PC Game Trailer & Release News
PC Game Trailer & Release News
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Get a sneak peek of the hottest upcoming PC games with our trailer releases. We bring you the latest trailers and teasers to fuel your anticipation.
When is Cold Snap returning to Fortnite?
When is Cold Snap returning to Fortnite? Since its debut all the way back in Season 7, the Cold Swap has grown to be an absolute fan favorite among the massive array of pickaxes in Fortnite , the latter given its unique aesthetic and charm. But true to that, it's no surprise that a question continues to arise among the community. After all, when will the Cold Snap return? Here's when will the Cold Snap return to the Fortnite shop, as well as how much the item will most likely cost. When is Cold Snap returning to Fortnite? Unfortunately for all who, like me, missed the chance to add the pickaxe to their collection when it was last featured in the game's shop, there's currently no way to know when the Cold Snap will be returning to Fortnite . On that note, and given both the item's first release date and how well it fits the Holiday theme, I would not be surprised if the pickaxe were to make a return to the shop during the days surrounding this year's Christmas. For those curious, the pickaxe's last appearance in the store dates back to June 28, 2024, when it was featured as part of the Clix's Locker bundle. How Much Does the Cold Snap Cost? According to the Fortnite.GG database, the Cold Snap has been featured in the game's shop a total of 63 times since its release on December 28, 2018, In all times, the pickaxe could be purchased either alone for 800 V-bucks or as part of bundles ranging from 2.300 to 2.500 V-Bucks . Now that you know when we can expect the Cold Snap pickaxe to return in Fortnite , don't forget to also check out How to find Godzilla . If you are like me and cannot wait for the mode's debut, I also recommend checking out All available jobs in LEGO Fortnite Brick Life . The post When is Cold Snap returning to Fortnite? appeared first on Destructoid .
PC Archives – DestructoidDec 9
Watch the Sosuke Aizen Bleach Rebirth of Souls Awakening and Reawakening
Watch the Sosuke Aizen Bleach Rebirth of Souls Awakening and ReawakeningThe newest Bleach Rebirth of Souls gameplay trailer shows the moveset for Sosuke Aizen, as well as his Awakening and Reawakening.
PC Archives - SiliconeraDec 9
All Zenless Zone Zero 1.4 Gacha System Changes
All Zenless Zone Zero 1.4 Gacha System Changes Zenless Zone Zero 's version 1.4 (A Storm of Falling Stars) is set to bring to players both the playable debut of Hoshimi Miyabi — AKA its most highly anticipated agent since the beta — and what seems to be a big shift regarding its approach to banners. But how big will this change be? Here are all Zenless Zone Zero 1.4 Gacha system changes, explained. All Zenless Zone Zero 1.4 Gacha System Changes, Explained In a similar manner to what Genshin Impact and Honkai: Star Rail do, Zenless Zone Zero 1.4 will break the game's tradition and run both the Hoshimi Miyabi and Asaba Harumasa S-Rank banners simultaneously. The banners will run from the debut of the version on December 18, 2024, to its end on January 21, 2025. The Miyabi Banner is set to feature Piper and Soukaku as its featured A-Rankers, while Harumasa's will star Lucy and Seth. As you can see in its official teaser below, you will also be able to claim Harumasa for free by completing the Special Visitor event at any time during the runtime of 1.4. https://www.youtube.com/watch?v=9aFEcYP0ZFs Together with Miyabi and Harumasa, their signature W-Engines (Hailstorm Shrine and Zanshin Herb Case) will also receive their own separate banners. It's still unknown if the double banner system will be adopted into any Zenless Zone Zero versions following 1.4, but I believe so, as it will allow for reruns while keeping the release of new agents steady. All You Need to Know About the New Zenless Zone Zero 1.4 Drive Discs A Storm of Falling Stars will also bring to ZZZ two new Drive Discs sets in Branch & Blade Song and Astral Voice, the former of which will be Miyabi's BIS. Two new Bangboos —Agent Gulliver (S-Rank) and Brawlerboo (A-Rank)— are also set to debut. Here's an overview of the effects of both upcoming Drive Discs: Branch & Blade Song 2-Piece Effect: CRIT DMG +16% 4-Piece Effect: If your Anomaly Mastery exceeds or equals 115, the equipped Crit DMG will be increased by 30%. When any party member applies Freeze or triggers Shatter, the equipper's CRIT