I can't recall the last time I took a road trip or flight without my trusty Steam Deck in tow. It's just too convenient to slip into my backpack alongside a thin and light work laptop that doesn't stand out in professional settings.
That trend ends this weekend.
I have a 10-hour round trip to contend with, and after playing around with Lenovo's Pro 9n laptop powered by NVIDIA's new RTX Spark chip this past week, I'm ready to make it earn its accolades.
Can it really be my one-stop device for AAA gaming AND for work, just like what was advertised countless times in the lead-up to launch? Here's what it needs to prove to me.
What the RTX Spark platform needs to prove on a 10-hour trip
There are several key points that I want to confirm, and a 10-hour road trip seems like the perfect testing ground as I work on a full review of the Lenovo Pro 9n.
There are some areas where I do expect the RTX Spark platform to fall short, which I've also noted below.
Is ray tracing worth turning on when I'm not near an AC adapter?
The Surface Laptop Ultra is another RTX Spark laptop, and I've seen how well it handles gaming on a charger. What about battery? (Image credit: Future)
One of the RTX Spark platform's biggest selling points is its Blackwell-class RTX GPU supporting all of NVIDIA's latest upscaling and frame-gen goodies.
That doesn't bode well for efficiency, but I'm curious to see if I can dial it in by lowering settings like resolution or refresh rate. I really want ray tracing to be a worthwhile option without AC power.
Can I replace two devices with one?
Not having the Steam Deck and its bulky case in my bag should free up a lot of space. (Image credit: Miles Dompier | Windows Central)
Is having everything contained within the same PC actually simpler? Long-time gaming laptop users will probably say yes. Heck, I'd lean towards an affirmative if I wasn't testing it out myself this weekend.
But there are two sides to this question.
On one hand, it's nice to have a dedicated gaming device that I can put away when it's time to focus on work. On the other hand, I'll have a lot more room in my bag without an extra charger and an encased gaming handheld. A standard controller is much easier to slip into my bag.
The Pro 9n will have to handle any work I throw its way and be ready to switch to gaming on the fly, all while balancing heat and battery life.
Can the battery survive a real travel day?
The Witcher 3: The Wild Hunt Remastered looks gorgeous with ray tracing enabled, but it eats battery a bit too quickly. (Image credit: Future)
The Steam Deck, and any gaming handheld for that matter, can be extremely efficient or inefficient depending on the game you're playing. The same ultimately goes for RTX Spark laptops.
Considering I plan to split time evenly between work β involving writing, hotspot web browsing, photo editing, etc. β and gaming, I'm hoping that one or the other doesn't leave me out to dry.
I do have the ability to plug in if required, and that will be another test of how much heat is created in a cramped cabin as the battery recharges.
Where I expect my RTX Spark laptop to fall short
Gaming handhelds are ergonomic, comfortable, and don't produce a lot of heat. A lot of that goes out the window when using a 15.3-inch laptop.
Sure, I'll have an ergonomic gamepad in hand part of the time, but I'll need to keep the laptop on my lap while gaming. Will it get too hot to handle? Will I feel too cramped in my seat? In those cases, I'll no doubt be wishing for my Steam Deck.
What I need from you
My testing results from this weekend will inevitably end up in my full Lenovo Pro 9n review that I'm already working on, and act as the most compelling evidence as to why I did (or didn't) give up my Steam Deck for an RTX laptop.
I'm more than open to other suggestions on how to test the gaming/work balance on the RTX Spark platform. I urge you to drop your most pressing questions in the comments section below, and I'll do my best to address them.
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It seems like 2026 is the year of the achievement overhaul. Just as Xbox continues to revamp its achievement system, streamlining the experience across PC and Xbox and adding Mythic Achievements into the mix, Valve is also getting in on the action and rolling out Steam Achievement Sets.
Currently live in beta, this new achievement system completely changes how games handle base achievements versus post-launch DLC expansions, as well as season updates and new game modes. Completionists who have had headaches with these systems for decades can rejoice!
So what are Steam Achievement Sets anyway?
ValveValve
So you've poured 80 hours into a game to hit the 100% achievement mark, then merrily moved on to another game. Only to come back later and see your shiny 100% completion is now 80%. The game released new DLC, and you are now compelled to play it to get that 100% back.
Anyone who's played Vampire Survivors or the RE4 Remake can attest to this pain, though I don't really mind and enjoy the new challenge. Valve, however, is solving this issue with a new system that lets developers group achievements into distinct "sets."
Base game achievements are kept seperate from post-launch DLCs or extra mode, meaning if you 100% the base game you keep your base game completion ribbon regardless of what is added later on.
Beyond seperating DLCs, Valve is ontroducing a few other quality of life upgrades to it's achievement system.
Archived Achievements: Developers can now officially archive dead, broken, or retired achievements. Archived achievements remain visible on the profiles of players who unlocked them, but won't block new players from achieving a 100% completion badge.
Separating Campaign from Multiplayer: Developers can split single-player and co-op/multiplayer into separate sets. This is a massive win for titles like Portal 2 or Ghost of Tsushima, where dead servers or tacked-on online modes have blocked solo players from earning completion badges for years.
Sub-ribbons & cleaned-up UI: Unlocking full sets earns distinct sub-ribbons, making massive achievement lists (like Payday 2 or Master Chief Collection) far less laborious to navigate.
Some notable concerns
ValveValve
Overall, the changes have been received positively, but developers could add seasonal or time-limited event sets to games that embrace FOMO mechanics, though I think the archiving feature Valve is proposing mostly solves this. As long as the event is archived after the fact, latecomers can still 100% the game without being walled off.
The update also removes overall Average Game Completion % from profile showcases, a metric many hardcore completionists have built up over the years. Completed game counts have also been replaced with completed sets, meaning a game with 16 sets, such as Team Fortress 2, that has a whopping 520 achievements could artificially inflate a profile's stats compared to a game with just one set. Hopefully these are issues that can be ironed out or addressed during the beta phase.
Will Developers actually use the new achievement sets?
(Image credit: Jennifer Young - Windows Central)
Because Steam has historically given developers total freedom and few rules, Achievement Sets' success relies on studios manually opting in via Steamworks. Fortunately, smaller developers are already praising how easy it is to set up. The founder of Arcen Games (Heart of the Machine) has already noted on Reddit that categorizing 100 achievements into a DLC set took less than 10 minutes.
How are you feeling about the update to Steam Achievements? Do you welcome the new structure to our virtual trophy cases, or could you not care less once you complete a game? Let me know in the comments!
