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Modders restore access to The Crew with both online and offline modes
Ubisoft faced a lot of backlash a couple of years ago when it made the decision to shut down The Crew and delist the game across all digital platforms. This decision ultimately kicked off the Stop Killing Games movement, which recently achieved its petition goals in the UK and Europe. Now, a group of modders have arrived to put things right by restoring access to the game for all.
The Crew Unlimited has officially released this week. The mod completely was built by reverse engineering the entire game, figuring out how each figure works, and then emulating that functionality. The end result is a version of The Crew playable offline and restored online access for those who want to access multiplayer.
As noted by PCGamer, it took this small team a year and a half to put this together. If Ubisoft had just put in the work to implement an offline mode themselves, they could have avoided a whole lot of backlash.
Ubisoft has not yet commented on the existence of this mod, nor has any legal action taken place. However, we've seen publishers like Take-Two shut down modding efforts before, so if you own The Crew and are interested in maintaining access to the game, you should grab the files while they are still readily available from the official source.
While the mod is advertised as requiring a legitimate copy of The Crew to function, the mod does not actually have any protections in place to avoid pirated copies from using it.
KitGuru Says: Do you own a copy of The Crew? Will you be trying the new mod to restore access to the full game?
The post Modders restore access to The Crew with both online and offline modes first appeared on KitGuru.Hell is Us Director calls Silksong’s surprise launch “a little callous”
Following years of leaks, rumours and little-to-no official details, Team Cherry finally released Hollow Knight: Silksong just under two weeks ago. Described by many as the GTA VI of indies, a suite of upcoming games were delayed in order to get out of Silksong’s way. While most took this on the cheek, Hell is Us’ Creative Director called the surprise release date “a little callous.”
Making an appearance on the Friends Per Second podcast, Hell is Us Creative Director Jonathan Jacques-Belletête spoke on the recent release of Hollow Knight Silksong and how it affected sales for the also-recently-released Hell is Us, stating:
“It's hard for me to not like say like when you know you're that big, I think a shadow drop is a bit…like wow. You know what I mean? Like you as a GTA 6 of indie, right? To shadow drop something like this is a little…is a little callous.”
According to the director, the team considered moving Hell is Us’ release date as a result, however “changing the date of Hell is Us would…would have been a pretty big endeavor,” necessitating a refunding of pre-orders; a realignment with marketing; reviews and more.
When asked whether he believed the release of Silksong impacted the sales of Hell is Us, Jacques-Belletête claimed “I can't prove it. I can't you know I don't have any specific numbers at least not at this time but I mean for sure, for sure it did”. That said, the director made sure to note that September being a relatively busy month for games in general was also likely to have contributed to the impact on sales.
As mentioned, a wide number of indie games were delayed as a direct result of Hollow Knight: Silksong’s release date announcement. While most of these devs made tongue-in-cheek announcements regarding the situation, it is interesting to hear more about what the developers were likely thinking internally upon hearing the news.
KitGuru says: What do you think of Silksong’s launch announcement situation? Was it ‘callous’ to not give developers a heads-up? Did Silksong’s release impact your game purchasing decisions for the month? Let us know down below.
The post Hell is Us Director calls Silksong’s surprise launch “a little callous” first appeared on KitGuru.Assassin’s Creed Shadows: Claws of Awaji Review – An Unremarkable Expansion
Assassin's Creed Shadows is hardly going to be remembered as the finest entry in the series or the best open-world game set in Feudal Japan, but the good the game does definitely outweighs the bad, making for an enjoyable experience whose real fault lies in the series' now trademark content bloat and the by-the-book open-world ARPG experience rather than in the bad execution of any of its features. Coming only a few months after the base game, no one should have expected the Assassin's Creed Shadows: Claws of Awaji expansion to address any of the issues of the base game, […]
Read full article at https://wccftech.com/review/assassins-creed-shadows-claws-of-awaji-review-unremarkable-island/
KitGuru Games: The evolution of Borderlands
The Borderlands series pretty much invented the looter-shooter genre when the first entry in the now ubiquitous franchise launched all the way back in 2009. Two console generations and over 15 years later, Borderlands 4 is finally upon us, bringing with it more freedom, replayability – and of course – loot than ever before. That said, in amongst all of the sequel’s many changes and improvements, by far the most impactful is its overhaul to movement.
I’m a bit of a movement fiend, with many of my favourite titles gameplay-wise offering fast-paced moment-to-moment action on all fronts – from gunplay, to enemies and, perhaps most importantly, movement.
While the Borderlands series has over its numerous entries tweaked and improved the formula to make for a more satisfying overall experience, Borderlands 4 is finally addressing by far the franchise’s biggest downside: its movement tech. Thanks to this, Borderlands 4 now feels like a complete experience; once again sitting at the top of the looter-shooter podium.
Prior to discussing the innovations of Borderlands 4 specifically, I would be remiss to not mention the MANY performance issues which PC players in particular are suffering from currently. With the likes of frame rate drops, stutters and what appears to be a memory leak issue (among other performance woes), the Unreal Engine 5-developed title has quite the journey to go on before being deemed acceptable on PC.
Even on console, the experience is far from perfect, with noticeable framerate issues on PS5 across both graphics modes; the lack of a motion blur toggle and no Field-of-View slider – all of which can and do have an impact on the game's sense of movement and momentum. Hopefully these issues and more are all resolved in due course.
With that said, lets take a trip back to 2009 where everything started. The big claim to fame with the original Borderlands was the fact that the game featured a near infinite number of different weapons to pick up, collect and use.
Of course, a majority of these were simply alterations of a smaller subsect of guns comprised of random stats, but the incentive to collect and find your favourite gun aided in the sense of replayability – and ultimately satisfaction upon obtaining your desired ‘god roll’ weapon.
