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'FBC: Firebreak' preview: Controlled chaos
'FBC: Firebreak' preview: Controlled chaos

Engadget

time14-05-2025

  • Entertainment
  • Engadget

'FBC: Firebreak' preview: Controlled chaos

A successful co-op shooter feels like a bottomless tub of popcorn, hot and smothered in golden butter, built for bite-sized consumption and impossible to resist. Smooth mechanics and a satisfying, repeatable loop should draw you in for one more bite, one more round, over and over again. FBC: Firebreak , Remedy Entertainment's co-op shooter set in the universe of Control , almost hits these marks. It just needs a little more salt. Remedy is a AA studio best known for crafting single-player games like Alan Wake and Control , which feature Lynchian mysteries and hellish twists, and Firebreak is the studio's first attempt at crafting an online, cooperative, first-person shooter. Firebreak supports up to three players at a time, and it pits your team against hordes of otherworldly Hiss monsters in the bowels of The Oldest House, the headquarters of the Federal Bureau of Control. The building was locked up with a bunch of Hiss inside at the end of Control , and Firebreak takes place six years later. You're a government employee who's volunteered to eradicate the Hiss in The Oldest House — or try to, at least — and you're sent inside with some improvised weapons, no extra training and a hearty pat on the back. We broke down the specifics of Firebreak 's gameplay loop and upgrade cycles after the developer walkthrough in March, but here are the basics: Before the match begins, each player gets to select one of three Crisis Kits, loadouts designed with specific playstyles in mind. Crisis Kits come with a tool and an item each. The Jump Kit is based around electricity and it has the Electro-Kinectic Charge Impactor, a portable jackhammer kind of device with a conductive metal plate on the end, capable of slamming into enemies or propelling yourself into the air. It also has the BOOMbox, which plays music to attract enemies before exploding. The Fix Kit gives you a big wrench that's able to repair machinery and stagger Hiss, and it also includes a turret that you have to smack with the wrench to assemble. The Splash Kit is for all the water signs out there — it features the Crank-Operated Fluidic Injector, an industrial water cannon that can extinguish fires and soak enemies so they're primed for extra damage, plus a Humidifier, which sprays healing water in a wide area. The game is broken down by Jobs, which are essentially custom-built missions in specific regions of The Oldest House. All Jobs have three zones, but otherwise each one has a unique objective, crisis, and environment. After selecting a Job, you get to customize your run by setting the Threat Level and Clearance Level — Threat Level determines combat difficulty and the number of rewards up for grabs, while Clearance Level sets the number of zones you have to clear and the type of rewards. I spent roughly two and a half hours playing Firebreak with two strangers who quickly became the best Hiss-fighting friends I've ever had, and we messed around with three different Jobs, and various combinations of Threat and Clearance levels. I stuck with one loadout, the Fix Kit with the big wrench, and was able to purchase upgrades to add the turret, grenades, upgraded guns and an exploding piggy bank accessory to my loadout. The piggy bank slots into the wrench and creates a thunderous AOE tornado when you hit Hiss with it. While I don't fully understand the science at play with the pig, I immensely enjoy slamming it into monsters. We ran through three Jobs — Hot Fix, Ground Control and Paper Chase. Hot fix is an industrial level where you have to repair giant fans and eventually fill up barrels with fuel before sending them down a zipline. In Ground Control, you shoot these nasty, wriggling pustules that look like giant botfly larvae to retrieve radioactive leech pearls and throw them in a mining cart. Paper Chase features an office filled with sentient sticky notes, and you have to shoot them off the walls and floors before they consume