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My favorite game of all time and the title many consider the best Fallout entry are now seemingly merged. I assume this is another vibe-coded mashup, but honestly? It looks annoyingly cool.
Seeing Master Chief drive a Warthog around the Mojave Wasteland, or even fly a Banshee above the ruins, is genuinely bizarre. Not only that, but you can also seemingly play through the entire Fallout: New Vegas campaign with full dialogue options; only youβre playing as Master Chief, armed with an energy sword, battle rifle, grenades, and, why not, a gravity hammer.
Two completely different games, somehow running together?
Itβs kind of difficult to know where to start, given whatβs been happening in the space recently. Weβve seen Skate in Call of Duty, Minecraft in Elden Ring, and Mario in Halo, among all sorts of other monstrosities. I do feel a bit weird covering these things, but given Xboxβs latest venture in essentially approving of these AI mashups through Xbox Labs, I canβt feel too bad about it, I guess.
Itβs genuinely unprecedented times for gaming. If this is what AI is capable of now, itβs a harrowing thought to consider what it might be capable of just a year from now. But I digress.
The Halo 3 and Fallout: New Vegas combination is cool, and I wouldnβt mind playing it myself. Of course, you canβt right now, because that would be too much fun. The developer, Reveries on YouTube, does say this about the project:
βAn integration of Halo 3 and Fallout: New Vegas, allowing both games to run simultaneously and bringing Halo's original gameplay into the Mojave... Still in active development, planned for release on GitHub soon... Not a rewrite or decompilation, inspired by Chasm's SkyCraft project.β
So, unlike other AI mashups, this one isnβt available yet, but the video does a good job showcasing what you can get up to.
With that said, let me know how you feel about these AI remixes that combine games. Do you care? Is it too far? Or do you have other thoughts entirely? Let me know in the comments and be sure to take part in our poll below:
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Similar to the PS5 port, this requires you to be in Developer Mode. The emulator appears to be based on Eden, with gameplay footage showing Super Mario Odyssey, Super Mario Wonder, and Metroid Prime Beyond successfully booting.
Emulation is always a tricky topic to discuss. Many people get a bit cagey about it, and itβs no surprise, given that the scene is rife with piracy. But emulation itself isnβt illegal. Assuming you can legitimately source your copies of the games, this could actually be a great way to experience titles that would otherwise be exclusive to Nintendo hardware.
O emulador de Switch no Xbox Series X estΓ‘ muito bom. Gostei pic.twitter.com/4wyhTQvEtkOctober 16, 2026
It is a wild timeline to have both the Xbox Series X and PlayStation 5 capable of emulating a Nintendo Switch. I must admit, that is a shock. But with that said, Iβd love to hear how you feel about this.
Would you emulate a Nintendo Switch on your Xbox console, or would you rather stick to the proper hardware? Let me know in the comments, and be sure to take part in our poll!
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As Xbox gears up for its 25th anniversary, we're reflecting on an extraordinary journey that evolved into one of the industry's most influential brands. From the original Xbox and the success of Xbox Live to the impact of Xbox 360, Game Pass, cloud gaming, and an increasingly platform-agnostic future, the road has been anything but predictable.
Here at Windows Central, we're celebrating Xbox with editorials, retrospectives, and more opinion pieces exploring the brand's past, present, and future. Just as importantly, we'll look ahead, analyze Microsoft's strategy, and share our perspective on where Xbox could go from here as gaming continues to change.
It looks like the early-stage Halo 2 and Halo 3 remakes were planned to far exceed the bare-minimum content that Halo: Campaign Evolved offered. Itβs no secret that Halo: Campaign Evolved was a polarizing remake, releasing with very little content and bonus missions that Iβd describe as on par with Halo 5's level of bad storytelling.
Multiplayer, Forge, Firefight, and more: What could have been
(Image credit: Windows Central)
According to Rebs, Halo Studios reportedly conducted a survey among select community members regarding what they wanted from a Halo 2 and a Halo 3 remake, with the studio allegedly referring to the trilogy of remakes as βProject Manihi.β
For the Halo 2 survey, Halo Studios reportedly asked the following questions:
Bringing back dual wielding and how important it was to the experience.
Including a full multiplayer component retaining Halo 2's classic gameplay.
Having a complete selection of multiplayer playlists available at launch.
Potentially introducing entirely new bonus missions.
Rebs claims that participants pushed back against reusing Blur cutscenes because Halo Studios wanted to reuse assets from Campaign Evolved, creating a visual mismatch. Respondents also believed that dual wielding was essential to a Halo 2 remake, and on that, I do agree.
As for multiplayer, participants reportedly wanted the classic gameplay preserved while ensuring it remained appealing to casual and competitive players, with a full selection of playlists available from day one.
For Halo 3, however, Rebs alleges the studio's ambitions were even greater, with Halo Studios looking to take everything it had learned from Campaign Evolved and the proposed Halo 2 remake and apply it to Halo 3.
The survey reportedly evaluated how important it was to deliver the complete experience, and participants essentially said yes to everything: multiplayer, Forge, Theater, and additional modes like Firefight.
One of Rebs' sources suggested that Halo 3 was intended to become the flagship project of the entire remake initiative, with Halo Studios apparently looking to invest more resources into making it the most complete experience of the three.
It is also reported that Halo Studios were planning to do more bonus missions similar to what we got in Campaign Evolved, and that these next two remakes would also exist alongside the next mainline Halo game.
Let me know how you feel in the comments. Would you have been excited for the prospects of a Halo Studios crack at a Halo 2 and Halo 3 remake, or are you like me and glad weβll never see them?
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Minecraft Bedrock Edition has long been confined to.. well, hardly anything, actually. The game is available on almost every major platform, including Android, iOS, Nintendo Switch, PlayStation 5, Xbox Series X|S, and Windows. That leaves just two platforms notably absent, which would be Mac and Linux.
For some reason, Mojang never thought to bring the Bedrock Edition of the game to Appleβs Mac line of hardware, despite its older sibling, Minecraft Java Edition, being readily available for download.
That is where creator @multision comes in. A 22-year-old self-taught developer, they have taken it upon themselves to get Minecraft Bedrock Edition working on Apple Silicon. Dubbed Blockintosh, the project is looking pretty good based on early previews, and you can check it out in their Discord.
Minecraft Java Edition already runs on Mac, so why does Bedrock matter?
