Mar 07, 14:00


Kotaku Saturday, March 7, 2026 1:09 PM
     A man with a beard looks tired.

Olivier Gay's latest comic uses similar French turn of phrase as its title

Kotaku Saturday, March 7, 2026 12:00 PM
     Hearts

The controversy was addressed on the life sim's Discord

Kotaku Saturday, March 7, 2026 11:00 AM
     Leon and Jill fight off zombies.

The Weapons director's take on Resident Evil is raising eyebrows

Kotaku Saturday, March 7, 2026 10:30 AM
     TheOdd1sOut

Artists for TheOdd1sOut were caught off-guard by the sudden dismissal

Kotaku Saturday, March 7, 2026 10:03 AM
     Gang of Dragon

Toshihiro Nagoshi's post-Sega crime epic needs legal tender, fast

Kotaku Saturday, March 7, 2026 9:25 AM
     Runners walk through a science lab tunnel.

Lux will now come in the right amount to purchase a skin

Kotaku Saturday, March 7, 2026 9:00 AM
     resident evil requiem leon

Koshi Nakanishi says he's been 'called out' for 'edited' messages circulating online

Kotaku Saturday, March 7, 2026 8:00 AM
     08 Slay The Spire 2

Don't call it an iterative comeback

PCGamesN Saturday, March 7, 2026 1:00 PM
    

A new consultation, which will conclude in May 2026, will determine whether or not there is a VPN ban for people under 18 in the UK.


PCGamesN Saturday, March 7, 2026 12:36 PM
    

The Riftbreaker's combination of base-building survival game and high-octane ARPG just got bigger, and a free weekend lets you try it now.


PCGamesN Saturday, March 7, 2026 9:51 AM
    

The Rust Shipshape update adds more ways to tweak and improve your boats, along with the introduction of longer days in the survival game.


PCGamesN Saturday, March 7, 2026 8:05 AM
    

Valve's transformative new Deadlock patch notes include skill reworks, item overhauls, movement changes, and fresh neutral camps on the map.


Rock Paper Shotgun Latest Articles Feed Saturday, March 7, 2026 1:56 PM
    

Menace, the latest very XCOM-ish game from Battle Brothers developer Overhype Studios, has been out in early access for about a month now, and with that the arrival of a roadmap has appeared to grace us with very sparse details regarding what you can expect in the game's numerous updates to come.

Read more


Rock Paper Shotgun Latest Articles Feed Saturday, March 7, 2026 1:01 PM
    

Upon Marathon's launch earlier this week, Bungie revealed a pair of in-game currencies that you have to use to unlock various bits. One is called SILK, which you can earn through play and is used to unlock rewards in rewards passes. The other is LUX, a premium currency you have to spend real, cold, hard cash on to get, though its sole purpose is for cosmetics. However, much like all in-game currencies that cost real-world money, the amount you can buy and the amount it costs to buy cosmetics didn't line up, leading to a good bit of pushback that has resulted in Bungie simply giving you more bang for your buck.

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Rock Paper Shotgun Latest Articles Feed Saturday, March 7, 2026 12:08 PM
    

It's looking pretty likely that Gang of Dragon, the debut game from Yakuza/Like a Dragon creator Toshihiro Nagoshi's studio, won't be coming out at all. According to a report from Bloomberg, Nagoshi Studio employees were told by NetEase Inc. Friday, March 6th, that it would be pulling funding for the game from this coming May.

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Siliconera Saturday, March 7, 2026 9:00 AM
    

Never Grave's Pacing Feels a Bit Awkward

Never Grave: The Witch and the Curse is in an awkward position. The concept is promising, seeing as it is both a Metroidvania with roguelike elements and involves us controlling a witch hat that can body hop from entity to entity, turning that being into the main character. However, the pacing is off. Part of it is repetition that involves exploring the same rooms far more often than expected, with other times it comes down to being forced to end runs sooner than expected or due to difficulty spikes that feel geared toward multiplayer sessions. It's a situation filled with potential that clearly flounders after a few runs. 