The gunplay itself was relatively floaty and lacking somewhat when it came to feeling the impact of the weapons themselves. Fortunately, the sheer variety of guns and their effects meant that the act of shooting still felt satisfying enough to keep players…playing.
In terms of movement and traversal however, Borderlands still had a long way to go. While perhaps less noticeable at the time, navigating the lands of Pandora is quite the slog, especially today. Of course, there were tech limitations at the time, necessitating the explorable lands being split up into segmented zones. Loading screens aside however, Borderlands 1 still felt somewhat sluggish due to the movement options available to players – or lack thereof.
Being a ‘modern’ shooter, Borderlands 1 did include many of the fundamentals: you could walk, sprint, crouch, jump, hip-fire, aim down sights, melee and shoot. Beyond this however, players wanting to navigate the zones of Pandora had to make do with poorly-controlled spawnable vehicles which could only be summoned at specific spots – or for those playing as Lilith – could use her ultimate ability ‘Phasewalk’ for a temporary boost in movement speed.
When compared to its contemporaries, Borderlands 1 DID do enough in the gameplay department to keep fans playing. More than 15 years later however and it has not aged too gracefully.
The same could be said for a majority of its sequels, with Borderlands 2 essentially serving as a more complete version of the first game (upping the variety on all fronts – including some movement skills for certain Hunters – while giving us a highly compelling villain to fight), and the Pre-Sequel being a spin-off of sorts.
That being said, the pre-sequel in particular did give us our first look at new movement tech, with its moon-based setting allowing for low-gravity areas.
It wasn’t until the launch of Borderlands 3 in 2019 however when we would see our first proper overhaul of the series' core gameplay.
Thanks to its longest development cycle yet and the added horsepower of the 8th console generation, Borderlands 3 brought a lot of new to the gameplay department. Beyond the additional suite of guns, grenades, Vault Hunters and enemies, Borderlands 3 introduced the biggest evolution in its movement and traversal yet.
Now, alongside the ability to walk; run; jump and crouch, you could also mantle objects; slide and do a big slam. Many of these are now fundamentals in first-person shooters and as such need little explanation. It is worth noting however that the slide in particular did feature a degree of momentum depending on the angle of the decline – certainly nothing new by that point but welcome nonetheless.
While the slam attack is pitched primarily as being…an attack, it also serves as a nice and quick way to get to lower levels of a zone; and thus can be counted in the list of new movement tech additions.
Last but also least in terms of base mechanics, you’ve got new vehicles which allow for greater movement and handling; albeit with pretty much all of the same limitations as the previous games.
Beyond certain Vault Hunter skills which can boost movement, Borderlands 3’s Shield mods feature various flow-buffing boosts, including the possibility for increased movement speed, increased slide speed and enhanced slide distance.


Though relatively small in stat terms, these mods could allow for much improved traversal of the game’s zones – and if used correctly could be more effective than even the vehicles.
Speaking of the zones, Borderlands 3’s maps include a greater deal of verticality alongside fewer invisible walls which CAN make navigation more fun and rewarding, if you use the game’s new jumping and slamming capabilities.
That said, while the zones may be more detailed and complex, they still feel rather limiting, with momentum being halted often thanks to loading screens and some older design mentalities.
Once you’ve completed Borderlands 3’s main campaign you gain access to its post-game content, which includes the new Mayhem Mode. Though there is much more to the system than I will be touching on, for our purposes the primary modifier is in how it vastly speeds up movement and combat based on certain parameters.
While all of the core movement mechanics remained the same, them being amped up to 11 meant that each encounter would now feel even more action-oriented, fast paced and controllable but in a chaotic kind of way.
The biggest downside with this increase in movement speed is that it primarily applies to combat scenarios – with some of the boosts necessitating an enemy kill in order to activate. In this way, Borderlands 3’s late game movement tech was somewhat backwards in nature.
While I do appreciate being able to hop from one side of the arena to the other all the while raining down bullets, rockets and whatever else I have in my arsenal, non-combat areas felt even more comparatively sluggish as a result.
All in all, Borderlands 3 was easily the biggest jump (and slam) we’d seen in gameplay for the series up to that point, but it still left plenty to be desired. Cut to another 6 years later and Borderlands 4 is finally upon us; bringing with it a ton of new additions, highly-requested quality-of-life improvements and – most importantly – brand new movement tech.
One of my biggest gripes with Borderlands 3 was its continued use of relatively small zones which necessitated loading screens to navigate between them. Across the game, BL3 featured 6 different regions, each of which included multiple zones within them (up to a dozen in some cases).
Borderlands 4 has now cut this down to just 4 open-worldish regions which should not only allow for fewer stop-and-go instances, but offers more space for the game’s new movement mechanics to come into play.
Inspired by the likes of Destiny (another looter-shooter), Borderlands 4 now allows you to summon/digistruct a personal sparrow-like vehicle whenever you’d like. Alongside improved controls and manoeuvrability, this new system means that players will no longer have to trek to the nearest Catch-A-Ride garage in order to select a vehicle, spawn it, and then start heading to wherever you wanted to go. While certainly a game-changer in terms of convenience, the greatest additions are saved for the player characters themselves.
One of the best ways to boost a game’s sense of mobility is by giving players a grapple hook…and so Borderlands 4 has done exactly that. Not only does this have beneficial implications for combat itself, but of course you can now zip from area-to-area in any direction. Though this could make some platforming redundant, its benefits are far more all-encompassing.
The second primary piece of new equipment is the jetpack, which offers far more than just a single additional movement technique. Thanks to the influx of opportunities it presents, players can now double jump; glide omni-directionally; and dash for near-complete aerial freedom.
As is the case with the best movement-focused titles, Borderlands 4 allows you to chain your new abilities together in order to make for even greater moments of momentum. You could fling yourself in the air with a grapple, double jump for added height and distance; air dash forwards; follow it up with a glide/hover and end it all in a slick slide.
