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It’s Time That You Switch To An Ergonomic Vertical Mouse

Story Highlights
  • The pain on the wrist and fingers from using a standard mouse is enough to make you switch to a vertical one designed for comfort.
  • It’s mainly better for productivity, but many users still find it great for gaming as well. 
  • It does have a learning curve, and you need to use it daily for a month to get used to it. However, it might also take 2-3 months to adjust to it. 

Many of us have been using standard mice for years, and they’ve been great. They come in various shapes and sizes to fit different hand sizes and mouse grip styles, making them very efficient for productivity and gaming.

Vertical Mouse
Vertical Mouse (Image Credits – Computer Food)

However, most of them cause hand fatigue, especially if you intend to use them for prolonged hours. Even the lighter mice cause pain in people’s wrists because they involve more wrist movement than complete arm movement.

Why Traditional Mice Might Be Harming You

Apart from that, claw grip mice usually cause players to squeeze their palms together to form a claw, which over time causes strain in the fingers and especially affects the thumb. 

Often, gamers rotate their wrist vertically in a handshake position after gaming for hours to reduce strain. Vertical mice solve this problem by reducing the twist in their forearms and helping distribute muscle activity evenly.  

Claw Grip (Image by T4G)
Claw Grip (Image Credits – Tech4Gamers)

Mimic A Vertical Mouse Right Now

Even though ergonomic mice are designed to reduce strain in the standard mice, Vertical mice add an extra layer of comfort where your wrist remains pain-free even after hours. You can test it out if you can’t imagine what it feels like.

Simply grab your current standard mouse and rotate it vertically at a 70-degree angle. Now, move your arm so that the side of your palm drags across the mousepad to mimic the position of a vertical mouse.

Standard Mouse Vertically
Hold Your Standard Mouse Vertically (Image Credits – Kinesis)

Instantly, you’ll feel the difference, just to give you an idea. Vertical mice often stand at a much more comfortable vertical angle and have an extremely ergonomic shape to hold them, which is far better than you can imagine.  

Made For Productivity

These mice are usually better for productivity tasks or for doing anything other than gaming. They’re also usually on the heavier side, ranging from 120 g to 150 g, so you don’t have to make rapid movements with your arm. 

Most people prefer it for video editing, and some also use it for graphics designing, where they have to make a lot of clicks and constantly move the cursor around a specific area. 

Wireless Vertical Mouse
Vertical Mouse For Productivity (Image Credits – The New York Times)

Can You Use It For Gaming?

For gaming, they could be used for single-player games, and their heft could be used to simulate the slow camera movement of controllers. While they aren’t the best for fast-paced games, many people still use them for these games. 

Not The Best For Fast-Paced Games

These fast-paced games are usually multiplayer, competitive ones where you need to have precise control over your aim and also make quick flicks. The vertical mice lack in this area because most of them don’t have large and smooth mouse glides.  

After-Market Glides Make Things Possible

Many people have solved this problem by adding after-market mouse glides and rigging them all around the feet of their vertical mouse, and the results were surprising because it reduced their pain and improved their aim.

After Market Glides
After Market Glides (Image Credits – Dawid Does Tech Stuff)

First Ever Gaming Vertical Mouse

Razer has solved the concept of having a vertical mouse that also serves for gaming. Although the vertical mouse has been around for almost 25 years, Razer recently announced its first-ever vertical mouse, the Pro Click V2 Vertical. 

While we had gaming vertical mice from cheap, unknown brands that offer multiple buttons and RGB, Razer includes their classic side grips, six total buttons, a 30K Razer focus sensor, with up to 6 months of battery, and their glorious RGB.  

Razer’s introduction of the gaming mouse in the vertical shape suggests that other big brands might also latch onto this concept, which would make these mice better for gaming as well.

Grip with the Razer Pro Click V2 Vertical
Razer Pro Click V2 Vertical. (Image Credits – Razer)

Learning Curve

Switching to a vertical mouse from a standard one does have a slight learning curve. Depending on how fast you get used to new things, such as peripherals, some users might take longer to adjust to this new shape and design.

At minimum, it takes around a month to fully adjust to this mouse, but this period could stretch to 3 months easily. It’s better to use it daily without switching to the standard one.

Verdict

Many users have reported that once they’ve started using a vertical mouse, it’s hard for them to try the standard mouse again, let alone switch back completely. If you haven’t tried it once, you should definitely give it a go.  


The Cyborg II Might Just Kill The Gaming Keyboard…

Story Highlights
  • The robot’s hand-shaped gamepad integrates keyboard buttons and a controller’s thumbstick in a single gamepad.
  • There are 30 buttons placed all around, where six can be accessed with a single finger. 
  • It requires a steep learning curve, and mapping every button in different games could lead to confusion and misclicks. 

