↩ Accueil

Vue lecture

Xbox February update improves cloud gaming and ROG Ally performance

Microsoft has launched its February 2026 Xbox update, bringing a suite of improvements to console players and QoL refinements across the ecosystem.

The most notable addition is the expansion of 1440p cloud streaming for Xbox Series X|S and Xbox One consoles, allowing Game Pass Ultimate members to enjoy sharper visuals and improved bitrates. This move effectively brings the console experience in line with the high-resolution streaming already available on PC and select smart TVs, further narrowing the gap between local and cloud-based play as the service officially moves out of its beta phase.

The update also caters to the growing handheld market, specifically providing new tools for ROG Ally and Ally X users. Players can now format removable storage directly through the Xbox app, and a new Advanced Shader Delivery indicator has been added to help avoid the dreaded “shader stutter” by notifying users when precompilation is complete. On the PC side, Microsoft is adding navigation sounds to the Xbox app to make controller usage feel more tactile.

Beyond technical tweaks, the Xbox ecosystem continues to grow, with over 1,000 titles now supporting both Xbox Play Anywhere and the “Stream your own game” feature for Ultimate subscribers. Recent additions like High on Life 2 and Dragon Quest VII Reimagined highlight the expanding Handheld Compatibility Program. At the same time, the Retro Classics library, in partnership with Antstream Arcade, has grown to over 100 retro classics. With more than 130 cloud games now supporting mouse and keyboard input and over 260 supporting touch controls, Microsoft is clearly doubling down on its new “play anywhere, on anything” philosophy.

KitGuru says: Xbox's February 2026 update is a solid improvement pack that reinforces the brand's pivot toward being a ubiquitous service rather than just a plastic box under your TV.

The post Xbox February update improves cloud gaming and ROG Ally performance first appeared on KitGuru.
  •  

Keychron expands V Ultra keyboard series with V10 75% Alice and V0 numpad

Keychron has broadened its V Ultra-series lineup with the release of the V10 Ultra and the V0 Ultra. The Keychron V10 Ultra adopts an ergonomic 75% Alice layout that reduces wrist strain by angling the hands inward. Accompanying it is the V0 Ultra, a standalone wireless mechanical numpad aimed at productivity enthusiasts.

Both devices are constructed from durable ABS plastic and mark a significant technological shift for Keychron by adopting the open-source ZMK firmware. This move away from the traditional QMK allows for much greater wireless efficiency and is the primary driver behind the series' impressive battery life claims.

 

Under the hood, the keyboard and numpad are equipped with Keychron's new Silk POM switches. Available in Red linear, Brown tactile, and Banana tactile options, these use a self-lubricating material for a smoother, richer typing sound. Moreover, like the remaining V Ultra family, these two boards also have an 8,000 Hz polling rate. To complement this, the V10 Ultra packs a 4,000 mAh battery capable of up to 660 hours of use with lighting disabled, while the V0 Ultra's 1,800 mAh cell offers roughly 360 hours of wireless uptime.

Both units feature south-facing per-key RGB lighting and hot-swappable PCBs compatible with any Cherry MX-style switches. Typing comfort is further refined by Poron gasket mounts and internal acoustic foams, which help damp vibrations. For connectivity, users can toggle between Bluetooth 5.3 for multi-device pairing, a 2.4 GHz wireless dongle for low-latency gaming, or a standard USB-C wired connection. The aesthetic is finished with double-shot PBT keycaps in the OSA profile. The V10 Ultra is now available for $124.99, and the V0 Ultra at $69.99.

KitGuru says: While the 8K polling might be overkill for most typists, the real star here is the switch to ZMK firmware. If you have been looking for an ergonomic Alice board that doesn't require a charging cable every three days, the V10 Ultra seems like one of the most balanced options out there.

The post Keychron expands V Ultra keyboard series with V10 75% Alice and V0 numpad first appeared on KitGuru.
  •  

Lenovo Legion Go Fold leak shows a hybrid handheld suitable for almost everything

Rigid boundaries have traditionally defined the handheld gaming market, but Lenovo is reportedly looking to erase them with the Legion Go Fold. Leaked ahead of Mobile World Congress (MWC) 2026, this concept device aims to bridge the gap between a portable console and a functional ultra-mobile PC.

According to Windows Latest, by using a flexible pOLED (plastic OLED) display, the Legion Go Fold can transform from a compact 7.7-inch handheld into an expansive 11.6-inch tablet or mini-laptop.

Image credit: Windows Latest

The defining feature of the Legion Go Fold is its versatility, made possible by its folding screen and detachable wireless controllers. In handheld mode, the device folds to 7.7 inches, retaining the familiar footprint of the original Legion Go, making it ideal for standard gaming on the move. In horizon mode, the display is fully unfolded to 11.6 inches, offering significantly more real estate and allowing the wireless controllers to be attached on the side. Then there's the dual-screen mode, which uses a vertical “portrait” orientation, where the software splits the screen, allowing each half to show different apps/games. Lastly, the laptop mode pairs the unfolded display with a magnetic detachable keyboard, just like a Windows Surface tablet.

The internal hardware is a mix of high-end capacity and slightly dated efficiency. The leak suggests the device is powered by the Intel Core Ultra 7 258V “Lunar Lake” processor, a chip designed primarily for battery longevity rather than the raw graphical power found in the Ryzen Z2 Extreme chips powering the upcoming Legion Go 2. For the battery, a 48 Wh capacity one was chosen. That's significantly smaller than the 74 Wh unit expected in the SteamOS-powered Legion Go 2. However, given that this is still a concept, hardware changes are still possible.

KitGuru says: The Legion Go Fold is a fascinating experiment in form factor, but given its status as the only device checking this many boxes, it shouldn't come cheap. However, if you are the type of user who plays as much as they work on the go, this might be the device for you.

The post Lenovo Legion Go Fold leak shows a hybrid handheld suitable for almost everything first appeared on KitGuru.
  •  

Pokémon Champions’s release date confirmed for April on Switch consoles

The competitive world of Pokémon is expanding with the launch of Pokémon Champions on the Nintendo Switch systems in April 2026. Players who download the game early will have the opportunity to claim a special Dragonite as a limited-time bonus from their in-game mailbox.

This new title places a heavy emphasis on the return of Mega Evolution, offering a direct connection to the upcoming Pokémon Legends Z-A. By using Pokémon Home to bring over specific partners like Chesnaught, Delphox, Greninja, and the Eternal Flower Floette, trainers can unlock exclusive Mega Stones to gain an advantage.

This release features a visitor system that lets you import compatible Pokémon from Pokémon Go and past entries in the series. While some Pokémon may need to undergo move training to learn techniques compatible with the Champions' battle system, any training results will be saved and carried over if that Pokémon leaves and returns to the game later. However, players should be aware that Pokémon caught within Champions are restricted to the game and cannot be transferred back to their permanent Pokémon Home collection.