Of course, each of these mechanics present ample new opportunities during combat too, but on pure movement-feel, Borderlands 4’s potential is almost as infinite as its guns.
In many ways, the looter-shooter genre lives and dies with Borderlands. While there have been a few entrants into the space, Borderlands 4’s main contemporary in both budget and size is Bungie’s Destiny 2. Unlike Borderlands however, D2 is a free-to-play experience which focuses heavily on additional monetisation; and in being a live-service, sucking up as much of the players’ time as possible is the real goal.
Ergo, the loot in Destiny 2 is designed with a hefty focus on balance, extreme levels of grinding, and artificial limitations and time-gating in order to keep you coming back. In many ways, Destiny 2 is as much of a looter-shooter as it is an MMO – which is to say not much at all.
Bungie's idea of a loot chest
Despite this, D2 did have some things going for it over the Borderlands series pre-BL4. Aside from the act of running and perhaps sliding, Destiny 2’s movement far exceeded Borderlands, with players able to utilise various different types of assist abilities; from triple jumps to a directional glide and the iconic blink…albeit none at the same time.
Destiny 2 even has a dodge of sorts, which was better than the nothing Borderlands 3 gave you. Of course, as I touched upon earlier, Destiny 2 also eventually added a grapple hook as part of its Strand sub-class.
Although not really relevant to this conversation, D2 also featured Bungie’s highly satisfying first-person gun combat (though even the older Borderlands 3 was more than serviceable in that respect).
With the release of Borderlands 4, I can think of very few reasons as to why I would want to play any other looter-shooter. In the 6 years since Borderlands 3 came out, the genre has evolved very little, leading to fears that Gearbox would rest on its laurels.
Fortunately, Borderlands 4 (in my eyes) presents the full and complete package – and so I look forward to spending the next 250+ hours zipping across the planet Kairos…once the console FOV problems are fixed that is.
KitGuru says: Are you a fan of the looter-shooter genre? Is good movement in a game important to you? Why aren’t there many major looter-shooters out there? Let us know your thoughts down below.
The post KitGuru Games: The evolution of Borderlands first appeared on KitGuru.G.Skill Trident Z5 NEO RGB DDR5-6000MT/s CL34 128GB Review
At the time of writing, the largest dual memory kit offered by G.Skill is 128GB, available across four product lines. One of these is the Trident Z5 Neo RGB, available at DDR5-6000 with three latency choices. We review the CL34 model and find out just how well it performs.
G.Skill's Trident Z5 Neo RGB memory has been designed for overclocking on AMD platforms with EXPO support. It is available with a choice of two coloured aluminium heat spreaders and features customisable RGB lighting.
The 128GB DDR5-6000 kits are available in three latencies: CL32 (1.40V), CL34 (1.35V) and CL36 (1.25V). The CL32 has EXPO support only, while the other two support EXPO and Intel's XMP technology. The Trident Z5 Neo RGB kit we are reviewing here uses a pair of dual-ranked 64GB DIMMs (each using, according to the Thaiphoon Burner utility, 16 Samsung M-die ICs), EXPO rated at 6000MHz at 34-44-44-96 at 1.35V.
G.Skill backs the modules with a lifetime warranty.
Specification:
- Model Number: F5-6000J3444F64GX2-TZ5NR.
- Capacity: 128GB (64GB x 2).
- Rated Frequency: 6000MT/s.
- Rated Timings: 34-44-44-96.
- Voltage: 1.35V.
- Memory IC: Samsung M-die (K4RBH086VM-BCWM).
- Module Height: 42mm.
- XMP/EXPO: EXPO/XMP.
The post G.Skill Trident Z5 NEO RGB DDR5-6000MT/s CL34 128GB Review first appeared on KitGuru.
Toby Fox offers updates on Deltarune in celebration of Undertale’s 10th anniversary
Toby Fox’s Undertale was a bit of a cultural phenomenon when the game first launched all the way back in 2015. In celebration of its 10th anniversary, Fox not only took a look back at the past decade, but also forwards into the future – offering updates on the current status of Undertale’s in-development sequel Deltarune.
Releasing a newsletter to celebrate the game’s 10th anniversary, Undertale creator Toby Fox announced a number of events which will be taking place in honour of this major milestone. Alongside the likes of a dev-playthrough of Undertale and a Japan-exclusive concert, Fox offered an update on the current status of Deltarune.
As of now, Chapters 1-4 of the sequel have been released for all to enjoy, with Chapters 5-7 currently being worked on.
According to Toby Fox “The early parts of Chapter 5 are complete, but need polish in optional areas,” with “the last 40%-or-so of the game” said to be “in a rough first pass state” – with the final 10% in a “prototyping state.”
While the full blog post can be found HERE, Fox did offer fans a timeline of sorts for when to expect the full and complete version of Deltarune to be released, stating “Currently, we have one main deadline: I want to begin the translation by the end of 2025. After that point, gameplay changes will be acceptable, but large-scale text and story changes will be heavily frowned upon. Factoring the localization and testing… I don't think that the game will be released in the first half of 2026.”
With the very first chapter of Deltarune launching all the way back in 2018, it could very well be a decade before we get the final complete version of the game on our hands. That said, you can’t rush art, and so it will be exciting to experience the full story of Deltarune once it finally arrives “when it's done.”
KitGuru says: Are you a fan of Undertale? Have you been playing Deltarune as each chapter releases, or will you wait for the full game to come out? Let us know down below.
The post Toby Fox offers updates on Deltarune in celebration of Undertale’s 10th anniversary first appeared on KitGuru.Blizzard shows off Persona 5 skins ahead of Overwatch 2 crossover event
In the lead-up to Season 18 of Overwatch 2, the team at Blizzard officially teased the next major collaboration coming to the live-service Hero Shooter – revealing that SEGA/ATLUS’ highly-popular JRPG sub-series Persona 5 would be crossing over into Overwatch 2. With the event set to go live later today, the full suite of collaborative items/skins have been revealed.