Blockintosh brings Minecraft Bedrock Edition to macOS, complete with a custom launcher featuring world management, mod support, and Xbox social integration. (Image credit: multision)
Well, Iβm glad you asked. Minecraft Bedrock Edition is completely cross-platform. This means if your friends are on Nintendo Switch, Xbox, or PC, you can jump in with them. Until now, Mac users have been a bit out of luck in that regard.
Not only that, but unlike Java Edition, Bedrock comes with native controller support without the need for installing mods. There is also the Minecraft Marketplace. Yes, it isnβt as robust as the Java modding scene, but there tends to be some high-quality content on there, including impressive crossovers with games like Sonic and Dragon Ball Z, just to name a few.
Let me know your thoughts on Blockintosh in the comments. Do you agree with my take, or do you think it isnβt worth the time needed for Mojang to invest? Be sure to take part in our poll below:
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Last week, I demonstrated the new Xbox PC app which ended up being uploaded prematurely to some users' devices (including mine, apparently!) but, some of you were asking how it works on an Xbox Ally. The answer is: pretty damn great.
The Xbox PC app has improved leaps and bounds over the past couple of years as Microsoft turned its attention more seriously to Windows and PC gaming in general. Steam OS has been giving Microsoft a well-deserved kick up the backside both in the usability and performance space for gaming, and the competition has led to improvements for those in the Xbox ecosystem on PC, both via Xbox Play Anywhere and Xbox / PC Game Pass.
The primary gain here is raw performance. The Xbox Ally paired with the Xbox PC app offers very middling navigational responsiveness, with this weird "rubber banding" quirk where the cursor gets stuck, and you have to wait for it to become unstuck for a couple of seconds. If you get frustrated and spam buttons, as I often do, the inputs will queue up and then all play out instantly, leading to the highlighted object flipping all over the place.
In the new Xbox PC app, the rubber banding is completely gone I'm happy to report, even on this early build. Navigating through even massive lists of games is smooth and pleasant, and the loading speed is vastly improved across every panel. Whether it's your own library, the Xbox Game Pass library, the store page, individual game pages, and beyond. Navigation also now feels a lot more "d-pad" native. On the existing app, sometimes the cursor moves in a diagonal direction unexpectedly, adding to the sense that it isn't truly native for console-style use.
The new Xbox PC app doesn't offer much by way of new features yet, but I am told that there are plans to add new stuff before it all goes live. Indeed, this is an early, unfinished build as mentioned, and some of the things I saw people dislike from the video I put out last week have already been addressed on internal builds I'm told.
It's unclear exactly when this will ship. I'm expecting it to go out to Xbox Insiders on PC at least towards the end of the year, by which time it should be a lot more polished and refined over what I've been messing around with now. It's unclear if the Xbox Game Bar guide will get similar treatment, but I would hope so, since now it has a very different visual style to the Xbox PC app itself.
Xbox is getting serious about PC gaming
The new Xbox Ally X20 which our editor in chief Dan Rubino got ... I'm not jealous at all. (Image credit: Daniel Rubino)
I would like to see more customization, with custom backgrounds to give us a greater sense of "ownership" in our increasingly-digital investment in the hobby. I'd like to see more data surface more quickly when navigating the store too. I shouldn't have to enter a store page to see screenshots of a game or try to figure out what it is from its thumbnail in my view. Also, I think Xbox could still improve the search tool a bit, although some of this is on the developer's side with regards to tagging their games properly and so on.
For sure, some of Xbox's issues on PC move beyond the app itself, and emerge on the developer ecosystem side. Tainted Grail: Fall of Avalon for example shipped with two builds simultaneously when it hit Xbox Play Anywhere a couple of weeks ago, allowing users to download the Xbox console version to their PC (which naturally wouldn't run). It's small issues like this which simply shouldn't be possible, and wouldn't be possible on Steam. Xbox needs to look towards fixing a litany of small things with its PC gaming ecosystem overall, and address things like native modding ecosystem support, systems for developer interactions with the community, social features potentially, and beyond. Perhaps the new Xbox Labs team will have some interesting things for Xbox PC up its sleeve in the future too.
In any case, it's great to see Microsoft double down on all of its endpoints. Xbox console has had a ton of new features lately, with Mythic Achievements, 1440p remote play streaming, and voice clipping in the Game DVR. Xbox Cloud Gaming is also getting a new interface that looks very close to the new PC app, and we should be seeing a new Xbox Elite Series 3 controller emerge soon.
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Xreal has launched the One Pro Plus AR glasses with brighter Sony Micro-OLED displays and improved viewing modes.
The new glasses reach 1,200 nits of peak brightness, up from 700 nits on the previous One Pro model.
The One Pro Plus retains the X1 chip and 57-degree field of view, with pricing starting at $599 in the U.S..
Xreal today announced the launch of its latest AR glasses, called the Xreal One Pro Plus.
While Meta's new VR glasses may offer some pretty interesting XR experiences, Xreal has been at the forefront of this category for a while now. We went hands-on with the Xreal One last year and came away impressed by how easily the glasses could create a virtual monitor in front of you, essentially turning almost any compatible device into a spatial computing experience simply by connecting through USB-C.
Since then, Xreal has launched the One Pro, which brought a wider field of view and improved brightness of up to 700 nits. And now, the company has announced the Xreal One Pro Plus, taking things a step further with some upgrades to the display and overall viewing experience.
The biggest change this time around is brightness. The Xreal One Pro Plus features dual 0.55-inch Sony Micro-OLED panels that can now reach up to a whopping 1,200 nits of peak brightness, up from 700 nits on the previous model.
(Image credit: Xreal)
Xreal has also added AI-driven High Dynamic Range (AI HDR), which should help improve contrast and make content look better when viewed through the glasses. There are also three new viewing modes called Standard, Movie, and Reading, giving users more control over how content appears depending on whether they're watching a movie, reading, or simply using the glasses as an external display.
The company has also upgraded its built-in Real 3D engine, which converts regular 2D content into spatial 3D. The feature can now process content at up to 60fps, compared to 30fps on the previous generation, which should make the experience smoother, especially when watching videos or other moving content.
But perhaps one of the more useful improvements this year is the focus on comfort. Xreal says the One Pro Plus features a newly engineered nose pad geometry designed to improve how the glasses sit on your face, which should make them more comfortable during longer viewing sessions.
In terms of the rest of the hardware, though, not much has changed. The Xreal One Pro Plus still uses the company's X1 spatial computing chip and retains the same 57-degree field of view as the previous model.
We've pretty well known all along that Call of Duty: Black Ops 7 did not live up to expectations. While I personally enjoyed (mostly) Black Ops 7 and there was no shortage of content, it didn't do well.