When you arrive in the new Battle Arena, you will be guided by a cast of helpful characters designed to streamline your competitive experience. Tatora will assist with tournament entries, while Kitt manages the Roster Ranch for team building. For those looking to master high-level play, Cordy provides strategic tips, and veterans Caraway and Kajima will greet you as you prepare for your first matches in the arena. This social hub and simplified transfer system aim to make top-tier battling more accessible to trainers of all skill levels as they aim for the title of Champion.

KitGuru says: It's interesting to see the Pokémon Company pivoting toward a dedicated battle platform that puts the traditional “catch 'em all” journey aside in favour of pure strategy. Are you interested in this battle-centric Pokémon title?

The post Pokémon Champions’s release date confirmed for April on Switch consoles first appeared on KitGuru.
  •  

Monarch simplifies multi monitor control for power users

Windows users managing three or more displays have long struggled with the operating system's limitations, which fail to support specific-monitor targeting in complex setups. For years, the only reliable way to disable a specific screen was to navigate into Windows Display Settings to disconnect it manually. However, a new community-developed tool called Monarch has emerged to bridge this gap by using the Windows DisplayConfig APIs to detach and reattach outputs programmatically.

Brought to our attention by VideoCardz, Monarch was first shared on Reddit. This free tool enables users to push specific monitors into standby mode simply by stopping the video signal through software. This eliminates the need to reach for physical power buttons or fumble with cables. Beyond simple toggling, the app lets users save custom display layouts as profiles, which they can restore instantly. To prevent common configuration mishaps, the developer integrated a safety rollback system with a confirmation timer and a hard block that prevents users from accidentally turning off their last active display.

Although it was released just a few days ago, it has already received some updates, fixing bugs and introducing global shortcut hotkeys, the latter allowing for instantaneous profile switching or detaching specific displays without opening the app interface. This is a game-changer for multi-monitor gaming setups, where players often want to black out secondary screens to reduce distractions or system overhead with just a couple of key presses.

The developer has also addressed requests for HDR controls, noting that while HDR toggling is technically possible and on the roadmap, it presents unique challenges due to how Windows applies HDR colour profiles. For now, Monarch provides a lightweight and efficient solution for multi-monitor management that Microsoft has yet to resolve.

KitGuru says: Have you ever found any issues managing multi-monitor setups on Windows? Are you planning to try Monarch to see if it makes managing multi-monitor setups easier?

The post Monarch simplifies multi monitor control for power users first appeared on KitGuru.
  •  

Nvidia is giving away a Resident Evil Requiem-themed RTX 5090 graphics card

Nvidia has opened a limited-time sweepstakes to celebrate the launch of Resident Evil Requiem, the ninth mainline installment in the legendary survival horror franchise. The prize is a one-of-a-kind GeForce RTX 5090 Founders Edition featuring a custom wrap inspired by the game's dual protagonists, Grace Ashcroft and Leon S. Kennedy.

The giveaway runs from February 27th to March 2nd and is conducted through the Nvidia UK X account, where entrants must comment with their Resident Evil memory for a chance to win. Details on the giveaway can be found in the Sweepstakes' T&Cs.

 

While Nvidia lists the prize's estimated value at $1,999 for the card plus a $600 custom wrap, current market trends suggest the hardware is worth significantly more. Due to a global memory shortage and surging demand for AI-capable hardware, retail prices for the RTX 5090 have increased since its launch, with the cheapest custom models going for close to £3000. The sweepstakes is a “no-purchase-necessary” event, though eligibility is restricted to specific regions.

The game itself has just been released to critical acclaim, currently with an 88 OpenCritic score. The title leverages the full power of the GeForce RTX 50 Series with PC-exclusive features like Path Tracing and DLSS 4 with Multi Frame Generation. For those not lucky enough to win the custom GPU, Nvidia is running a concurrent hardware bundle where purchasers of a new RTX 5090, 5080, or 5070-series card (laptop GPUs included) will receive a digital copy of the game through March 16th.

KitGuru says: This sweepstakes arrives at a time when the RTX 5090 has become more of a mythical artefact than a consumer product for many gamers. With street prices currently sitting way above MSRP, winning a Founders Edition, let alone one with a custom Resident Evil aesthetic, is essentially like winning the lottery.

The post Nvidia is giving away a Resident Evil Requiem-themed RTX 5090 graphics card first appeared on KitGuru.
  •  

KitGuru Games: What Could Have Been – An Ode to the Games We Never Got

Sony’s recent push towards live-service games has yielded few successes so far, but equally as few failures. That’s not for lack of trying however, with the console manufacturer previously stating that they had greenlit the development of a dozen different ‘games as a service’ titles across its suite of PlayStation studios – most of which were eventually cancelled. While there is no arguing that a game which was clearly on the path towards failure shouldn’t be canned before it’s allowed to release, many of the projects which Sony would later cancel came alongside lay-offs and studio closures.

Such is the case with the ill-fated BluePoint Games, whose flawless reputation and repertoire could not save it from being shut down following the cancellation of its years-in-development multiplayer live-service God of War game. But what if the project was able to come together and be released? What if most of Sony’s cancelled PS5 games found their way past the finish line? This is an ode to some of the games we never got.

Games live-service

Back in 2022 during Sony’s Business Segment Briefing, the then-President and CEO of Sony Interactive Entertainment ‘Jim Ryan’ revealed that the console maker was planning to have launched a total of 12 live-service titles by the end of the 2025 Fiscal Year.

Cut to what is pretty much the end of the 2025 Fiscal year and very few of those dozen games have been released, with a majority of them ultimately winding up cancelled.

As mentioned, a few titles have made it past the finish line, with the annual MLB The Show continuing to truck along; Helldivers II taking everyone by surprise and the world by storm; and of course Concord – doing pretty much the opposite of Helldivers in becoming one of the most infamous failed launches in perhaps decades. That said, at the very least Concord was able to be released and judged by the world (and boy did they judge).

For better or for worse, most of the promised dozen live-service offerings will never come to be and as such won’t have the opportunity to succeed or fail. Monetarily, this likely made the most sense for Sony, but as a fan, it’s hard not to imagine what could have been had the seeds been allowed to fully fruit. From Firesprite Studio’s ‘Project Copper’ to The Last of Us Online; Spider-Man: The Great Web and of course BluePoint’s live-service God of War game, let's speculate and pontificate about some of the games we never got.

Let’s start with Naughty Dog’s The Last of Us Online, not only due to the fact that it was at one point my most anticipated title, but also because of the fact that in many ways it spawned from ideas created prior to Sony’s live-service push. For the uninitiated, the original TLOU launched back in 2013 alongside a multiplayer mode known as Factions. While The Last of Us is first and foremost a single-player narrative driven experience, the Factions mode felt like more than just a slapdash PvP mode intended to fill out the package.