you or turn into big yellow monsters. Throughout all of these tasks, waves of Hiss appear, demanding your attention and gunfire. There are ammo refill stations and healing showers positioned around the maps, though their positions change with each tweak to the Threat and Clearance levels. You'll also have to repair some of the environmental features in order to fully take advantage of them — for instance, the shower initially spews out cold water, which can freeze players while they're trying to heal, but you can send in someone with the Fix Kit (me!) to quickly mend the hot water. This, and fixing the ammo station, were generally the first two things my teammates and I did in each run. And then, chaos. While each Job has its own goal, there's a shared cadence to the missions, with moments of calm preparation and exploration violently interrupted by hordes of Hiss. Out of the pistol, shotgun and submachine gun, the SMG was my weapon of choice, and it tore through groups of enemies, spurred along by my teammates' fire and, every now and then, a grenade. Ammo and health were constant considerations, but it was easy enough to note the locations of refill stations and showers, and or to ask my Splash Kit teammate to throw some healing water my way. Firebreak does a great job of rewarding teams that stick together — you get an extra shield when you're near your friends, and a bright visual cue accompanies this bonus, consistently reminding you to stay as a group. Of course, friendly fire is also a thing in this game, and errant explosions and bullets brought down everyone on my team a few times. We laughed and revived our way through it, but this highlighted my main issue with the game: It's often difficult to discern where any attack is coming from, making it tricky to reposition or avoid damage. Overall, I craved a bit more feedback. Firing the SMG was effective, but it also felt imprecise, and this vibe extended to the rest of the gameplay. Gathering ammo, collecting currency, healing, repairing things, using special abilities, taking damage and identifying objectives — all of these actions could be clarified and made more tactile. Remedy isn't exactly known for its gunplay , but some small tweaks could make the core experience in Firebreak far more coherent. While we played the most rounds of Paper Chase, Ground Control was my favorite level, featuring wide-open spaces for fighting Hiss and a clear objective in shooting all those gross pustules. The clarity in Ground Control was refreshing, especially when compared with the slight but constant confusion hovering over the rest of the experience. Once we all unlocked our special abilities, Firebreak really started to flow. Even when we weren't exactly sure where to go or what to do, my teammates and I grouped up and stood against the Hiss, healing each other, laying down crowd control and, in my case, smashing piggy banks in enemies' faces. We laughed, we strategized, we accidentally shot each other and we screamed, 'Where the hell is the safe room?' into our headsets. We had a fabulous time. And this is the highest praise I can lay at Firebreak 's feet: I spent nearly three hours playing Firebreak with two strangers and it felt like the most natural thing in the world. When our session ended, I wanted to keep playing. Though there's room to clarify some mechanics and add feedback to some functions, Firebreak lays a solid foundation for the modern Left 4 Dead of our collective dreams. I know that's an outdated reference, but I'm also confident I'm not the only one who's still chasing the high of the Left 4 Dead series — it was a running point of comparison among my Firebreak crew. All of the issues I have with Firebreak can be fine-tuned before the game launches this summer, and I have faith in Remedy to do so. Firebreak is poised to be a thoughtful and focused entry in the co-op shooter genre, and it's already an inviting extension of Remedy's darkest and silliest sensibilities. FBC: Firebreak is due to hit the Epic Games Store, Steam, PlayStation 5 and Xbox Series X/S on June 17 for $50. It's coming to the PlayStation Plus Game Catalog and Xbox Game Pass day-one.

