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Vue lecture

We asked Blizzard about Xbox support for three major Warcraft titles

"Never say never" is the common refrain, but BlizzCon revealed a bit more about the future of Blizzard's games on console than perhaps you might expect.

BlizzCon 2026 was pretty amazing. We got new trailers for Diablo V and the revival of StarCraft, as well as a revival for Warcraft 3, Heroes of the Storm, and WoW Classic in the form of World of Warcraft: Forever.

Blizzard also revealed Diablo 4 for Nintendo Switch 2 for the first time, and World of Warcraft also includes native Xbox controller support on PC as well — eliminating the need to use addons like Console Port.

World of Warcraft + Xbox controller works really well, really easy to get used to. - RB+LB for interface shortcuts like bags etc.- 32 keybinds on LT+RT, using ABXY and d-pad. - Radial menu on Menu button.- Targeting enemies and friendlies is intuitive, but unclear how viable… pic.twitter.com/B3yPGxryqDSeptember 18, 2026

When I asked Xbox customers on my Patreon and on X (Twitter) for questions to serve up at BlizzCon 2026, the top ask was always about potential Xbox ports.

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So to honor your requests, I put the questions to the teams across Heroes of the Storm, Warcraft 3, and World of Warcraft about the potential for the games to hit Xbox or other traditional gaming consoles.

All of them offered variations on the same response ... Here's what they said.

"Never say never."

World of Warcraft Forever revealed at BlizzCon 2026

A World of Warcraft Forever dwarf dreams of one day being available on Xbox. (Image credit: Blizzard Entertainment)

Warcraft 3 had a big moment at BlizzCon when it revealed Forsaken Kingdom, the first expansion pack in over two decades. I asked Warcraft 3 Project Lead Brad Chan if we could eventually see the RTS emerge on Xbox and other consoles, given that games like Halo Wars and Age of Empires have been successfully adapted for controller.

"You know, we're going to talk about it," Chan said, "Maybe, maybe not, I don't know. Many things are possible, but right now we're focused [on PC]."

Echoing that sentiment was World of Warcraft Game Director Ion Hazzikostas, when I asked if we could eventually see World of Warcraft itself emerge on Xbox and other consoles. World of Warcraft: Forever is launching in November, and will be the first version of WoW with native Xbox controller support on PC. Is that a hint at a console version down the line?

RELATED: Speaking with WoW's Ion Hazzikostas on the future of Retail vs. Forever

"Our focus remains PC," Hazzikostas said, referring to World of Warcraft Forever's new Xbox gamepad controllers. "It's not just Xbox, it's just gamepad in general. Right? I think we've seen tons of people in the community use addons like Console Port over the years, and jump through a lot of hoops to get WoW playable on gamepad — we want to make that easier."

Hazzikostas said the Classic and Forever eras of WoW are potentially better suited to Xbox, given the slower, more methodical pace of combat before the Haste stat was added, for example. "Our focus remains [on PC], but many possibilities exist in the future, and we'll see where that leads us."

Heroes of the Storm

Could we eventually see Heroes of the Storm hit Xbox? (Image credit: Windows Central)

Well then, what about Heroes of the Storm? Heroes of the Storm also had a big BlizzCon moment when they revealed the game is well and truly back, starting with new hero Xal'atath. I have a bigger review with the team there coming shortly as well.

Speaking to Heroes lead developer James Yen, I asked if the game might find new audiences and growth were it ported to Xbox, consoles, or even mobile, given the popularity of things like Pokémon Unite. Yen quite rightly noted that their focus today is mostly about getting Heroes of the Storm back on its feet.

"We think about all avenues for where [Heroes of the Storm] could go, but that kind of distracts us right now ... from 'we just came back, let's make sure that the players that have been here for so long — let's take care of them, let's keep building content for them.'

We do have long-term goals, but you know those are more like stars, as you know. Our stars were like, 'Hey, let's come back. BlizzCon, that was just perfect timing,' but we are driving towards thinking about other things. But right now, the focus is, ' Let's give something to the players."

I think it's inevitable, at least for World of Warcraft

World of Warcraft Forever logo revealed at BlizzCon 2026

World of Warcraft: Forever beta is already blowing up the servers. (Image credit: Blizzard Entertainment)

World of Warcraft: Forever is already poised to be a huge hit, taking the top spot on Twitch despite being weeks out from launch and rocking in closed beta. The fact that it has native Xbox controller support will open up the game to new audiences across PCs, potentially among users who prefer playing MMORPGs in that format. Naturally, bringing it to consoles across Xbox, PlayStation, and Nintendo Switch would also vastly open it up to new players, particularly among aging millennials who moved to console from PC through the past two generations. The fact that WoW: Forever is based on classic graphics also means it'll run on practically any modern device at 60 FPS, including the Nintendo Switch 2 and the Steam Deck.

It gets a bit trickier for Heroes of the Storm and Warcraft 3, potentially, though. Warcraft 3 is very much a PC game all up, and RTS has never really found a big audience on Xbox consoles. The Age of Empires 2 Xbox controls are very well realized, but there's probably not an audience big enough to justify the work.

Heroes of the Storm is a bit different in my view. I feel as though Heroes and other MOBAs would control great with a gamepad; Pokémon Unite and Smite proved that it's possible. Heroes of the Storm would be virtually without competition on Xbox and PlayStation, and including heroes and characters from franchises beyond Blizzard would also potentially help it find new audiences Fortnite-style. But it's like James Yen said ... it's still early days for the Heroes' revival.

What do you think? Would you like to see any of these games hit Xbox, PlayStation, or Nintendo Switch? Hit the comments, let us know.

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Thrustmaster HOTAS WARTHOG MKII review: For the hardcore flight sim fans

I've been an advocate for Microsoft Flight Simulator for a while now, encouraging more newcomers to take to the skies. However, the game's casual collection of fighter jets doesn't dabble in all-out dogfights, so there's a separate desire for more military-centric flight sticks and HOTAS sim bundles.

Whenever I'd dip my toes into aerial combat hardware, one name would consistently appear: Thrustmaster's Warthog, and now it's upgrading itself with a previously announced Mk. II model of the A-10C's flight stick and throttle, still carrying that genuine U.S. Air Force licensing and a 16+ lbs heft. I had to try it.

Thrustmaster provided a sample but did not see, nor did it have any input on, the contents of my article before publishing.

How much does the WARTHOG MKII cost?

Thrustmaster HOTAS WARTHOG MK II in retail box on a marble surface

Its shipping box is even bigger than it looks. Heavier, too. (Image credit: Ben Wilson | Windows Central)

Thrustmaster launched the HOTAS Warthog Mk. II on its official storefront for $599.99; it's also available in the United Kingdom for £449.99 and in broader regions of Europe for €549.99. Alternatively, you can pick it up for $599.99 on Amazon US since it was released on September 16, 2026, or for £449.99 on Amazon UK to take advantage of Prime membership delivery perks.

Is the WARTHOG MKII a good flight stick?

Thrustmaster HOTAS WARTHOG MK II flight stick assembled with yellow directional arrows
The stick is easy to align, thanks to the huge yellow guide arrow stickers.Ben Wilson | Windows Central
Thrustmaster HOTAS WARTHOG MK II rear side with USB-C to USB-A cables from the throttle base and flight stick
Attaching the stick to the metal plate is a little trickier, given the weight.Ben Wilson | Windows Central

It's immediately obvious the Warthog Mk II is legit, given its sheer heft when I unboxed the all-metal behemoth. The throttle unit alone is 9.4 lbs (4.3 kg), which makes up much of its overall ~16.5 lbs (~7.5 kg) weight that sits on my nervous desk. Now I understand firsthand why hardcore flight sim fans opt for separate mounts, though it still feels incredibly sturdy with the metal plate.

I understand firsthand why hardcore flight sim fans opt for separate mounts, though it still feels incredibly sturdy with the metal plate.

First up, Thrustmaster has switched from a 5-pin flight stick connector to an upgraded 6-pin replacement on the Warthog Mk II, giving it backward compatibility with branded grips, like the F/A-18C Hornet for more dogfights, SOL-R 3 for spacefaring, or Airbus for some overengineered passenger flights. It's up to you, though I imagine many would stick with the (included) Viper.

Thrustmaster HOTAS WARTHOG MK II flight stick and base connector highlighting the shape and plug type
The updated 6-pin connector supports a wider range of Thrustmaster grips.Ben Wilson | Windows Central
Thrustmaster HOTAS WARTHOG MK II flight stick base showing screws and model information
Only four simple screws hold the base in place.Ben Wilson | Windows Central
Thrustmaster HOTAS WARTHOG MK II flight stick base disassembled showing circuit board and wires
And it's pretty easy for it to pop off without them, so be careful.Ben Wilson | Windows Central

Assembly is fine, though aligning the base with the metal plate is a little awkward; a simple cushion lifted the grip up safely and got the job done. Again, the Warthog Mk II isn't fragile, but at almost $600, I'm still careful with it. Thrustmaster included a single hex key in the box, but it was no good for the Phillips screws on the underside, so consider having a screwdriver ready.

Stickers on the base and grip feature bold yellow arrows that make it as clear as possible how to safely attach them without risking damage to the pins inside, and the grip still uses a metallic screw thread to hold everything in place. It's as easy as it can be, at least for a lifelike flight stick, and the throttle unit needs no physical setup beyond putting the switches in place.

I had heard complaints about the slew stick in older versions of the HOTAS Warthog's throttle unit, but it only needed around a 25% dead zone to keep the axes moving where they were supposed to. Without that, it is a little erratic around the center point, but it certainly doesn't feel stiff or problematic after a small amount of tweaking in the setup phase.

Microsoft Flight Simulator 2024 screenshot showing control settings for the Thrustmaster HOTAS WARTHOG MK II with dead zone in place
Microsoft Flight Simulator 2024 detects everything as it should, with in-game dead zone tweaks.Windows Central | Microsoft, Thrustmaster
Thrustmaster T.A.R.G.E.T. Command Center app controlling HOTAS Warthog Mk II throttle unit LED brightness
To adjust the throttle unit's LED backlighting, I needed the T.A.R.G.E.T. app.Windows Central | Thrustmaster
Thrustmaster HOTAS Warthog Mk II firmware updater app screenshot showing version 3.0.33
Updating the firmware is as easy as ever, with a dedicated app.Windows Central | Thrustmaster
Thrustmaster HOTAS Warthog Mk II controls displayed in Windows 11 in a driver test window
Finally, testing all the inputs in a basic driver test window is just as simple.Windows Central | Thrustmaster

Otherwise, a metallic mechanism locks the two engine levers together, with a strong switch on the rear side that feels impossible to dislodge by accident. I can also use the included hex key to access an afterburner stopper, reversing its direction so it stops the throttles before physically lifting past the max point; the opposite works for moving down past idle and switching the engines off.

It's a mind-boggling experience, (but) the end result is always the same: the Warthog Mk II is fun as hell.