Of course, in today’s day and age, Factions is lacking somewhat in its depth and so when The Last of Us Part II was announced to be getting its own multiplayer mode, my mind raced with the potential. This then became doubly so when Naughty Dog revealed later on that TLOU Part II would not include any multiplayer elements, instead spinning the PvP mode off into its own bespoke experience.

Between The Last of Us Online’s announcement and cancellation, we did not get too much in the way of details. That said, based on the few bits of concept art released and statements from the team, it appeared as though TLOU Online would be set in San Francisco while focusing on a new suite of characters.

Unfortunately, this is pretty much all we learned officially regarding the game, with Naughty Dog / Sony ultimately canning the project in order to focus on what the team does best – story focused single player games.

That said, when I think about what could have been, I am met with a sense of sadness. The Last of Us Part II’s gameplay was peak and is in many ways the cleanest, smoothest and most satisfying 3rd person shooting / combat I’ve experienced. When compared to the first game, Part II feels infinitely more freeing in what you as your character can do and perform – a benefit not only to the moment-to-moment gameplay but also the overall ability to strategise and plan. This worked great in the context of Part II’s narrative and would have been transformative for TLOU Online.

Even more interesting however would have been to see what Naughty Dog’s plan for the overall gameplay loop was. In case you didn’t play it back in the day, The Last of Us Factions was essentially a standard map-based PvP shooter in which the main goal was simply to kill the enemy team (while also occasionally picking up some necessary resources). Your progress in these matches would then feed into the game’s camp system, which was just a menu showing how many people are present in your ‘base’ and their current status. Performing well in matches would allow your base to expand and improve – though the impact of this was minimal and served primarily as a fail state which you hope to avoid.

Though its actual gameplay did little to reflect it, much of the ‘narrative’ of the Factions game mode functioned somewhat like a proto-extraction shooter. Now, imagine Naughty Dog took TLOU’s Factions mode as a baseline to then expand upon, what could have been? Well, in my mind, The Last of Us Online could have been ARC Raiders before ARC Raiders.

In a perfect world, The Last of Us Online would have had you create a character and set up a basic base/campsite which you would operate in. Depending on how ambitious the team wanted to be, the camp system itself could have been a fully explorable and customisable base, the evolution and progress of which you could experience in real-time.

Of course, you need resources to keep your camp alive, and so players would then pick a spot on the open-world map to explore and scavenge for materials. Like any good extraction shooter, the different areas would offer different resources of varying rarities, and so players have to keep their wits about them when deciding where to go next.

Where The Last of Us Online could truly have shined however was in its combat. As mentioned, TLOU Part II’s gameplay is peak and needs little in the way of change, but it’s the setup surrounding the combat which could have made for a dynamic and evolving experience.

The world of The Last of Us consists of two primary enemy types: infected and humans. This already offered a strong degree of variety, with the former being primarily melee focused foes with somewhat of a predictable level of reactivity. Humans on the other hand are more cunning, sneaky and of course, strapped; necessitating a whole different approach. Combine these two elements while introducing a 3rd – multiplayer PvP – and you have a recipe for a potentially deep and dynamic world.

Alongside NPC factions such as the Fireflies; WLF; Seraphites and rattlers, players would have to contend with other real-world players and their own self-made factions. Much of what was relegated to a menu in the original TLOU Factions could be realised in a fully explorable space, making for a survival crafter extraction shooter hybrid which could have been unmatched.

All of this, alongside the typical Naughty Dog level of care and polish across every aspect (visuals; audio; animation; music; voice acting etc…) would have made for my dream game. Alas, it will forever remain a dream.

Another cancelled title (one which actually resulted in the closure of the studio) was Project Camden. This game, appropriately being developed by PlayStation’s London Studio, was to be a co-op title set in a fictionalised London. While little was shared regarding the project at the time, we did get at least one piece of concept art which showed off the game’s intended visual aesthetic of vibrant colours and a blend of fantasy crossed with contemporary elements.

While far from PlayStation’s most prestigious team, London Studio filled a particular gap in the console maker’s repertoire and, as they were allowed more budget and freedom, were beginning to present a great deal of potential. Plus they’ll always have a place in my heart thanks to the EyeToy games and of course PlayStation Home (R.I.P.)

Back to Project Camden, we fortunately don’t need to speculate too much on what the game would have been, as a number of the former developers at London Studio would go on to found Twisted Works. This newly created team’s first project is titled Casts Outs and borrows from many of the elements which they were working on previously.

Of course, the game is an entirely different product operating on a presumably smaller budget, but here’s to hoping that Casts Outs proves to have a fun and replayable formula; giving a bit of a silver lining to the end of London Studio and Project Camden. We will have to wait and see.

Though never officially announced, we would learn that following the release of Days Gone, Sony’s Bend Studio began working on an open-world live-service title built upon the gameplay systems developed for the aforementioned Days Gone. Later leaked to have been titled Project Mirror Pond, what little was discovered regarding the game indicated that it would have been a 3rd-person shooter featuring military-grade weaponry.

So, what could have been had Mirror Pond not been cancelled and a 3rd of Bend Studio’s developers weren’t laid off? Well, Days Gone seems like a good place to start.

While critiqued somewhat upon its initial release for being a bit of a jack-of-all-trades (while suffering from a number of bugs), Days Gone is looked back upon more fondly nowadays.

Though the story was whatever, Days Gone’s emphasis on its motorbike, how it factored into the open world and its exploration did make for a compelling gameplay loop. Needing to manage your fuel efficiently while navigating towards your destination made the moments in between the action feel more purposeful and intentional, where each detour needed to be considered.

I could imagine a shooter from Bend Studio in which you and your squad can group up to complete missions together. One could be the designated driver while the others keep watch for enemies as you try to navigate some harsh lands.

Narrative-wise and thematically, the game could have gone anywhere. With all we have to go off of being some early models of military weaponry, Mirror Pond could have been a modern military shooter; it could be a period piece set one of the world’s many historical wars; it could be set 10,000 years in the future but just so happen to feature real-world styled guns – we don’t know. But that is part of what makes its cancellation so frustrating to see.

Bend Studio was a team on the rise, coming off of their first proper big budget game in generations; one which showcased their potential. While a live-service title might not have been my dream game from the team, the core of Days Gone could have served as an excellent base for Project Mirror Pond. I guess we’ll never know.

One cancelled title which we know far more about however (even if by unfortunate circumstances) is Spider-Man: The Great Web. Low-key teased in one of Spider-Man 2’s side missions, this live-service title would have pretty much been Spider-Man 2 but in multiplayer while also featuring multiversal portals. It sounds perfect, and based on the leaked internal footage, it looked perfect.