With FBC: Firebreak, Remedy wants to tell a different kind of story
With FBC: Firebreak, Remedy wants to tell a different kind of story

The Verge

time14-05-2025

  • Entertainment
  • The Verge

With FBC: Firebreak, Remedy wants to tell a different kind of story

Finnish studio Remedy is best known for its single-player action games, like the survival horror of Alan Wake and the supernatural thriller Control. With FBC: Firebreak, the developer is going in a different direction. It's the studio's first multiplayer release: a three-player co-op shooter set in the universe of Control. But while it won't have the more traditional cinematic storytelling the studio has become known for, that doesn't mean Remedy is abandoning its narrative roots. Instead, it is trying to explore them in a new genre. 'This game actually has quite a bit of narrative design thinking in it, especially because there is not a lot of room for direct storytelling,' says game director Mike Kayatta. Firebreak is set a few years after the events of Control, after which a building known as the Oldest House — the NYC headquarters of the Federal Bureau of Control, a government organization that investigates the supernatural — was sealed off to prevent a deadly force called the Hiss from getting out. But there were still people inside. While many of them were FBC bureaucrats and office workers, Firebreak follows members of the titular emergency unit, who serve as the first responders keeping everyone else (relatively) safe. That means venturing out into the Oldest House to fix machinery, eradicate the Hiss, and investigate other paranormal situations. Also, there are a lot of sticky notes, and you have to shower quite a bit. I was able to play through a few missions of Firebreak at Remedy's offices, and the game feels very different from the studio's previous work. It's a first-person shooter that relies heavily on cooperation. In each mission, you and two other players are let loose in the Oldest House to complete specific goals; in one of them, we had to repair the machinery that controlled the building's ventilation, and in another we had to clear away a growing wave of sticky notes that covered every surface. In some cases, the missions had multiple layers to them. After clearing out the sticky notes, for instance, we eventually fought our way to a gigantic boss monster made of even more stickies. In some ways, Firebreak seems like a traditional multiplayer shooter. You can equip different types of guns, toss grenades, and you're often up against hordes of the Hiss, which behave a lot like swarming zombies. As you progress, you earn currency to put toward upgrading your gear, and you can purchase new skins and sprays like in Fortnite. Each player also has to select a 'crisis kit,' which includes both special abilities — like letting you jump high in the air — as well as specific tools. One has a wrench for repairing machines, while another has a hose for putting out fires. In my brief experience, the game's structure necessitated coordination. You can't just run into the Oldest House, guns blazing, and expect to survive. Over voice chat, my team was constantly yelling directions and warnings at each other, giving a heads up that a fresh wave of Hiss was coming or sending the person with the right tool to repair something. Often, these repairs were life-or-death necessities. Scattered around each level were facilities to refill your ammo or shower (which removes status ailments and also replenishes your health), but they often lacked power, meaning you couldn't get bullets or health until you got them up and running. It was a chaotic mess (in a good way), but as with Control, what struck me most about Firebreak was the world itself. It's just so delightfully weird, infusing a bland office space with a sinister tone. Office cubicles become cover in shootouts, while those sticky notes are like an invasive species, smothering everything — including you, if you can't make it to a shower in time. Unlike Control, however, Firebreak is reliant almost entirely on its world to tell the story. There are no cutscenes to watch or audio logs to uncover. Instead, you sort out what's happening by being in this place, and both listening to the little bits of chatter between characters and observing the state of the Oldest House. Or you can try to suss it out anyways, but I'm still not sure why a giant rubber duck started following me in one level. Kayatta likens this storytelling technique to hearing stories from firefighters in the field. 'We're not telling a beginning to end story,' he explains. 'A lot of that is because the people inside the game are talking to themselves, and they're filling that narrative space for us.' The decision was made in part so as not to interrupt a bunch of friends playing together, letting you and your co-op partners fill in the space with your own chatter. But the structure is also designed to help Firebreak work for two audiences simultaneously: Control fans and newcomers. 'The important thing for us is that if you played Control, you signed up for a single-player, exploration, character- and story-focused experience,' Kayatta says. 'It was super important that we didn't say, 'Ha ha, curve ball, now you need to go find two friends and play a cooperative game that is a totally different genre from a different perspective.' That feels terrible. Those people need to be protected so that they can go from Control 1 to Control 2 and experience the journey that we promised them. And we are absolutely going to make that happen. On the other hand, we also want this to be rewarding and fulfilling for them [if they do play Firebreak ].' Meanwhile, he says that 'then you have what we hope is a large audience who actually has never played Control … we wanted to make sure that they could understand the world and didn't feel the constant pressure to go back and play Control.' That means a balancing act between having enough narrative to be interesting to new players and feel distinctly Remedy, but without so much direct storytelling that Firebreak becomes required reading for anyone waiting to jump into Control 's sequel. And if you do want to dig further into things like the Hiss or what an Altered Item is, you can always play the original Control or dig into a Wiki (or maybe one day watch a movie or show). When it comes to how much you want to dig into Firebreak 's narrative, Kayatta says that they 'want it to be up to you.' No matter which way you look at it, Firebreak is a big departure for Remedy. It's a new genre, an expansion into multiplayer, and the studio's first self-published game as it attempts to take more ownership of its own franchises. It's an opportunity to expand in a new direction while still attempting to stay true to what a Remedy game is. 'Forever we have had these very controlled single-player experiences, and we will continue to do that,' Kayatta says. 'But we ask the question with Firebreak: what is it like to share one of those spaces with your friends?'

5 best survival horror games to play while waiting for Resident Evil 9
5 best survival horror games to play while waiting for Resident Evil 9