Rate will be boosted by 12% for 30 seconds. Astral Voice 2-Piece Effect: ATK +10% 4-Piece Effect: All squad members will get one stack of Astral after a Quick Assist is performed. Each Stack will then boost the damage of the agent taking the field with the Quick Assist by 8%. You can only get a maximum of three stacks. All Other ZZZ 1.4 Changes As usual, Hoyoverse revealed that the game will receive a new wave of quality-of-life updates once 1.4 arrives, all focused on further polishing the experience. You can check an overview of all of the biggest changes set to debut with Zenless Zone Zero 1.4 below: Coff Cafe will now only sell one type of coffee, which will restore 60 Battery Charge and offer a set one-time effect. Players will now be able to take control of Eous directly during the story missions instead of diving into TV Mode. Decibels will no longer be shared among the party, thus allowing you to perform multiple Ultimates in sequence. Players will be able to finally wander around New Eridu as all of their acquired agents. A new Quality Time feature will become available, allowing you to invite agents to free-roam New Eridu alongside you. Each agent will have their preferred destinations and can trigger multiple events during the outing. Now that you know what is set to change once ZZZ 's version 1.4 debuts, don't forget to also check out our latest Zenless Zone Zero Tier List . The post All Zenless Zone Zero 1.4 Gacha System Changes appeared first on Destructoid .
PC Archives – DestructoidDec 8
Fortnite reveals new tactical fps mode
Fortnite reveals new tactical fps mode Fortnite may have added plenty of new content over the years, but the Ballistic mode could be a breath of fresh air for the community to enjoy. So far, Epic's battle royale has stuck closely to the genre despite all the community-created content that can be enjoyed at any given time. Ballistic will be something completely different, and it's going to be the first 5v5 FPS mode. The developers have allowed some important information about the upcoming mode, including what to expect and when it will go live. Fortnite Ballistic release date The Ballistic mode will have 5v5 contests with a focus on FPS rather than the traditional third-person viewpoint . The mode will launch in early access on December 11, and Epic has given out brief details regarding how the mode will work. https://twitter.com/FortniteGame/status/1865395948362293652 Fortnite Ballistic mode explained As already mentioned, Ballistic will be a FPS mode that will pit two teams of five players against each other. It will launch with the Skyline 10 map, a limited number of items, and a starter set of weapons. As expected, it will be a no-build mode, and all your saved presets from the Locker will carry over. Any item that you have unlocked over the years, like outfits, emotes, and more, won't be supported. Every contest will have one team playing the role of attacker, with the other being the defender. The Attackers will have to plant the Rift Point Device, while the Defenders will have to defend it before the device activates. There will be two regions across the map where players can plant the device. The teams will switch their roles after every 6 rounds, and the one to win 7 rounds will win the contest. Every player will start with a Ranger Pistol and 800 Credits. Players will earn credits by eliminating enemies and planting the Rift Point Device. If they manage to survive a round, they will keep all their gear and shields. Players can also help their teammates with consumables and other gear items. Each player will also begin their journey with one of the five Flex Gadgets, and they can have a maximum of two of these items for any round. Players can't pick up the Flex Gadget of another teammate. When used strategically, the Flex Gadgets can completely change the tide of a round and the battle as a whole. The Ballistic mode will have Ranked and Unranked, and you can choose to play the mode you like. Ranked will be much more competitive, and you'll be hit with a penalty if you leave a contest prematurely. All matches will be based on the average rank of your party to keep the contests fair for all. The post Fortnite reveals new tactical fps mode appeared first on Destructoid .
PC Archives – DestructoidDec 7
Movie Shadow Added to Sonic X Shadow Generations as DLC
Movie Shadow Added to Sonic X Shadow Generations as DLCThe Sonic x Shadow Generations DLC pack introducing Shadow from the Sonic the Hedgehog 3 movie will release on December 12, 2024.