Unlike some, I did genuinely enjoy the story of Insomniac’s Spider-Man 2. Even so, across 2018’s entry, Miles Morales and Spider-Man 2, by far the best aspect of these titles are their gameplay. I’ve 100% all three of the games and would happily do it all over again, simply due to the fact that controlling Spider-Man (be it during combat or when swinging around New York) was nothing less than an absolute pleasure. Each successive entry managed to refine the formula while giving players even more control over the Spider-Men, culminating in gameplay mechanics which I could play forever.

Spider-Man: The Great Web would have provided all this and more. While the notion of a multiplayer Spider-Man game does little to ignite excitement from me, a live-service Spider-Verse title would have been stellar. Keeping watch over a New York City which actually evolves over time in real-time would have been the closest we would ever get to actually becoming Spider-Man.

Thanks to its live-service nature, the game could see different gangs take hold over different boroughs, perhaps even being altered based on what activities players have engaged in (Helldivers style).

Each Season a different villain could rise up and try to take over the city, necessitating you to power up and prepare in order to take them down. There is almost a century worth of Spider-Man stories which could be pulled from, offering near-endless potential for what could be added in an update. There could even be a mini game where you have to race your Spider-Car around the city all the while smashing into the iconic arch villain ‘The Wall’. The opportunities are endless.

That’s not even accounting for the Spider-Verse side of things, which not only makes for even more creative potential, but opens the floodgates for character customisation. Being able to create your own Spider-Man, obtaining different multiversal powers while customising your suit based on 100s of different outfits the Spider-People have worn over the decades would not only have been peak fantasy fulfilment – but if Sony wanted to go this route – would have made absolute BANK if these suits were released as paid cosmetics.

The blueprint was already there. Across the three Spider-Man games developed by Insomniac, we’ve gotten a cavalcade of different combat styles; moves; animations; activities; swinging mechanics; finishers; enemies; villains and so much more. Put all of this into a boiling pot, stir it just the right amount, sprinkle in a couple more different variations of the above and you’ve got yourself the perfect live-service Spider-Man game.

This one especially hurts as we’ve seen exactly what Insomniac Games were planning, and in my opinion it looked perfect. I guess I’ll go replay Spider-Man 2 for now.

Project Copper suffered from quite a few setbacks during its in-development existence. Originally being helmed by Lucid Games – the team behind the failed-yet-pretty-fun destruction derby PS5 exclusive Destruction All-Stars – this title would have seen the iconic PlayStation series Twisted Metal return in live-service form. Said to have been centred around Battle Royale mechanics, the project would later get taken over by Firesprite studios before ultimately being cancelled.

So, what would this new incarnation of Twisted Metal have been had it come to fruition? Well, the aforementioned Destruction All-Stars would be a good place to start. Though the PS5 launch-window title failed to capture an audience and was left to die in obscurity, the game itself was a pretty solid time.

The diving mechanics were fun, the feedback was satisfying and the parkour additions offered a nice twist to the formula. Though I had no issues with it, the primary complaint I saw from the game was in its visual style. Going for that Fortnite-esque character design tied in with Hero Shooter attitude led to a game which felt somewhat generic.

Twisted Metal on the other has its own distinct and unique aesthetic – one which it crafted decades ago. Thus, combine the overall set-up and gameplay of Destruction All-Stars with the visual identity and iconography of Twisted Metal and you’ve already got yourself a strong start.

In terms of its live-service-ness, the game could have been kept fresh with new vehicles; characters; weapons; arenas; customisation parts; takedown animations alongside all the live-service battle pass fluff. Hell, we could have even gotten Anthony Mackie and Stephanie Beatriz skins based on the show.

While I’m not too mad that it never came to be, I do see the potential, especially as I feel like this would have been the only way we would get a new Twisted Metal.

Last but not least, we come to the cancellation and studio closure which spawned this discussion. Hot off the heels of the excellent Demon’s Souls Remake, BluePoint Games would be acquired by Sony in a move which many celebrated, as it marked the logical conclusion to over a decade worth of collaborations. Unfortunately, nothing has come from this acquisition (aside from their assisted development on God of War Ragnarök).

Speaking of God of War, we would later learn through leaks that prior to the studio’s closure BluePoint Games were working on a live-service multiplayer God of War title. To be honest, I initially struggled to think of a formula which would work with such a concept. God of War is very much a single-player experience and one which could not easily be translated. After all, it's called God of War not Gods of Wars.

Still, based on the few leaked screenshots which seemed to showcase Hades’ armoury alongside a bunch of different weapons, an idea did spring to mind.

Similar to the recently-released God of War Sons of Sparta, this ill-fated project from BluePoint Games – assuming it wanted to fit into the rest of the God of War canon – would have been set in the past, possibly before any of the original trilogy took place. The game could see you taking on different missions for the gods, selecting your weapon and then going out to battle with and against armies of enemies.

The concept could work regardless of whether they went for the OG trilogy perspective or the Norse Era style; or even something else new. Irrespective of perspective, I picture a somewhat musou-styled game in which you are tearing through hundreds of enemies in the name of Ares or Hades or whoever they need to fit the story.

The main thing that stumps me is how Kratos would factor into all of it. Of course, initially you would assume that we would get to play as Kratos. But how would that work in the context of a live-service multiplayer title? Will they go the Dying Light route of having all players look the same, would Kratos be one of multiple named characters to choose from? After all, Ragnarök did flirt with the idea of playing as other characters. Or, would Kratos have been the general for an army which you and all other players are a part of; working under his leadership, rising the ranks, learning new abilities and gaining his respect. I doubt it.

Despite The Last of Us being the more narrative-focused franchise, God of War – amongst all these above projects – makes the least sense to me to be turned into a live-service multiplayer title. To be frank, I understand why Sony cancelled the game, in fact it likely should never have been greenlit in the first place. Even so, BluePoint Games did not deserve to be shut down, and the industry is worse off without them.

Of course, I am but a single person with my own opinions. Across all the cancelled projects we covered, the only ones which I was disappointed in hearing about their ultimate fates were The Last of Us Online and Spider-Man: The Great Web. Well, that’s not quite true, as each of these cancellations stung in their own way.

Like I said at the start, I am not denying that most of these games probably should have been cancelled. However, Sony (who greenlit the projects) contributed to years worth of wasted work and effort which could have been going towards something else, only to then lay-off a large number of developers or entire studios – causing significant brain drain in the games industry.

For some developers, this situation could be seen as a lesson learned, while for others these cancelled titles might represent their final projects as part of game development. Regardless, I’d argue that this whole live-service roller coaster which Sony has been riding for the past half a decade has been a net negative to video games; and while I will always yearn for some of the projects which never came to be, at this point I just want to get off of the coaster.

KitGuru says: What do you think of Sony’s whole live-service push? Which of the cancelled projects do you think had the most potential to succeed long-term? Which of the games were you actually looking forward to / hoping would release? Let us know down below.

