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Blackwood is almost the John Wick-inspired third-person shooter I've been waiting for, and after 2 hours of playtime, I'm really excited for all of it β€” but it's rough around the edges right now

16 September 2026 at 18:00

Indie games have arguably become a cornerstone of PC gaming, even more so with modern-day entries becoming huge hits such as Hollow Knight: Silksong, Hades 2, and a superhero surprise from developer Adhoc, Dispatch.

In comes Blackwood, a cinematic third-person action indie, set in New York in 2012. You play as Anton Blackwood, an ordinary DVD store owner by day and an assassin by night, taking on contracts and dealing with the challenge of balancing two lives at once.

After playing two hours of Act 1 (the only one available so far) during my short preview at Gamescom 2026, I can see Blackwood's promise. It's quite evident what developer AttritoM7 Productions is aiming for with its gun-fu style gameplay, heavily focused on explosive, cinematic enemy takedowns, intense gun fights, and stylish maneuvers.

Blackwood is very clearly inspired by classic martial arts and gun-fu movies, notably John Wick, and even borrows elements from classic games like Dead to Rights and Max Payne. Players can either choose to challenge enemies in a gung-ho play style, rushing out and executing different takedowns you can pick before setting out on a mission.

A more tactical approach is also possible, staying in cover and strictly going for headshots only (fitting for a John Wick-styled game), which would perfectly suit the hardest game difficulty.

Blackwood nails enemy takedowns, which is easily the one aspect that will keep me coming back to replay missions I can once Act 1 is complete. (Video Credit: AttritoM7 Productions)

The takedowns swiftly shifting straight back into gunplay are where Blackwood absolutely shines, and I can't go without stressing how impressed I am with what AttritoM7 developers were able to pull off there. In so many sequences, I was instantly taken back to those iconic moments in John Wick movies, where Keanu Reeves pulls no punches.

Ultimately, what holds Blackwood back is jankiness in combat, especially during hand-to-hand encounters. During multiple scenarios, there are bugs and stiffness in certain animations from Anton and enemies that I couldn't ignore.

Controlling Anton can be a struggle sometimes, as certain button prompts are unresponsive while in cover, and since enemies can flank the player, that unresponsiveness can lead to some pretty frustrating deaths.

The weapon recoil feels great, and I can see that AttritoM7 designed Blackwood's gunplay to have players make every shot count β€” which is especially important, since preparing for missions requires you to purchase ammunition with dirty money earned from fulfilling contracts.

However, I set aim assist to its lowest level (minimal), and it felt like the reticle was fighting against my control of the joystick β€” and it also doesn't help that the ultrawide field of view resolution desperately needs adjusting.

The opening street shootout was a great way to kick the game off, and I very quickly learned that enemies are unforgiving, requiring the player to be wary of a gung-ho playstyle. (Video Credit: AttritoM7 Productions)

Some of the audio in both combat and some NPC dialogue feels a bit out of place too, particularly during one of the early contract missions in a subway station. There are many elements like this, especially involving animations (notably Anton's run and other NPCs' movements), that end up impacting immersion.

Fortunately, while Blackwood isn't launching in early access, its remaining Acts will be released later for free (for existing owners), with Act 2 planned for March 2027 and Act 3 in September 2027 on Steam. Hopefully, with the release of the following content, patches can be made to significantly tweak and adjust those pain points.

Blackwood is a very promising game and has plenty of opportunity to shine among some of the best indie games available. However, it's a little rough around the edges at the moment, and a few steps away from realizing its potential.

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

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

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

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

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

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

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

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

Thrustmaster

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

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

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