Ahead of the crossover going live later today, the official Overwatch Twitter page offered a first proper look at all the upcoming Persona 5 skins – with 5 in total:
- Wuyang as Joker (The Protagonist)
- Mercy as Panther (Ann Takamaki)
- Lifeweaver as Fox (Yusuke Kitagawa)
- D.Va as Queen (Makoto Niijima)
- Genji as Skull (Ryuji Sakamoto)






Based on previous crossovers, expect each of these skins to set you back around 2500 Overwatch Coins, while including a couple extra items such as a unique pose, intro or name card.
Overwatch 2 is in a bit of an interesting spot. While the game was having its lunch eaten by Marvel Rivals following its launch late last year, the team at Blizzard have been making quite a few notable and welcome changes as a result of the added competition.
Even so, crossover skins are still crossover skins, and so expect to be coughing up quite a bit of change for the privilege of obtaining these time-limited items.
KitGuru says: What do you think of crossovers in live-service games? Are you starting to tire of the practice? Who’s your favourite Persona 5 Phantom Thief? Let us know down below.
The post Blizzard shows off Persona 5 skins ahead of Overwatch 2 crossover event first appeared on KitGuru.-
KitGuru
- Xbox Series S optimisations made Battlefield 6 “better and more stable” across all platforms
Xbox Series S optimisations made Battlefield 6 “better and more stable” across all platforms
The Xbox Series S has been a bit of a weird system, with the console offering a cheaper way to get into the current generation of gaming – albeit with plenty of compromises depending on the title in question. That said, while some developers have bemoaned the existence of the Series S, Battlefield developers at DICE have claimed that working with the console has made the upcoming Battlefield 6 “better and more stable” across all platforms.
In an interview conducted by the publication Kotaku, Battlefield 6’s technical director Christian Buhl spoke on the development of the upcoming shooter and how the lower-specced Series S factored into the equation, claiming:
“Xbox Series S does have less memory than even our mid-spec PC. And so there was a point…Oh, I want to say, like, 6 to 12 months ago where we kind of realized that a lot of our levels were crashing on Xbox Series S.”
This ultimately seemed to have been to the benefit of the game however, with Buhl adding “We were doing so much testing…we were collecting all this data. Once we kind of started running all our levels through it, and were able to see where the problems were, after a month or two, we had kind of resolved all of our memory issues on Series S.”
As a result, Battlefield 6 is said to now be “better and more stable” across all platforms, not just the Series S, thanks to the optimisations made – describing the upcoming title as “super solid” and “performant.”
The full interview can be found HERE and includes discussions surrounding the possibility of Battlefield 6 coming to Nintendo Switch 2.
All that said, it is encouraging to see that in this instance, the existence of the Series S should make for a more improved experience across the board. It will be interesting to see exactly how the game runs on Series S across more scenarios when Battlefield 6 launches in a little under a month’s time.
KitGuru says: What do you think of the Series S almost 5 years into the generation? Has it been a net positive or negative? Let us know your thoughts down below.
The post Xbox Series S optimisations made Battlefield 6 “better and more stable” across all platforms first appeared on KitGuru.Keychron Q16 HE 8K is the world’s first all-ceramic gaming keyboard
Keychron is pushing the boundaries of keyboard materials with its latest announcement, teasing the new Keychron Q16 HE 8K. The upcoming 65% keyboard is claimed to be the world's first to feature a full ceramic construction, including the chassis and keycaps, and it's packed with high-end gaming features.
While we've seen ceramic keycap sets from third-party brands before, this is the first time a major manufacturer is offering a complete keyboard made from this material. According to Keychron, the full ceramic build provides a uniquely smooth typing experience, a desirable “thocky” sound profile, and a surface that remains cool to the touch. The keycaps themselves are a Cherry profile design, made to work well with the board's north-facing RGB lighting.






This keyboard is also loaded with top-tier gaming technology, including Keychron's “Ultra-fast Lime” Hall Effect magnetic switches, which allow for a customisable actuation point (down to 0.1 mm) and support features like Rapid Trigger, Dynamic Keystrokes, and Snap Click (Keychron's version of Razer's Snap Tap) for precise movement control. This is all backed by an 8,000 Hz polling rate for ultra-low latency input.
The Keychron Q16 HE 8K is set to launch via Kickstarter sometime in October, with both black and white colour options available. The company has not yet announced final pricing, but has a pre-launch page live for those who want to sign up for alerts.
Discuss on our Facebook page, HERE.
KitGuru says: Have you ever typed on a keyboard with ceramic keycaps? Would you like to try a full ceramic keyboard?
The post Keychron Q16 HE 8K is the world’s first all-ceramic gaming keyboard first appeared on KitGuru.Balatro 1.1 update delayed
The first major content update for last year's breakout indie hit, Balatro, has been delayed. The game's solo developer, who goes by ‘Localthunk', has announced that the 1.1 update will no longer be released in 2025 and has been pushed back to an indefinite date to allow for a healthier development pace.
In a blog post titled “I'm Slow”, Localthunk explained that the update had to be delayed because he needed more time and wanted to avoid the intense crunch that led to him being “well and truly burned out” after the game's hugely successful launch. “I'm a hobbyist developer at heart and I love to tinker”, he said, explaining that he has now “chosen to only work on the game like I did when the project began”, which is a much slower pace than the 12-hour days he was working previously.
As a result, the new official timeline for the 1.1 update is “it's done when it's done”. While apologising to fans for the delay and admitting he probably shouldn't have announced any date for the update, the developer reiterated that it's still coming out. He also confirmed that when it does arrive, it will be free.
Balatro was a surprise indie smash hit, a poker-themed roguelike that garnered millions with its addictive deck-building gameplay. While the delay of its first major update might be disappointing, the developer's transparency will likely earn a great deal of respect from the community. It's a welcome reminder that a healthier development process almost always leads to a better game in the end.