Battlefield 6 launching before Black Ops 7 didn't help, neither did the fact it was a back-to-back Black Ops release cycle, coming after back-to-back Modern Warfare titles.
In an interview with The Game Business, Activision's Chief Marketing Officer, Tyler Bahl, admitted that it didn't perform well and that it wasn't what players were looking for. A couple of key quotes:
βI donβt think we were happy with every aspect of last yearβs game, and we heard the feedback loud and clear. With Modern Warfare 4, weβve tried to adjust based on that feedback. Itβs getting back to a grounded military shooter. Making it cinematic, making it authentic, and bringing that edge back that Call of Duty is known for.β
"It was not something that our community was looking for. They wanted something fresh, and even though there were different time settings, and ways to play the game with new features, that tonal shift is something that they were looking for."
Black Ops 7 had a ton of content, even if it ended up not being received that well. (Image credit: Windows Central)
I've spoken before of Call of Duty fatigue, and to me it's personified by the sheer quantity of Black Ops and Modern Warfare games in recent memory. Aside from Vanguard, eight of the last nine Call of Duty games have been either Black Ops or Modern Warfare.
As we're already expecting, Call of Duty 2027 is set to be a new sub-franchise spearheaded by Sledgehammer Games. It certainly feels refreshing to have something completely new to look forward to.
Early signs for Modern Warfare 4 are positive, though. At least, speaking personally. DMZ is looking really interesting; the campaign will absolutely be better than last year's game, and the movement and mechanics we experienced in the beta I thought were pretty good.
Apart from this map, I'm excited for Modern Warfare 4. This map can go to hell, though. (Image credit: Windows Central)
The uphill battle Activision faces is the slide in player sentiment and, as a result, player retention. Bahl talks in the interview about nostalgia, lest we forget how successful the Black Ops and Black Ops 2 ports were on PS5.
But he also acknowledges that the teams working on Call of Duty have to be part of the community. They need to listen to players, they need to engage with players and they need to be more transparent. He points to the widespread appearance of the game at public events, putting the game in as many people's hands as possible before it comes out and letting them form their own opinion. Rather than parroting that of the internet echo chamber.
The other interesting point I pulled from the interview was Bahl's remarks on how Modern Warfare 4 will be judged a success or not:
"Weβre not really holding ourselves to a specific number. Itβs more about living up to those expectations that we set out at the beginning of the year... Because even if it delivers on sales, if people donβt like the game, weβve missed the mark.β
DMZ is probably the most hyped part of this year's Call of Duty release. (Image credit: Activision)
I really want to believe that player satisfaction is a priority metric. But we need to see it play out that way. We've had two years of Call of Duty on Xbox Game Pass, which instigated a price increase and then a price decrease and the removal of the franchise from being added during its first year.
Revenue from sales was a driving factor. Game Pass players don't pay full price; even if they subscribe for a year, not all that money is attributable to Call of Duty. Revenue dropped, but then we also have Black Ops 6 experiencing a record launch.
Let's just say I'm skeptical. But I'm prepared to give Activision a chance to live up to it. Whether you enjoy the game or not, it's easy to look at it as an $80 storefront for skins, with a video game attached to it.
I want Modern Warfare 4 to be good. I want it to do well, and I want Call of Duty to get back to being the biggest and best there is. Only time will tell.
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This is all becoming very commonplace now, and I am even starting to not be surprised when something like this comes across my feeds. This time, it's Halo: Combat Evolved running on a Nintendo 64, of all things.
The project, known as Halo-64, is playable, but it does require the Nintendo 64 8MB Expansion Pack. You also need a copy of the original Xbox version of Halo: CE to get it working. The setup process seems a bit complicated if you are uncomfortable with the Command Prompt, but the project itself is really cool and appears to be working pretty well.
We are in the midst of pretty unprecedented times, what with all the AI modding happening and Xbox itself essentially jumping on the bandwagon with Xbox Labs. However, thereβs currently no indication that this project uses AI, and I thought that was important to mention before I dive into what you can expect from Halo-64.
Halo on the Nintendo 64 shouldn't be possible, yet here we are
Halo: Combat Evolved on Nintendo 64? Yes, really, and it even comes with Firefight (Image credit: JackTulli | Xbox)
The game supports all 13 multiplayer maps with up to four-player split-screen, including game modes weβve all come to know and love, like Team Slayer and Capture the Flag. It also supports bots in-game, with up to 8 AI players at four different skill levels. In a nice touch, those bots take random names from a "list of about 300 Mario, Zelda, GoldenEye, and Rare N64 characters."
Most impressively, the game features a Firefight mode. For those who donβt know, Firefight is Haloβs PvE mode featuring wave-based enemies, and itβs something that Halo: Campaign Evolved, the latest remake, doesnβt even have. The port also includes Rumble Pak support, so you can feel the shots and such on your controller.
Unfortunately, thereβs no campaign, and Iβd be surprised if we ever did get something like that. Itβs crazy enough that we get multiplayer and Firefight, but Halo: CEβs campaign on a Nintendo 64? Now I do think that would be impossible.
Iβm not here to hype up how great the game is; fans whoβve played it already know that much. Instead, Iβm here to explain the latest updates. The Coalition, the gameβs developer, took to X to reveal that the game is finally getting Ranked Versus. The team says:
βIt's time to lock-in, Gears. Ranked Versus is available now in E-Day... Gather your squad, choose from four playlists - Demolition, Crucible, Conquest, and Team Deathmatch, and grind your Rank for exclusive rewards.β
The Coalition rolls out dozens of E-Day fixes
(Image credit: The Coalition)
The introduction of Ranked Versus came with a caveat, however. The Coalition quickly noticed an issue with placement matches that resulted in some players being placed in the wrong skill division. That issue has now been addressed, so placement matches should accurately determine your rank moving forward.
Thatβs not all, either. Alongside the new mode, the team has deployed a second patch for the game that addresses a range of bugs impacting the entire experience. Iβll do my best to highlight the ones I think are most important.
On PC, Xbox, and handhelds, the patch includes numerous improvements to stability and optimization across devices. It also makes multiple memory improvements to address crashing and performance degradation during long play sessions.
It also addresses multiple account linking and login issues, fixes problems with the Social Menu and friends list, and makes further improvements to server anti-cheat protection. Plus, it fixes an issue causing certain colorblind settings to not display as described, and in both Campaign and Horde Siege, it corrects multiple issues causing certain Weapon Mods to not perform as intended.
What about the story mode?
