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Shoutout to this particular skeleton, who researchers believe is the first confirmed case of being totally obliterated by a trebuchet
Mordre is so wlatsom and abhomynable.

Nightdive's System Shock remake is coming to VR
Strap Shodan on your face. Insect.

This spy game is a dream come true if you love spending time in character creators
And if your character isn't convincing enough, you die.

If you're not paying attention to retro game recompilations, you're missing the most exciting thing in gaming right now
Forget all the new games coming out in 2026. Newly shiny old games are where it's at.

The 'father of Master Chief' doesn't like the new Halo's new halos
Marcus Lehto says the halo rings in Halo: Campaign Evolved look way too shiny and new.

Netflix closes Oxenfree developer Night School, just a month after praising its new game as one of the company's 'most successful cloud game debuts'
Moonlight, a studio Netflix founded in 2022, is also being closed.

Free on Steam Right Now: Deponia, a Classic Adventure Comedy
This comedic Steam game will appeal to fans of franchises like The Hitchhiker's Guide to the Galaxy and Futurama, and it's completely free to keep

Shooter Climbing Steam Charts Lists 10 Reasons Not To Buy It
Wardogs, an upcoming large-scale, hardcore FPS inspired by games like Arma, is taking a unique approach with its marketing by listing 10 reasons why prospective players shouldn't buy it. In an official video(https://www.youtube.com/watch?v=ugkuP4a3xk4), developer Bulkhead revealed September 10 as Wardogs' Steam early access(https://store.steampowered.com/app/1867240/WARDOGS/) release date, but also laid the rest of its cards on the table. Point by point, it outlined all the main reasons why potential players might not want to take a chance on the shooter, ranging from its lack of content, high early-access price, visual fidelity, and even the failure of Bulkhead's previous shooter, Battalion: 1944(https://www.gamespot.com/games/battalion-1944/). "Before the hype train gets out of control, we want to do something most AAA marketing teams would tell their dev teams to never do--give you 10 legitimate reasons why you should not buy Wardogs," Bulkhead said in the video. Those reasons are as follows: 1. Lack of early-access content 2. Early-access pricing 3. Player count will decline 4. Monetization 5. Performance and visuals 6. Shifting early-access priorities 7. Battalion: 1944 8. VOIP 9. Controller support 10. Decisions and consequences https://www.youtube.com/watch?v=ugkuP4a3xk4 Some of those reasons are fairly self explanatory, like lack of content during the early-access period and its price. Wardogs will initially cost $40 in early access, a steep price for some. The price will go up over the course of development and will eventually sell for $60 at the end of early access. "If the price sounds too high for an early-access game, please don't buy it yet," Bulkhead said. Other reasons require a bit more explanation. Decisions and consequences refers to Wardog's more milsim-style gameplay, where death requires a long trek back to the frontlines and rebuying lost equipment. "If you're running in like you're playing Call of Duty or Battlefield, you will likely die to someone playing more cautiously," Bulkhead said. "If you're not willing to learn from those deaths, you're going to have a bad time." While Wardogs doesn't yet have any monetization like a battle pass or paid skins, there will eventually be some way for Bulkhead to make more money and continue funding the game's development. However, that will likely be years from now, as Bulkhead said it won't monetize the game during early access. Additionally, Bulkhead won't sell weapon camos or in-game currency, with players needing to earn them through play. "It might seem strange to be talking about monetization years down the line, but we want you to be able to buy in knowing what you're buying into long term," Bulkhead said. One of the most hard-hitting reasons is Bulkhead's track record. The team previously released Battalion: 1944, a 5v5 Call of Duty-inspired shooter that died almost immediately on release, having only ever reached between 50-200 concurrent players, Bulkhead said. The studio eventually saved enough funds from work-for-hire projects to stay afloat, offered refunds to players, and refunded Battalion: 1944's Kickstarter backers(https://www.gamespot.com/articles/battalion-legacy-developer-announces-full-refund-for-all-kickstarter-backers/1100-6515863/), but it understands why some players may be hesitant. "It's these lessons and scars from Battalion that Wardogs has been built upon," Bulkhead said. "It's why we've been so cautious with our playtesting and why we've been so open with our marketing. To be really clear, we wouldn't have Wardogs without Battalion's failure, but if you still don't trust our studio because of Battalion: 1944, don't rush to buy Wardogs." So far, Bulkhead's list of reasons don't seem to be slowing down Wardogs' sales. It's currently climbing up Steam top-seller charts(https://store.steampowered.com/search/?filter=topsellers&os=win).