Discuss on our Facebook page, HERE.
KitGuru says: Have you played Balatro? What are you expecting from the game's update 1.1?
The post Balatro 1.1 update delayed first appeared on KitGuru.ASRock AI QuickSet brings popular Linux AI tools to Windows
Today, ASRock is announcing AI QuickSet WSL, a new tool to enable streamlined installation for multiple AI apps for Linux. The functionality also enables users to run Linux AI apps on Windows-based PCs and laptops.
This major update empowers users to more easily establish a fully functional Windows Subsystem for Linux (WSL) environment and deploy a suite of AI applications. Significantly, AI QuickSet WSL is built upon AMD’s latest ROCm software platform, offering great support for ASRock’s latest AMD Radeon RX 9000 series graphics cards.
Traditionally, creating a proper AI development environment on Windows involves a multi-step, cumbersome process and many tools have been developed for Linux, so it requires extra effort to get them running on Windows. ASRock's new Quickset WSL will simplify this process to just a few clicks, saving newcomers time and allowing seasoned developers to hit the ground running with minimal downtime.
The WSL environment is pre-configured for GPU acceleration with the latest RX 9000 series graphics cards. It comes bundled with PyTorch, Audiocraft for generating music from text prompts, Image/Manga Translator for image and manga translation, PixtoonLab for transforming portraits into cartoon avatars, and Video Background Remover & Changer for effortlessly removing or replacing video backgrounds.
You can download the ASRock QuickSet WSL software, HERE.
Discuss on our Facebook page, HERE.
KitGuru Says: Have you taken an interest in AI tools now that they are more readily available?
The post ASRock AI QuickSet brings popular Linux AI tools to Windows first appeared on KitGuru.Microsoft adds new Xbox controller functionality to Windows 11
Microsoft is in the process of reworking the Windows 11 UI to be fully navigable with an Xbox controller. We are going to see a preview of these changes when the ROG Xbox Ally handheld releases in October. PC gamers won't be left behind though, as a new Windows Insider build enables Task View via the controller.
The new Windows Insider update introduces a new change to Xbox controller functionality. As spotted by The Verge, the Xbox logo button can now be long-pressed to bring up the Windows 11 task view, enabling you to switch between apps like Steam, Battle.net, Discord, the Xbox App etc without reaching for your keyboard and mouse.
The change aligns desktop functionality with the functionality of the upcoming ROG Xbox Ally handheld. Microsoft is also implementing new animations and other UI features to make the overall experience feel smooth and intuitive.
The Xbox button already holds multiple functions on PC. A tap of the button should bring up the Windows 11 Game Bar, while a long press will now bring up Task View. An 8-second press and hold of the button turns off the controller, so for the Task View, you'll want to make sure you lift your finger off the button after a few seconds.
Discuss on our Facebook page, HERE.
KitGuru Says: I used to use a program to use my Xbox 360 controller as a mouse in the early 2010s, and it had virtual keyboard functionality too. It has always puzzled me that Microsoft has not implemented that functionality themselves. We seem to have now finally reached the point where they are. The end result should be a PC gaming experience that feels closer to a console, while retaining the strengths of an open platform.
The post Microsoft adds new Xbox controller functionality to Windows 11 first appeared on KitGuru.Resident Evil 7, Village and Requiem all coming to Switch 2 in February
While Resident Evil 7 and Resident Evil Village are already ‘playable' on the Nintendo Switch, the games are only available in cloud form, meaning they don't run natively on the Switch hardware. Now with the much more powerful Switch 2 on the market, Capcom can finally bring native versions of these games to Nintendo's home console hybrid platform.
On February 27th 2026, Resident Evil 7 and its sequel, Resident Evil Village, will launch on Switch 2. The games will contain feature parity with the other console versions of the game and better yet, Switch 2 owners will be able to catch up on the story in time for Resident Evil Requiem, the grand finale to this trilogy of games.
Resident Evil Requiem (Resident Evil 9) will also release on Switch 2 on February 27th 2026, the same day as other platforms. Recent rumours suggest that the Resident Evil Remakes will also come to Switch 2, but it seems that we won't get confirmation on that until next year.
Currently, the Resident Evil Remake series spans three games – Resident Evil 2, 3 and 4. There is no word on whether Capcom will continue with the remakes for Resident Evil 5 and 6.
Discuss on our Facebook page, HERE.
KitGuru Says: Resident Evil has always been popular on Nintendo platforms, so this news should come as no surprise. Hopefully those remakes aren't too far off either.
The post Resident Evil 7, Village and Requiem all coming to Switch 2 in February first appeared on KitGuru.Rockstar says Grand Theft Auto 6 will be ‘largest game launch in history’
Following the record-smashing success of Grand Theft Auto V, we are all expecting Grand Theft Auto 6 to sell well. The real question is, will it break all of the same records set by its predecessor? Rockstar seems to think so, as it confidently claims that GTA 6 will be the biggest video game launch of all time.
Rockstar is preparing to release Grand Theft Auto 6 in May 2026. As part of that effort, they are getting the tools ready to collect user data for the latest version of GTA Online, data that will then be used to inform the decision makers signing off on post-launch content. As spotted by The GTA Base, Rockstar is hiring for a lead software engineer to aid in the set-up and scaling of this data platform for “what will be the largest game launch in history”.
While many analysts have discussed the expected level of success for GTA 6, Rockstar itself hasn't made its financial goals clear. However, the wording in this job listing makes it very clear – Rockstar is gunning for that #1 spot again. Previously, the success of GTA 5 caught Rockstar and the industry at large by surprise, now with the benefit of hindsight and planning, Rockstar will be looking to capture lightning in a bottle for a second time.
Grand Theft Auto 6 is due to release on May 26th 2026 for PS5 and Xbox Series X/S consoles. A PC version of the game is expected to release roughly one year after the console versions.