It's mind-boggling to move from the realism-centric hardware I'm used to, like Thrustmaster's TCA X Airbus Edition, to going hands-on with an intimidating HOTAS unit like the Warthog Mk II. However, it followed the same themes as other sticks; I spent time experimenting, practicing, and figuring it all out. The end result is always the same: the Warthog Mk II is fun as hell.

Does the WARTHOG MKII have any issues?

Thrustmaster HOTAS WARTHOG MK II flight stick held in hand

Because the included grip has no Z-axis twist, you'll need to control your rudders elsewhere. (Image credit: Ben Wilson | Windows Central)

Any downsides I found with the Warthog Mk II were generally offset by the same argument: it's a faithful, realistic recreation of the Fairchild Republic A-10C Thunderbolt II's controls; most notably, the grip lacks a Z-axis twist, just like the real thing. If I absolutely needed analog rudder controls, I'd have to buy a different grip or some pedals, like Thrustmaster's $129.99 T.Flight set.

Alternatively, I can re-bind one of the digital buttons or switches on the grip or throttle to act as a rudder, or set up a yaw-into-roll function within a particular game. Beyond that, I could script a solution within Thrustmaster's T.A.R.G.E.T. Command Center app if my particular favorite game doesn't offer it by default, but T.A.R.G.E.T. comes with its own steep learning curve.

It's a faithful, realistic recreation of the Fairchild Republic A-10C Thunderbolt II's controls; most notably, the grip lacks a Z-axis twist, just like the real thing.

In that, any point of contention will be argued among the most seasoned, die-hard flight simulator fans with the strongest opinions, shaped by literal decades of gameplay. The Mk II is still functionally compatible with ready-made profiles, but I know many enthusiasts will opt to create their own anyway, with bindings they trust only themselves to build (or ones they built years ago).

Unless I wanted to play a much older game that didn't recognize separate input devices and had to combine them in the T.A.R.G.E.T. app, I would use it as little as possible (after I'd chosen my preferred throttle backlight brightness level). Instead, I'd find the strange enjoyment of spending my first evening testing a game's settings and matching each switch, button, and axis individually.

Should you buy the WARTHOG MKII?

Thrustmaster HOTAS WARTHOG MK II throttle base and flight stick on a marble surfaceWindows Central

The Warthog Mk II takes over from its predecessor with a study design while retaining its authenticity. (Image credit: Ben Wilson | Windows Central)

You should buy this if ...

✅ You're a serious combat sim enthusiast craving an ultra-authentic experience

✅ You have the patience to bind, check, and test each input

You should not buy this if ...

❌ You already own the original (or AVA Edition) HOTAS Warthog

I don't think there's any danger of a novice accidentally buying the Warthog Mk II and becoming overwhelmed by its wealth of metal switches and realistic design, especially since Thrustmaster markets the package to experts. For the same reason, it'll be scrutinized at every inch because of its price point, fighting against long-term rivals for a place among the best flight sticks.

Still, it feels as sturdy and smooth as Thrustmaster claims, with a lifelike feel (presumably, I'm not a fighter pilot) in its flight stick and heavy-duty throttle unit. You'll spend hours fine-tuning its axes and assigning switches in your games, unless you opt for community-made profiles for specific titles; but frankly, that's all part of the fun for some of us.

Thrustmaster HOTAS WARTHOG MKII

Thrustmaster
HOTAS WARTHOG MKII

"Enjoy a redesigned base that's smoother and sturdier, for a military simulation experience worthy of Thrustmaster's famous HOTAS WARTHOG."

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PC Gaming Show Tokyo Direct: Start times, platforms, and more

The 2026 Tokyo Game Show rolls on as PC Gamer prepares to unleash a tidal wave of PC gaming announcements during its PC Gaming Show Tokyo Direct livestream, which will commence on September 20, 2026.

This event will feature new gameplay trailers, developer interviews, and release date information on over 35 upcoming PC games. Plus, the livestream will premiere 10 unannounced titles, shadowdrop some games, and announce new DLC content.

Here's everything you need to know about how, where, and when you can watch all the announcements at PC Gamer's PC Gaming Show Tokyo Direct.

PC Gaming Show Tokyo Direct 2026: Watch times and platforms

The PC Gaming Show Tokyo Direct will start on Sunday, September 20, 2026, at 1:00 am (JST) / 9:00 am (PT) / 12:00 pm (ET) / 5:00 pm (BST).

The show will be broadcast live on the following platforms:

PC Gaming Show Tokyo Direct 2026: What to expect

A sneak peek at the #PCGamingShow Tokyo Direct broadcasting on Sunday, September 20 👀⏰ 9am PT / 12 noon ET / 5pm BST / 1am JST📺 Join us on YouTube, Twitch, Steam, and X🔢 35+ games✅ Exclusive interviews and announcements🕹️ News from @tokyo_game_show🎤 Hosted by Frankie…September 16, 2026

The show will be 90 minutes long and feature games by the following studios: Arcane Ermine, Caldera Interactive, Chorus Worldwide, City From Naught, Clear River Games, Devolver Digital, Firefly Studios, Fireshine Games, HABBY.FUN, KO_OP, Loftia, Megabit, New Tales, Skystone Games, The Game Bakers, Total Mayhem Games, Veewo Games, and WuselFaktory.

In addition to the aforementioned 10 world premieres, the show will also feature:

  • A new trailer for a management simulator called Let's Build a Dungeon.
  • An exclusive release date reveal for an atmospheric action game called Virtue and a Sledgehammer.
  • A new trailer for a real-time strategy game called Stronghold 4,
  • A deep dive into a retro-inspired survival game with live-action cutscenes called Tenebris Somnia.

🗨️ Over to you

Are there any games you're hoping to see more info on at the PC Gaming Show Tokyo Direct? What do you think these surprise world premieres could be?

If you have any predictions, please let us know in the comments section or through our Reddit page linked below.

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Razer’s New Gaming Keypad Puts 31 Customizable Controls Right Under Your Hand

A keyboard can give you plenty of keys, but when you’re gaming, you rarely use all of them. What matters is having the right controls exactly where your hand needs them. That is the idea behind Razer’s new Tartarus V2 Pro, a one-handed gaming keypad that packs 31 programmable controls into a much smaller footprint while adding a proper analog thumbstick, something most keypads don’t have.

The thumbstick is one of the more interesting bits of the accessory. It uses TMR technology with anti-drift positioning and sits alongside three dedicated thumb buttons, giving the left hand a combination of keyboard and controller-style controls. The stick can handle movement, but it can also be assigned to other commands, making it useful for games that rely heavily on shortcuts, radial menus, or multiple simultaneous inputs.

Designer: Razer

Razer has also moved beyond the usual mechanical-switch approach, as Tartarus V2 Pro uses second-generation Analog Optical Switches that can recognize how far a key is pressed. Their actuation point can be adjusted anywhere between 0.1 and 4.0 mm, allowing the keys to be tuned for either quick, light presses or a more deliberate response. Rapid Trigger goes further by detecting upward movement as small as 0.1 mm, which can make repeated inputs feel considerably more immediate. Razer rates the switches for up to 100 million keystrokes.

There is plenty of control over how those inputs behave as well. Razer’s Advanced Input Control features include Snap Tap, Snap Flex, Dual-Keypress Priority, and Dynamic Keystroke. These allow players to change the way directional inputs work, prioritize simultaneous key presses, or assign different actions depending on how far a key is pressed. The wrist rest can slide outward and rotate from side to side, so the position of the hand can be adjusted instead of forcing it into one fixed angle. The keypad uses textured doubleshot PBT keycaps and a 5052 aluminum alloy top plate, with Chroma RGB lighting adding the familiar Razer touch.

True 8000 Hz HyperPolling is built in, while Razer Synapse handles deeper customization. Players can create up to 24 keymaps across three onboard profiles, with actuation and Rapid Trigger settings adjustable to suit different games. An onboard LED array also provides visual feedback without needing the software open.

At 211 × 159 × 49 mm and 486 grams, Tartarus V2 Pro takes up far less desk space than a conventional keyboard. Priced at $199.99, the gaming accessory changes how the player’s hand interacts with a game. Instead of reaching across a keyboard for commands, movement, and shortcuts, the controls are gathered into one compact surface designed specifically around that hand.

The post Razer’s New Gaming Keypad Puts 31 Customizable Controls Right Under Your Hand first appeared on Yanko Design.

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Fallout 76's latest update finally adds Xbox Series X|S support

During the Xbox Tokyo Game Show 2026 showcase, Fallout 76 appeared with a trailer for a content update called 'The Slasher' where players are tasked with hunting down the titular serial killer in a new questline.

However, this newly implemented update has a massive, Fatman Nuke-sized bombshell feature that Fallout fans have been waiting for for years: native Xbox Series X|S support.

That's right, you can run Fallout 76 on modern Xbox consoles (and PlayStation 5) and take full advantage of their hardware to play the game at 60fps and 4K resolution on compatible TVs.

Native XBOX Series X|S and PlayStation 5 support is now available for @Fallout 76 players, bringing improved performance across Appalachia. Jump in and explore today! https://t.co/NhMy6Z35rq pic.twitter.com/moDELaJhpXSeptember 18, 2026

Slasher villains and next-gen support aren't the only new pieces of content in this update. The Fallout 76 'The Slasher' update also includes:

  • Improved weapon crafting so that Unique weapons and armor can have their Legendary Mods changed and have a 4th Legendary Mod added to them.
  • Legacy Seasons, which will bring back one past season to run alongside a current one for players who missed out on it. The first Legacy Season will be 'Armor Ace and the Power Patrol in Cold Steel' and will last for the entirety of Season 26.
  • Season 26: Beware the Blood Moon, which will reward Halloween-themed items.
  • New Seasonal fish will appear on September 22, 2026 (visit Captain Raymond for clues on where to find them).

On top of that, the update has a ton of bug fixes and balance change patch notes which you can read in their entirety on the Fallout 76 website.

Windows Central's take

I don't play Fallout 76, but I do remember my friends playing it when it first came out in 2018 and bemoaning that it didn't receive Xbox Series X|S support as the consoles were released shortly after Fallout 76 did in 2020.

So I'm betting they're pretty stoked to see this game finally get smooth 60fps with 4K resolution on Xbox Series X|S so they don't have to dodge Super Mutants and Deathclaws with sub-30fps anymore.

What do you readers think? Are you happy Fallout 76 can finally be played at a smooth 60fps with 4K resolution? Are you still playing Fallout 76 after all these years?

If you have any thoughts on the matter, please let us know in the comments section, poll, or through our Reddit page linked below.

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Project Zeta is a MOBA built for speed

I’ve never really gravitated towards the MOBA genre. The borderline toxic finger-pointing from teammates, and the steep learning curve hasn’t made them very approachable at least for me.

While at Gamescom 2026 though, I got to check out Project Zeta, published by Krafton and developed by a group of industry veterans at NIRVANANA. Project Zeta sounds a bit like one of those insane CES Razer concepts, but it's a game that pledges to shake up the MOBA genre completely and throw out the rulebook.