For years, keyboards have acted as the leading player in PC peripherals. Apart from that we used to have the old joysticks for PC which later transitioned to gaming controllers but what if we merge keyboard with controllers.

Cyborg II
Cyborg II (Image Credits – GameRant)

That is when you get the Cyborg II keypad. It isn’t anything you would imagine, and almost everyone’s first impression of it would be intriguing. This is because it is based on the design of a robot’s hand with added buttons and a thumbstick.

What Does This 3D-Printed Hybrid Offer 

An Australian company, Azeron, created this 3D printed innovation, which the prototypes of FPS controllers were aiming to create. The purpose is for you to have precise movement and more control present at your fingertips, quite literally. 

Tons Of Buttons

Buttons on this gamepad are placed everywhere. First, you get buttons at the bottom of each finger. Then, just above that, there’s a place for you to rest your fingers, and three buttons surround your fingers from up, down, and the right side. 

Tons Of Buttons
Tons Of Buttons (Image Credits – YT/DeveloperAdam)

Moreover, where you rest your fingers, there is also a red button that you can push with your fingertips. Apart from that, the robotic gamepad’s fingertips also contain one more button, which you can press by raising your knuckle slightly upwards.

There are six buttons each for your dominant and pinky fingers, and five buttons each for your middle and ring fingers. They’ve nailed the design and made all of these buttons compact, which otherwise would’ve taken lots of space.

It is worth noting that this keyboard-and-joystick hybrid still doesn’t sound as good as the Akko MU01 keyboard. Instead, you get mouse-like clicks from every button, which could be a letdown for most people. 

Insane Adjustability

You put your hand on the robot’s palm, which is also the gamepad’s palm. I believe this is inspired by holding hands or giving your friend a high five. Anyway, you can get a flat or a curved palm rest, the latter being ergonomically shaped. 

Insane Adjustability
Insane Adjustability (Image Credits – Azeron)

Not only that, but the fingers of this gamepad can be slid up or down depending on your hand’s size, and they can even curl so you can reach the buttons. Each finger can also be spaced away from the others to cater for larger hands.

Apart from the buttons, another distinctive feature of this gamepad is that it also comes with a joystick you can use with your thumb. This joystick is also fully adjustable, and you can tilt it around or move it according to your preference. 

Practicality

Now that we know how it works and how you can adjust it according to your hand, let’s see how well is it in terms of practicality. Is it just a gimmick or does it actually benefit players?

Steep Learning Curve

See, the first thing is that you have to map out the 30 keys according to the game you’re playing. This means there is a steep learning curve and you’ll have to invest a lot of time to get used to it and eventually master it.

Mapping Software
Mapping Keys (Image Credits – GBATemp)

Might Get Confusing For Multiple Games

But it comes with a downside. If you map keys differently for each game, it’s easy to confuse the keys for different games since there is no physical labelling on the gamepad buttons. 

Best For Competitive Games

The best use case scenario is if you stick to one or two games. It then comes quite handy as you’re getting more access to the buttons that you would have to reach inconveniently with your keyboard.

You also get precise control over your movement, which frees up four movement keys from your keyboard: WASD. This is especially great if you’re playing fast-paced competitive games, especially for Fortnite’s build mode. 

@boomerveezy

Azeron Clips #boomerveezy #azeron #fortnite

♬ original sound – BoomerVeezy – BoomerVeezy

Occasional Error In Games

While this keyboard and joystick hybrid is a strength of this gamepad, it does have one downside. When you press buttons and use the thumbstick, some games can detect both the keyboard and an Xbox controller.

This detection will then appear on your screen, where the control scheme will switch repeatedly from keyboard controls to an Xbox controller’s controls. This can happen occasionally; you can unplug and replug it into your PC to fix it.

Size & Weight

It is tiny compared to a keyboard, which gives you plenty of room to use your mouse for the camera movements. It is over 1 kg and lighter than most keyboards, but it still isn’t as light as the Epomaker Carbon60 keyboard.  

Verdict

People who are on the fence should try this gamepad at least once to experience this unique innovation. Besides that, this gamepad is a treat for people who want to access many keys at once without giving up control over their movement. 


Rockstar Ex-President’s MindsEye Preview Receives Mostly Negative Feedback; Playtesters Recommend Delay

Story Highlight
  • MindsEye previews are out, and they’re mostly negative.
  • The game feels incomplete, unpolished, and filled with bugs.
  • Many playtesters recommend a delay for the game since launching in such a state would be disastrous. 

MindsEye, a third-person narrative-focused title by former Rockstar developers, will be released next month. Led by Rockstar’s ex-president, the title has many expectations to meet.