Discuss on our Facebook page, HERE.
KitGuru Says: Do you think Grand Theft Auto 6 will end up being the biggest game launch of all time? Or do you think rising costs may potentially hamper the game's growth?
The post Rockstar says Grand Theft Auto 6 will be ‘largest game launch in history’ first appeared on KitGuru.Super Mario Galaxy Switch bundle to cost £70
While we aren't getting a new 3D Mario game for the series' 40th Anniversary, we are getting re-releases for two of the best 3D Mario games of all time – Super Mario Galaxy 1 & 2. Like most new games nowadays, the price is raising eyebrows, with the package costing more than Nintendo's previous 3D All Stars collection.
As reported by VGC, the Super Mario Galaxy collection for Switch and Switch 2 will retail for £70, costing a hair under £35 for each game. This is more expensive than the Super Mario 3D All-Stars collection, which included Super Mario Galaxy, Super Mario Sunshine and Super Mario 64, and sold for £60 at launch.
While not billed as a remaster, the Super Mario Galaxy collection for Nintendo Switch will include a number of improvements. The game should run at a higher resolution compared to the original Nintendo Wii version. The game has also been expanded with some additional story content, all contained in Rosalina's Book, a mechanic that was originally introduced in Super Mario Galaxy 2 but will now be present in both games on Switch.
Nintendo has confirmed that it plans to release both games as separate purchases digitally on the Switch eShop.
Discuss on our Facebook page, HERE.
KitGuru Says: Super Mario Galaxy ranks highly amongst the best games in the franchise. Still, a £70 asking price is a tough pill to swallow for games well over a decade old.
The post Super Mario Galaxy Switch bundle to cost £70 first appeared on KitGuru.Randy Pitchford goes to war against PC gamers following Borderlands 4 criticism
Borderlands 4 launched late last week and after a full weekend with the game, PC players have come away with the impression that the game was not very well optimised. This has led to a mixed overall score for the game on Steam and now, Randy Pitchford is tweeting out his many frustrations with PC gamers.
Randy Pitchford, the CEO of Gearbox, has been known for his social media rants. He has put together one for the record books this morning as he proclaims that Borderlands 4 is actually ‘very optimal' and blames PC gamers for expecting too much from their hardware.
“Every PC gamer must accept the reality of the relationship between their hardware and what the software they are running is doing”, Pitchford's thread begins. “We have made an amazing and fun and huge looter shooter campaign game. The game is pretty damn optimal – which means that the software is doing what we want without wasteful cycles on bad processes.”
Pitchford moves on to point out that Borderlands 4 has a bunch of features that will allow PC gamers to balance their frame rate and resolution. He then goes on to say: “For a campaign shooter looter, it is absolutely reasonable for developers to focus on default settings achieving 30fps on minimum specification and 60fps on recommended specification.”
“It is a mistake to believe or expect that PCs between minimum specification and recommended specification can achieve all of extremely high frame rate, maximum/ultra features, and extremely high resolution.”
One common complaint amongst the negative Steam reviews is the need for DLSS to achieve 60FPS+ frame rates, even on high-end hardware like an RTX 5080. While it is true that DLSS is a great performance tool, when we are dealing with £1000+ graphics cards, we tend to expect native 4K performance to be high, with DLSS providing the bump to get to ultra-high frame rates. As pointed out by wccftech, an RTX 5090 can't run the game at native 4K/60FPS – and that is a £2000+ graphics card.
While Pitchford's latest rant may be ill advised, there is a good chance that some of the performance issues in Borderlands 4 are not Gearbox's fault. Unreal Engine 5 is known to be a heavy engine that causes common performance issues across a range of titles, especially games with large open world areas. Rather than blaming the gamers for not being satisfied with sub 60FPS on hardware that costs thousands of dollars, perhaps the focus should really be on Epic Games and the fact that they've allowed a number of issues to persist for years.
A number of performance problems with Unreal Engine 5 are due to be fixed with the new 5.6 version of the engine, which includes new performance optimisations developed by CD Projekt Red for use in The Witcher 4. However, it is going to be years before we see these tools in practise, in shipped games. By that time, Epic Games will likely be gearing up the marketing for Unreal Engine 6.
Discuss on our Facebook page, HERE.
KitGuru Says: Have you tried Borderlands 4 since it launched last week? How is the game running for you?
The post Randy Pitchford goes to war against PC gamers following Borderlands 4 criticism first appeared on KitGuru.Star Citizen’s Squadron 42 reportedly won’t be at CitizenCon due to fresh delays
Fans hoping for a new, in-depth look at Squadron 42 at the upcoming CitizenCon event will have to temper their expectations. Cloud Imperium Games has officially confirmed that the highly anticipated single-player spin-off of Star Citizen will not have a presence at this year's show.
In a live broadcast (via PC Gamer), CIG's CTO, Benoît “Bault” Beauséjou, explained that the decision was made to keep the development team focused on hitting their previously announced release window. “We drew a line in the sand when we said 2026”, he stated. “I just know we're gonna do every single thing possible to make it, and part of that is not taking the time for the distraction of CitizenCon”. He stressed that the absence is not due to a new delay but rather a commitment to preventing one.
This focus on development also extends to the event itself. Beauséjou noted that this year's “CitizenCon Direct” will be smaller compared to the hours-long, deep-dive talks of previous years. The showcase will have a narrower focus on content coming to the main Star Citizen MMO in the next year, rather than a grand reveal of the 1.0 launch or other long-term roadmaps.
While the news will undoubtedly be disappointing for those eager to see more of the perpetually in-development title, CIG is framing this as a necessary sacrifice to get the game into players' hands. In the meantime, the main game continues to receive regular content updates as the long wait for Squadron 42 continues.
Discuss on our Facebook page, HERE.
KitGuru says: Have you played Star Citizen? Are you interested in Squadron 42?