Never Grave: The Witch and the Curse begins with a young woman on an alter, her crystalized essence being stolen by an Ancient Witch and dipped into a cauldron. An explosion occurs, and we see a hat, half the crystal, and the body of the girl fly out of the castle and into the depths. The witch herself remains above, though with her form changed as a result of her actions and half of the crystal at her side. At the end of the fall into the ruins, we find ourselves controlling… the hat. After a quick bit of exploring, we reach and possess that body, using it to move and perform actions. However, as a twist, we can release it from our possession to reach new spaces, then use magic essentially to respawn it beneath us somewhere else. Our goal? To confront the witch who did this to us above, making our way through the depths with this body and that of our enemies. 

https://www.youtube.com/watch?v=iEWQ59wNlQE

In terms of gameplay, Never Grave: The Witch and the Curse tends to feel pretty solid so long as you're in the hat or human body. Attacking and dodge rolling feel responsive, and it's really easy to possess or release that body or take over additional ones. You go through the ruins, fighting enemies and possessing them and collecting Blessings, Grimoires, and Spells that can affect things like your attacks and abilities, so you can unlock doors, and proceed further. The roguelike element comes from needing to periodically return to the village hub to make use of new furniture and blueprints, build new facilities like a Research Station, Witch's Caultron, and Training Scarecrow, gain resources and become stronger. For example, after the first boss fight and run, you return to the church and can head to the village inventor to get the Pillar of Survival blueprint to access a new skill tree. As you grow stronger and the village develops, you eventually get to go to new areas like a garden and academy. 

However, it is those other possession possibilities that become an issue. The first element to this is that I found I didn't get to make use of it as often as I expected. Considering it seemed like a selling point, it seemed a bit odd when it turned out I wasn't constantly using it to swap between vessels. The other is that, while novel, sometimes it felt like remaining the human girl was the best bet. One of the earliest examples of a character you can take over is a sort of skeleton-dog-like creature. When you possess it, your movement is hampered, you lose the ability to do things like climb ladders, and you get a sort of biting lunge attack. Later, a minotaur is another option. Its physical punching power is handy and its movement options are better than the earlier dog-like entity, plus it certain feels useful in the biome where it is used, but I still felt like the human form was more comfortable. 

But the most awkward elements of Never Grave: The Witch and the Curse involves elements tied to progression. While the product page claimed these dungeons "are auto-generated and change each time you play," it felt like they didn't. I kept seeing the same sorts of situations and layouts. Also, while fine early on in the ruins, the difficulty feels like it can keep spiking once you reach the volcano. Going through repetitive situations knowing it wrecked me the run before that due to the strength of enemies and status effects got discouraging. It sort of felt like it perhaps needed a rebalancing patch or like at that point maybe it was expected that I was taking part in co-op runs?

I appreciate the idea behind Never Grave: The Witch and the Curse, but the execution doesn't feel quite right. I suppose I was hoping for more excuses to possess things with the character's unique ability, for one. The level design and difficulty spikes also get in the way a bit too. It's an interesting concept, but maybe a patch or two might help.

Never Grave: The Witch and the Curse is available on the Switch, PS4, PS5, Xbox Series X, and PC. 

The post Never Grave's Pacing Feels a Bit Awkward  appeared first on Siliconera.


Destructoid Saturday, March 7, 2026 10:46 AM
    

Solar Strike in Slay the Spire 2

The Regent is one of the most fun characters to play in Slay the Spire 2, and he can clear all three acts when built right.

Compared to the other four characters, the Regent is slightly complex to understand. His strengths and weakness revolves around an exclusive currency called Stars. You have to gain and use Stars to eliminate enemies, and that's easier said than done.

Let's look at how to make the most out of this character.

How does Regent work in Slay the Spire 2

The Regent works based on deck synergy since you have to juggle between cards that use normal energy and Stars. Stars are different from your typical mana, and you have to generate them each turn manually.

Regent
Screenshot by Destructoid

The Regent is a perfect character to create different combos, and some of the RNG-based card effects are absolute entertainment. However, the decks require a lot of chemistry to operate, and running out of stars can be dangerous. Hence, the priority lies in building a perfect deck.

Best cards for Regent in Slay the Spire 2

While you won't have complete control over the cards you get, it's important to decide on the deck archetype. This will help you to create harmony between the cards that you'll draft on your run. While you can go to the Sovereign Blade route, it's better to go for a Star deck.

Regent cards
Screenshot by Destructoid

Early commons and uncommons

These will be the cards you'll use mostly to clear Act 1. Pay attention to them since they will become the staple of your deck.

Card Reason
Gather Light Gets you 7 Block and a Star simultaneously at 1 Energy.
Solar Strike Does 8 Damage and gains a Star at 1 Energy.
Hidden Cache For 1 Energy, you gain 1 Star this turn and 3 Stars in the next one. Ideal for board setup when you don't have to strike/block too heavily.
Convergence For 1 Energy, you gain more Energy and Star the next turn. You'll also retain your hand, which saves good cards that you might need in the next turn.
Shining STrike For starters, you'll always draw this card as it will sit on top of the pile. It does 8 damage for 1 energy, and you also gain 2 Stars. This is a must-have card that you should draft whenever it appears.