Time of India

time23-04-2025

  • Entertainment
  • Time of India

5 best survival horror games to play while waiting for Resident Evil 9

5 Best Survival Horror Games to Play While Waiting for Resident Evil 9 Still no official word on Resident Evil 9, and the wait is agonizing. Lucky for you, there are plenty of terrifying games that'll keep you on edge until Capcom finally drops the next chapter of bio-terror madness. From mind-bending psychological horror to gut-wrenching gore, here are five of the best survival horror games to play while waiting for RE9. Alan Wake 2 - Launch Trailer | PS5 Games 1. Alan Wake 2 Think Resident Evil meets Twin Peaks, but on steroids. Alan Wake 2 ditches the action-heavy vibes of the first game and plunges straight into survival horror madness. You'll play as both Alan Wake and FBI agent Saga Anderson, flipping between their stories as you try to escape the clutches of The Dark Place. If you love RE's mix of horror and storytelling, this one's a no-brainer. What Makes Dead Space So Good? by Taboola by Taboola Sponsored Links Sponsored Links Promoted Links Promoted Links You May Like Small Electric Car for Seniors in Iraq: Prices That Will Surprise You Electric Cars | Search Ads Undo 2. Dead Space (Remake) Classic survival horror? Check. Disgusting mutant abominations? Double check. A protagonist who just can't catch a break? Triple check. The Dead Space remake brings back Isaac Clarke's worst nightmare with jaw-dropping visuals, brutal dismemberment mechanics, and an even creepier atmosphere. Outlast 2 - Launch Trailer | PS4 3. Outlast 2 If you think Resident Evil's first-person horror is scary, wait till you experience Outlast 2. No weapons. No combat. Just you, a camcorder, and a whole lot of running for your life. You play as a journalist investigating a disturbing cult in the middle of nowhere, and let's just say, things go south real fast. The game thrives on psychological horror, insane chase sequences, and a sense of helplessness that makes every second feel like a life-or-death situation. Silent Hill 2 Remake - the BEST thing about it 4. Silent Hill 2 (Remake) Resident Evil is all about zombies and bioweapons, but Silent Hill 2? Pure psychological torment. The remake is a visually stunning, emotionally devastating experience, bringing James Sunderland's twisted journey back to life. The fog-drenched streets, grotesque creatures, and deeply unsettling story make it one of the best horror games ever. THE EVIL WITHIN 2 Trailer 5. The Evil Within 2 The Evil Within 2 takes everything great about the first game and cranks up the horror and storytelling. Open-world sections add a layer of exploration, while the grotesque enemies and limited resources keep the tension high. Plus, you get to mess around with stealth, crafting, and some truly insane boss fights. Waiting for Resident Evil 9 doesn't have to be painful—these five games will keep you screaming, sweating, and questioning your life choices in the best way possible. Get the latest IPL 2025 updates on Times of India , including match schedules , team squads , points table and IPL live score for CSK , MI , RCB , KKR , SRH , LSG , DC , GT , PBKS , and RR . Don't miss the list of players in the race for IPL Orange Cap and IPL Purple cap .

2025 Game Developers Choice Awards Honors Iconic Writer/Director Sam Lake With Lifetime Achievement Award and Innovative Designer Lucas Pope With Pioneer Award
2025 Game Developers Choice Awards Honors Iconic Writer/Director Sam Lake With Lifetime Achievement Award and Innovative Designer Lucas Pope With Pioneer Award

Yahoo

time20-02-2025

  • Entertainment
  • Yahoo

2025 Game Developers Choice Awards Honors Iconic Writer/Director Sam Lake With Lifetime Achievement Award and Innovative Designer Lucas Pope With Pioneer Award