Four teams and zero laning

While I didn't get to go hands-on with the game myself, I sat down with the developers to pick apart what makes this upcoming multi-team tactical arena different to the MOBAs that have come before it.

The developers opened with an interesting elevator pitch. “Imagine dropping MOBA heroes straight into a Formula One race.”

Coming to PC and PlayStation 5, Project ZETA drops four teams of three players onto the Aran Plateau for breathless, roughly 20-minute matches. Unlike traditional MOBAs that lock you into rigid lanes and slow early-game farming, ZETA features no laning phase whatsoever., you’re straight into the action.

gameplay screenshots from Project Zeta
Krafton
gameplay screenshots from Project Zeta
Krafton
gameplay screenshots from Project Zeta
Krafton

The map is immediately open and alive from the jump. Matches are broken down into active phases where players scrap for ordinary monsters and shards to level up. The primary objective is to hunt down Prism bosses spawning on the map, grab the dropped Prisms, and haul them to the central ballast to score. The first team to lock in five Prisms wins the match.

Having four squads on the map instead of the usual two completely shifts how a match plays out. The developers pointed out a neat psychological trick they are using here: Spreading the competition across multiple teams means your frustration naturally targets the rival squads out to get you, rather than bleeding out into arguments with your own teammates.

Fighting spirit and the Art of the Deca-kill

gameplay screenshots from Project Zeta
Krafton
gameplay screenshots from Project Zeta
Krafton
gameplay screenshots from Project Zeta
Krafton

The pacing feels entirely different too, mostly because of how death is handled. Traditional tactical games usually force people into ultra-passive habits where a single misstep gets you sent back to the lobby. ZETA avoids that entirely with unlimited respawns and manual teammate revivals.

Even cooler is the Fighting Spirit mechanic. When a team manages to completely wipe out an enemy squad, they are instantly rewarded with fully restored health, refreshed cooldowns, and revived teammates. This keeps the momentum driving forward and opens the door for rare big highlight plays like Deca-kills, where you rack up ten rapid kills in a single window. Reviewers testing the game have aptly nicknamed it the "espresso MOBA" compared to the slower, more traditional "Americano" style of its predecessors.

Shrinking maps and tweaking the scale

gameplay screenshots from Project Zeta
Krafton
gameplay screenshots from Project Zeta
Krafton
gameplay screenshots from Project Zeta
Krafton

Making a brand new competitive game is never a straight line, and Project ZETA has changed a ton over its four years in development. After early playtest feedback, the team made major adjustments.

Most notably, they shrunk the map down to a third of its original size and cut the team count from five to four. Those were aggressive cuts, but they did it on purpose to eliminate dead space and force nonstop, high-intensity scraps.

Built for accessibility

gameplay screenshots from Project Zeta

(Image credit: Krafton)

Unlike traditional PC MOBAs that need a keyboard and a mouse packed with macros, ZETA was built from day one to feel smooth on a controller, complete with cross-play between PC and PlayStation. (So you won't need this bonkers Razer Tartarus V2 Pro to play it.)

Looking ahead, NIRVANANA wants to keep the meta alive by regularly dropping new heroes (like Nova Crush and the assassin Azrakall) alongside terrain changes and shifting boss patterns that mix up which characters have the upper hand from season to season.

Whether it turns into a massive esports staple or just the go-to fast arena fix for streamers, Project ZETA definitely isn't playing it safe. The developers are targeting an early access launch for late 2026, and you can wishlist the game on Steam.

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Modern Warfare 4 will be the "epic conclusion" to the series

Alongside the new, and honestly quite epic-looking, campaign trailer for Call of Duty: Modern Warfare 4 that was released during the Xbox Tokyo Game Show presentation, we have some comments on the future of one of Microsoft's crown jewels.

Underneath the X post publishing the trailer on the official Call of Duty account, Modern Warfare 4 players are invited to "witness the epic conclusion".

The latest game does indeed follow Modern Warfare 3 and the storyline first introduced when the franchise was rebooted back in 2019, and all signs point to this being the final entry in a now quadrilogy.

You could read into this however you wish. It's obviously bringing the current series to a close, but does Modern Warfare still have a future as a franchise?

What we do at least know is that Call of Duty 2027 is being made by Sledgehammer Games, and we're anticipating a new sub-series, the first in six years by that point from Sledgehammer last introducing the newness that was Vanguard.

A screenshot from the Call of Duty: Modern Warfare 4 beta showing a player aiming on the Silkworm map.

Will Modern Warfare 4 be the last we see of the franchise, or will it just get rebooted again? (Image credit: Windows Central)

I think now is the time to draw the curtain on both Modern Warfare and Black Ops, in all honesty. Since 2019 we've had four Modern Warfare games, three Black Ops games, and Vanguard.

The complaints will never go away, though, whatever Call of Duty does. But I genuinely think that Modern Warfare and Black Ops fatigue, even if subconscious, is partly at fault. By October 23, these two series will have resulted in 14 of the 23 total Call of Duty games we've had.

Business-wise, it's easy to see why. The likes of Ghosts, Advanced Warfare, and Infinite Warfare weren't as well received, nor were WW2 or Vanguard. But I'm convinced now that we've played more than enough Modern Warfare and Black Ops for a while. Unless the original Black Ops games are to get remakes, I don't think we need to see it again for some time after back-to-back years.

And that's the other thing. The last five years have seen back-to-back Modern Warfare titles, then back-to-back Black Ops titles, before going back to Modern Warfare again. They're clearly the most successful by a number of metrics, but it isn't going to last forever.

An official screenshot of Call of Duty: Black Ops 7.

Campaign aside, Black Ops 7 hasn't been a bad game at all. (Image credit: Xbox Game Studios)

I do think there's an element of rose-tinted glasses, too. Modern Warfare (2019) is looked upon very highly, but we also need to remember that it, and Warzone that came in the same year, was around at a time we were all locked indoors with nothing to do. Personally, I didn't take to the all-new Modern Warfare coming after Black Ops 4 and ended up having some time away from playing Call of Duty entirely.

Treyarch has already teased that the studio is ready to make "something new and something that nobody's ever experienced before" when it comes back around to its turn for Call of Duty in a couple of years.

I will close, though, by saying that I have (mostly) enjoyed Black Ops 6 and Black Ops 7, and the latter I don't think is deserving of a lot of the negativity thrown its way. But it is time for something new, something that isn't Black Ops or Modern Warfare, and frankly, something that doesn't feel like it's built entirely to provide a platform for Warzone.

What that looks like only time will tell, but if Microsoft wants to keep its golden goose going strong, it needs to take some risks. I'm already of the mind that not putting Modern Warfare 4 on Game Pass is going to affect its player count, especially given GTA 6 launches less than a month later. I guess we'll see what happens.

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World of Warcraft's game director on Forever vs. Retail, Horde vs. Alliance, and much more

At BlizzCon 2026, Blizzard Entertainment unveiled World of Warcraft: Forever, offering a glimpse into the future of the world's most iconic MMORPG.

The future ironically lies in the past, as WoW players finally get their wish: a version of the game inspired by the Classic era, albeit with new dungeons and raids, refreshed visuals, new storylines, and new class balancing.

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World of Warcraft: Forever launches in November, but I got an opportunity to speak with World of Warcraft Game Director Ion Hazzikostas to learn all about what the future holds for the franchise in general, and answer some burning philosophical questions about the game's direction.

On the popularity of WoW "Classic+", and its future

I remarked to Ion Hazzikostas that I was a tad surprised Blizzard ended on World of Warcraft: Forever rather than StarCraft, which I would've expected to have broader appeal. Hazzikostas remarked upon Blizzard's commitment to the BlizzCon audience and the company's core, who have been very patiently waiting for their answer to "Classic+."

"It's going to be a huge part of the future, and will shape World of Warcraft going forward," Hazzikostas told me, "A big part of it is, that this isn't 'Classic,' right? Classic remains, with Vanilla, Burning Crusade ... that ecosystem will continue. Forever is designed to be a third pillar alongside Retail and Classic."

He explained that WoW: Forever will maintain roots in Classic, drawing on philosophical design ideas pioneered by the old-school version of the game. That means a more grounded storyline, more "crunchy" systems, and a bigger emphasis on community building over auto-matchmaking systems. Although he did acknowledge that WoW Forever will streamline many things beyond Classic. Talent trees and specs will be rebalanced, trying to make every class viable (which was not the case in Vanilla), and things like tedious World Buff farming for raiding will also be removed from WoW Forever.

"There's a large pre-existing audience that has been asking for something like this, who are closely connected to Classic. We are trying to position this as a truly new experience, right? This is a new game. There are new adventures here. Everyone can start at the beginning, and will be updated for years to come. That's not something that comes along very often in World of Warcraft. We've got expansions people have come to expect and re-releases of prior expansions ... but this is something truly new and open-ended. That's quite exciting."

Talking WoW Forever vs. WoW Retail, and community fragmentation

On the topic of something new, as a World of Warcraft retail enjoyer, I couldn't help but wonder if Blizzard is going to end up stretching themselves too thin here. There are already things in WoW Forever that retail players are hoping to see emerge in the modern era of the game.

I asked Ion Hazzikostas pretty broadly, will WoW Forever lead to further degradation of WoW Retail's "social" fabric as players seeking social experiences drain out even more from Retail? I made the point that chat channels on my server on WoW Retail are already dead, and WoW Forever will likely make it even worse.

"Anytime we think about any new WoW experience, even if it's something simple or as like a Plunderstorm or a Remix, we think about fragmentation, the risk of splintering communities — because of how important that is to World of Warcraft. So we do it very carefully."

"In no way, shape, or form, do we see any perceived withdrawal from social systems in WoW retail as desirable, or as a good thing. I think there's a lot more we can and should do there. There are still strong communities in retail, but a lot of that organization now happens outside of the game in Discord. It's inevitable that when you offer more solo convenience and reduce friction, many take the path of least resistance, and you end up with a more solitary experience.

"The presence of friction, the lack of automatic matchmaking ... that lends itself to establishing social connections. It's part of the thing that makes Classic inherently more social. On the other hand, it can be alienating for a number of players. It's inconvenient. It means if you log in and want to run a dungeon on your lunch break, you likely can't. There are inherent trade offs here. There remains very large differences between Classic and Modern, in terms of pace, difficulty, right? People who enjoy gameplay at a cutting edge level, Heroic or Mythic raiding, pushing keys ... that is not what Forever is going to be about."

A world where the outer world is devoid of threats or excitement is missing something. We would never say 'Go play Classic if you want that.' All versions of WoW should have that.

Ion Hazzikostas

Hazzikostas emphasized that Blizzard wants to make WoW Retail a place where you can make new friends too, even in an era where it's designed for maximum convenience. I really wanted to drill down into this point of divergence, though, as the Classic and Modern games develop away from each other.

Does this mean that we should no longer expect the Modern WoW games to get things that are objectively more interesting in Classic, like a more consistent world for leveling alts? A more polished and immersive new-player experience? A more engaging open world?