Best Cards

You should always look to pick up from the following list of cards if they are available as possible options.

Card Reason
Cloak of Stars You spend 1 Star to get 7 Block, and you don't have to dip into your Energy.
Dying Star While you do spend 1 Energy and 3 Stars, the card does 9 damage to every enemy, and also reduces their Strength by 9. This can be effectively used as a turn wipe, or as a Block (if it reduces the enemy's attack to almost negligible).
Gamma Blast At 3 Stars and 0 Energy, you deal 13 damage while inflicting 2 Vulnerable and 2 Weak on the chosen enemy. The damage is significant, and the debuffs further weaken the target if it can still manage to survive.
Genesis One of the best ways to generate Stars. For 2 Energy, you'll gain 2 Stars for every turn (typically for 3 turns).
Reflect At 1 Energy and 3 Stars, you can block 17 damage. Moreover, the entire blocked damage is reflected back on the enemy. It's a great counterattack item that offers decent protection and does good damage.

Best relics for Regent in Slay the Spire 2

Here are my top recommendations for the best relics that you can add for Regent.

  • Lunar Pastry: You gain a Star at the end of every turn. A must-have with Regent.
  • Mini Regent: You gain one Strength whenever you spend a Star for the first time in a new turn. Allows you to scale your Strength up significantly with your turns.
  • Galactic Dust: Allows you to gain 10 Block for every 10 Stars spent. While this relic isn't as good as the two others on this list, it can still function well.

The post Best Regent build in Slay the Spire 2: Cards, strategy, and more appeared first on Destructoid.


Destructoid Saturday, March 7, 2026 8:36 AM
    

FUT Birthday prom image

The introduction of the FUT Birthday Bakery evolutions in FC 26 allows you to add playstyles of your choice to the promo cards.

This is the first instance that allows us to completely control what type of playstyles can be added to a card. However, not every playstyle is useful for every footballer, and it largely depends on the position. This guide will help you to add the correct playstyles to the FUT Birthday promo cards that you pack or obtain from rewards.

Best FC 26 FUT Birthday playstyles to add

The table below has the best playstyles you can add to the FUT Birthday cards. The best choices take the current in-game meta into account, which is applicable for Title Update 1.15.0.

Position PlayStyle+ Playstyles
LW/LM Finesse Shot
Rapid
Incisive
Tiki Taka
Technical
Low Driven
First Touch
Gamechanger
Inventive
Trickster
RW/RM Rapid
Low Driven Shot (If you want to have an alternative to Finesse)
Finesse Shot
Incisive
Tiki Taka
Technical
Low Driven/Finesse
First Touch
Gamechanger
Inventive
Trickster
ST Finesse Shot
Low Driven Shot
Incisive (if you make your wingers run on the bylines)
Incisive/Low Driven
Tiki Taka
Technical
Rapid
Power Shot
First Touch
Inventive
Gamechanger
CAM Finesse Shot
Incisive Pass
Tiki Taka
Technical
Rapid
First Touch
Low Driven
Inventive
Gamechanger
Power Shot
CM Tiki Taka
Intercept
Finesse Shot
Incisive
Pinged
Bruiser
Technical
First Touch
Inventive
Relentless
CDM Pinged Pass
Intercept
Incisive
Tiki Taka
Anticipate
Jockey
Bruiser
Technical
First Touch
Quick Step
LB/RB Intercept
Bruiser
Incisive
Tiki Taka
Pinged
Anticipate
Jockey
Rapid
Block
Quick Step
CB Intercept
Anticipate (if you defend manually)
Bruiser
Jockey
Block
Aerial Fortress
Quick Step
Slide
Tiki Taka
Pinged
Relentless

Here's a quick explainer about how the FUT Birthday Bakery+ evolutions work in Ultimate Team.

The post Best FC 26 FUT Birthday Bakery PlayStyles for all positions appeared first on Destructoid.


Gaming Instincts – Next-Generation of Video Game Journalism Saturday, March 7, 2026 10:03 AM

Gaming Instincts – Next-Generation of Video Game Journalism Saturday, March 7, 2026 9:25 AM

Gaming Instincts – Next-Generation of Video Game Journalism Saturday, March 7, 2026 8:31 AM

iDev Games Feed Saturday, March 7, 2026 7:51 AM
     Market Tycoon Empire é o jogo definitivo para quem sempre sonhou em construir e gerenciar seu próprio império de supermercados! Comece com um pequeno mercadi...