The post KitGuru Games: What Could Have Been – An Ode to the Games We Never Got first appeared on KitGuru.
  •  

Classic GameCube-era Pokémon game joins Switch Online next month

It has been almost a year since Pokémon Colosseum, and its sequel were announced for the new GameCube expansion for Switch Online on Switch 2 consoles. Today during a Pokémon anniversary showcase, Nintendo finally announced when at least one of these games will become playable. 

Funnily enough, it is the second game, Pokémon XD: Gale of Darkness, that will be joining the GameCube Switch Online library first. The game is a sequel to Pokémon Colosseum, a fan-favourite home-console game amongst long-time fans of the series. Gale of Darkness will be playable on Switch 2 consoles starting in March.

Gale of Darkness and Pokémon Colosseum were two of the first games announced for the new GameCube emulator for Switch Online subscribers. As the GameCube expansion is only accessible on Switch 2, that would also make both games Switch 2 exclusives, unless you happen to have the original hardware and copies of the game lying around.

While Gale of Darkness is arriving in March, there is still no confirmed date for Colosseum.

KitGuru Says: This has been a big day for Pokemon fans, with Fire Red and Leaf Green returning, alongside the first trailer for the next-generation mainline game, Pokémon Wind & Waves.

The post Classic GameCube-era Pokémon game joins Switch Online next month first appeared on KitGuru.
  •  

Next-gen Pokémon Winds and Waves announced for Switch 2

The leaks were correct, the next generation of Pokémon, the Gen 10 titles, will be titled Winds and Waves. Pokémon Winds & Waves will take on the mantle from Scarlet and Violet, the last titles of the original Switch generation.

Over the Switch generation mainline Pokémon games went through a lot of changes, moving from the traditional top-down layout to massive open-world maps with free travel and roaming 3D Pokémon. Game Freak has also begun experimenting with ‘Legends' titles, which also offer open-world gameplay, but feature experimental catching and battle mechanics.

Pokémon Winds and Waves will be the first exclusive Pokémon game for the Switch 2. The trailer also revealed the three new starter type Pokémon for this generation, including Pombon – a fire type dog, Browst – a Grass-type owl and Gecqua – a water type Gecko.

Pokémon Winds and Waves will launch for the Switch 2 sometime in 2027. It is unclear if the games will launch in early 2027, around February, or if Game Freak will save the titles for later in the year.

KitGuru Says: Are you looking forward to the next mainline Pokémon game?

The post Next-gen Pokémon Winds and Waves announced for Switch 2 first appeared on KitGuru.
  •  

Sony debuts upgraded PSSR upscaler for PS5 Pro, starting with Resident Evil Requiem

Sony is preparing to roll out an upgraded version of its PlayStation Spectral Super Resolution (PSSR) upscaling technology for PS5 Pro, with the update scheduled to arrive globally in the coming weeks.

PSSR is Sony’s AI‑driven image‑enhancement library, already used in more than 50 PS5 Pro titles to boost effective resolution by analysing each frame at the pixel level. The new release represents a major overhaul of both the neural network and the underlying algorithm.

PSSR FSR

Resident Evil Requiem, launching today, is the first game to ship with the enhanced PSSR. Capcom’s Masaru Ijuin says the studio focused on improving the fidelity of the protagonist through an upgraded RE Engine, including individually rendered hair and beard strands that react to movement and light. According to Ijuin, the new PSSR is able to preserve these fine details during upscaling, helping maintain both image quality and performance while pushing the game’s horror presentation further.

Sony says the revised algorithm stems from its Project Amethyst partnership with AMD, building on the same foundations as AMD’s FSR 4 technology. The PS5 Pro version includes an additional six months of refinement tailored specifically for the console.

More titles are expected to adopt the improved PSSR in March, alongside a system software update. Once installed, PS5 Pro owners will be able to enable “Enhance PSSR Image Quality” in Settings, applying the new upscaler to any supported game. Sony suggests some titles may show noticeably sharper results once the feature is active.

KitGuru Says: Do you own a PS5 Pro? Have you been impressed with many games on it so far?

The post Sony debuts upgraded PSSR upscaler for PS5 Pro, starting with Resident Evil Requiem first appeared on KitGuru.
  •  

AMD rolls out driver optimisations for Resident Evil Requiem and Marathon

AMD has released its Adrenalin Edition 26.2.2 driver, adding support for Resident Evil Requiem and Marathon while addressing several stability issues.

The update resolves intermittent crashes or driver timeouts in Roblox Player (Car Zone Racing & Drifting) when switching between media, and fixes texture flickering seen in some Windows desktop applications when Instant Replay and Record Desktop were enabled.

A number of issues remain under investigation. Cyberpunk 2077 may still crash when loading a save with Path Tracing enabled, and Battlefield 6 can show similar behaviour on systems using the Ryzen AI 9 HX 370. Texture flickering may also appear in Battlefield 6 when using AMD Record and Stream, while FSR Upscaling and Frame Generation may show as inactive in several titles on Radeon RX 9000‑series GPUs.

AMD recommends using the AMD Cleanup Utility when rolling back to an earlier driver. The 26.2.2 package is available now, with auto‑detect installation offered for all supported products.

Naturally, if you are picking up Resident Evil Requiem or Marathon this weekend, then upgrading to this driver is recommended.

KitGuru Says: Nvidia had to pull back its Game Ready driver for these titles, so AMD GPU users may get the best experience this weekend.

The post AMD rolls out driver optimisations for Resident Evil Requiem and Marathon first appeared on KitGuru.
  •  

Netflix pulls out of Warner Bros merger as Paramount increases bid

While Warner Bros had initially been intent on accepting Netflix's buyout offer, Paramount ultimately started a bidding war for the company. Now, Netflix has confirmed that it is pulling out.

Netflix will no longer be buying Warner Bros Discovery as planned. Paramount Skydance has increased its bid for the company to $31 per share, making its buyout offer worth tens of billions more than Netflix's offer. Paramount will also be paying Netflix $2.8 billion to settle the contract termination fee with Warner Bros.

For gamers, this is slightly concerning news. While Netflix's gaming operation is still quite new, it would be in a better position to take over the likes of NetherRealm and Rocksteady. Paramount on the other hand has very little experience with AAA video games and may not be interested in that aspect of the deal at all.

It is unclear when the Paramount – Warner Bros merger will finalise. The deal will still be subject to regulator approvals and that process can take years.

KitGuru Says: Do you think this new merger will be successful for Paramount?