"No," says Ion Hazzikostas. "We do not think along those lines. Those are problems that I acknowledge are real problems in Modern, and things we want to fix. We've done experiments like the Heroic World Tier in Remix ... I think they're promising. I think we would like to offer something like that in The Last Titan, for people who want a more challenging, rewarding outdoor experience ... as well as more friction, and more purpose. A world where the outer world is devoid of threats or excitement is missing something. We would never say 'Go play Classic if you want that.' All versions of WoW should have that."

Hazzikostas also commented on the difficulty of performing another "revamp" on WoW's modern leveling system for new players, Cataclysm style, noting that it's a "challenging pitch" to ask players to stick through dozens of hours of leveling to catch up to friends. However, he emphasized that Blizzard knows it has "a lot more" work to do to make the new player experience up to par in WoW's modern version, to help players get immersed in their class fantasy, and learn the story.

On the Horde vs. Alliance, and the future of faction identity

World of Warcraft Remix: Mists of Pandaria Remix launch trailer screenshot

Blizzard has worked to de-emphasize faction conflict in recent WoW expansions, to mixed reviews. (Image credit: Blizzard Entertainment)

On the topic of class fantasy, I wanted to ask how Ion and the WoW team are thinking about reactions to World of Warcraft's modern story direction, with Horde and Alliance de-emphasized in favor of a single neutral storyline every player experiences. I asked if the choices therein represent budget constraints ... or something more philosophical.

"It's a bit of both, right? Resources are finite, and while the WoW dev team is bigger than ever, we still have to choose where we place our time and efforts. Building two versions of the levelling storyline inherently means giving players half as much of an experience, times two. But it's also a function of the story, and feedback we do get from our players. If a majority of players were saying they wanted faction conflict, then we'd lean into faction conflict. That isn't what we're hearing ... they want more cross-faction gameplay ... it's also story credibility to some extent. The Horde and Alliance being at each other's throats in the face of world-ending threats ..."

I noted here that I wasn't necessarily talking about Horde vs. Alliance conflict open war, but more about faction identity and world-building consistency.

"Horde and Alliance identity is something we definitely want to preserve," says Hazzikostas. "We want to make it clear that there's a deep history of enmity and conflict here that shouldn't be forgotten or brushed over ... but there is a need to co-operate in the face of ... just as was the case back in Warcraft 3 at Mount Hyjal. Nothing else mattered except saving Azeroth. Given the current storyline, faction enmity gets pushed aside a bit, but they're still there. I think it's something we intend to return to in a more central way further down the line ..."

I'm still not getting my playable ogres ... though ...

World of Warcraft Forever revealed at BlizzCon 2026

Not more elves?!!? (Image credit: Blizzard Entertainment)

World of Warcraft remains near and dear to my heart despite having played it for decades. I'm not always a fan of the game's direction (where are my playable ogres, Blizzard?!), but it remains a valuable source of rest and relaxation for me. I have an awesome guild, made lifelong friends therein, and still find myself as intrigued by its potential today as I was over 20 years ago, which is not something you can say about most games.

RELATED: Blizzard explains why World of Warcraft is getting more elves

BlizzCon offered a glimpse at World of Warcraft's near future, and the franchise's potential more broadly. We're still left wondering what's on the horizon for World of Warcraft: The Last Titan, and what might lie beyond the Worldsoul saga in general.

I'm concerned that Blizzard might split itself too thinly attempting to develop three separate pillars of the game in tandem ... I'm also concerned that community fragmentation may become an issue as players drain out of regular Classic and Retail looking for the "newness" of Forever. But it's also exciting too. I've always hoped Blizzard would look to Classic for inspiration when shaping Retail, because I do think Retail could use a little more danger and immersion. Whether or not we ever get it remains to be seen.

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Razer's new Tartarus V2 Pro is the weirdest gaming keyboard I've ever wanted, loaded with fancy switches and ergonomic relief

Today, Razer announced the Tartarus V2 Pro, an ergonomic gaming "keypad" with 31 total programmable inputs, priced at $199.99 (and £199.99 in the United Kingdom) at its online store, physical stores, and partner retailers. It follows the first Tartarus Pro, itself a successor to the original — and its own V2 variant — all built for personalization with a particular audience in mind.

To provide a more personalized fit, the Tartarus V2 Pro features an adjustable wrist rest that can be tailored to different hand sizes and desk setups.

Razer

Fans of MMORPGs such as World of Warcraft (and its many variants, like the anticipated WoW Forever) may recognize the Tartarus and possibly its origins in the Nostromo and Orbweaver. Now, the Tartarus V2 Pro features Razer's analog optical key switches with support for accurate, rapid input and adjustable actuation (multiple inputs on a single key), plus a drift-proof TMR thumbstick.

Offering the same Snap Tap and Rapid Trigger tech we saw in its excellent Huntsman V3 Pro keyboard, the Tartarus V2 Pro also appeals as an ergonomic option for competitive FPS players with its 8,000Hz 'HyperPolling' rate and adjustable wrist rest. Either way, gamers can store up to 24 configurable keymaps in the Razer Synapse companion app to match most genres.


"Grasp the true meaning of command with the Razer Tartarus V2 Pro — our most advanced analog optical gaming keypad."View Deal

Bizarre, niche, and totally fascinating

Razer Tartarus V2 Pro promotional image with $199.99 pricing

(Image credit: Razer)

I've glanced at the Tartarus a few times over the years, intrigued by its weirdness. Then again, most ergonomic hardware looks a little strange at first, but you'll probably only understand what it's trying to do once you use it. Sure enough, Razer offered a sample, and I couldn't resist, so keep your eyes peeled for my Tartarus V2 Pro review coming soon.

Frankly, I also have an ulterior motive for wanting to go hands-on with this unusual keypad. My wife is an avid World of Warcraft enjoyer, but she also suffers from chronic joint pain that led her to use the Xbox Adaptive Joystick for over a year. It certainly impressed, and I share the same praise for that joystick today as I did in my initial Adaptive Joystick review.

Photo showing the product box for the Razer Tartarus V2 Pro gamepad controller.

(Image credit: Daniel Rubino)

However, you'll notice the glaring difference between Microsoft's and Razer's offerings in button count alone. The Tartarus V2 Pro is borderline hilarious in that regard, wrapping 27 keys around your fingertips in a comfortable fashion, with a TMR joystick to boot. In theory, this could be the next step in accessible gaming for her, since she'll barely need to move her hand.

I want it for Counter-Strike 2, but she wants it for WoW. No prizes for guessing which one of us will get more use out of it. Ultimately, I'm craving something more gaming-centric after switching to a low-profile office keyboard and realizing how much that nerfed my experience. The Tartarus V2 Pro might be overkill, or it might be absolutely perfect. I'm excited to find out which.

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MechaCon - La puce qui condamnait les PS2 enfin hackée

Après quatre ans de travail, le bidouilleur canadien DiscoStarslayer a annoncé que son firmware du MechaCon était enfin sorti ! Si vous ne connaissez pas le MechaCon, c'est la puce de sécurité que Sony avait posée en 1999 dans les premières PlayStation 2, et c'était encore jusqu'à aujourd'hui, l'un des derniers composants de la console dont personne n'avait pu obtenir le code...

Ce MechaCon tire son nom de la mécanique qu'il surveille, à savoir le lecteur optique et la mémoire flash, sauf que ces petits malins de Sony lui ont confié bien plus que ça... En effet, cette bestiole sais déchiffrer les cartes mémoire MagicGate, et surtout c'est elle qui décide si le disque que vous venez d'insérer est authentique ou pas. Donc une PS2 dont le MechaCon est raide mort, ça devient une jolie brique

La puce, soudée sur une carte mère Sony de 1999 ( Source )

Pour aller lire dedans, il a fallu y aller à la manière forte... La puce a donc été ouverte chimiquement pour mettre le silicium à nu, puis lue au microscope. C'est une opération délicate qui consiste à recopier optiquement le contenu de la ROM directement depuis le circuit. C'est lent, et c'est source d'erreur, mais ces dumps crasseux n'étaient pas le but, mais plutôt le moyen... En effet, Libby, un autre hacker qui a collaboré au projet, y a trouvé une faille exploitable, et c'est cette faille qui a ensuite permis de sortir le contenu de la puce via logiciel.

Comme ça, plus besoin de sacrifier une console pour en lire une.

Le firmware extrait, ouvert dans un éditeur hexadécimal : les chaînes laissées par le développeur Sony sont encore dedans ( Source )

Après attention, il s'agit pour le moment uniquement du premier MechaCon, c'est à dire de celui des PS2 d'avant les SCPH-500xx. Celui des modèles suivants, un ARM que Sony avait baptisé Dragon, était déjà tombé au combat, et c'est de ce dump-là qu'était sorti par la suite l'exploit MechaPwn . Donc ni les Slim ni les dernières Fat ne sont concernées ici par ce nouvel exploit.

Alors qu'est-ce que ça débloque ?

TechPowerUp écrit qu'il y a de bonnes chances que ça finisse par permettre un vrai émulateur de lecteur optique, un de ces boîtiers qui remplacent le bloc optique par une carte SD, ce que les fans réclament depuis des années. Sauf qu'un des développeurs qui ont participé au reverse est allé démentir ça sur Hacker News : les dumps seuls ne donnent pas assez d'informations pour fabriquer un tel boîtier. En effet, il manque de quoi rejouer le dialogue côté lecteur, et c'était justement ça la partie difficile.

Après pour lancer des copies de jeux non plus, il n'y a rien de neuf là-dedans puisqu'on les lance déjà depuis une carte mémoire, un disque dur ou l'exploit du lecteur DVD. Ce qui devient envisageable par contre, c'est une puce qui prendrait la place du MechaCon en laissant le processeur de signal de la console continuer à lire les disques. Autrement dit, une console que son MechaCon a brické pourrait être réparée au lieu de finir à la poubelle.

Et ça, je trouve que c'est plutôt une bonne nouvelle même si la méthode d'extraction écrit énormément dans la NVRAM de la console, et ça use le matériel.

Ahet il n'y a pas que des consoles de salon dans l'affaire puisqu'on retrouve également le MechaCon dans des cartes d'arcade à base de PS2, dont les Namco System 246 et System 256.

Quoiqu'il en soit, ces dumps serviront aussi à l'émulation, parce que toute la sécurité des cartes mémoire et des exécutables signés passe par cette puce. Ça devrait être bien utile !

Source : Hardware Busters et TechPowerUp .

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Ironically GTA 6 will have some physical media after all, but still not the game on a disc

I am chuckling a little at this, because among all the discourse around physical media of late, I feel like Rockstar Games just threw out an almighty troll.

GTA 6 will, of course, only be available digitally. Even if you buy it from a third-party retailer, you're only getting a download code inside the case. You can put it in your collection with your other physical games, but there's nothing inside.

Today, though, Rockstar has announced there is some physical media coming for fans and collectors. Except, no, it hasn't done a massive U-turn. But you can buy a copy of the GTA 6 soundtrack to listen to and keep forever.