The Lords of the End Times are landing in Total War: Warhammer 3 on September 24, and everything's coming up rat men
And skeletons. And demons. And—well—everything bad, really.

Marvel Tokon Nears 500K Sales In Its First Week Despite Fighting Games’ Niche Appeal
A week has passed since Marvel Tokon: Fighting Souls(https://www.gamespot.com/games/marvel-tokon-fighting-souls/) launched for PC and PS5, and the new fighting game is off to a solid start. According to new estimates(https://x.com/superhys/status/2087913995575472290) by Alinea Analytics, the game has reportedly sold 485,000 units as of August 12, with PS5 being the dominant platform. As outlined by Alinea Analytics’ head of market analysis, Rhys Elliott(https://alineaanalytics.substack.com/), the PS5 accounted for 74% of sales, and Steam 26%. That's not too surprising, as the game experienced technical issues on PC(https://www.gamespot.com/articles/psa-marvel-tokon-fighting-souls-has-day-one-issues-on-pc/). Developer Arc System Works released a patch(https://www.gamespot.com/articles/marvel-tokon-fighting-souls-first-pc-patch-targets-its-biggest-problems/) for Marvel Tokon earlier this week, aiming to address multiple performance issues on PC. Those sales account for an estimated $33 million in revenue, and Elliott also noted that only 15.1% of the units sold on PS5 were physical copies, which is surprisingly low for a new PlayStation game. Further analysis showed that Marvel Tokon attracted a crowd of hardcore fighting game fans, as 52% of people had previously played Arc's Dragon Ball FighterZ, 39% had played Street Fighter 6, and 41% had played Mortal Kombat 1. !(https://www.gamespot.com/wp-content/uploads/2026/08/Marvel-AA.jpg?w=636) Image credit: Alinea Analytics Marvel fans also helped drive sales, as there's a strong crossover here with people who had previously played games like Insomniac's Marvel's Spider-Man titles and NetEase's Marvel Rivals. With Spider-Man: Brand New Day doing blockbuster numbers at cinemas, it's not too hard to imagine having Spider-Man in a new fighting game would also attarct potential customers--or boost sales(https://www.gamespot.com/articles/brand-new-day-is-giving-marvels-spider-man-2-its-biggest-sales-boost-in-years/), like in the case of Marvel's Spider-Man 2. Being close to 500,000 sales might not sound that impressive, but as Elliott explained, fighting games are still a niche genre. What they do have going for them are passionate fanbases, giving these games long legs over time. To give you an idea, Street Fighter 6 has cleared 7 million lifetime sales(https://www.capcom.co.jp/ir/english/news/html/260609.html) as of June 30, 2026. The game first launched in 2023 and is easily the fighting game of the current generation, so Marvel Tokon has its work cut out for it if it wants to dethrones Capcom popular brawler. The brand recognition of Marvel certainly helps, and the developers of Marvel Tokon have an ambitious goal to keep this 4v4 fighting game in the spotlight for the next decade(https://www.gamespot.com/articles/marvel-tokon-fighting-souls-devs-aim-to-keep-the-brawler-alive-for-a-decade/1100-6533738/). "Marvel heroes and villains are once again beating each other up in tag-based battles, and I am loving the experience of jumping in and figuring out new strategies," Jason Fanelli wrote in GameSpot's Marvel Tokon: Fighting Souls review(https://www.gamespot.com/reviews/marvel-tokon-fighting-souls-raises-the-bar-for-tag-fighters/). "Rather than lean on old tropes, Arc System Works elected to put its own spin on the idea, and what they've cooked up sets a new bar for future tag fighters. Once the technical issues for PC are ironed out, there's a bright future ahead. With Marvel Tokon, Arc System Works has created the next foundational title for modern fighting games." Marvel Tokon: Fighting Souls Roster – Every Character Revealed (So Far) !Marvel-Tokon-main56d22d(https://www.gamespot.com/wp-content/uploads/2026/05/Marvel-Tokon-main56d22d.jpg?w=636) !4692118-tokon-4.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4692118-tokon-4.jpg?w=636) !4692119-tokon-1.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4692119-tokon-1.jpg?w=636) !4507462-miss-marvel.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4507462-miss-marvel.jpg?w=636) !4507463-spider-man.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4507463-spider-man.jpg?w=636) !4507464-star-lord.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4507464-star-lord.jpg?w=636) !4507465-storm.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4507465-storm.jpg?w=636) View Images(https://www.gamespot.com/gallery/marvel-tokon-fighting-souls-every-character/2900-6640/)