The post Netflix pulls out of Warner Bros merger as Paramount increases bid first appeared on KitGuru.
  •  

ASUS ROG GR70 Mini PC Review (9955HX3D + 5060)

Today we’re checking out the ASUS ROG GR70 gaming mini PC. Not to be confused with the ROG NUC – although they look basically identical – the GR70 packs in a Ryzen 9 9955HX3D CPU instead of an Intel Core Ultra processor. Given NUC used to be an Intel product line, which ASUS then took on, I wonder if that’s why it’s not part of the NUC family. Either way, it’s a tiny machine that's focused solely on gaming, including discrete Nvidia graphics and that high-end Ryzen X3D CPU. Let’s find out just how good the GR70 is…

Timestamps:

00:00 Intro
00:59 Spec and pricing
02:01 Design first impressions
02:45 Connectivity options
03:29 Accessing the internals
05:07 Testing modes and behaviour
06:57 Noise tests
08:18 Game benchmarks
12:02 Gaming perf vs a full-size desktop
14:02 Closing thoughts

Specification:

  • Operating system: Windows 11 Home
  • CPU: AMD Ryzen™ 9 9955HX3D Processor (cTDP 70W)
  • Chipset: Integrated
  • Graphics (integrated): AMD Radeon™ Graphics 610M
  • Graphics (discrete): NVIDIA® GeForce RTX™ 5070 Laptop GPU (100W + 15W Dynamic Boost, 8GB GDDR6)
  • Memory: 32GB DDR5-5600 SO-DIMM included; maximum 96GB (48GB DDR5-5600 x2). *Dual-channel configuration required for optimal performance
  • Storage: 1TB M.2 NVMe™ PCIe® 4.0 SSD included; supports 512GB–2TB M.2 2280 NVMe™ PCIe® 4.0 x4 or 1TB–2TB M.2 2280 NVMe™ PCIe® 5.0 x4 SSD
  • Wireless: Wi-Fi 7 (Gig+), Bluetooth® 5.4
  • LAN: 10/100/1000/2500 Mbps (2.5G LAN)
  • Front (side) I/O ports:
    • 1x USB 3.2 Gen2 Type-C (5V/3A, 10Gbps)
    • 1x USB 3.2 Gen2 Type-A (5V/0.9A, 10Gbps)
    • 1x Audio jack (Line out / Mic in / Headphone out)
    • 1x Power button
    • 1x LED light bar
    • 1x ROG ARGB LED panel (side)
  • Back I/O ports:
    • 1x USB 4.0 Type-C (DP 1.4, 5V/3A, 40Gbps)
    • 1x USB 3.2 Gen2 Type-A (5V/0.9A, 10Gbps)
    • 2x HDMI 2.1 (up to 4K @60Hz)
    • 2x DisplayPort 2.1
    • 1x 2.5G RJ45 LAN
    • 1x Kensington lock slot
    • 1x DC-in
  • Multi-display support: Up to 5 displays simultaneously
  • Power supply: 330W adapter with power cord
  • Dimensions (W x D x H): 282.4 x 187.7 x 56.6 mm
  • Weight: 2.75 kg
  • Color: Star Grey
  • Accessories: AC adapter, power cord, user manual, warranty card

It's worth noting that we were sent a ‘reviewer's special' of the GR70, given our sample packs in the 9955HX3D CPU, but that sits alongside RTX 5060 Laptop graphics – which doesn't appear to be a configuration that ASUS is actually selling. The gaming performance shown in our video is therefore likely to be slightly below what an actual retail unit will deliver, though both 5060 and 5070 Laptop chips have 8GB VRAM.

Pricing and availability is also unconfirmed at the time of writing, but we have reached out to ASUS and will update this review when we have more information. No doubt the ROG GR70 will be expensive and it will certainly have a price premium over an equivalent desktop machine, you will just have to decide how much of a premium you are happy to pay considering the ultra small form-factor.

Pros

  • Tiny and sleek machine.
  • Impressive CPU and GPU grunt considering its size.
  • 4K gaming is possible in certain titles, when using DLSS Performance.
  • Very easy to access the internals.
  • Strong I/O.

Cons

  • CPU hit 100C in intensive all-core workloads.
  • Gets very loud at the same time (though is much quieter for gaming).
  • Pricing and availability is not yet confirmed, though it's likely to be very expensive.

KitGuru says: The ROG GR70 is a properly gaming-focused mini PC. It's not perfect, and using it for more than just gaming – like some intensive CPU workloads – may not be the best idea due to the thermal situation. However, if you just want a tiny PC that is capable of properly playing the latest AAA games, this is well worth a look.

The post ASUS ROG GR70 Mini PC Review (9955HX3D + 5060) first appeared on KitGuru.
  •  

Resident Evil Requiem sets record highs on Steam

Resident Evil Requiem was already off to a good start with critics but it also appears to have been a huge day-one success with PC gamers as well. When the new game unlocked last night, player-counts shot up to almost 300K. 

With a peak concurrent player count of over 275,000 on Steam (via IG), Resident Evil Requiem now has the biggest PC launch of any of the mainline games or remakes. For reference, this is 200K more concurrent players than the peak for Resident Evil 2 Remake, and a little more than 100K more than Resident Evil 4 Remake.

Resident Evil Requiem has launched today to a wave of positive reviews from fans and critics alike. The game successfully marries memorable action moments with the tense survival horror vibe of Resident Evil 7.

Resident Evil Requiem is available now for PC and consoles. An AMD graphics driver update is available for Radeon GPU users. Nvidia had also released a driver for this launch but had to pull it from circulation due to bugs.

KitGuru Says: Are you playing Resident Evil Requiem this weekend? 

The post Resident Evil Requiem sets record highs on Steam first appeared on KitGuru.
  •  

Nvidia disables rollout of latest Game Ready driver, encourages rollback

The new Nvidia Game Ready graphics driver that began rolling out yesterday has been suddenly pulled shortly after circulation. Nvidia has removed downloads for the driver temporarily while it investigates a number of reported issues.

According to some reports, the new driver contained a bug that would stop GPU fans spinning, as well as a voltage locking issue, HDR problems and issues with simple tasks like video playback.

Nvidia confirmed that it has pulled downloads of the driver on its blog page, saying: “We have discovered a bug in the Game Ready and Studio 595.59 WHQL drivers and have removed the downloads temporarily while our team investigates. For users that have already installed this driver and are experiencing issues with fan control, please roll back to 591.86 WHQL”.

If you have the Nvidia App, you can still roll back your driver through the drivers tab by scrolling down and clicking the three dots in the corner.

KitGuru Says: This is unfortunate timing, especially with Resident Evil Requiem becoming widely available today. There is no timeline yet for a hotfix but we will keep our eyes out for it.

The post Nvidia disables rollout of latest Game Ready driver, encourages rollback first appeared on KitGuru.
  •  

Mortal Kombat creator teases potential Killer Instinct revival

Killer Instinct has been one of the more forgotten fighting game franchises, with the series not seeing a new entry since the 2013 Xbox One console exclusive. That said, following the surprise 10th anniversary remaster released a couple years ago, Mortal Kombat creator Ed Boon has opened up discussions surrounding a possible Killer Instinct revival.