I'm not belittling the fact that the GTA 6 soundtrack is getting a physical release. I love that it is. GTA games usually have outstanding soundtracks thanks to the variety of radio stations you can listen to. And my love of physical media doesn't just cover games.

Better still, you'll be able to get it on both CD and vinyl, with two versions of the latter including a significantly more expensive limited edition release. This one seems to have some exclusive artwork, as well as "transparent magenta discs filled with blue liquid."

That should look pretty trippy as it goes around on your turntable.

It's hard not to see a troll in this, though, too. GTA 6 is going to be one of the biggest game launches in the history of game launches, and merchandise of all kinds will be part of that.

But given the stance regarding digital vs physical for the game, the irony isn't lost that the same doesn't apply to the soundtrack. Even if it existing is a good thing.

Some of the artists and tracks teased so far include:

  • Yung Lean - That's It (feat. Future & Metro Boomin)
  • Travis Scott - RHYNO (prod. by Guy-Manuel de Homem-Christo)
  • CA7RIEL & Paco Amoroso, PinkPantheress, Fred again.., & Etienne de Crécy - Sexy Magic
  • Morgan Wallen - Last Thing You Need
  • Rauw Alejandro - Macacoa 2000
  • Keith Richards - Bright Lights, Big City

If you want a copy of your own, you can pre-order it now on Rockstar's new dedicated store, with shipping expected on November 20. Will you be picking one up?

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Here are all the new Xbox games shown at Tokyo Game Show 2026, with updates for titles releasing in 2027 and beyond

The Xbox Tokyo Game Show 2026 showcase has just wrapped up, and it showed off a mountain's worth of trailers for some highly anticipated Xbox games like Call of Duty: Modern Warfare 4 and Persona 4 Revival.

It also debuted some original and artistically creative Xbox titles coming soon with Xbox Play Anywhere support.

Here are all the announcements made during the show.

Gachiakuta: Breakout

The first new game revealed is Gachiakuta: Breakout, an action-RPG with survival elements set in the world of the popular anime series Gachiakuta.

This game will be released in 2027 for Xbox Series X|S, PlayStation 5, and PC.

Crazy Taxi: World Tour

Next up, we have a new gameplay trailer for Crazy Taxi: World Tour, which showcases a level set in Japan.

This upcoming revival of SEGA's classic Crazy Taxi series is set to release in 2027 for Xbox Series X|S, PlayStation 5, Nintendo Switch 2, and PC.

Call of Duty: Modern Warfare 4

Call of Duty: Modern Warfare 4 showed up with a new cinematic trailer for its single-player campaign mode, which will involve a brutal war on the Korean Peninsula.

Call of Duty: Modern Warfare 4 is set to release on October 23, 2026, for Xbox Series X|S, Xbox Cloud Gaming, PlayStation 5, Nintendo Switch 2, and PC.

Persona 4 Revival

Persona 4 Revival gives players a glimpse of Naoto, one of the most popular characters from the original Persona 4. She is a private detective seeking to uncover the murder mysteries of Inaba, and eventually gains the power of Persona to aid the player in battle.

Persona 4 Revival is set to launch on February 18, 2027, for Xbox Series X|S (with Xbox Play Anywhere), Xbox Cloud Gaming, Xbox Game Pass, PlayStation 5, and PC.

It will also release for Nintendo Switch 2 on May 20, 2027.

Shape of Dreams

Shape of Dreams was an action-roguelike released in 2025 on PC, but it's available right now on Xbox Series X|S (with Xbox Play Anywhere), Xbox Cloud Gaming, and Xbox Game Pass.

Play as one of eight travelers and fight your way through a nightmare world filled with never-ending monsters, each wave more deadly than the last. You can take on these foes alone or with friends in 4-player co-op.

Wo Long 2: Wings of Ember

A large, monstrous creature with chisel-like fangs and red, ornate armor-like structures, set in a dark, eerie environment.

Behold the Zuochi, one of the earliest bosses you'll face in Wo Long 2: Wings of Ember. (Image credit: Koei Tecmo)

Koei Tecmo and Team Ninja revealed a short gameplay deep dive into the upcoming action-Soulslike, Wo Long 2: Wings of Ember. It featured a look at a massive, humanoid boar/monkey boss named Zuochi and a brief description of the new Insight Skills mechanic.

Insight Skills enhance the player's actions if they perfectly parry or dodge an enemy's attack at the last second. For example, using Insight Skills to deflect an enemy's attack will knock them back into the environment for extra damage while briefly stunning them.

Wo Long 2: Wings of Ember is set to launch on March 4, 2027, for Xbox Series X|S (with Xbox Play Anywhere), Xbox Game Pass, PlayStation 5, Nintendo Switch 2, and PC.

Hope in the City

Hope in the City is a new narrative-adventure game where you play as a young teenager looking for her missing parents after their apartment was ransacked.

Hope in the City is set to release on November 10, 2026, for Xbox Series X|S, PC, and Xbox Game Pass with Xbox Play Anywhere.

Bloomwalker

Bloomwalker is an upcoming crafting adventure game where you play as the titular Bloomwalker on a journey to bring nature back to life in a world ravaged by pollution.

Bloomwalker is coming soon to Xbox Series X|S, Xbox Cloud Gaming, Xbox Game Pass, PlayStation 5, Nintendo Switch 2, and PC.

Faraday Blues

Faraday Blues is a visual novel/strategy card game where you determine people's fates through the cards you play, with 64 endings to unlock across three dramatic storylines.

Faraday Blues is set to release in 2027 for Xbox Series X|S, Xbox Cloud Gaming, Xbox Game Pass, PlayStation 5, and PC.

Atelier Karia: The Night Kingdom & the Guide of Memories

Atelier Karia showed off a new trailer showcasing the personalities and abilities of Rutger & Lenja, two playable party members originally from Atelier Yumia.

Atelier Karia: The Night Kingdom & the Guide of Memories is set to release on February 25, 2027, for Xbox Series X|S, PlayStation 5, Nintendo Switch 2, and PC.

Raji: Kaliyuga

Next, we have a developer commentary trailer for Raji: Kaliyuga. This is an action-adventure title where two sibling warriors, Raji and Darsh, are on a quest to stop the evil warlord Mahabalasura from unsealing the heavens and waging war throughout the cosmos.

Raji: Kaliyuga is set to release sometime in the future for Xbox Series X|S, Xbox Cloud Gaming, Xbox Game Pass, PlayStation 5, and PC.

Once Human: Isles of Abyss

The free-to-play survival game, Once Human, has announced a new expansion called "Isles of Abyss," which will let players explore the seas to uncover the riddles of a mysterious journal. But beware, foul sea monsters will be lurking around every corner of the sea, waiting to sink your ship.

The Once Human: Isles of Abyss expansion will launch on October 22, 2026, for Xbox Series X|S, Xbox Game Pass, PlayStation 5, and PC.

Edge of Memories

Edge of Memories has at last revealed its release date with a new gameplay and cinematic montage trailer.

This upcoming action-RPG, where you fight to save the world from corruption while risking turning into a monster, will be released on November 5, 2026, for Xbox Series X|S, PlayStation 5, and PC.

Genigods Nezha 

Next, we have a developer behind-the-scenes look at an upcoming action-RPG called Genigods Nezha. This game has you play as a powerful demigod known as the Spirit Pearl and embark on a journey to save the world from reality-warping spacetime rifts while battling colossal beasts and gods inspired by Chinese mythology.

Genigods Nezha is set to be released sometime in the future for Xbox Series X|S, Xbox Cloud Gaming, Xbox Game Pass, PlayStation 5, and PC.

Fallout 76

Fallout 76, the open-world, MMO-like spin-off of Fallout, has just received a Halloween-themed update called "The Slasher". It will have players explore a crooked home and struggle to survive while fighting the update's titular serial killer.

Bloodstained: The Scarlet Engagement 

From the creators of Castlevania: Symphony of the Night comes a new trailer for Bloodstained: The Scarlet Engagement, the long-awaited sequel to the beloved 2019 indie Metroidvania game, Bloodstained: Ritual of the Night.

This game tasks you with tearing through armies of demons, vampires, and more to free 16th-century England from the tyrannical reign of the Demon Lord, Elias.

Bloodstained: The Scarlet Engagement is set to be released in 2027 for Xbox Series X|S, Xbox Cloud Gaming, PlayStation 5, and PC.

OD and Physint

The Xbox Tokyo Game Show 2026 showcase closes with a video of Hideo Kojima announcing that development for his upcoming horror game, OD, is progressing smoothly.

Plus, Hideo Kojima has revealed that Swedish actor Bill Skarsgård will be voicing the main character in his upcoming stealth-action game, Physint.

Both OD and Physint will be released on Xbox and PC at a later date.

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How did I not know that Call of Duty: Modern Warfare 3 Zombies was this much fun?

It's that time of year again where a new Call of Duty is on the horizon and the existing game has been played so much that older titles in the franchise get wheeled out for a dose of nostalgia and a change of pace.

With an Xbox Game Pass subscription, that's even easier. In my case, I've been checking out a couple of previous Call of Duty games I originally skipped for various reasons. The first being Black Ops Cold War, the latest to join Game Pass, and now, Modern Warfare 3.

Except, in a change of pace, I haven't touched multiplayer, nor the campaign, not yet, anyway. My YouTube feed was filling up with folks playing Modern Warfare 3 Zombies (also referred to as MWZ), and it looked very much like my jam. So I installed it and jumped right in.

How have I not played this before? Zombies purists may look upon this take on the franchise very differently, but I'm the furthest thing from that. Traditionally I love open-world games, looter shooters, and experiences with a big sandbox to explore and find things to do with rewards to chase. It's why I love The Division 2 so much.

I'm hooked. Instantly hooked. A good chunk of my time in Black Ops 7 has been spent in the Endgame mode, with its lighter take on an extraction shooter proving to be a lot of fun. MWZ is also a PvE-exclusive extraction shooter; it came a couple of years before Black Ops 7, and I think it's actually better.

MWZ feels less daunting as a newcomer over more classic Call of Duty Zombies experiences

A screenshot from Call of Duty: Modern Warfare 3 Zombies showing a Raid Stash contract in progress with a tier 1 Pack-a-Punch weapon.

Some of the content is harder solo, but much of it, especially early on, isn't too daunting. (Image credit: Windows Central)

Don't get me wrong, I totally get why people love Zombies. All told, I should be one of them. PvE gameplay is always my preference, and the whole idea of the easter egg quests, the continued storyline that's crossed multiple games, and the replay value ticks the right kind of boxes.

But I've never really played the mode for whatever reason, and the round-based gameplay does feel a little daunting to me. The way the difficulty keeps ramping up is a good challenge to have, but I can also see how it could be off-putting to newcomers and more casual players.

Like Black Ops 7 Endgame, MWZ lets you play entirely at your own pace. Eventually you'll need to go into the higher-tier threat level zones, but you decide when. While you're getting to grips with the mode, as I have been doing, you can just run around in tier 1.