Marvel Tokon: Fighting Souls Raises The Bar For Tag Fighters
For many fighting game fans, It's impossible to look at Marvel Tokon and not think of Marvel Vs. Capcom. The crossover series defined the crossover tag genre, from X-Men Vs. Street Fighter in 1996 to Ultimate Marvel Vs. Capcom 3 in 2011. For some who didn't read comics as a kid, myself included, these games were the introduction to the X-Men, Avengers, and other Marvel faces that fought alongside Capcom's top characters. With MvC dormant outside of a recent collection, Arc System Works has swooped in with Marvel Tokon: Fighting Souls, its own take on the Marvel tag fighter idea. The result is a wonderful fighting system and flashy new look that quickly establishes its own identity, one that is worthy of standing with the giants of the past--although the PC version isn't as super as the heroes in the game. Fantastic four Marvel Tokon's four-on-four gameplay is its most radical change to the tag format, but not for the reasons I first expected. Previous experience would suggest that each player would choose four fighters, each with their own life bar, and the first player to knock out all four of the opposing player's team members would win. That's not how Tokon works; instead, each of the four heroes shares a single life bar, and the first player to win three-out-of-five rounds takes the match. This is a fundamental and ingenious shift in how the player interacts with their team; one player could choose to keep their best fighter on point and select their assisting heroes to fit that fighter's style, or they could decide to learn four characters and incorporate tags into their strategy. It allows newer fighting game players to ease into the tag format, while entrenched players can immediately lean into the more advanced elements of the system. For a genre that sometimes struggles to find the balance in catering to new and veteran players alike, Arc System Works nailed it with Tokon's fighting scheme. !(https://www.gamespot.com/wp-content/uploads/2026/08/marvel-tokon-3.jpg?w=636) Marvel Tokon Both approaches are impacted by another interesting design choice. Though you choose four fighters before a match, you only start the match with two active: a point character and one assist character. The other two assists have to be unlocked during the match, either by initiating a wall break (a move which slams an opponent into the boundary, "breaking" it and sending the character to another arena) and "assembling" your fighters in other parts of the stage, or by losing a round and gaining a hero as the next round begins. While "not having access to all selected fighters" sounds like it could be detrimental to the experience, Tokon once again exceeds my expectations. Limiting heroes is a form of balancing each match; Round 3 could start with one player up 2-0 with only two characters and the other down 0-2 with a full team. Giving the 0-2 player access to all four assists allows them to be more versatile in their approach and perhaps stage a comeback. However, in doing so, that player with the early lead slowly assembles their team, and if the match becomes 2-2, it's a full-strength slugfest in the final round. Every match is different, yet equally thrilling; I am astounded at what Arc was able to do here. Controlling each fighter is simplified too, as executing special moves adapts the Super Smash Bros. "button press and directional input" approach. There are some more advanced inputs for those who care to learn them, but the first time you pick up a controller, two buttons will let you perform a unique move. Assists work the same way, but by holding L2 when the assist emerges, you can switch to that character immediately and continue the combo. I feel like the words "easy to learn, hard to master" were plastered all over Arc System Works's Yokohama office, because that's the prevailing sense I get from every aspect of Tokon's approach, and it's tremendously successful at it. Choose your fighter The initial roster features 20 characters, which is small by tag fighter standards--Ultimate Marvel 3, for example, had 50 playable fighters out of the box--but it's a number that further contributes to that aforementioned balance. New players have a more manageable pool of character matchups to learn, while veteran players can find their favorites more quickly and move on to honing their skills. The roster is a mix of expected fan favorites and few interesting pulls, though I would say very few of the selections are truly unexpected. Captain America, Iron Man, Hulk, Magneto, and Doctor Doom are all here, while Carnage, Star-Lord, Blade, and Loki make their Marvel fighting game debut. The most obscure pull, if I had to choose, is Danger--I didn't even know the X-Men's training facility became sentient, so Marvel fighting games continue to introduce me to new characters. Deadpool deserves a paragraph all to himself. While his inclusion is not a surprise due to his massive popularity, the way Arc System Works has incorporated his fourth-wall-breaking