PC Archives - SiliconeraDec 7
Capcom Fighting Collection 2 Is Up for Preorder on PS4 and Nintendo Switch
Capcom Fighting Collection 2 Is Up for Preorder on PS4 and Nintendo SwitchEverything you need to know about preordering Capcom Fighting Collection 2, including release window, pricing, where it's available, and which games are included.
IGN PC ArticlesDec 6
Mai Shiranui Will Join Street Fighter 6 in Early 2025
Mai Shiranui Will Join Street Fighter 6 in Early 2025Capcom has published a new teaser trailer for the upcoming addition of Mai Shiranui to the Street Fighter 6 roster in early 2025.
PC Archives - SiliconeraDec 6
Warhammer 40,000: Space Marine 2 Patch 5 Release Date Confirmed, New Screenshot Shows a Blood Raven Holding (Stealing?) Something Players Haven’t Seen in the Game So Far
Warhammer 40,000: Space Marine 2 Patch 5 Release Date Confirmed, New Screenshot Shows a Blood Raven Holding (Stealing?) Something Players Haven’t Seen in the Game So FarWarhammer 40,000: Space Marine 2 publisher Focus Entertainment has confirmed a release date for Patch 5 and the Dark Angels Chapter Pack, and released a new screenshot showing something players haven’t seen in the game yet.
IGN PC ArticlesDec 6
Review: The Thing: Remastered
Review: The Thing: Remastered I remember reading a preview for The Thing in a magazine back before its release. The game, I mean, not the movie. It’s certainly a game that sounds interesting on paper. So, it’s been stuck in the back of my mind for decades, but I never really made the move to play it. Why would I? I hadn’t watched the movie, and reviews at the time of launch were lukewarm. I knew it developed something of a cult following since then, but even among fans, I heard the same thing: The whole psychological element was too ambitious and didn’t actually work very well. I’ve been left to imagine its failings. But I rarely miss a remaster from Nightdive Studios, and since they’ve taken on the task of polishing up The Thing , then the stars have certainly aligned. I even went and watched the movie while running a fever and cuddling with my dog, just to make things memorable and a little awkward. But you don’t necessarily need to have watched the movie to understand what’s going on in the game. I think you should, though, because then you will truly appreciate how completely daft this game is. Screenshot by Destructoid The Thing: Remastered ( PC , PS4 , PS5 , Xbox Series X|S , Switch) Developer: Nightdive Studios, Computer Artworks Publisher: Nightdive Studios Released: December 5, 2024 MSRP: $29.99 The end of The Thing: The Movie was left pretty ambiguous. I don’t really want to spoil it for you beyond that. It’s a great movie. And since its ending was left so open, a narrative follow-up had a lot of room to breathe. A story could be really delicate with things and even heighten the mystery of the original. That’s not what The Thing: The Game does, however. It stomps right up to the movie and starts breathing down its shirt. The only mystery it heightens is how this wrecking ball got here. This was 2002, and the standards for video game storytelling couldn’t get much closer to the floor. This is especially true for shooters. It was a time when Half-Life was still naively hailed as having spun a tale rivaling Citizen Kane . So, I probably shouldn’t have expected much, but The Thing: The Game has the sort of narrative I would come up with off-the-cuff if I was trying to make fun of the concept of a sequel to The Thing: The Movie . You play as Captain J.F. Blake who sounds so much like Kyle Travers from Final Fight: Streetwise , I actually had to look up the voice actors to convince myself it wasn’t. It takes place right after the movie, so it’s still the 1980s, but he has one of the most popular hairstyles of the late ‘90s, right down to the spiked-up bangs. He’s Special Forces, and that’s all there is to him. He’s the only competent person in the universe, and he knows it. There isn’t an ounce of humanity to the guy; he’s just a brick. A big, grumbly block who wears forest camo pants in Antarctica but won't put on a hat because it would mush down his hairdo. https://youtu.be/xmQE_GpB44I?feature=shared It starts off interestingly enough. Blake’s Team arrives at U.S. Outpost 31 from the movie and start sorting through the wreckage. It’s a very understated time in the game, as it mostly just introduces you to the concepts of the game while allowing you to visit set pieces from the movie. It’s kind of quiet and tense, which is so uncharacteristically restrained for the game in hindsight. The team did consider what made the movie great when they came up with the design. The one thing they added that I think works well in the game and