • Blood on the Battlefield – Level 20

Act III

Act III sees the quest levels rise again, so you may want to clear up secondary quests and hunts before heading into this act. This act brings all the disparate threads of the game together before a final confrontation that asks big questions of both Geralt and the player.

  • Bald Mountain – Level 26
  • Final Preparations – No recommended level
  • Blindingly Obvious – Level 28
  • The Great Escape – Level 28
  • Payback – Level 28
  • Through Time and Space – Level 26
  • Battle Preparations – Level 28
  • The Sunstone – Level 28
  • Veni Vidi Vigo – Level 28
  • Child of the Elder Blood – Level 31
  • Skjall’s Grave – Level 28
  • On Thin Ice – Level 30
  • Tedd Deireadh, The Final Age – Level 30
  • Something Ends, Something Begins – Level 30

At this point, the main Wild Hunt quests are over, and we recommend starting Blood and Wine, which serves as an excellent epilogue for the main quest.

After Blood and Wine, pour yourself a stiff drink, reflect on your journey, and start The Witcher 3 all over again.


The Witcher 3 Quests by Level

As you can see, the game offers a smooth leveling process through the main quest, but with many side quests sprinkled throughout, you might find that despite level recommendations, you may be ahead of a quest’s level. Don’t worry – this often happens.

We recommend enjoying The Witcher 3 in your own time. Do what you want, when you want, in terms of side missions. Use the above guide for the main quest’s order. If you want to play Gwent, punch out a few drunks, or race horses, go ahead – the main quest can wait. The Witcher 3’s vast world is yours to explore.

Now, you’re ready to dive into The Witcher 3: Wild Hunt with full confidence about where you’re going. Good luck, Witcher. Slay well!

Death Stranding Episodes: How Many Chapters Are There In Death Stranding?

Death Stranding is many things – absurd, challenging, emotional, but above all that, it’s really quite long. We won’t blame you if you look up from the BT-soaked swamp once in a while and wonder “just how far am I into this game?”

Trudging through the mountains for just one delivery is enough to tire out any avid BRIDGES explorer despite its many rewards, so it’s no surprise that the entire game can be daunting for the average player. 

Well, that’s what we’re here for. We’re going to talk at length about Death Stranding’s many episodes, specifically about how many chapters there are in the game and how long it takes to beat. This is useful if you want to, you know, live your life around Kojima’s latest gargantuan game. 

Death Stranding: How many episodes are there in Death Stranding?

Death Stranding, despite being somewhat unknowable in every sense of the word, is actually chopped up into discrete chapters, each named after a character or place in the game world. It’s thought that each chapter dives into a specific part of that character’s story, shedding some light on their background with the extinction event and how that fits into the life of our protagonist, Sam Porter Bridges. 

Some chapters actually dwell on the same character more than once due to a necessity to expand further on their importance in the story. Character development! You love to see it. Here’s a list of the 15 chapters in Death Stranding – be warned, the names of the episodes could be constituted as spoilers, so observe at your own peril! 

Episode 1: Bridget

Episode 2: Amelie

Episode 3: Fragile

Episode 4: Unger

Episode 5: Mama

Episode 6: Deadman

Episode 7: Clifford

Episode 8: Heartman

Episode 9: Higgs

Episode 10: Die-Hardman

Episode 11: Clifford Unger

Episode 12: Bridges

Episode 13: Sam Strand

Episode 14: Lou

Episode 15: Tomorrow is in your hands

There is, of course, a prologue that introduces you to the game mechanics and world that prefaces Episode 1: Bridget. Episode 15 is also technically an epilogue of sorts (despite being set weeks before the ending of the game) where you’re free to wrap up side quests and leftover deliveries. It might be useful to know this – the game lets you wrap up remaining activities after you beat the game. Given how long Death Stranding is, it’s recommended that you don’t dilly-dally with the story – just push through it with some complimentary side quests along the way.

Crucially, DON’T try to five star every prepper before you move on to the next area… leave that to the endgame. You can complete the game just fine with the items awarded to Sam over the course of the story. 

The extra items you get from the side preppers are useful and interesting and let you explore and tinker with more of the world, but they’re inessential. It depends on the way you play, but if you want to beat Death Stranding any time soon, focus on the story missions – the important deliveries given to you by colleagues like Amelie and Deadman. You’ll still see it all as Kojima intended. 

It’s also worth noting that there are no alternate endings or narrative choices that cause consequences in Death Stranding’s narrative. Don’t walk on eggshells, crush them in your Bridges-issue boots! Delivering to certain preppers doesn’t reward you with any new questlines – the only real thing you should look out for are the pizza delivery missions that actually lead to some story content that you can miss if you’re not careful. Beyond that, you can go your own way. 

Death Stranding: How long does it take to beat Death Stranding?

Death Stranding is an incredibly long game, about the size of your typical modern RPG, somewhere in between Fallout 4 and The Witcher 3 in terms of scope. The gigantic landmass of dystopian America is yours to explore, and given that you’re crossing the coasts, it’s expected that the journey won’t be a brisk walk through the countryside. You’ll stop at certain hubs along the way and open up new parts of the map over the course of the story. If you thought the first region was big, you’re going to be in for quite the shock when you arrive at the second one… 

Players will spend around 40 hours completing Death Stranding, but be warned that this is just counting the main story. There are over 100 hours of content waiting for the player if they wish to make many more deliveries than necessary. There’s also plenty of preppers hiding out in the wilderness and tons of memory cards just scattered about the environment, waiting to be retrieved and decoded. 35-40 is a decent average for the main story, but if the game gets its hooks into you or you have an addictive personality, you’ll easily spend 70 just trying to figure routes out, helping other players cross paths and generally gawping at the luscious landscape.

With that explained you should have a good idea of Death Stranding’s length and how best you should approach it, depending on the type of player you are. If you’re just looking to enjoy the tremendous story, expect 35-40 hours. If you like the look of the mechanics, you might want to book a few days off work… as you’ll be trudging through the mud for 70 plus hours. Regardless, it’s an experience worth having with one of the most unique big-budget games of the past decade, and one that you won’t soon forget.