Getting used to the map, the gameplay, doing the Act 1 missions, and raising your Containment Level to make life simpler when you do decide to take on the more difficult parts.

A screenshot from Call of Duty: Modern Warfare 3 Zombies showing a Hellhound jumping on the back of an LTV.

You don't want to pet this dog. (Image credit: Windows Central)

What I also really like as a new player is that thanks to the scale of the Urzikstan map over a more traditional round-based Zombies map, it's easier to get out of trouble. The trap I always fall into any time I try Zombies is getting boxed in, and it's game over. MWZ has the added bonus that even without a Self Revive equipped, other players in your match can pick you back up, even if they're not in your squad.

It's not easy, but it does feel more approachable. And if you ever played Warzone on Urzikstan, you'll already feel at home on the map.

MWZ also has a series of story missions to progress through that you don't have to figure out for yourself like a traditional easter egg. There still are easter eggs to complete if you wish, but there's a more linear story you can also follow in the different Acts, with smaller side missions to progress through before hitting the final story mission.

I don't think it's "hand-holding," but I do appreciate being pointed in the right direction without needing to follow a YouTube video.

I love the loot system in Modern Warfare 3 Zombies

A screenshot from Call of Duty: Modern Warfare 3 Zombies showing a Refined Aetherium Crystal in the gear stash.

Being able to start a new run with sweet loot extracted from previous ones is real handy! (Image credit: Windows Central)

As a looter-shooter kind of guy at heart, I really like the way that your gear is handled in MWZ. In traditional round-based Zombies, you can build a loadout, but you're starting from scratch every game.

In MWZ, if you've managed to extract with the right gear, you can use it right away to juice yourself up for more difficult content right out of the chopper.

I've barely scratched the surface so far, but already I've built up a stash of Aetherium Crystals to avoid needing to use the Pack-a-Punch machine (and save my points for something else) as well as getting my hands on the schematics for some of the perks.

A screenshot of acquired schematics in Call of Duty: Modern Warfare 3 Zombies.

Acquiring Schematics to craft items before a run is a fantastic addition. (Image credit: Windows Central)

The cooldown on using the Schematics adds an element of planning to the equation, but already as a total noob I can drop in with a couple of useful perks, as well as any I managed to extract from a previous run.

As a not-very-good Zombies player, one of the things I always seem to struggle with the most is managing my points with how many different things you have to use them for. MWZ doesn't rely as heavily on them when you get rolling and build up a good stash.

But also as a looter-shooter fan, I love that in MWZ you actually have a loot chase. There's a ton of stuff to acquire, and thanks to RNG, plenty of reasons to keep replaying, chasing the items. It's a different experience from the traditional Call of Duty grind, where the focus is on Camos and Calling Card challenges.

It's also pretty fantastic that you can literally start at level 1 and get your hands on weapons that, in multiplayer, you wouldn't get access to until you unlock them at their relevant levels. I'm running around with a WSP Swarm right now (and have already done some of its Camo challenges) that I still haven't reached the right level for.

Living proof PvE content in Call of Duty is worth having

Opening a Reward Rift in Call of Duty: Modern Warfare 3 Zombies and receiving the Dead Wire Ammo mod.

Would you look at that, a Dead Wire ammo mod from the easiest zone that I can come back into a different run with! (Image credit: Windows Central)

While I have enjoyed Black Ops 7 in Endgame, dipping into MWZ immediately made me think of the upcoming DMZ mode in Modern Warfare 4.

There is no Zombies this year, be it round-based or an MWZ-type experience. There's nothing. The continual focus of Call of Duty is on its bread and butter: multiplayer and Warzone.

Zombies has always proved that PvE has a place in Call of Duty, and Endgame was a decent experiment with Black Ops 7, too. But DMZ in Modern Warfare 4 is planned as a PvPvE experience, always throwing in the chance that other real-world players will spoil your fun.

And let's face it, this is Call of Duty; it will absolutely fill up with sweats that have no mission beyond wiping out as many players as possible.

A screenshot from Call of Duty: Modern Warfare 3 Zombies completing an Aether Extractor contract.

I'm all for as much PvE content in Call of Duty as we can get. (Image credit: Windows Central)

We're seeing the thirst for purely PvE play elsewhere, too. Bungie is adding a PvE-only mode to its own extraction shooter, Marathon. There's plenty of us out there that want to enjoy these types of experiences without wanting to be on edge constantly waiting for a PvP demon who exists just to ruin your day.

It's why in my 1,000 or so hours in The Division 2, probably 6 of those have been spent in the Dark Zone. If I want PvP, I play multiplayer.

So I hope that it's at least a consideration down the line to add a PvE mode to DMZ in Modern Warfare 4. It's the mode I'm pinning most of my hopes on, but if it ends up turning into Warzone lite, it'll get dropped.

It's a typically 'me' thing to do discovering games years later that I actually really enjoy, and that's the same here. I haven't touched Modern Warfare 3's campaign or multiplayer modes at all. Only Zombies.

Being on Xbox Game Pass makes it easy enough to try. Even if you're not into Zombies, it's worth giving a go if you skipped it in the past and you like open-world looter-type games.

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Xbox speaks out on rumors of Xbox Game Pass dropping 'day one' games in a purported 2027 restructure — here's what we know

Xbox Game Pass has been through a somewhat controversial year, with its price hike in 2025 before being reversed by current Xbox CEO Asha Sharma later on.

Microsoft has been on the defensive somewhat with the service, removing Call of Duty earlier this year on rumors that it's simply "too generous" and potentially unsustainable.

Furthermore, even more rumors have been circulating online that Xbox Game Pass may be undergoing a massive restructuring in 2027, with changes that purportedly include:

  • The inclusion of "ads" in Xbox Game Pass with different versions. One version of Xbox Game Pass with ads will cost $12.99 per month, and one without ads will cost $19.99 per month or $239.99 annually.
  • New Xbox games will no longer release day one" for Xbox Game Pass "starting somewhere between February and April 2027," in exchange for reducing the cost of Xbox Game Pass by $3.
  • The claim "cloud streaming will no longer be a part of Xbox Game Pass."
  • Cloud Streaming will be "an add-on bundle" that costs $5.99 for 25 hours.
  • Here's one I would actually like: "Xbox Game Pass' Family plan will be included, as a $5.99 addon."
  • And more bits and bobs.

However, the truth is perhaps not so clear.

Forbes journalist Paul Tassi recently interviewed an Xbox spokesperson about what they thought of these rumors, and they had this to say:

"We regularly test different Game Pass offerings and look at what works best for players in different markets. We don’t have any changes to announce today or plans that have been finalized. There are no changes to previously announced games coming to Game Pass Ultimate on day one.”

Statement I got from an Xbox spokesperson about this:"We regularly test different Game Pass offerings and look at what works best for players in different markets. We don’t have any changes to announce today or plans that have been finalized. There are no changes to previously… https://t.co/CLLSEppdBPSeptember 15, 2026

Additionally, we've been doing some digging of our own and can confirm that the list of "changes" outlined by the above forum aren't based on any current plans within Microsoft and amount to "speculation or guesswork," trusted sources suggest.

However, it's no secret that Microsoft is actively exploring "changes" to Xbox Game Pass, which could include some of the guessed ideas outlined in the forum post.

Our sources say that there's no current plan to remove "day one" games as a feature of Xbox Game Pass Ultimate in totality, but like the statement to Paul Tassi says, changes are coming. But, 100% speculatively and analytically: I think it's probably worth expecting that more franchises like Call of Duty may be pulled from day one access even on Xbox Game Pass Ultimate.

Perhaps bigger franchises might be moved onto an even more expensive tier, or come with some kind of "addon" bundle like a cable TV package.

In short, Xbox is effectively denying these specific rumors, while acknowledging that changes are coming. Like Paul Tassi spotted, the mention of "previously announced games" in Xbox's quote is interesting, as the wording increases the likelihood that future Xbox Game Pass game additions could be altered or paired back.

Anonymous forum rumors should be always be taken with a huge grain of salt. However, with the recent changes to Xbox Cloud Gaming getting monthly restrictions, I have a feeling some of the suggestions in the thread could materialize in a worst case scenario.

Xbox Game Pass is a huge revenue stream for Microsoft today, but balancing that against retail sales and cash flow back to studios (particularly first-party studios) has been a subject of debate for some time.

However, we will have to wait until 2027 to find out if these rumors of Xbox Game Pass changing are true or false.

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Thrustmaster's new flight stick is a heavy and authentic A-10C HOTAS replica for PC simulator fans who crave digital dogfights

Already synonymous with flight simulation hardware, Thrustmaster is expanding its sim gaming range again with the HOTAS Warthog Mk. II, an "enhanced" variant of its popular, military-themed stick and throttle bundle for PC. Previously announced at Flight Sim Expo, it's releasing today, September 16, 2026, at an MSRP of $599.99, it's available from the official eStore and Amazon.

Indeed, the Warthog Mk. II features the same official U.S. Air Force licensing as its predecessor, with a design that seems almost indistinguishable from the Mk. I at a glance. In reality, Thrustmaster has focused mostly on the internals, redesigning its "H.E.A.R.T." Hall-Effect sensor mechanism "to offer enhanced smoothness and durability".

On the outside, it's still a 1:1-scale recreation of a Viper stick grip and the Warthog A-10C throttle with separate controls for both simulated engines (plus a locking system). Despite a few visual tweaks, the Mk. II supports full compatibility "with all Thrustmaster grips", which is great news for any sim enthusiasts who already adopted the brand's ecosystem on Windows PCs.

Thrustmaster HOTAS WARTHOG MK II flight stick promotional renders with a dusty desert background scene
Thrustmaster's VIPER flight stick.Thrustmaster
Thrustmaster HOTAS WARTHOG MK II flight stick promotional renders with a dusty desert background scene
And its companion, the WARTHOG throttle unit.Thrustmaster
Thrustmaster HOTAS WARTHOG MK II flight stick promotional renders with a dusty desert background scene
The refined MK II flight stick base.Thrustmaster
Thrustmaster HOTAS WARTHOG MK II flight stick promotional renders with a dusty desert background scene
And Thrustmaster's Hall-Effect sensors visualized.Thrustmaster

I've tested a huge number of flight sticks for games like Microsoft Flight Simulator, but I haven't strayed too far into military sims, or even further out to space-faring dogfights in titles like Elite Dangerous. However, I've always seen the Thrustmaster Warthog Mk. I appearing among some of the top-rated HOTAS sets in my adventures, so I definitely knew about it.

This release came with a chance to test the Warthog Mk. II for myself, so of course I said yes to a sample. Imagine my surprise when Thrustmaster's shipping confirmation included the 6.56 kg heft of this dense, 100% metal monster listed in its specs, with some extra weight on top for packaging. My word, what am I getting myself into?

The Viper flight stick grip provides a flight experience that's as close as possible to a real fighter pilot's.

Thrustmaster

Don't get me wrong, it's not like I've never, ever tried a flight stick in a combat game, but a HOTAS set of this intensity needs to be paired with something that fits better than a Cessna in Microsoft Flight Simulator. I'm looking forward to seeing how the first Warthog version built such a reputation, and whether its accolades carry over to the "sturdier" Mk. II.