doesn’t get enough credit is the fact that you can’t linger outside for long. It’s winter in Antarctica and nobody brought a toque. You’ll freeze if you don’t find shelter. This gets squandered when 80% of the game is in tight concrete corridors, but the hostility of the open air is a nice touch. What gets the most marketing hype is the trust/fear system, which is just… I get why they’d focus on it in advertisements, because it’s something that makes the game unique, but it’s so poorly implemented that it might as well not be there at all. The Thing: The Game is a squad-based third-person shooter, and the idea is that you need to keep your squad from freaking out when any one of them could be a thing in disguise. The idea is that you, as a player, don’t know who to trust. The fear aspect works the best, but it’s not very impactful. Your squadmates start getting nervous when they’re around gore and dead bodies, but the problem is that the areas you traverse are absolutely lousy with corpses, so it's hard to tell when you're in a fear zone. It usually only becomes a bit of a problem if you stand around in a room with a mess on the floor. Once (and only once), I had to physically push a squadmate out of a room so he could get a breather and get a grip. So, it kind of works; it's just really clumsy. When I completed the game, I got an achievement that said I never let a single squad member reach maximum fear level. That means I actually don’t know if something cool happens when they completely lose it because I was apparently a really soothing presence for those around me. Maybe it’s because I constantly live in fear and anxiety, so I know how to empathize with others feeling it. Screenshot by Destructoid The trust system is completely pointless, though. Sure, some dudes will refuse to follow you because they think you might have a thing in your pants, but getting them to come around is just a matter of shoving ammo into their pockets. Their trust is only between you and them; squadmates always trust each other unless it’s for story reasons. They don’t need to kiss and trade ammo. For that matter, it's hard for them to distrust you once you've loaded them up. They’ll only start feeling iffy again if you keep shooting them. They don’t seem to think it’s weird that you obsessively check every notepad and carry an armory on their back. Ammo is the only thing they trust. The whole idea that any one of them could be a thing is the least meaningful layer. It’s true, some of them will sprout tentacles. You can do a blood test to see who’s human, but it doesn’t really work. Like, at all. Dudes you already tested might turn out to be full of things anyway. That doesn’t matter though, because the moment they start to change, all your teammates will suddenly snap and start shooting at them before they’re even done transforming. Even if they didn’t, the friend-things aren’t any tougher than any normal thing. They aren’t a threat. So, who cares if you can trust them? That’s the biggest problem with The Thing: The Game’s superfluous systems; it doesn’t try for tension. You play as some generic good guy. Practically a super-hero. At the best of times, The Thing: The Game is a dumb shooter. It smells like the early ‘00s. It’s not really a horror game; it just has some gross bad guys. Your squad isn’t consistent, either. They get swapped out at almost every loading screen. They don't have charming personalities to get attached to. It doesn’t matter if Simmons exposes his thing. Simmons wasn’t special. There’s an identical dude down the hallway. Screenshot by Destructoid It’s a good remaster, though. Absolutely solid. You can tell the tech folks at Nightdive had fun working on a post-millennium game since they loaded it up with all kinds of fancy lighting effects. True to their M.O., they kept it looking like something you’d expect from the era, but it’s not hard to see and appreciate the glow-up. It also ran flawlessly on my PC. There isn’t as much in terms of extra material as a few of their previous releases. You can view the game’s original trailer and there’s some concept art, but not a whole lot that’s insightful. I was kind of hoping that a game that looks to have fallen apart in production would have more of a story to tell, but if it does, it won’t be found here. They clearly couldn’t do anything about the game’s weaknesses. That would take more than a remaster. It’s not just that the fear/trust/infection systems were buggy or weren’t fully implemented. No, the original developers had some high-concept ideas and tried to put them into a dumb shooter, and they didn’t fit. The dumb shooter was the prevailing force, and there’s no undoing that. I also ran into a lot