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An In-Depth Preview of Gameplay in ZA/UM’s Zero Parades Before the Upcoming Demo Release

If there is anything that is concretely true about the upcoming Disco Elysium follow-up Zero Parades, it is that it is certainly a new RPG from ZA/UM. Everything else, well, that depends on who you ask, and where they lie in the messiness that has been in and around the studio these past few years, but a ZA/UM game in name it is. And now there are two opportunities for you to form a more direct opinion about Zero Parades, and its quality therewithin.

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Death Stranding 2 Launching on PC Next Month: Prepare for a Beach Adventure with Kojima

You knew it was coming, I knew it was coming, and now one Mr. Hideo Kojima himself (disclaimer: technically it was Sony during tonight’s State of Play, though I’m sure he’s Fweeted about it on Fwitter) has confirmed that yes, Death Stranding 2: On the Beach is making its way to PC. It’s also doing so pretty soon, and with a small suite of additional features not present in its original PS5 release.

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“Castlevania: Belmont’s Curse Revives the Franchise as Dead Cells Developers Collaborate with Konami for a New Era”

Sharpen your fangs and chuck out all of the garlic bread in your house, Castlevania’s back with a new game co-developed by the folks who made roguelike-Metroidvania Dead Cells. Castlevania: Belmont’s Curse is the name of this fresh bout of vampire whippage set in medieval Paris, which publishers Konami have teased is just the first of many Castlevania things they have coming as the series turns 40.

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Untitled John Wick Game: A Gun Fu Baba Yaga Brawler with Similarities to Untitled Goose Game

A goose with your skillset must be able to honk freely, unconstricted. They must be versatile, capable, adaptable. They must be grounded, stable, constant. I believe you are ready, goose. Honk.

That isn’t quite what Keanu Reeves’ talkative tailor says in the reveal trailer for Space Marine 2 devs Saber’s Untitled John Wick Game, but it’s what I heard. The stubbled and suited hitman’s latest journey into videogamedom is touted as an uber-faithful putting of Wick’s cinematic martial arts brawling and gunfighting into your hands, but until Saber prove otherwise, I’m treating it as a spiritual twin to House House’s Untitled Goose Game.

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“Darkhaven’s Ambitious Quest: Redefining Diablo 2’s Legacy by Integrating Elements of Minecraft”

There’s an unpredictable “Necropolis” event in Darkhaven that will slowly turn the entire world undead. It generates a Lich sarcophagus that spills a sickly wave of gloom, rolling across the procedural map to clog player waypoints and fill the alcoves with bony minions. Let the gloom thicken for long enough, and in theory, there will be nowhere safe for your character to spawn. A true apocalypse. You can transfer your character to a freshly generated world, but you might encounter something even harder to dispel: a volcanic eruption, rising floodwaters that breed Lovecraftian fish creatures, a sweeping ice age. Worse, you might encounter several apocalypses at once.

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G-Sync Pulsar’s Clarity-Enhancing Monitor Technology Demonstrates Genuine Performance

Nvidia’s relationship with PC gaming doesn’t always feel like a loving one. Sometimes they’re gifting us a useful new version of DLSS, sometimes they’re helping drive RAM prices up to £300 a stick. Even so, it’s hard not to look at G-Sync Pulsar – a new bit of monitor cleverness that seeks to remove unwanted motion blur from its LCD panels – and see some goodness still inside that big, green eye. After trying it out at a demo event this week, I’m hopeful that Pulsar can clean up how games look in motion as well as anything since the original G-Sync.

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Legacy of Kain: Ascendance Developers Claim Significant Changes Will Still Attract Soul Reaver Fans

Edwin, come look at this! Seriously, come look at this! It’s that thing from your site bio. They’re doing a new one. Edw-0h wait, he’s on holiday today. Ah well, I guess I’ll have to aim my distictly non-Soul Reaver enthusiast eyes at Legacy of Kain: Ascendance. Ooh, Edwin, this nice marketing person claims it’ll appeal to veteran Kainers like you, despite being a bit of a new direction for the series.