nature is a master class. The character is a tribute to fighting game history in character form, and every match has me pointing at the screen like a Once Upon a Time in Hollywood meme. Some of the references are obvious--yes, that's Scorpion's spear from Mortal Kombat, everyone knows that--but I was amazed at just how deep the well of references goes. I doubt many newer players know what Kaiser Knuckle is, but if they see that one Deadpool pose and look it up, then mission accomplished, Arc System Works. My personal favorite characters are Peni Parker, as I really enjoy her ability to fill the arena with drones as a distraction before moving in for big damage, and Ms. Marvel, whose Dhalsim-like stretchy appendages mean that my opponent is never truly safe anywhere on the screen. Black Panther (the Shuri version this time; sorry, T'Challa) has also proven to be fun, but the one fighter I can't figure out is Green Goblin; I know the glider is a big part of his approach, but I haven't yet unlocked the best ways to do that. I suspect I'll learn the hard way from some player online soon enough. Rules of battle Tokon offers a lot of ways to play, in both single-player and online multiplayer, and while mode selection at first seems a bit limited, Arc System Works once again avoids a regular fighting game pitfall by packing these modes with enough activities that they don't feel shallow. Episodes mode tells five different stories, one for each of the four teams featured in Tokon's trailers, and each one animated by a different artist. I didn't need more than an hour to complete each one, and they tell the overarching story of Tokon in fun ways. The other main single-player offering is All-Star Arena, which is split into two sections: Arena and Survival. Arena is the closest Tokon gets to offering a traditional "arcade" experience: You'll choose a team, choose a path, and then battle against random teams before getting to the end of your chosen path. Survival is a gauntlet of up to 100 battles, with health regeneration between each match and superpowered "boss" fighters at certain milestones. Both of these are fine ways to hone your skills against CPU teams of varying difficulty, but there isn't anything here that reinvents the wheel. !(https://www.gamespot.com/wp-content/uploads/2026/08/marvel-tokon-2.jpg?w=636) Marvel Tokon Arcadia Rumble takes a different approach, as it mixes standard matches with a small arena-style challenge where players roam around a small area, collecting items to earn points and power up their characters for normal battles, and whoever has the most points wins. It's enjoyable enough in small bursts, and it makes for a cool party-style experience when a group wants something different from the ordinary online experience, but it didn't grab me as much as I'd hoped. I'd rather skip right to the fighting; the item-searching part just feels extraneous. The online experience also checks the usual boxes, with ranked matches, casual matches, and custom private lobbies all on offer. There's also an Open Lobby, where you explore a chibi-style version of Tokon's world with customizable avatars and arcade machines where you challenge other players. Exploring the open lobby is neat, as there are some little minigames to find outside of the normal Tokon matches, but the real thrill is matching up with another player and throwing down on one of the open arcade machines. Technically, all of the machines could fill up, but I have yet to see that myself. I played a handful of matches in each offering, joining up with some friends in a custom room, challenged random players in ranked and casual matches, and explored the Open Lobby. Online connections were strong thanks to the rollback netcode under the hood, and I rarely saw any technical hiccups at all while playing on PlayStation 5. It's here where the PC version of Tokon must be mentioned, as its launch has been, to put it lightly, disastrous. Connection issues, choppy play both online and offline, and other issues have plagued PC players since the game's launch, and while patches have been released that are beginning to alleviate the issues, the troubles they experienced cannot be discounted. As mentioned, I reviewed the game on PS5, so I did not experience those problems for myself, but until those issues are fully resolved, PC players will continue to have a much different experience than I did. If Arc System Works can turn it around, the wait will have been worth it. Marvel Tokon: Fighting Souls feels like a homecoming. Marvel heroes and villains are once again beating each other up in tag-based battles, and I am loving the experience of jumping in and figuring out new strategies. Rather than lean on old tropes, Arc System Works elected to put its own spin on the idea, and what they've cooked up sets a new bar for future tag fighters. Once the technical issues for PC are ironed out, there's a bright future ahead. With Marvel Tokon, Arc System Works has created the next foundational title for modern fighting games.