The post Star Citizen’s Squadron 42 reportedly won’t be at CitizenCon due to fresh delays first appeared on KitGuru.Borderlands 4 Handheld Performance Review
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- Marvel’s Wolverine reportedly slated for 2026 launch as Insomniac’s Venom remains “in development”
Marvel’s Wolverine reportedly slated for 2026 launch as Insomniac’s Venom remains “in development”
Following years of silence, it seems as though we might finally be getting our first proper look at Insomniac Games’ Marvel’s Wolverine some time this month. Ahead of any official showings, leakers have now claimed that the PS5 exclusive is set to arrive some time next year – with Marvel’s Venom planned to release in the years following.
As reported by MP1ST, “someone familiar with the situation” confirmed to the publication that Marvel’s Wolverine is currently planned to launch some time in 2026.
While not too surprising given the previous data breach which suggested as such, this seems to indicate that the hack has fortunately not impacted development too badly.
Though yet to be officially announced by Insomniac Games, the same hack revealed that the team is also working on a Venom-focused spin-off. According to MP1ST, this project is much further away, with the sources simply confirming that the title is still “in development.”
Additional information, including potential story spoilers, can be found HERE. That said, it is exciting to know that despite the cancellation of the multiplayer Spider-Man project, Insomniac still has plenty of exciting things cooking in the oven.
Hopefully we will learn more about Marvel’s Wolverine in particular during the rumoured upcoming State of Play later this month.
KitGuru says: What do you think of Insomniac Games’ output this generation? Are you more excited for the Venom of Wolverine game? Let us know down below.
The post Marvel’s Wolverine reportedly slated for 2026 launch as Insomniac’s Venom remains “in development” first appeared on KitGuru.PCSpecialist Recoil 16 Laptop Review (9955HX3D + 5070 Ti)
AMD’s X3D desktop CPUs have dominated desktop gaming performance for what seems like a lifetime at this point. But what happens when you try to squeeze that same tech into a laptop? The 2025 model of the Recoil 16 gaming laptop from PCSpecialist does exactly that, featuring a Ryzen 9 9955HX3D – a 16-core, 32-thread mobile CPU that AMD claim is the ‘world's fastest gaming processor'. Let's put that to the test today.
Timestamps:
00:00 Start
01:07 Pricing / Warranty
01:53 Hardware Specifications
04:30 Display
04:55 Battery and Charger
05:31 Laptop Design / RGB
06:32 Ports and connectivity
07:01 Weight / Hinges / Flex
07:28 Trackpad and Keyboard
08:50 Audio Performance / Sound Test
09:29 1080p Webcam
09:58 Mats thoughts so far
10:33 PCSpecialist Control Center Software
11:41 Gaming Experience
11:57 A Plague Tale Requiem
12:16 Cyberpunk 2077
12:36 Black Myth Wukong
12:57 Red Dead Redemption 2
13:10 Marvel Rivals
13:34 Kingdom Come Deliverance 2
13:55 Hogwarts Legacy
14:19 Forza Horizon 5
14:41 F1 2025
14:55 Counter Strike 2
15:11 Gaming performance thoughts
15:39 9955HX3D Performance / Thermals / Clocks
17:57 Noise Levels
18:29 Closing thoughts












Specifications:
- CPU – AMD Ryzen 9 9955HX3D 16-Core Processor
- Memory – 32GB Crucial 5600MT/s SODIMM DDR5 (2x16GB)
- GPU – Nvidia GeForce RTX 5070 Ti
- SSD – 2TB Samsung 990 EVO Plus PCIe 4.0 & 5.0 NVMe
- AC Adaptor – 280W Charger
- Battery – Recoil Series Integrated 99WH Lithium Ion Battery
- I/O –
- 2 x USB 3.2 Type C
- 3 x USB 3.2 Type A
- 1GB LAN, WiFi 6E
- Bluetooth 5.2
- SD Card Reader
- HDMI 2.1
- Mini DisplayPort
The core specs are confirmed in the following CPU-Z and GPU-Z screenshots:




Across a variety of ten titles tested at the laptop’s native QHD+ resolution, the Recoil 16 delivered good gaming performance. Even without upscaling, frame rates were smooth and very playable, and in titles that support DLSS and Frame Generation, frame rates can be pushed even further. The result is a system that feels comfortable handling modern games at high settings, with plenty of headroom for competitive play as well.
For the full results from all games, check out our full video review on our YouTube channel.
Kingdom Come: Deliverance 2 (2560×1600 – Max Settings – DLSS Balanced)
Red Dead Redemption 2 (2560×1600 – Max Settings)
A Plague Tale: Requiem (2560×1600 – Max Settings – DLSS Balanced – Frame Generation On)
Cyberpunk 2077 (2560×1600 – Max Settings – DLSS Balanced – 4X Multi Frame Generation)
F1 25 (2560×1600 – Max Settings)
Hogwarts Legacy (2560×1600 – Max Settings)
Closing Thoughts
The PCSpecialist Recoil 16 is a compelling example of how AMD’s X3D cache tech can shine in a mobile form by delivering good gaming performance in a compact, understated package.
At around £1899, the spec sheet offers decent value: a Ryzen 9 9955HX3D with that extra L3 cache, paired with the RTX 5070 Ti Mobile, alongside 32GB of fast DDR5-5600 RAM and a spacious 2 TB SSD. The 16″ 2560×1600 300Hz display is bright and vivid, offering enough speed for competitive play but also the colour and clarity needed for creative tasks.
The Recoil 16 handled modern titles at its native 2560×1600 resolution quite well and adding DLSS or Frame Generation where applicable can push the frame rates even higher. Unlike many flashy gaming rigs, its aluminium design and lack of any tacky branding help to deliver a sophisticated and mature look.