SAN FRANCISCO, February 20, 2025--(BUSINESS WIRE)--Organizers of the 25th Annual Game Developers Choice Awards (GDCA), the premier accolades for peer recognition in the digital games industry, have revealed the recipients of two of the award show's most prestigious awards. This year, the international game development community will honor Sam Lake, writer for games such as Max Payne, Alan Wake, Quantum Break and Control with this year's Lifetime Achievement Award. Additionally, Lucas Pope, the renowned mentor, designer and developer who has worked at major game companies for over 20 years in the industry, will be recognized with the Pioneer Award for his outstanding contributions to the industry. The Pioneer Award is given to key individuals who elevate video games and the industry as a whole, including 2023's recipient Mabel Addis, the first female game designer, and other industry icons including Jordan Mechner, Gabe Newell, Alexey Pajitnov and many others. Lifetime Achievement Award honoree Sam Lake is a respected writer and director in the video game industry, acting as a key creative force in dreaming up Remedy's acclaimed games and stories in Max Payne, Alan Wake, Quantum Break and Control; the protagonist of the Max Payne series was famously designed with his likeness in mind. Lake is renowned for his deep, layered storytelling and ability to meld together different mediums to create unique interactive experiences. Most recently, he was the co-director and lead writer of Alan Wake 2, which won over 200 industry awards—including Best Game Direction and Best Narrative at The Game Awards, along with Best Visual Art at the 2024 Game Developers Choice Awards. Lake was also a BAFTA nominee for Narrative and Performer in a Supporting Role in Alan Wake 2. In 2023 and 2024, Lake was included in the Variety500 list of the most influential people shaping the global media industry and received The Develop:Star Award for Best Creative Lead and Gamesbeat Visionary Award. He also recently received the prestigious Andrew Yoon Legend Award at the New York Game Awards in January 2025. Lucas Pope, recipient of this year's Pioneer Award, is an independent game developer experimenting with the interactions of mechanics, narrative, and art. Starting with hobbyist development on the Mac Plus, he found his interests in music, engineering, art, and problem-solving perfectly reflected in the toil of creating games. Stumbling through 30 years of indie, serious, AAA and mobile titles, he has tried to make things that others don't, exploring new genres and new ways of telling interesting stories. He is most well known as the creator of Papers, Please and Return of the Obra Dinn, both of which are known for their innovative approach to storytelling and immersive gameplay. Papers, Please was highly lauded across the board, winning the Seumas McNally Grand Prize at the Independent Games Festival (IGF) along with several trophies at the Game Developers Choice Awards in 2014, along with a BAFTA Games Award for Best Strategy and Simulation Game. Return of the Obra Dinn was also heavily praised by critics, again winning Pope the Seumas McNally Grand Prize at IGF Awards, along with several trophies from the Game Developers Choice Awards, Peabody Awards, D.I.C.E. Awards and BAFTA Games Awards. "The Game Developers Choice Awards has a proud legacy of shining the spotlight on figures who make gaming the most gripping and evocative method of storytelling," said Stephenie Hawkins, GDC's Event Director. "We're excited to recognize Sam Lake and Lucas Pope for their commitment to pushing the boundaries of the medium through transcendent narrative structures, complex moral questions and evocative gameplay." The 25th annual GDCA awards ceremony will take place during the 2025 Game Developers Conference (GDC) on Wednesday, March 19, and will be held immediately after the Independent Game Festival (IGF) awards. Recipients of the Lifetime Achievement and Pioneer Award were chosen by this year's Game Developers Choice Editorial Committee, following suggestions from the International Choice Awards Network (ICAN). All GDC 2025 pass-holders will be able to watch both award ceremonies in person at San Francisco's Moscone Convention Center. The GDCA and IGF award shows will also be live-streamed on the official GDC Twitch channel. For more information about the 25th annual Game Developers Choice Awards, visit: For more details on the Game Developers Conference, please visit the GDC's official website, or subscribe to regular updates via Facebook, X or Bluesky. Official photos are available via the Official GDC Flickr account: About GDC The Game Developers Conference® (GDC) is the world's largest professional game industry event with market-defining content for programmers, artists, producers, game designers, audio professionals, business decision-makers, and others involved in the development of interactive games and immersive experiences. GDC brings together the global game development community year-round through events and digital media, including the GDC Vault, Independent Games Festival, and the Game Developers Choice Awards. GDC is organized by Informa PLC, a leading B2B information services group and the largest B2B Events organizer in the world. To learn more and for the latest news and information visit View source version on Contacts fortyseven communicationsHiro Itogdcpress@ Sign in to access your portfolio

The 15 best Xbox Series S/X games to play in 2025
The 15 best Xbox Series S/X games to play in 2025