Ignore Your Growing Backlog–It’s Time To Play South Of Midnight On Steam
Look, it's no surprise to anyone for me to admit that I like South of Midnight(https://www.gamespot.com/games/south-of-midnight/). I've written about it being a love letter to the American Deep South(https://www.gamespot.com/reviews/south-of-midnight-review-a-love-letter-to-the-american-deep-south/1900-6418352/), noted how it was one of the best Xbox games of 2025(https://www.gamespot.com/gallery/the-best-xbox-exclusive-games-of-2025/2900-7325/2), and talked about how much the game's story, characters, and setting have meant to me on video podcasts for both GameSpot(https://www.youtube.com/watch?v=815z1trpMdQ) and IGN(https://www.youtube.com/watch?v=ZnkSABRc3EI). I want everyone to play this game, and there's never been a better time to do so on Steam(https://store.steampowered.com/app/1934570/SouthofMidnight/). As noticed by Respec(https://www.respec.net/news/151-south-of-midnight-self-published-steam-compulsion-games-xbox), Xbox is no longer listed as the publisher for South of Midnight on Steam. Instead, the game is noted as being self-published by Compulsion Games, reflecting the studio's independence following another round of severe layoffs and restructuring from Xbox(https://www.gamespot.com/articles/xbox-layoffs-studio-closures-and-spin-offs-everything-announced-today/). While Compulsion Games hasn't confirmed whether this is the case--who knows what type of strange and awful backroom clauses might be in place to ensure Xbox keeps getting a slice of this particular pie--this does seem to indicate that all future sales of South of Midnight on Steam will benefit Compulsion, not Compulsion and Xbox. So if you want to play South of Midnight, but you were concerned about continuing to line Xbox's pockets, this seems like the golden opportunity to finally give the action-adventure platformer a go. And you should play it! The game is so good! South of Midnight's selling point is certainly its atmosphere. The sound design and orchestral score(https://www.gamespot.com/articles/south-of-midnights-music-transforms-trauma-into-a-soundtrack/1100-6537016/) are tied into the gameplay and story to put you right into the midst of its gothic fantasy, transforming the trauma of a resilient and multifaceted culture into the backbone of one of the most affecting video games I've ever played. Its combat and platforming aren't exactly wow-worthy, leaning on tried-and-true PlayStation 2-era mechanics without pushing them forward in any meaningful way, but those shortcomings are overshadowed by memorable characters, catchy tunes, and incredible visuals. Like I said in my South of Midnight review(https://www.gamespot.com/reviews/south-of-midnight-review-a-love-letter-to-the-american-deep-south/1900-6418352/), "Compulsion Games hasn’t made a direct sequel to any of its games yet, but it needs to make an exception here." South of Midnight is just that great. Compulsion Games has a real winner here, and you should support the studio by buying and playing South of Midnight, and then joining me in celebrating this gaming accomplishment.