(Image credit: Xbox Game Studios)
For Campaign players specifically, the patch fixes multiple issues causing parts of the War Journal and Achievement progress not to track, which is something that actually happened to me in my playthrough. It is worth mentioning, however, that missing collectibles are unable to be automatically re-granted.
Players will be able to see which collectibles are missing in order to re-collect them. Similarly, missing in-game rewards, such as skins and titles earned through Campaign completion, cannot be automatically re-granted. To work around this, players can start a new campaign from a completed mission and replay that mission to re-earn the missing rewards.
You can, of course, read the full patch notes linked here. For now, though, thatβs the update. Itβs great to see The Coalition hot on the heels of the launch with these updates, addressing important issues. When I played the campaign, I did come across a few bugs here and there, but nothing game-breaking.
Let me know your thoughts on E-Dayβs patch notes and the introduction of Ranked Versus in the comments.
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I will admit that it is impressive on paper. Steam takes roughly 10 seconds to boot, while Epicβs new launcher clocks in at around five seconds. At least, thatβs what Epic says, and that was likely true 48 hours ago. But on the same day Epic decided to vibe code their way to success, Valve had already decided to update Steam.
As for Epicβs launcher itself, it does look rather buggy, though it is still a work in progress. I donβt have the technical know-how to know or understand what theyβre cooking under the hood, and I imagine neither do the people making it, since the code is written by AI.
I'm joking, of course, but as silly as people make vibe coding seem, I do wish Epic the best in making a better launcher. At the end of the day, all we can hope is that it will push Steam to be better too, because competition is good for the industry.
I would love to see a battle of the launchers, including Xbox, which is in the middle of releasing a new and improved launcher. My colleague Jez Corden recently broke news about it, and I must admit that launcher is looking better than what we have had to put up with from the current Xbox PC app, which by all accounts is awful.
Do let me know your thoughts on the battle of the launchers. Do you appreciate Epicβs vibe-coded efforts, or will you be sticking to another launcher? Let me know in the comments and be sure to take part in our poll!
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2026 is coming to an end, so it's that time again for the long-running Golden Joystick Awards show to celebrate the best games of the year we've played.
On September 25, 2026, the Golden Joystick Awards announced all the shortlist nominees for 21 game-of-the-year categories, including PC Game of the Year, Console Game of the Year, Best Indie Game, and more.
However, time for voting for the winners is running out, as it closes next week on October 23, 2026 at 4:00pm PT / 7:00pm ET / 12:00am BST.
Here is the full list of nominees for all the Golden Joystick Awards' shortlist categories, which you can vote for on GamesRadar.com, to see if your favorite games of 2026 made the cut.
Golden Joystick Awards β Ultimate Game of the Year
On October 26, 2026, the Golden Joystick Awards will reveal nominees for its Ultimate of the Gear award, and voting for the winner will open that day.
Additionally, journalists from GamesRadar+, PC Gamer, Future Games Show, Edge magazine, Knowledge, Retro Gamer, and Future's trusted network of freelance writers and content creators will select winners in other categories.
The winners for the following awards will be selected on the night:
Streamersβ Choice Award
Breakthrough Award
Criticsβ Choice Award
Golden Joystick Awards β Where can we watch the show?
All of the winners will be announced during the Golden Joystick Awards ceremony on November 11, 2026, and will be hosted at Troxy, London, United Kingdom.
No start times or streaming platforms have been announced as of yet, but it is likely the show will be broadcast on major streaming platforms like YouTube, as it did last year.
Who will sweep this year's Golden Joystick Awards?
We are honored to be nominated for an incredible 5 categories at this yearβs Golden Joystick Awards.π Console Game of the Yearπ Best Storytellingπ Best Soundtrackπ Best Lead Performer - Patrick Gibsonπ Best Supporting Performer - Lennie JamesVoting is open now!https://t.co/n6fVfrXkF6 #007FirstLight #GoldenJoystickAwards #WeAreIOISeptember 30, 2026
This year, it seems the only games that have a chance to sweep awards are Resident Evil: Requiem and 007: First Light, as they've been nominated in five categories thus far.
Both of these are games incredible in their own right, but will they be nominated for the Golden Joystick Awards' Ultimate Game of the Year? Even if they do, will Resident Evil Requiem or 007: First Light be able to win it, or will an unexpected, underdog entry take home the gold?
Tune in on November 11, 2026, to find out when the Golden Joystick Awards announce its winners.
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Big Walk is one of the biggest indie game releases of this year, selling over 1 million copies in just six days following its release on August 4, 2026. It's a light-hearted, co-operative adventure game that requires friends to work together to explore its world and solve puzzles.
The game is currently available on PC, PlayStation 5, and Nintendo Switch 2, which has led many fans to wonder why the Xbox release hasn't arrived yet. Well, now we have our answer. Developers House House have broken their silence, citing a line that the studio refuses to cross.
House House is boycotting Microsoft and Xbox
(Image credit: Microsoft)
In a new blog post, the studio behind Big Walk and Untitled Goose Game has explained its decision not to bring the game to Xbox:
BDS is a Palestinian-led movement that calls for boycotts, divestment, and sanctions against Israel and companies it considers complicit in violations of Palestinian rights. Since the announcement, I've seen plenty of discussion online about the decision. Ultimately, it's up to the developer to decide which platforms it wants to release its games on.
βIt has always been our intention for Big Walk to be played by groups of friends, and we know that keeping the game off Xbox runs counter to those intentions. This decision means that some people will miss out on playing Big Walk with their friends, and we understand the disappointment weβre causing. We are disappointed too. We would love for people to be able to play the game on Xbox, but not until Microsoft and/or Xbox have been removed as BDS boycott targets.β
For now, Xbox players hoping to jump into Big Walk with their friends will have to look elsewhere for an alternative, as House House has made its position clear. Whether that changes in the future is unknown, but the studio hasn't ruled out bringing the game to Xbox forever. However, unless Microsoft or Xbox is removed from the BDS movement's boycott targets, it seems an Xbox release of Big Walk is off limits.
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Halo 5: Guardians is, to my knowledge, the only mainline Halo title that hasnβt been ported to PC. It remains confined to consoles, with the sole exception being Halo 5: Forge, which is essentially just the custom game editor and isnβt the full experience. Fortunately, if youβve been waiting for Halo 5 to arrive on PC, one determined fan is putting in most of the legwork.
Iβll be the first to admit that Halo 5 is probably my least liked game in the franchise, and that might even include the mobile spin-offs. In my opinion, the campaign was disastrously terrible by every metric. What wasnβt a disaster, though, was the multiplayer. While I will die on the hill that Halo 5 is a flawed game, the multiplayer was, annoyingly, pretty fun.