That, and I need to figure out bindings for the stick's 19 buttons and the 8-way hat switch, even if the latter is usually quite obvious, before moving on to the Warthog control panel and its wealth of chunky levers, switches, and dials. That's up to 128 total buttons — should be fun! Stay tuned for my HOTAS Warthog Mk. II review going live before the end of the month.

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Wo Long 2: Wings of Ember's release date is revealed, with a time-limited 'Alpha' gameplay demo available on Xbox and PC

Koei Tecmo has released a gameplay trailer that confirms its upcoming action-soulslike, Wo Long 2: Wings of Ember, will be released on March 4, 2027, for Xbox Series X|S (with Xbox Play Anywhere), Xbox on PC, Xbox Game Pass, PlayStation 5, Nintendo Switch 2, and Steam.

Additionally, Koei Tecmo has released a free playable Alpha demo available to download on all the aforementioned platforms (except Nintendo Switch 2) and has opened pre-orders for the game.

Wo Long 2: Wings of Ember is a sequel to Wo Long: Fallen Dynasty. It will take the player on a bloody and brutal journey across a dark fantasy version of China's Three Kingdoms period and battle many challenging foes, including iconic warriors from that era along with towering demons.

The game aims to top its predecessor with new weapons, magic, and techniques to master, more epic combat scenarios to survive in, and more challenging bosses to overcome.

You can get a taste of the early portions of Wo Long 2: Wings of Ember through its public Alpha Demo. It's free to download and play until September 30, 2026, and if you complete it, you will unlock a special Fledging Phoenix Helmet that can be used in the full game.

Digital Deluxe Edition promotional image for Wo Long 2, featuring game logo, artwork, and bonus items like a soundtrack and armor set.

Wo Long 2: Wings of Ember Digital Deluxe Edition. (Image credit: Koei Tecmo)

If you pre-order Wo Long 2: Wings of Ruin, you can get exclusive access to the Creator Goddess Garb armor set and early purchase access to the Harvest God Armor set.

The game will come in a standard edition (which only contains the base game) or a Digital Deluxe Edition, the latter of which features:

  • Season pass that grants access to two future DLC expansions (the first will release on August 31, 2027, and the second on October 31, 2027), plus the Creator God Armor set as a Season Pass Bonus.
  • Digital Mini Soundtrack
  • Digital Artbook
  • Shietieshou Hat.

Can't wait to dive back into this grim dark Soulslike take on the Three Kingdoms era

The original Wo Long: Fallen Dynasty was an immensely fun, underrated Soulslike that we gave a 4.5/5 star review for its in-depth combat system and nail-bitingly tough bosses that were so satisfying to beat.

So I can't wait to see if its sequel has what it takes to top the first game when Wo Long 2: Wings of Ember launches next year on March 4, 2027.

In the meantime, I'll be playing the Alpha demo, as it's been a long while since I played a Soulslike, so I'll need to shake off the rust before the full game arrives.


Embody the power of a fiery Phoenix and descend upon the battlefield to purge horrifying demons and duel legendary heroes of the Three Kingdoms in Wo Long 2: Wings of Ember.

• Xbox Store Link
• Steam Store LinkView Deal

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Razer Prio review: The first mobile controller I've actually wanted to carry everywhere

Mobile gaming controllers have come a long way over the last few years, but they all suffer from one common flaw: they're rarely as portable as the phones they're designed to enhance.

That's always seemed ironic to me. Smartphones fit in our pockets, but many mobile controllers require a dedicated carrying case or space in a backpack. At that point, I often find myself wondering why I didn't just bring a handheld gaming PC instead.

That's exactly the problem the new $99 Razer Prio aims to solve.

Rather than chasing the biggest grips or most console-like ergonomics, Razer built something fundamentally different. The Prio folds into a compact package measuring just 107mm by 67mm when closed, making it roughly credit card-sized in length and width, while weighing only 101 grams.

It's the first mobile controller I've used that genuinely disappears into a pocket.

And that's what makes it special.

Razer had no input, nor did it see the contents of this review, prior to publication.

A clever design that solves a real problem

Folded, compact Razer Prio mobile controller resting next to a smartphone displaying the main menu of the game Brotato on a white surface.

The Razer Prio mobile controller (folded) next to the Xiaomi 17T Pro with a rather large 6.83 inches display. (Image credit: Daniel Rubino)

The Prio's standout feature is its unique folding mechanism.

Using an interlocking design, each half rotates and folds inward, transforming from a compact rectangle into a full mobile controller. Razer's engineers deserve credit here because this doesn't feel like a gimmick. It's solving a legitimate problem that nearly every competing product ignores.

The trade-off, however, is that setup isn't immediately intuitive.

The first few times I unfolded the Prio, I found myself fumbling with the locking mechanism and trying to remember exactly which piece rotated where. Razer could absolutely improve the onboarding experience with clearer instructions.

Fortunately, the learning curve doesn't last long. After a handful of uses, unfolding the controller becomes second nature, and you begin to appreciate just how clever the entire design is.

More importantly, because it's so small, I actually carried it around.

That's a bigger compliment than it may sound. Many mobile controllers are technically portable but not especially convenient. The Prio is different because you can toss it in a pocket and completely forget it's there until you need it.

Small controls, surprisingly good results

Top-down view of the unfolded Razer Prio controller without a phone, showing its central bridge, USB-C plug, D-pad, face buttons, and dual analog sticks.

Top-down view of the unfolded Razer Prio controller without a phone, showing its central bridge, USB-C plug, D-pad, face buttons, and dual analog sticks. (Image credit: Daniel Rubino)

Once unfolded, the Prio reveals a complete controller layout that includes dual thumbsticks, a D-pad, bumpers, triggers, face buttons, and dedicated function buttons.

Naturally, any controller this compact requires compromises.

The thumbsticks are noticeably smaller than what you'd find on a traditional controller, and the face buttons reflect the Prio's portable-first design philosophy. If you're expecting Xbox controller levels of comfort, you'll need to temper expectations.

That said, I liked using them more than I expected.

The D-pad feels tactile and responsive, the face buttons provide good feedback, and the thumbsticks are particularly interesting. Razer uses capacitive thumbsticks with contactless sensors that can detect movement without relying on traditional mechanical contacts. In theory, that means improved durability and resistance to stick drift compared with conventional designs.

Close-up of the right side of the Razer Prio controller connected to a smartphone running Brotato, lit by green ambient light.

The thumbsticks are tiny, but it sure beats onscreen controls any day. (Image credit: Daniel Rubino)

During testing with games like Brotato and Xbox Cloud Gaming titles, controls felt accurate and responsive. Because the Prio connects directly through USB-C rather than Bluetooth, I also never noticed any input lag, pairing issues, or connectivity problems.

No Bluetooth and USB-C also means the Prio itself never needs charging, which again adds to the convenience factor, as it's one less thing to think about if you want a quick gaming sesh at the doctor's office.

The triggers deserve a special mention. They're perfectly usable, but they're also one of the areas where the compact size makes itself known. The L2 and R2 triggers feel a little unusual compared to traditional controllers and are somewhat clickier than expected. They get the job done, but nobody is going to mistake them for premium full-sized controller triggers.

Better than touch controls, and that's what matters

Direct comparison between Razer Edge at top and a smartphone docked inside the compact Razer Prio controller at bottom.

How the Prio (bottom) compares to the Razer Edge 5G (above). (Image credit: Daniel Rubino)

One mistake readers might make is comparing the Prio directly against controllers like the Razer Kishi V3 Pro, which got high praise from us.

That's not really the point.

The Prio isn't designed to be the most ergonomic controller available. It's designed to be the controller you're willing to carry every day.

During longer gaming sessions of around an hour, the smaller controls do start to make their presence known. My hands were definitely more aware of the compact design than they would be with something like a Kishi V3 Pro.

Close-up of the Razer Prio right controller module attached to a purple phone, showing R1/R2 shoulder triggers, ABXY face buttons, and an analog thumbstick.

The top shoulder buttons are decent on the Razer Prio. (Image credit: Daniel Rubino)

But here's the thing: I'd still choose the Prio over touchscreen controls every single time.

In fact, that's the comparison that matters most.

Playing action games with virtual buttons often causes hand fatigue and cramping much faster than using the Prio. The tactile controls provide actual feedback, keep your thumbs off the display, and make games considerably more comfortable to play.

If you're already gaming primarily with on-screen controls, the Prio feels like a massive quality-of-life upgrade.

Wide compatibility and a surprisingly good software experience

Hand holding a wide foldable smartphone displaying active Brotato gameplay, clamped horizontally inside a black Razer Prio controller under green light.

The Prio technically works with the Samsung Galaxy Z Fold7, but you can only use it unfolded. It's a bit clunky, but super fun to use! (Image credit: Daniel Rubino)

Razer says the Prio supports USB-C smartphones up to 188mm in length and cases up to 15mm thick. It also works with both Android phones and modern USB-C iPhones.

My foldable phones like the Samsung Galaxy Z Fold7 worked too, albeit with a caveat. Ironically, I found the best experience with my Fold devices was actually in their unfolded tablet mode. While that may seem counterintuitive for such a compact controller, gaming on a larger foldable display paired with the Prio was surprisingly enjoyable.

The included spacers and bumpers also make fitting phones straightforward, even when using cases. For instance, I had no issues using the Prio with my Samsung Galaxy S26 Ultra with a Pitaka case (you just have to swap out or remove the internal bumper/pads).

Then there's Razer Cortex.

Hand holding the back of a smartphone attached to the Razer Prio controller, highlighting the flexible rear strap connecting the two handgrips.

Rear of the Razer Prio on the Xioami 17T Pro smartphone with a 6.83 inche display. (Image credit: Daniel Rubino)

The dedicated Cortex button launches Razer's gaming software, which automatically gathers installed games into a centralized library. The experience feels somewhat similar to using a Steam Deck or handheld gaming PC launcher, making it easier to jump into games without digging through app drawers.

The controller supports not only mobile games but also cloud and remote streaming services, including Xbox Cloud Gaming, Steam Link, PlayStation Remote Play, and Razer PC Remote Play.

One limitation worth mentioning is that not every mobile game benefits from the Prio. Some popular titles remain locked to portrait orientation. Games like 1945 Air Force and Raiden Fighter simply aren't designed around horizontal controller gameplay, so the Prio doesn't add much value there.

For more console-style mobile games, however, it's an excellent fit.

Competition

Image of the Razer Kishi V3 Pro mobile gaming controller.

The $149 Razer Kishi V3 Pro is bigger and more premium, but really not pocketable like the Razer Prio. (Image credit: Windows Central | Zachary Boddy)

The Prio's biggest competition may come from within Razer's own lineup.

The Razer Kishi V3 and Kishi V3 Pro offer larger controls, better ergonomics, and a more traditional controller experience. They're excellent options for couch gaming or tossing in a backpack.