However, the team is finding it difficult to do so, as early previews aren’t exactly positive. Most playtesters have recommended that the game be delayed until these issues are resolved. 

Why it matters: It’s not every day that a project by a major ex-GTA producer is released. Due to its comparisons with the GTA series, MindsEye is on track to fail if it has multiple faults.

mindseye previews
MindsEye Previews Not Looking That Great || X

On social media, Synth Potato has compiled various thoughts on MindsEye from previews.

Most have suggested that the game is filled with bugs and is a broken mess. Like every other game, MindsEye is probably getting a day one patch, but the number of bugs is too high to address in a single patch.

Moreover, the enemy AI is underwhelming and acts dumb. With shooting being the most significant part of the game, encounters having no actual depth would be the game’s biggest flaw.

While MindsEye is framed as a linear experience, its gameplay leans more toward a faux open-world design, with driving playing a central role. Despite playing a central role, the driving part feels unpolished and stiff, making chasing sequences unsatisfying.

mindseye game featured
Former Rockstar Devs Want To Revive Linear Cinematic Blockbusters With MindsEye

One YouTuber has even called this one of the worst previews ever. In general, the game feels incomplete and is in the alpha stage, so it is not ready for a launch next month. As such, many are recommending a delay.

A lack of marketing isn’t helping either. There isn’t enough gameplay to convince people to buy the game, and most wouldn’t even know about this title if it weren’t for the ex-Rockstar employees attached to the project.

What are your thoughts about MindsEye? Will it be a success when it launches next month? Let us know in the comments below or at the official Tech4Gamers Forums

Assassin’s Creed Shadows Claws Of Awaji DLC Launches In September 2025

Story Highlight
  • According to a new report, the Assassin’s Creed Shadows Claws of Awaji DLC is seemingly launching in September 2025.
  • The DLC will feature 10+ hours of content, including a whole new region for the players to explore.
  • A co-op mode is also in development, but appears to be in the earlier stages. It will launch sometime next year.

Assassin’s Creed Shadows now has fewer players than Odyssey, as many left the game fast because it burned them out. Despite the RPG reportedly only selling 367k copies on PC, it appears that Ubisoft is not giving up on all the planned future offerings for it. 

A new report suggests that the Assassin’s Creed Shadows Claws of Awaji DLC launches in September 2025. The expansion, initially part of the base game, will bring over 10 hours of content and a whole new region to explore.

Why it matters: Ubisoft is going all in with the first Assassin’s Creed Shadows DLC despite the rumored unsatisfactory sales of the base game. The future content for the game might turn things around.

Assassin’s Creed Shadows is aiming for a September 2025 release window | Source: Twitter

According to the report by Insider Gaming, the development of the DLC appears to be progressing well. The delay of other major Ubisoft IPs has not affected the future plans for Assassin’s Creed Shadows in any conceivable way.

However, there is still a lingering possibility that the DLC could be pushed back to October this year. This depends on Ubisoft’s release strategy and progress with the DLC.

On the flip side, the rumored co-op mode for Shadows is still in active development despite no official announcement from Ubisoft. However, it is still in earlier stages of development and will allegedly launch sometime next year.

Assassin's Creed Shadows
Assassin’s Creed Shadows has apparently failed to meet the expectations of many players. 

The co-op mode will also apparently feature more playable characters than Naoe and Yasuke, but the finer details remain unknown. Until an official announcement, it is best to be cautiously optimistic.

Do you think Assassin’s Creed Shadows will see a resurgence of players and sales after the new DLC drops? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

G.SKILL Showcases Record-Breaking DDR5 Memory Performance at Computex 2025

[Press Release] At Computex 2025, G.SKILL revealed a robust lineup of high-speed DDR5 memory, setting new standards in overclocking and capacity. These kits, built with high-performance SK hynix and Samsung ICs, target gamers, creators, and AI professionals.

G.SKILL reached an extreme DDR5-10934 speed using a 24GBx2 kit on the ASUS ROG MAXIMUS Z890 APEX with Intel® Core™ Ultra 9 285K. This live demo reflects top-tier overclocking and engineering.

Showcased configurations include 64GBx4 at DDR5-7000 CL38 using AMD Ryzen™ 9800X3D and 9900X, 64GBx2 at DDR5-8400 CL48 with AMD Ryzen™ 9600X, and 32GBx2 at DDR5-9000 CL48 with Intel® Core™ Ultra 9 285K. These demonstrate G.SKILL’s balance of speed and density across platforms.

New low-latency kits were also featured, including DDR5-6000 CL26 and DDR5-6400 CL28 at 192GB (48GBx4), and DDR5-8400 CL34 at 32GB (16GBx2). These are tuned for real-time performance needs and demanding workloads.