The Guardian

time27-01-2025

  • Entertainment
  • The Guardian

The 15 best Xbox Series S/X games to play in 2025

It was November 2020 when Microsoft launched its latest console duo into the rapidly evolving gaming marketplace. Over four years later, the Xbox Series X – together with its more budget-friendly counterpart, the Series S – has amassed an impressive and varied library of games, ranging from sprawling open-world blockbusters to intimate indie puzzlers. If you're just getting started with the console, here are 15 games that represent the variety on offer, each one interesting, enjoyable and rewarding in its own right. Thirteen years after the original game, cursed horror author Alan Wake returns, now trapped in an alternate dimension and determined to write his way out, while FBI agents close in on the mysterious town of Bright Falls. Why we love it: 'a thoroughly entertaining blend of detective procedural and surrealist survival horror.' Read the full review. One of the greatest role-playing fantasy games of the modern era, providing players with almost as much narrative and imaginative freedom as a table-top D&D adventure as they face off against the mighty mind-flayers. Why we love it: 'It's a towering landmark of an RPG. Bustling with life, brimming with scope, and bursting with imagination.' Read the full review. The long-awaited sequel to Double Fine's cult 3D platformer sees the return of psychic acrobat secret agent Raz embarking on a mission to root out a dangerous new adversary. Why we love it: 'I've rarely played anything that is so unashamedly itself. Each hour is different, each character distinct and memorable, each new psychic playground full of surprises.' Read the full review. Hideo Kojima's elegiac science-fiction adventure is like nothing else you'll ever play, a post-apocalyptic quest to save humanity, following a parcel courier with an extremely valuable and unlikely parcel. Why we love it: 'This uncompromising, unashamedly political work of artistic intent is 2019's most interesting blockbuster game by a distance.' Read the full review. A grandiose fantasy opera from the makers of Dark Souls, filled with spectacular landscapes, bizarre characters and seemingly insurmountable bosses. Complete with the Shadow of the Erdtree DLC it's a challenging and engrossing open world like no other. Why we love it: 'This is a massive world, astonishingly rendered (the sun and moon wheel in the sky, casting each scene anew) and seemingly limitless in its creative diversity. It is an unrivalled feat of design and inventiveness.' Read the full review. A beautiful open-world driving game providing hundreds of square miles of the British countryside to explore while racing other drivers, completing challenges and collecting stunningly modelled supercars. Why we love it: 'As driving games go, it's the best I've ever played, not only because of its irresistible scenery, exhilarating driving and perfectly recreated cars, but because spending time with it puts me in a lasting good mood.' Read the full review. Fight your way out of hell while enjoying the horny shenanigans of ancient Greek gods. Has there ever been a more attractive premise for a Rogue-like action role-playing romp? Why we love it: 'Interesting things happen all the time, and no matter how long I spend with Hades I feel like I am only just getting acquainted with it.' Read the full review. Better known for its horror adventure series The Evil Within, Tokyo studio Tango Gameworks surprised us all with this stomping rhythm action brawler where enemies, action and hallucinogenic environments are all in sync with the infectious beat. Why we love it: 'As brazenly colourful as a Jet Set Radio fever dream, it's refreshing to play a game that is so unashamedly music-centred.' Read the full review. The ultimate crafting adventure, providing a vast procedurally generated world to explore and an almost limitless range of activities from building castles, to fighting zombies, to competing in mini games. Fifteen years old and showing no sign of running out of ideas. Why we love it: 'By constructing the world from 1x1 blocks that can be arranged in every imaginable combination, Minecraft is perhaps the closest we have to a true god game.' Read the full review. In an Alpine Bavarian village during the 16th century a young artist sets out to solve a series of gruesome murders. With luscious visuals inspired by illuminated manuscripts of the era, this is an extraordinary detective adventure. Why we love it: 'It provides a wonderfully evocative window into the past […] a gift to any player who longs for a historical setting that's more than a surface texture.' Read the full review. A group of Tokyo high-school students develop incredible powers and set out to battle evil and corruption – while also falling in and out of messy adolescent love. Part sprawling metaphysical role-playing game, part super cute dating sim. Why we love it: 'With its stylish cuts and transitions, loose and unorthodox structure and real-world setting Persona 5 is unlike any other video game. Its depth and texture far outstrips even earlier games in the series.' Read the full review. Arguably the greatest ever survival horror game, brought bang up to date while retaining its mix of bloody thrills, cunning puzzles and truly horrible monsters. Why we love it: 'It is resplendent, delicious and decadent, like an incredibly rich banquet served amid the detritus of some horrible battle.' Read the full review. Effectively a pirate fantasy simulator, player crews take to the high seas together, discovering buried treasure and battling with other buccaneers. A rollicking co-op adventure filled with memorable moments of shared excitement and hilarity. Why we love it: 'You'll laugh, you'll sail, you'll drink grog until you're sick. What a luscious, singular sandbox experience.' Read the full updated review. Gruff monster hunter Geralt takes on his defining quest as he searches for his adopted daughter Ciri through a chaotic world of giant beasts and warring factions. Memorable characters and a rich seam of romantic tension bring depth to the destruction. Why we love it: 'Geralt has a Swiss army knife of interactive tools, and his set of abilities offer a uniquely varied and diverse journey'. Read the full review. This hilarious, shambolic and gripping refresh for the Yakuza series features low-level gangster Ichiban Kasuga attempting to get his life back in order on the mean streets of Yokohama. Come for the fights, stay for the karaoke. Why we love it: 'Like a Dragon preserves the old-fashioned, somewhat unreconstructed vibe of the previous Yakuza games, while adding a new twist that diverts it into a different genre […] a very Japanese, gangster-themed, interactive comedy soap opera'. Read the full review.

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