of glitches. I’m not sure which ones were already there and which were introduced in the remaster. I’m also not certain which ones will be fixed by the time you’re reading this since I got to touch The Thing early for this review. And really, the glitches I ran into were mostly just hilarious. I did have to load a recent save to undo a bug a couple of times, but more often, they were just funny, benign things. The best one happened early. Your squadmates will sometimes throw up when they’re in a bad situation. I can relate; anxiety makes me throw up, too. However, one dude apparently started the puking process right as a cutscene started. The camera snapped back to show the two of us walking into frame, he continued the process of throwing up, but it wouldn't interrupt the animation. Instead, it played the retching noise, and all the vomit came out from between his legs, so it looked like he was violently evacuating his bowels onto the floor. I laughed so hard . I still giggle whenever I think about it. I caught it in my gameplay capture, and I keep watching it. Screenshot by Destructoid Really, as much as I think The Thing: The Game is kind of terrible, I did find it entertaining. The story is just so braindead and full of cliches that I wanted to see more to find out if it was going to be so obvious the whole way through. It definitely has reverence for the source material, but it wasn’t exactly gentle when it came to building on it. To be fair, I would have been surprised if it had even come close to matching the movie in terms of storytelling, so it’s maybe what I should have expected from a 2002 licensed title. I still applaud Nightdive for this remaster. They’re the only ones with the guts. Regardless of how I feel about the game itself, they gave it the same loving attention that they normally do. More importantly, it’s a licensed game, and those tend to be the most unlikely candidates for a re-release. Part of me wishes their effort was spent on a better game, but the other part is happy that I got to experience the absolute mess that is The Thing . I know it sounds weird to hear, “This is a mess; you should totally check it out,” but that’s what I’m saying. The Thing is a fascinating cluster of missteps, and a completely unconvincing facsimile of its source material. But it’s hard to look away when it turns itself inside out. [This review is based on a retail build of the game provided by the publisher.] The post Review: The Thing: Remastered appeared first on Destructoid .
PC Archives – DestructoidDec 5
After beta feedback, hitstop is returning to Monster Hunter Wilds
After beta feedback, hitstop is returning to Monster Hunter Wilds Early last month, Monster Hunter Wilds , the newest mainline entry in the long-running series, had an open beta on all platforms to give players an early taste of the action (and the developers some much needed feedback). While the beta was received well, many players agreed on one thing: something about the combat felt.. off. Things were a little limp, and the culprit quickly became apparent: a near total lack of hitstop. For the uninitiated, "hitstop" is a period of freezeframes that games and animated media employ during a big impact to really sell the weight of the blow. It looks unrealistic, but it's ultra-satisfying when done appropriately, and it's a Monster Hunter staple. Image via Capcom A new interview over at PC Gamer with the game's director, Yuya Tokuda, reveals that the change was ironically the result of us Westerners complaining too much. "Many of the users from overseas commented that the hitstop was way too [intense]," Tokuda said regarding Monster Hunter: World . He expressed relief that players wanted it back, saying the feedback was "very positive." Newer previews of the game's latest playable build have already reported vastly improved hitstop, making combat feel weightier and more satisfying. Speaking of combat, some weapons are getting "big changes" ahead of release, those being the Insect Glaive, Switch Axe, Lance, and Sword & Shield. As a lance player who heard less-than-favorable things from the open beta, this makes me very happy. I wish I could throw my two cents into the opinion well but unfortunately I was out of town during the open beta. From the sound of it, I too would've been disappointed by the floatier feeling combat, but I'm almost glad I was spared that month of gnawing anxiety before learning about these positive changes. M onster Hunter Wilds is shaping up to be a series great, thanks in no small part to the team's enthusiasm for feedback. The post After beta feedback, hitstop is returning to Monster Hunter Wilds appeared first on Destructoid .
PC Archives – DestructoidDec 5