Warzone was a great addition to the franchise, which makes the fact that it was missing from Halo: Infinite all the more frustrating. But alas. Now, a community-run effort is aiming to get the entire Halo 5 package working on PC, with all the PC bells and whistles you'd expect, like higher FOV, increased FPS, and more.
How 'Halo 5: Reforged' actually works on PC
Halo 5: Reforged uses a custom PC runtime built around Halo 5: Forge, adapted to work with content you supply locally. This does mean youβll need to source your own legitimate copy of the game to extract the necessary files.
It is still a work in progress, but the campaign, multiplayer, and Warzone are all playable in development builds. All 15 campaign missions currently load into gameplay, and two-player co-op is working. On the multiplayer side, they've even managed to support up to 32 players, something Halo 5 didn't originally have. On the Warzone Firefight side of things, testing seems to be going smoothly too.
Regardless of my personal feelings toward Halo 5, I do think this is great. I genuinely believe the gameβs multiplayer would have been better served on PC rather than being locked to console, and if you are interested in this project, I suggest you join their Discord here.
Ske7ch says that from their loose understanding, it felt potentially problematic, but after getting more context, they realized it was a wrapper of shared components with players needing their own personal copies, but they do say that they couldn't know for sure.
Now if I were to speculate, I would say that given the recent announcement of Xbox Labs and Xbox embracing all this weird and wacky game porting and mashups happening, I could see this port sticking around without much issue.
Let me know your thoughts. Are you happy PC players can get disappointed with Halo 5βs campaign and enjoy the gameβs multiplayer, or are you a genuine fan of this entry? Leave a comment and be sure to take part in our poll!
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Microsoft announced (via on Xbox Wire) a brand new Xbox controller called the Xbox Nano Controller, and it will be released in November 2026 for Xbox consoles, Windows PC, iOS and Android mobile devices, and select Smart TVs.
The Xbox Nano Controller is an extremely small gamepad (5 inches long and 3.5 ounces in weight) that can fit into your pocket for easier portability while still packing the form factor and standard 18-button layout of regular Xbox controllers.
Additionally, its smaller size makes the Xbox Nano Controller easier for players with smaller hands to use who struggle to use larger controllers.
Meet the XBOX Nano Controller. Smaller, lighter and shorter than most modern smartphones, and designed to fit nearly every pocket and budget. Find out more:https://t.co/reB7PdakGaOctober 14, 2026
The Xbox Nano Controller also includes a rechargeable battery, an extra reprogrammable Action Button, and Xbox Wireless and Bluetooth support.
Plus, it's designed for Xbox Cloud Gaming and casual use. It mimics a TV remote in form factor and weight, so it can sit on the sofa or coffee table without taking up space.
It will be made available in the following countries: Argentina, Australia, Austria, Belgium, Brazil, Canada, China, Colombia, Czechia, Denmark, Dominican Republic, Finland, France, Germany, Guatemala, Hong Kong SAR, Hungary, Ireland, Italy, Japan, Korea, Mexico, Netherlands, New Zealand, Norway, Panama, Peru, Poland, Portugal, Slovakia, Spain, Switzerland, Taiwan, Trinidad & Tobago, the United Kingdom, and the United States, with additional markets to follow.
For a limited time, Xbox is partnering with Samsung to offer a special Xbox Nano Controller with two months of Xbox Game Pass Ultimate membership (for new users) in the US for anyone who purchases select Samsung TVs during the holiday season.
Additionally, Xbox is partnering with Meta to offer an Xbox Nano Controller with two months of Xbox Game Pass Ultimate membership (for new users) in the US for anyone purchasing a Meta Quest.
The Xbox Nano Controller has a cool nostalgic design, but some of its spec choices and price leave it to be desired
A full render of the Xbox Nano Controller (Image credit: Microsoft)
Upon first impressions of this controller, I got a wave of nostalgia, as its design reminds me a lot of the Super Nintendo controller I used as a kid. However, my interest in the Xbox Nano controller suddenly dropped upon looking at its MSRP and specs.
$49.99 is a lot of money for a controller these days. For that price, it better have some advanced tech like Hall Effect or TMR thumbsticks to justify such a cost.
Sadly, the Xbox Nano Controller does not have any such tech. On top of that, the Xbox Nano Controller has no direct WiFi connection for Xbox Cloud Gaming and instead relies on Xbox Wireless and Bluetooth connections, which are more laggy and unresponsive by comparison.
So on paper, the Xbox Nano Controller doesn't sound like a good controller at that price point. However, that won't stop us from reviewing the gamepad in the future to see if its performance, design, and ergonomics can make up for the Xbox Nano Controller's omissions of advanced tech and its steep price.
The Xbox Nano Controller is a pint-sized gamepad built for easy portability and compatibility with Xbox Cloud Gaming while maintaining the solid form factor and intuitive button layout of traditional Xbox controllers.
It's no secret that Microsoft's gaming division has struggled to keep pace with PlayStation and Nintendo for active console users, and this Xbox survey suggests the firm might be considering the nuclear option to fix things.
Yesterday, a new survey appeared for a subset of Xbox users on the Insider Program, presumably among those who Microsoft tracks as having multiple devices. A user sent us the below survey screens, which Windows Central has verified as real.
Microsoft's problematic Xbox multiplatform strategy has left many users who own multiple devices with fewer reasons to actually turn their consoles on. In that universe, it reduces Microsoft's chances to earn users in it's own ecosystem considerably, impacting both first party revenue and third party port viability. Microsoft sells mountains of games on PlayStation, but it has to pay a 30% cut for the privilege. Many PlayStation users already own an Xbox too, so Microsoft is potentially handing away potential users for no real reason.
These new surveys suggest Microsoft may be considering some drastic moves to change the situation.
Windows CentralWindows Central
The survey asks a variety of questions of users across multiple ecosystems, asking how likely they would be to invest in the Xbox platform if various games went timed, or even fully console exclusive.
Microsoft asks if users would switch to Xbox on a per game basis, including pitches of exclusivity for games like Fallout, The Elder Scrolls, DOOM, Hideo Kojima's PHYSINT, Diablo, and even Minecraft itself. The survey even stresses that existing titles wouldn't be removed from other platforms, but would no longer receive new content.
There's even a nuclear option question, asking users how they'd change their habits if every single Xbox game (except Call of Duty, likely owing to acquisition requirements) went fully console exclusive.