The Prio takes a different approach.

Those controllers are portable. The Prio is pocketable. That distinction ends up making all the difference.

Sure, there are some other great options like the Backbone One Xbox Edition ($109), Abxylute S9 ($99), and even Razer's Razer Kishi Ultra, which all got excellent reviews from us and are great mobile controllers, but none of them are .... well, pocketable.

Should you buy it?

Folded black Razer Prio mobile controller resting in front of its white product box on a white surface with green gradient lighting.

Folded black Razer Prio mobile controller resting in front of its white product box. It's a bit thick (and mostly hollow), but still easily fits into a pocket. (Image credit: Daniel Rubino)

✅You should buy this if...

  • You want a pocketable mobile controller
  • You want a step up from on-screen controls
  • You cloud game or play horizontally-formatted games

❌You shouldn't buy this if...

  • You have a foldable phone (maybe)
  • You prefer more comfort over portability

The Razer Prio succeeds because it understands the assignment.

Rather than trying to become another bulky mobile controller, it prioritizes portability without sacrificing too much functionality. The result is a controller that's more comfortable than touchscreen gaming, more practical than many competitors, and genuinely easy to keep with you every day.

At $99.99, it sits right on the edge of what feels reasonable. Personally, I think $79.99 would be the sweet spot. But Razer also made the smart decision not to push pricing too close to the far more premium Kishi V3 Pro ($149.99), and there are certainly more expensive mobile controllers on the market.

The controls are small. The setup is initially quirky. The all-black design could use a splash of classic Razer green.

None of those complaints change the fundamental reality: the Prio solves a real problem.

And if you've ever left a mobile controller at home because it was simply too big to carry around, the Razer Prio might be exactly what you've been waiting for.

Product shot of the Razer Prio mobile controller

Pocketable
Razer
Prio

The Razer Prio isn’t out to win any “biggest, cushiest controller” awards—it’s gunning for the gold in portability. With a clever foldable design that shrinks down to about the size of a credit card, it’s one of the rare mobile controllers you might actually slip into your pocket instead of leaving it to gather dust at home.

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Hate Xbox Cloud Gaming's playtime restrictions? Amazon "Luna" offers an unlimited alternative option to play DOOM Eternal and more Xbox hits on the go

Amazon has announced 17 new games for Luna, its cloud gaming service packed within Prime that allows subscribers to stream video games on PCs, Amazon Fire TV Sticks, and mobile devices without the need for a home console (although you will still need a compatible controller).

This lineup for Amazon Prime Luna includes some heavy hitters like Doom: Eternal, Star Wars: Outlaws, High on Life, and Avatar: Frontiers of Pandora, to name a few.

Here's the full list of games coming to Amazon Prime Luna throughout September 2026, and when you can expect them to arrive.

  • War Hospital (September 3, 2026)
  • Just Die Already (September 3, 2026)
  • Avatar: Frontiers of Pandora (September 10, 2026)
  • Star Wars: Outlaws (September 10, 2026)
  • Drop Duchy (September 10, 2026)
  • DOOM + DOOM II (September 10, 2026)
  • Botany Manor (September 10, 2026)
  • King of Tokyo (September 10, 2026)
  • It’s Quiz Time: Guinness World Records (September 10, 2026)
  • DOOM Eternal (September 17, 2026)
  • Rims Racing (September 17, 2026)
  • Wall World 2 (September 17, 2026)
  • Hue (September 24, 2026)
  • The Da Vinci Cryptex (September 24, 2026)
  • High on Life (September 24, 2026)
  • Bowling Mayhem (coming soon)
  • Cranium Planet (coming soon)

We can play DOOM Eternal on the Cloud again for as long as we want, thanks to Amazon Luna

Doom Eternal Chainsaw

Ripe & tear until it is done. (Image credit: Windows Central)

Out of all the games on this list, the best addition is without a doubt Doom Eternal. This game is one of the greatest first-person shooters ever for its adrenaline-pumping gunplay, challenging and deliciously evil boss fights, and wide variety of weapons that keep its ultra-violent gameplay fresh.

So, if you can't afford to play DOOM Eternal on Xbox Series X|S or PC these days due to these platforms being price-hiked by the RAM crisis, or you want to play it on the go without Xbox Cloud Gaming's newly imposed monthly limits, signing up for Amazon Luna with a Prime membership may be your next best Cloud Gaming option to experience the best DOOM game ever made.

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Suyu tire sa révérence sur un mode de recompilation pour jeux Switch

L'équipe derrière suyu , l'émulateur Nintendo Switch né des cendres de yuzu , a publié le début septembre une dernière version de son logiciel, puis a fermé le dépôt sur un ultime commit intitulé "FINAL". Et cette version d'adieu embarque un truc que j'ai trouvé intéressant. C'est un mode baptisé Recompiler, qui change totalement la façon dont le code du jeu est "traduit".

D'habitude, un émulateur traduit les instructions ARM de la console en instructions x86 au fur et à mesure que le jeu tourne. C'est ce qu'on appelle un JIT. Alors que là, le mode Recompiler fait le boulot à l'avance en prenant le code ARM64 du jeu et en le convertissant en code C.

Le code de suyu ne cache pas d'où vient l'idée, puisqu'il se décrit lui-même comme un moteur produisant du C portable "à la manière de N64Recomp". Grâce à cette technique de recompilation, en bout de la chaîne, vous obtenez un vrai binaire .exe sous Windows, ELF sous Linux, ou Mach-O sous macOS.

Faut savoir qu'un jeu entier, ça fait des millions de blocs de code (oui, des millions !), et réunis dans un seul fichier C, ça pèserait des centaines de mégaoctets. Soit de quoi occuper un compilateur durant des heures avec beaucoup de mémoire consommée et éventuellement un abandon par K-O technique ^^... Alors qu'en le recompilant, on peut profiter de perfs natives sans éclater la machine.

Maintenant la réalité c'est que le programme obtenu grâce à cette recompilation, ne se débrouille pas tout seul. Le JIT n'a pas vraiment disparu, mais se construit à la demande, dès que l'exécution tombe sur une adresse que l'analyse statique n'avait pas repérée (un appel indirect, typiquement). Sans ce filet de sécurité, le jeu se figerait sur un écran noir. Je vois bien comment ça marche parce que c'est ce que j'ai exploré avec mon outil de recompilation Kompote.

Et ensuite, le jeu recompilé continue de passer par la couche d'émulation de suyu pour ses services système et son GPU. Bref, on est encore loin du jeu Switch qui tournerait tout seul sur votre PC, mais je n'ai aucun doute sur le fait que ça arrivera bientôt.

Notez que les binaires téléchargeables datent tous du 4 septembre, alors que les derniers correctifs ont été committés les 12 et 13. Il faudra donc compiler le code pour profiter de cette dernière version.

Quant à savoir pourquoi le projet s'arrête maintenant, l'équipe n'en dit pas un mot mais je sais juste qu'un avis DMCA de Nintendo avait déjà emporté son dépôt principal en juillet 2024, et qu'un nouvel avis du 17 août dernier avait fait tomber d'un coup 307 dépôts dont l'adresse contenait le mot suyu.

Mais rassurez-vous, ça ne veut pas dire que l'émulation Switch s'arrête pour autant puisqu'un fork a repris le code dans la foulée et enchaîne déjà les versions.

Et Eden , le projet dont suyu descend directement, continue tranquillement sa route sur son propre serveur, loin de GitHub, avec une version publiée en juin et un dépôt encore actif à la mi-septembre. C'est donc là qu'il faut regarder si vous cherchez un émulateur Switch encore suivi.

Source : le dépôt archivé de suyu et l'article de Wccftech

  •  

Monster Hunter Wilds: Ascendance takes cues from Onimusha to turn the Longsword into an unstoppable monster in the final weapons showcase trailer

After two weeks, we've reached the end of Monster Hunter Wilds: Ascendance's weapon showcase series, and it's closing out with a new trailer for the Longsword.

Ever since Monster Hunter World, the Longsword has been one of the most popular and dominant weapon types in Monster Hunter games for its insane damage output and various counter moves that make fighting bosses a cakewalk.

In Monster Hunter Wilds: Ascendance, the Longsword is getting even crazier thanks to the new Boost Bracer, granting it a plethora of new moves, speed buffs, and more.

First of all, Longsword has a new Boost Driver attack that sheathes the weapon and lets you move about before unleashing an offset counterattack that can be followed by a literal, gut-wrenching slash attack when successfully toppling an attacking monster.

While Boost Gauge is active, the Longsword gets access to new combo attacks so quickly they're on par with Dual Blade attacks; you get a new combo ender where you dash back and forth in the blink of an eye to slice monsters, and you get access to the Sacred Sheath Stance from Monster Hunter Rise: Sunbreak that lets you pull off chargeable heavy attacks.

Additionally, while activating the Boost Gauge, the Longsword's Foresight Slash counter now deals additional damage.

Now we wait for the Monster Hunter Wilds: Ascendance Tokyo Game Show 2026 showcase

A warrior in ornate, spiked armor kneels on rocky ground, holding a long, glowing blue sword that emits a bright light flare in a forest setting.

Embody your wildest samurai power fantasies with Monster Hunter Wilds: Ascendance's Longsword. (Image credit: Capcom)

While I am slightly annoyed at Capcom's blatant favoritism in making Longsword, objectively, the best weapon type for the third Monster Hunter game in a row, I do like the more aggressive attacks and faster combos it's getting in Monster Hunter Wilds: Ascendance, as they feel like they were ripped straight out of Onimusha: Way of the Sword.

Plus, these changes look like they're trying to make Longsword lean into a more berserker playstyle, which I prefer over its old, defensive playstyle of waiting for monsters to attack and countering them, as I'm getting burnt out on parry mechanics in games lately.

That being said, out of the newly improved weapons, I'll be maining Gunlance again in Monster Hunter Wilds: Ascendance because the changes it's receiving are cool and LONG overdue.

Though I'll also dabble in Sword & Shield, Hunting Horn, Hammer, and Dual Blades when Monster Hunter Wilds: Ascendance launches in 2027 for Xbox Series X|S, PlayStation 5, and PC via Steam.

However, for all we know, Capcom could be hiding some new mechanics and secret balance changes for each weapon type not shown in these trailers. Will players discover these potential secret changes for each weapon type when they play Monster Hunter Wilds: Ascendance's first playable demo at the upcoming Tokyo Game Show 2026?

Tune in this week to find out when Tokyo Game Show 2026 commences on Thursday, September 17, 2026.

Monster Hunter Wilds (Xbox): $23

Venture into Forbidden Lands to discover uncharted lands and hunt giant monsters alongside your friends in online co-op to protect nature and mankind in Monster Hunter Wilds.

• Xbox Store
• GreenManGaming (Steam)View Deal


Empower your weapons with the new Boost Bracer, explore a mysterious land floating in the sky, and hunt down ancient Elder Dragons in Monster Hunter Wilds' epic DLC expansion, Monster Hunter Wilds: Ascendance.

• Steam StoreView Deal

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