Taking to Twitter, Ed Boon posted a poll asking his followers what would be the “best way to bring back Killer Instinct..” with the options being as follows:

  • $70 full game Xbox only
  • $70 full game all systems
  • Free to play Xbox only
  • Free to play all systems

Killer Instinct
Boon

With 44 thousand votes, the two most popular responses by far were for it to either be a free to play title on all systems (43%), or a full priced game on all systems (46%).

Of course, this is just a poll, with Boon himself confirming that the Tweet is not indicative of any current or future plans.

Furthermore, with the current status of WB Games, having NetherRealm develop a Killer Instinct title would likely require the involvement of multiple parties including Microsoft.

All that said, it is interesting nonetheless to get a sense of where the Killer Instinct franchise is at in today’s day and age.

KitGuru says: What do you think of Killer Instinct? How does its gameplay compare to other fighting game franchises? What studio would be best suited to work on a new KI entry? Let us know your thoughts down below.

The post Mortal Kombat creator teases potential Killer Instinct revival first appeared on KitGuru.
  •  

Alan Wake Remastered gets surprise update with tons of new additions and improvements

In recent years we’ve seen Remedy Entertainment going back to some of its previous releases in order to improve them technologically. Most notably, the team patched 2019’s Control last year adding proper HDR support; new ultra ray tracing presets; 10bit colour and much more. Now, Alan Wake Remastered is seeing a similar treatment – bringing tons of welcome additions.

Releasing the patch notes via their blog, the team at Remedy Entertainment detailed Alan Wake Remastered’s surprise update. Available now on PC, patch 1.33 brings both expected and welcome improvements, including but not limited to:

  • Camera improvements
  • Vegetation animation improvements
  • Weapon swap refinements
  • Full HDR support
  • New ‘Modern’ camera mode
  • Maximum FPS increased to 240 (was 200 previously)
  • DLSS improvements
  • 10bit colour support
  • More accurate FOV scaling
  • More dynamic ultrawide support
  • Other miscellaneous refinements

Alan Wake
HDR

Of course, the most immediately notable enhancement will be the addition of 10bit colour and full HDR support, making the game’s distinct colour palette more pleasing in both light and dark areas. Of course, for those with an ultrawide monitor, this update is also pretty vital.

As was the case with Control, hopefully many of these improvements will make their way over to the console version of Alan Wake Remastered sooner rather than later. Regardless, it is always exciting to see a game receive pretty transformative updates so many years later. The full patch notes can be found HERE.

KitGuru says: What do you think of this surprise update? Will you be replaying Alan Wake Remastered? Which of the above additions do you think is the biggest deal? Let us know down below.

The post Alan Wake Remastered gets surprise update with tons of new additions and improvements first appeared on KitGuru.
  •  

Milla Jovovich is the next Elusive Target in HITMAN World of Assassination

While the team are continuing to work on the upcoming 007 First Light, IO Interactive have kept HITMAN World of Assassination alive with periodic updates and new content – most notably in the form of their limited-time Elusive Targets. In alignment with the release of Resident Evil Requiem, the iconic Milla Jovovich has now joined the World of Assassination, with players having a little under a month to take her out.

Releasing a pretty hype trailer announcing the next Elusive Target, IOI revealed that Milla Jovovich is the latest celebrity target to join HITMAN: WOA, writing:

“Power leads to secrecy. Secrecy and power are now a global threat. Are you ready to uncover what’s buried beneath the manor and stop it before it’s too late? Milla Jovovich steps into HITMAN as the latest Celebrity Elusive Target. Play for FREE from February 25th – March 24th and put a stop to Lilith Devereux’s rapid rise.”

While this latest collab has likely been timed to align with the launch of Resident Evil Requiem (given that she was the lead in the classic RE films), Jovovich has had a strong presence across the board, with some of her featured films including 2020’s Monster Hunter; 2019’s Hellboy; The Fifth Element and many more.

Interestingly, this latest Elusive Target is one of the only ones to fight back, meaning you will have to be extra careful when taking her down.

While it is somewhat of a shame to see these Elusive Targets come and go, the concept remains cool and does give that sense of urgency which the team are going for. The Patient Zero Requiem Elusive Target is available to take down from now until the 24th of March.

KitGuru says: What do you think of this whole Elusive Target release strategy? Which featured celebrity have you enjoyed the most so far? Let us know down below.

The post Milla Jovovich is the next Elusive Target in HITMAN World of Assassination first appeared on KitGuru.
  •  

Multiple insiders claim Sony is moving away from releasing single-player games on PC

Over the past console generation, we’ve seen Sony embrace the notion of releasing some of its first-party titles to other platforms later on down the line – particularly on PC. While this has yielded some success, it seems the console maker might be going back towards exclusivity, with insiders claiming that future multi-platform releases might be limited to live-service titles.

According to multiple insiders, Sony might be moving away from bringing their single-player games to PC, with known leaker Jason Schreier recently claiming that “the sense I'm getting is that they're backing away from putting their exclusive console stuff like traditional single-player stuff on PC.”

Other leakers echoed the sentiment, with SneakerSO writing “there are loads of changes happening now that we'll see increasingly over the next 3-4 years that are more in line with what folks preferred from them.”

Another known insider – NateDrake – put it in more basic terms, claiming that “Sony is shifting their PC strategy, absolutely.”

Sony PC

While Sony themselves have rarely shared official sales data for their games on PC, previous leaks have shown that most single player titles have failed to hit 1 million on the platform.

As such, it appears as though Sony has determined that the brand value of PlayStation as a machine for exclusives is more important than getting an extra couple hundred thousand sales from PC users.

Of course, live-service titles will remain day-and-date, and so we will have to wait and see how this all pans out.

KitGuru says: What do you think of this supposed strategy shift? Were they always going to go back towards exclusives? Is this a direct response to the next Xbox seemingly being a PC? Let us know down below.

The post Multiple insiders claim Sony is moving away from releasing single-player games on PC first appeared on KitGuru.
  •  

Ryu and Yakumo reunite in Ninja Gaiden 4 The Two Masters DLC

Team Ninja has confirmed that the first major expansion for Ninja Gaiden 4, titled The Two Masters, will launch on March 4th. This story-driven DLC picks up immediately after the conclusion of the main campaign, following Ryu Hayabusa and the young prodigy Yakumo as they face a resurgent fiend threat across three entirely new story chapters. Designed to push the limits of even the most seasoned players, the expansion introduces deadlier enemy types and complex boss encounters that require mastery of both characters' unique abilities.

The expansion expands the combat by granting each protagonist a powerful new tool. Yakumo receives the Solitaire scythe, a weapon engineered for massive crowd control and wide-range area attacks. Conversely, Ryu gains the Jakotsumon serpent gauntlets, which prioritise speed and allow him to close the distance between himself and his targets instantly. While the new story missions are intended for post-game play, these weapons will be accessible to players mid-campaign, providing an advantage for those still working through the base story on higher difficulty levels.