It asks users to consider the hypothetical scenario, offering multiple choice responses below it.
"Imagine it was announced that all future title releases from every XBOX-developed gaming franchise except Call of Duty will be console-exclusive to XBOX," the final survey question reads. "For Minecraft only, existing titles would no longer be available for purchase on PlayStation or Nintendo consoles, and would not receive any new content updates. However, there is no impact to any of the existing titles or content you already own. Nothing changes on PC in this announcement."
It asks users if they would move to an existing Xbox console they already own, buy a new one, switch to PC, or skip it entirely in this scenario.
Going multiplatform didn't work, would going maximum exclusivity work instead?
Is Xbox looking at ditching PlayStation completely? (Image credit: Windows Central)
In the near term, even if Microsoft did create massive desire for its platform and was somehow able to make even GTA6 magically exclusive, the RAMpocalypse has driven hardware sales to historic lows. Even if there was Xbox stock available globally, they've become prohibitively expensive for many. But, that situation (hopefully) won't last forever.
If games like Fallout 5, The Elder Scrolls 6, and Diablo 5 were Xbox Helix exclusive, it would undoubtedly drive masses of sales for Xbox hardware. But would the stock even be available? Microsoft has historically struggled with global distribution even before the component crisis. As much as I think Xbox desperately needs exclusive content, the risks are undeniable on paper.
But sacrificing the entire platform is just as risky potentially. PlayStation itself just massively clawed back from Steam and Windows PC gaming too.
There's little point in maintaining Xbox as an entity if it was to become a simple publisher. Microsoft is more of a hardware company than it has ever been arguably, powered by data centers and increasingly home grown silicon, like its new Maia chips which has driven the stock to new highs recently. Microsoft has already sacrificed mobile as a platform endpoint, greatly limiting its ability to distribute and train its AI platforms. I can't imagine they'll seek to make the same mistake with Xbox.
Surveys are just surveys, and it all might amount to nothing. It could also be a hint around Xbox's thought processes. Perhaps there's math that exists that proves that the juice just isn't worth the squeeze. Halo Campaign Evolved on PlayStation likely did irreparable brand damage to Xbox as a hardware entity, even though the game itself wasn't spectacularly well-received.
The future of Xbox could end up being more interesting than expected.
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Rumors on social media claim Nothing is working on two smart glasses variations: one with a camera and one without.
The "audio-equipped" version will reportedly let users place/receive calls and feature transition lenses.
The camera version would offer similar capabilities to the audio-only one; however, it may feature translation capabilities, ChatGPT, and more.
Earlier rumors this year suggested Nothing's CEO Carl Pei moved the company down this route with a potential release in 2027.
Nothing has made Android phones, headphones, and earbuds. However, recent rumors claim the company wants to branch out into smart glasses.
Rumors got underway on Bluesky by tipster Roland Quandt, who claims Nothing is working on a pair of smart glasses (via GSMArena). The tipster suggests the brand could launch two variations of its smart glasses: one with a camera and one without. Regarding the "audio-equipped" glasses, rumors purport Nothing's take could feature "auto-tinting photochromic lenses."
Otherwise known as "transition lenses," Nothing's smart glasses could darken (like sunglasses) when outside before clearing once you're inside. Quandt adds that these glasses would closely integrate with your phone's AI assistant and let users place/receive calls.
The alternative is the alleged camera-equipped version. Rumors on Bluesky state this pair would also provide translation capabilities and ChatGPT. There's little else about these alleged Nothing-branded smart glasses, so take these rumors with a grain of salt.
Nothing Glasses 1 (remember that?)
(Image credit: Nicholas Sutrich / Android Central)
This would be the second time we've heard rumors about Nothing smart glasses (or a Nothing Glasses 1, as we've joked before). Earlier this year, a report claimed that Nothing CEO Carl Pei began making moves within the company to bolster the development of AI smart glasses. It was alleged that these lenses would feature a camera, speaker, and microphone.
Compared to what we've seen on Bluesky, some of these aspects could be separated. That report suggested that these smart glasses wouldn't be able to "handle everything" on their own. They would lean/rely heavily on your phone. For example, it was speculated that the glasses would rely on your phone for "the cloud to handle AI processing." It's unclear if things have changed, but Nothing might reveal these glasses in 2027.
It'll be interesting to see how Nothing handles a camera on smart glasses. We've seen the major backlash Meta has received. Cameras on smart glasses raise serious privacy concerns for many people. No one wants to be recorded constantly without their consent.
Android Central's Take
I'm really interested in what Nothing smart glasses would look like. I like the design its given its phones. It's different, and might seem like an acquired taste to some. I wonder if Nothing would go the transparent route, or would it try and match whatever design its next phones are going with? A unified direction could work out nicely for a brand that's already turning heads with its aesthetic.
Three years ago, we were graced with the release of Warhammer 40,000: Boltgun, a first-person shooter inspired by classics like DOOM, Quake, and Wolfenstein 3D, set in the grimdark universe of Warhammer 40,000.
It was a simple yet immensely cathartic boomer-shooter with fast-paced gunplay, satisfying weapons, and charming yet grim retro-style graphics that I gave 4/5 stars.
Fast-forward to today, and Warhammer 40,000: Boltgun's sequel is here with more heretics to slay and a new, second playable character with more weapons to purge them with.
Is it as fun as, or more fun than, the first game? Let's find out as we ready our Bolter rifles and review Warhammer 40,000: Boltgun 2.
Warhammer 40,000: Boltgun 2 launches on October 14, 2026, for Xbox Series X|S, PlayStation 5, Nintendo Switch, and PC via Windows and Steam. This review was made possible thanks to an Xbox Series X code provided by Devolver Digital. The company had no input nor saw the contents of this review before publication.
Warhammer 40,000: Boltgun 2 β Story, setting, art
Vashtorr the Arkifane daemon has come for your souls. (Image credit: Windows Central (Alex Cope) | Devolver Digital)
The story goes that the forces of Chaos, led by the towering Greater Daemon, Vashtorr, are wreaking havoc across worlds controlled by the Imperium of Man.
In response, the righteous Space Marine, Malum Caedo, has returned from the first Boltgun game to purge the heretical daemons out of existence. Except this time, Malum Caedo is joined by the equally zealous Sister of Battle, Nyra Veyrath, who hopes to torch the daemons to cinders in the name of the God Emperor.
Just like the first Boltgun game, the story serves as a simple excuse to go blasting Chaos cultists, Chaos Space Marines, and daemons into red mist. That's cool by me, as I was in the mood for an action game without being bogged down by endless cutscenes.