There are a couple of compromises worth mentioning. It’s not lightweight, at around 2.5kg, and then there’s the trackpad, which is positioned oddly to the left and frustratingly inconsistent in use. It is easily the system’s weakest point.
All in all, the Recoil 16 brings AMD’s X3D gaming supremacy to the laptop world in a package that’s practical, well-built, and priced sharply.
You can purchase the Recoil 16 laptop directly from PCSpecialist for £1899 HERE.
Pros:
- Great gaming performance.
- Very good CPU performance.
- Good heat and power management.
- Vibrant, sharp and fast 300Hz screen.
- Aluminium chassis feels well made.
- Tasteful RGB implementation.
- 2TB SSD is a welcome sight.
- Priced competitively.
Cons:
- Trackpad is inconsistent with tracking, clicking and tapping.
- Slight wobble in the lid.
KitGuru says: The Recoil 16 is a great gaming laptop with powerful components that deliver solid gaming performance. It's slightly let down by a frustratingly poor trackpad.
The post PCSpecialist Recoil 16 Laptop Review (9955HX3D + 5070 Ti) first appeared on KitGuru.Clair Obscur: Expedition 33 has sold over 4.4 million copies
Clair Obscur: Expedition 33 is currently tied with Split Fiction as the highest rated game of 2025 so far, with the JRPG-inspired title receiving universal acclaim from both critics and fans alike. Alongside the game’s undeniable critical accomplishments, Clair Obscur has seen an equal amount of commercial success – having now sold over 4.4 million copies.
As part of the annual French charity stream ZEvent, the team at Sandfall Interactive partook in an interview in which they were asked about the success of Clair Obscur: Expedition 33.
As mentioned by the team, the last official update put Expedition 33 as having sold 3.3 million copies within its first 33 days. That said, the devs did offer an update on this figure, revealing (as translated by ResetEra user DamageEX2) that the title has now reached 4.4 million copies sold.
While sales for the RPG has of course slowed down since its launch back in April, this updated figure is certainly worth celebrating – especially as it marked the debut title from Sandfall Interactive (and was made available day-one on Game Pass).
Regardless, Clair Obscur: Expedition 33 is a major achievement and deserves all of the success that it has received (and is continuing to receive). It will be interesting to see how many units will have been sold officially by the time The Game Awards comes around.
KitGuru says: Are you one of the 4.4 million players? Is Expedition 33 your personal GOTY so far? Does the game have the juice to keep its momentum going? Let us know down below.
The post Clair Obscur: Expedition 33 has sold over 4.4 million copies first appeared on KitGuru.Humble announces ‘Humbling Soulslikes’ bundle
Humble Bundles are a great way to get your hands on a selection of titles for a relatively low price. Available right now, the service’s ‘Humbling Soulslikes’ bundle includes a number of underrated FromSoftware-inspired experiences.
Purchasable in three different forms, the Humbling Soulslikes bundle is available for the next 3 weeks or so. Paying the minimum of £5.31 will net you:
- Achilles: Legends Untold (an isometric soulslike set in Ancient Greece)
- Salt and Sacrifice (a co-op enabled 2D souls-like)
- ELDERBORN (a first-person “metal action fantasy slasher”)
Upping your contribution to £8.86 meanwhile adds the following:
- Steelrising (a 3rd-person souls-like set during the French Revolution from studio Spiders)
- Asterigos: Curse of the Stars (a high fantasy indie Souls-like with a focus on combat, collectibles and story choices)
Finally, paying the full amount of £14.18 gets you all the above, plus:
- Flintlock: Deluxe Edition (a gun-focused souls-like from the team behind ‘Ashen’)
- Enotria: The Last Song (an indie souls-like set in “a beautiful sun-lit world inspired by Italian folklore”)
As always, a portion of the money raised by the bundle will go towards charity, with this bundle in particular supporting the Starlight Children’s Foundation – delivering “happiness to seriously ill children and their families” through the power of video games.
KitGuru says: Will you be picking up this collection? What’s your favourite non-FromSoftware developed Souls-like? Do you prefer first-person, 3rd person or isometric souls-likes? Let us know down below.
The post Humble announces ‘Humbling Soulslikes’ bundle first appeared on KitGuru.-
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- Dying Light: The Beast launches earlier than expected in celebration of 1 million pre-orders
Dying Light: The Beast launches earlier than expected in celebration of 1 million pre-orders
Dying Light: The Beast is the next game from Techland following 2022’s somewhat controversial Dying Light 2. Unlike their previous release, The Beast appears to have had a relatively smooth development cycle – with the team announcing that the game is officially set to arrive one day earlier than previously announced in celebration of 1 million pre-orders.
Taking to twitter to make the announcement, the team at Techland wrote: “Big news! Since more than 1 million players have already secured their copy of Dying Light: The Beast ahead of launch, we're moving the release forward to SEPTEMBER 18!”
Of course, bringing the game forwards by a single day is not the biggest deal in the world, however this does indicate a certain degree of confidence in the final product (especially as The Beast did receive a month-long delay earlier this year).
For the uninitiated, Dying Light: The Beast is a spin-off / sequel of sorts which follows Kyle Crane – the player character from the first game. Initially pitched as a standalone expansion to Dying Light 2, the game’s scope grew over time, turning it into the full release that it is today.
As mentioned, Dying Light 2 was seen as a step back in some ways compared to the first game. That said, the sequel did suffer from a number of development issues, necessitating a rewrite of the entire game’s story in a short amount of time.
As far as we know, the upcoming spin-off has not suffered any such setbacks, and so hopefully Dying Light: The Beast winds up being Techland’s best game yet when it launches later this week.
KitGuru says: Are you one of the 1 million pre-orders? Do you have high hopes for The Beast? What’s the most important aspect of Dying Light in your eyes? Let us know down below.
The post Dying Light: The Beast launches earlier than expected in celebration of 1 million pre-orders first appeared on KitGuru.