For veterans seeking the ultimate challenge, the DLC introduces Abyssal Road, a brutal 100-wave endurance mode set within a shifting Purgatory-like arena. This mode debuts the Special Blood Essence system, which provides dynamic combat buffs, and the Frenzied enemy mechanic, which causes opponents to change their aggression and attack patterns mid-fight.

The Two Masters is included as a free update for those who purchased the Ninja Gaiden 4: Deluxe Edition or the Deluxe Upgrade. Alternatively, it will be offered separately for $14.99. Alongside the paid content, all players will receive a free title update featuring significant quality-of-life improvements, most notably a total overhaul of combat responsiveness and expanded weapon-set customisation options, to ensure a smoother experience across all platforms.

Discuss on our Facebook page, HERE.

KitGuru says: It's nice to see Team Ninja and PlatinumGames doubling down on the hardcore legacy of this series so soon after its October launch. Have you already played the base game? Are you planning on jumping back for the DLC?

The post Ryu and Yakumo reunite in Ninja Gaiden 4 The Two Masters DLC first appeared on KitGuru.
  •  

Machine Games appears to be casting for roles in a new Wolfenstein game

For a little while now, Machine Games has been teasing the return of Wolfenstein, as the studio still plans to finish up the B.J. Blazkowicz storyline. Now, it would seem some early details about story plans for the game have leaked. 

MP1st viewed alleged casting call details as Machine Games is apparently in the process of recruiting actors for the game. Fake scenarios are often used for auditioning purposes, so it is unclear if anything mentioned in the brief story synopsis for the project will make it into the final game.

Wolfenstein Machine Games

With that said, the casting call points to a new Ukranian orphan character entering the picture in the next Wolfenstein game to join Blazkowicz on his journey.

It is also claimed that shooting for this project will take place over a number of dates later this year and in early 2027. If accurate, that means the next Wolfenstein game could be ready for a proper reveal next year.

Discuss on our Facebook page, HERE.

KitGuru Says: Are you looking forward to the return of Wolfenstein? 

The post Machine Games appears to be casting for roles in a new Wolfenstein game first appeared on KitGuru.
  •  

Borderlands 4 Bounty Pack 2 DLC now rolling out

The latest DLC for Borderlands 4 is now rolling out. Bounty Pack 2: Legend of the Stone Demon is the first piece of paid post-launch content for the game, which hit PC and current-gen consoles in October. A Switch 2 version was also planned but appears to be on pause while Gearbox focuses on updates for the current versions of the game.

In this new DLC, players will set out on a mission to end a series of rituals and human sacrifices, culminating in a show down with the Stone Demon.

Alongside Bounty Pack 2, a major update has been released that brings Pearlescent gear to Borderlands 4. This is a new rarity tier, so players now have something to chase beyond the game's trove of legendary items.

Additional content in Bounty Pack 2 includes:

  • 10 new pieces of powerful Legendary and Pearlescent loot
  • Added rewards including a new Vault Hunter Skin, new Digirunner vehicle, and new ECHO-4 Drone Skin
  • A Vault Card featuring 24 cosmetics and 4 rerollable pieces of new mecha- and kaiju-themed gear to unlock through gameplay

Players that own Borderlands 4 Super Deluxe Edition are automatically granted access to Bounty Pack 2 and all content from the Bounty Pack Bundle (Bounty Packs 2, 3, 4, and 5) and Vault Hunter Pack (Story Packs 1 and 2), while Borderlands 4 Deluxe Edition grants the Bounty Pack Bundle.

Discuss on our Facebook page, HERE.

KitGuru Says: Are you still playing Borderlands 4? Are you looking forward to the DLC or are you waiting for more post-launch content to become available?

The post Borderlands 4 Bounty Pack 2 DLC now rolling out first appeared on KitGuru.
  •  

Quantic Dream’s first multiplayer game ‘Spellcasters Chronicles’ launches in Early Access

The most unlikely Quantic Dream game to date has arrived. Spellcasters Chronicles is the studio's first foray into multiplayer PvP gaming. The game is now available through the Steam Early Access programme, with a roadmap of updates planned out for the months ahead.

Early Access marks the start of an open “Workshop” phase, where players are invited to help shape balance, progression and long‑term features. Unlike previous closed betas focused on stability, this stage shifts toward refining mechanics, iterating on systems and testing new ideas based on community feedback. Quantic Dream says player input will directly influence priorities and future content throughout development.

Alongside the launch, the studio has outlined its Early Access roadmap, which will roll out features such as voice chat, expanded customisation, a reworked ranked mode, spell‑unlock progression, daily quests and shop updates. Early glimpses of upcoming content include a new arena, Kamazad, and a new Spellcaster class, the Technomancer, with more details to follow. The roadmap will remain flexible as the team adapts to player feedback.

Early Access adds several new systems and pieces of content, including a final tutorial, co‑op vs CPU mode, voice chat, Discord integration, a spell‑unlock system and an in‑game shop. New spells (Ice Ray, Poison Breath, Metamorphosis, Holy Arrow), two summons (Siren, Rhino Rider) and a new building (Rocket Soldier Factory) expand deck‑building options.

Discuss on our Facebook page, HERE.

KitGuru Says: Are any of you considering picking this one up?

The post Quantic Dream’s first multiplayer game ‘Spellcasters Chronicles’ launches in Early Access first appeared on KitGuru.
  •  

New Nvidia graphics driver optimises for Marathon and Resident Evil Requiem

NVIDIA has released a new GeForce Game Ready driver optimised for Resident Evil Requiem, which launches tomorrow with support for path tracing, DLSS 4 with Multi Frame Generation, and DLSS Ray Reconstruction. The new driver also adds support for Marathon ahead of its Server Slam open playtest this weekend.

Resident Evil Requiem features first‑person and third‑person modes as players follow Grace Ashcroft and Leon S. Kennedy through a new investigation tied to the 1998 Raccoon City incident. On GeForce RTX hardware, the game enables full path tracing with improved lighting, shadows, reflections and refractions, enhanced further by DLSS Ray Reconstruction. RTX 50‑series GPUs can also use DLSS 4 with Multi Frame Generation to boost frame rates at high resolutions and settings. RTX 40 series GPU users can also use standard frame generation.

Aside from optimisations for both Resident Evil Requiem and Marathon, the new driver update also fixes a number of issues. For instance, a bug impacting performance in Quantum Break has been resolved, as has an image corruption issue while playing Modern Warfare (2019).

The GeForce Game Ready 595.59 WHQL driver is available now through the NVIDIA app.

Discuss on our Facebook page, HERE.

KitGuru Says: Are you planning on picking up Marathon or Resident Evil over the weekend?

The post New Nvidia graphics driver optimises for Marathon and Resident Evil Requiem first appeared on KitGuru.
  •  
❌