However, if you're looking for an FPS with a complex narrative and character development, you're better off looking elsewhere.
Warhammer 40,000: Boltgun 2 may be the first videogame I've played that has swamp levels that actually look cool. (Image credit: Windows Central (Alex Cope) | Devolver Digital)
Warhammer 40,000: Boltgun 2 continues to embody the series ' retro throwback art style of being a long-lost 1990s PlayStation 1 game (with 2D sprites set against 3D backgrounds and models), and it's beautifully well done.
The jagged, grotesque, and gothic scenery of Warhammer 40,000's war-torn fortresses, temples devoted to the Chaos gods, and environments slowly being corrupted into daemonic blemishes are a sight to behold at times in this game.
The 2D sprites (and sometimes 3D models) of enemies are crisp, detailed, and faithful to their Warhammer 40,000 tabletop counterparts, which makes them all the more satisfying to chop up as they explode in showers of gratifying pixelated blood and guts when you kill them.
On top of that, the performance is rock solid. The game ran at a consistent 60fps at 1080p resolution with absolutely no framerate drops, even when all kinds of chaotic explosions, gunfire, and combusting bodies were happening on-screen.
Warhammer 40,000: Boltgun 2 β Gameplay
We're gonna need a bigger bolter for this heresy. (Image credit: Windows Central (Alex Cope) | Devolver Digital)
Warhammer 40,000: Boltgun 2's gameplay structure has you running across multiple planets via chapter-based missions where you must reach the end of massive levels while eradicating any heretic and daemon standing in your way.
Along the way, you will come across a wide variety of weapons, hidden collectibles, and secret power-ups to give you an edge when taking on some of the game's tougher enemies.
Combat is just as chaotic, gory, and satisfying as its predecessor, while offering more variety with two playable characters with their own unique weapon loadouts and gameplay styles
Alex Cope, Windows Central
The first thing I like about Warhammer 40,000: Boltgun 2 is that its level design is more varied than its predecessor.
Some of this game's levels will have you clearing out space ships and Imperium facilities of daemons; exploring dank swamplands mutated by the Chaos god Nurgle; storming daemonic fortresses dedicated to the Chaos God Khorne; and escaping collapsing, burning buildings before being melted by rising magma, just to name a few.
It helped keep the gameplay fresh, so it didn't feel like I was constantly running and gunning through linear hallways. Plus, Warhammer 40,000: Boltgun 2 has alternating chapters you can only select once per playthrough, which sometimes unlocks secret optional chapters where you can find more hidden collectibles, increasing its replay value.
On a side note, Boltgun 2 manages to fix my biggest problems with the first Boltgun game (at last on the Xbox version): remappable controls. You can now keybind all your actions to any button you want to fit your playstyle instead of its default layout, making its controls feel more natural and enjoyable.
Be cleansed by the Melta gun, daemon! (Image credit: Windows Central (Alex Cope) | Devolver Digital)
Anyway, it's time to talk about the meat and bones of Warhammer 40,000: Boltgun 2: its combat. Combat is just as chaotic, gory, and satisfying as its predecessor while offering more variety with two playable characters with their own unique weapon loadouts and gameplay styles.
Malum Caedo is a slow-but-durable walking tank who can endure tons of gunfire while retaliating twice as hard with Bolters, Shotguns, and heavy ordnance. Malum can smash enemies to paste with a shoulder-tackle charge, lunge at enemies with homing Chainsword attacks, and throw grenades that will blow weaker enemies in an instant.
Meanwhile, Nyra Veyrath is a squishy but extremely mobile warrior who cuts down enemies with a sword while annihilating them with Bolters, Flamers, and Meltas. Nyra can also perform slide moves to dodge certain attacks while piercing enemies with her sword, and chuck slow-detonating but devastating Melta Bombs that even the heaviest armored daemon won't be able to survive,
While they're both fun to use, I ended up enjoying Nyra the most. Her fast, hit-and-run playstyle is so fitting for the boomer-shooter sub-genre; her chargeable melee attack is useful for knocking back aggressive melee fighters, and I love seeing heretics screaming in agony as I burn them to pixelated ashes with Nyra's flamethrowers and Meltas (which shoot scorching laser beams the size of cars).
Burn in holy fire! (Image credit: Windows Central (Alex Cope) | Devolver Digital)
Nyra's abilities and weapons proved very helpful for the enemies ahead because Warhammer 40,000: Boltgun 2 has a greater rogues' gallery of enemies to fight this time. You will be fighting heretical cultists, iconic Chaos Space Marines devoted to every Chaos God (Khorne, Nurgle, Tzeentch, and Slaanesh), daemon hordes, massive Greater Daemons, and other hidden surprises.
They're all fun to fight, and especially challenging on harder difficulty modes where you must keep on running to survive getting shredded in a few hits. However, I did notice some enemies and bosses had some really dumb AI where they would get stuck in the terrain, leaving them helpless for me to gun them in an unsatisfying manner.
It didn't happen too often, but often enough for it to be noticeable, and it's probably the only major gripe I have with this game. The only other issue I have is the lack of Xbox Play Anywhere support, as this game would've been a killer app to play on the go with an Xbox Ally.
Warhammer 40,000: Boltgun 2 β Conclusion
There's nothing that can withstand the might of the iconic Chainsword. (Image credit: Windows Central (Alex Cope) | Devolver Digital)
Once again, the Warhammer 40,000: Boltgun series provides sweet catharsis to players yearning for arcade shooters light on story and heavy on pure video game violence. Compared to the first game, Boltgun 2's gameplay was more fun and varied thanks to its multiple playable characters and weapons, improved level design, and a wider bestiary of enemies and bosses.
Not to mention, it has plenty of easter eggs and cheeky references to the vast lore of the Warhammer 40,000 universe for hardcore fans like me to geek out over.
An average playthrough on Normal difficulty will take you around 6-10 hours depending on if you're looking for collectibles, and possibly more if you try to beat it on harder difficulty modes.
So, if you have some spare time to kill over the weekend as we await the next DOOM game, then I recommend giving Warhammer 40,000: Boltgun 2 a go for all your boomer-shooter FPS lovers out there.
Xbox version
Warhammer 40,000: Boltgun 2
Warhammer 40,000: Boltgun 2 irons out some of the issues from the first game while refining its satisfying gunplay with multiple playable characters, more varied level design, weapons, and enemies, and gorgeous 2.5D graphics that perfectly capture the over-the-top and grimdark aesthetic of WH40K.
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