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Steam Reviews Now Allow PC Specs Attachment: A Step Towards Steam Machine Preparation

I wasn’t immediately sure who the latest Steam client beta update, which allows Steam review writers to optionally attach their hardware specs and anonymised framerate data, was for. The reviewers? Not unless they want to inadvertently reveal that the reason they aren’t getting 360fps in Space Marine 2 is because they’re trying to run it on a 3DFX Voodoo Banshee. Developers? Performance data could be useful but if I ran a QA department, I’d want that coming from observable tests, not from the bottom of a slur-filled missive from ViperSniper69 (0.2hrs on record).

Then I read the words “This feature is currently in Beta with a focus on devices running SteamOS,” and realised: this is for Valve themselves. A devious ploy to record how thousands of hitherto unbenchmarked games run on the Steam Deck and, eventually, the new Steam Machine.

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The Legend of Zelda Series Investigates Possible Transition from Fantasy to Science Fiction Themes

**The Legend of Zelda: Commemorating 40 Years of Questing and Near-Experiences with Sci-Fi**

Today marks the fourth decade of *The Legend of Zelda*, a series that has become a hallmark of high-fantasy questing in the gaming universe. Initially launched for the Famicom Disk System in 1986, Nintendo’s grand adventure began with a hero in a tunic, Link, who battles well-known adversaries, traverses expansive realms, and navigates complex puzzles. Over the years, Link’s journeys have enchanted millions, establishing him as one of gaming’s most iconic figures. Yet, beneath the sword-swinging and monster-conquering lies an intriguing alternative narrative—a voyage into the universe.

During a keynote speech at GDC 2017, director Hidemaro Fujibayashi, art director Satoru Takizawa, and technical director Takuhiro Dohta shared insights into the creation of *Breath of the Wild*, frequently regarded as one of the finest entries in the series. A particularly fascinating segment titled “Trial and Error” disclosed an early concept for a game named *The Legend of Zelda: INVASION*, featuring a unique plot revolving around an extraterrestrial takeover of Hyrule.

Takizawa recounted how this idea generated laughter from the crowd, showcasing images of UFOs landing on the well-known landscapes of Hyrule, alien dissections, and a surprisingly nonchalant version of Ganondorf in a Metallica t-shirt. Among the most provocative designs were radical interpretations of Link, including one where he wore oversized denim trousers, a striped winter beanie, and wielded a Triforce guitar. The idea of Link as a college party-goer infuses a degree of surrealism into a series celebrated for its grand mythology.

Despite the quirky nature of the *INVASION* concept, it appears Takizawa’s remarks circled back to motifs seen in *Breath of the Wild*—the ancient ruins and advanced Sheikah technology suggest a supernatural presence that hints at forgotten inventions introduced to Hyrule by earlier visitors. With mechanical adversaries and structures echoing sci-fi visuals, one can’t help but ponder if traces of that extraterrestrial idea persisted in the finished game.

Curiously, this is not the sole instance where *The Legend of Zelda* has brushed against the fringes of science fiction. Shigeru Miyamoto, the creative genius behind the franchise, originally contemplated a time travel component that could have significantly changed the series’ path. Instead of the well-known time-shifting depicted in later installments like *Ocarina of Time*, Miyamoto’s original notion imagined a merger of medieval fantasy with futuristic tech—where the Triforce’s magical essence might originate from microchips and computer components.

Over the years, the concept of merging genres has consistently emerged. Concept sketches from *A Link to the Past* portrayed a cyberpunk Zelda, challenging the expectations fans may have from a Zelda title. Ironically, the very title conjures images of time travel, aligning more with a narrative that intertwines past and future, rather than simply flipping between dimensions.

As we honor 40 years of *The Legend of Zelda*, it seems improbable that Nintendo will soon send Link into space. The company has typically opted for caution, particularly as it broadens its intellectual properties into films, television series, and amusement parks. While viewers might be intrigued by the idea of Link navigating wormholes and galaxies, the rich tradition of Hyrule has stayed rooted in its fantastical origins.

Yet, there’s an undeniable charm in the idea of allowing creativity to surpass its established limits. As artists and creators linked to the franchise continuously explore and dream beyond the known, there still remains a flicker of hope that one day, Link could fearlessly traverse the cosmic expanse, embarking on a quest that ties the imaginative with the remarkable. As we reflect on the past four decades, we can only speculate on what future legends may await.