To support AI and high-performance computing, G.SKILL presented a DDR5-6600 CL42 512GB (64GBx8) R-DIMM setup running on the AMD Ryzen™ Threadripper™ PRO 7985WX. This configuration highlights memory support for large-scale data tasks.

In a live AI model training demo, G.SKILL used DDR5-7200 CL38 128GB (64GBx2), showing how overclocked memory enhances machine learning performance in desktop systems.

The new CSO-DIMM form factor, aimed at compact systems, reached DDR5-7200 speeds with a 128GB kit in a mini PC featuring Intel® Core™ Ultra 7 265K. By integrating a CKD chip, this memory type improves signal stability at high speeds.

Finally, G.SKILL pushed the limits of CAMM2 memory by hitting DDR5-10000 speeds with a 64GB module, shown on the ASUS ROG MAXIMUS Z890 HERO CAMM2. This proves desktop CAMM2 is ready for future high-speed applications.

Lies of P Getting Difficulty Options Despite Devs Previously Saying They Don’t Belong to Souls-Like Genre

Story Highlight
  • Neowiz has revealed that Lies of P will soon get three different difficulty options.
  • Previously, the director stated that these options don’t belong in souls-like games.
  • The studio wants to make the title more accessible for the general audience.

Lies of P was one of the most surprising releases of 2023, considering how it flew under the radar of many players, but was amongst the best games of the year. Like other souls-like titles, the game had no difficulty options, which will change soon. 

Neowiz has announced that Lies of P will finally get its much-anticipated DLC later this year and will also introduce difficulty options to make the game more accessible to players. 

Why it matters: Neowiz’s Pinocchio-gone-dark title is indeed a very challenging game, but difficulty options don’t bother souls-like fans; however, this will undoubtedly open it to a wider audience. 

Lies of P Featured
Lies of P is getting difficulty options to make it more accessible.

The ‘Overtrue’ DLC for Lies of P is set to release this summer, although no solid date has been announced yet. It will be a prequel story set during the Puppet Frenzy, and will take about 20 hours to complete, so we expect plenty of content. 

We wanted to make sure a wider audience of players could play the game.

– Jiwon Choi

Lies of P
Lies of P DLC Concept Art From Round8 Studio.

However, adding the difficulty options is a bit controversial, considering the director previously stated that they shouldn’t be a part of souls-like games. The studio has now backtracked on the statement. 

Nonetheless, the difficulty options include Butterfly Guidance, Awakened Puppet, and the default Legendary Stalker. The names don’t really explain the level, but fans who previously couldn’t play the game because it was difficult can now try it

What do you think about Lies of P adding difficulty options? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum.

Triple Win for ARCTIC at the European Hardware Awards 2025

[Press Release] ARCTIC claimed three major awards at the European Hardware Awards 2025, reinforcing its lead in PC cooling innovation. Just ahead of Computex 2025, the company’s Liquid Freezer III Series was honored as Best CPU Cooler (Water) and Best Value Component, while the MX-6 thermal paste won Best Thermal Interface.

The Liquid Freezer III continues to stand out with its efficient pump, VRM fan, and strong thermal performance, delivering premium cooling at an affordable price. The MX-6 thermal paste also impressed with its improved formula and high conductivity, making it a top pick for all system builds.

Dan Heck and Patrick Vogel proudly present the awards.

These awards highlight ARCTIC’s focus on engineering performance-driven, cost-effective solutions trusted by experts and users alike.

Fragpunk Interview – Bad Guitar Addresses Monetization Issues And Long-Term Goals

Story Highlight
  • Fragpunk’s console release delay was due to underestimating the review process for console platforms, not competition.
  • Sports inspired Fragpunk’s unique “Shard Card” system to bring unpredictability and suspense to FPS matches.
  • Player feedback is actively shaping the game’s future, especially regarding in-game events, rewards, and monetisation.
  • The development team is working to improve matchmaking times, especially during peak hours, to ensure a healthy player base.

FragPunk has quickly become one of the more unique takes on the hero shooter genre, mixing fast-paced FPS gameplay with a surprising rogue-lite twist through its “Shard Card” system. We spoke with Xin Chang, Creative Director and Producer at Bad Guitar Studio, to learn more about how the game is doing post-launch.

We discussed everything from the game’s performance and community feedback to plans for eSports and future updates.

Chang explained that while breaking into the live-service FPS space is tough, FragPunk has met internal expectations so far. He also shared that the team’s goal has always been to create a game that stands out through unpredictability and variety.

This idea inspired the shard cards, which were designed to keep matches fresh and suspenseful—something the developers felt was missing in other shooters.

We also talked about the creative process behind the Lancers, the studio’s response to criticism, and the path forward. Chang was clear that player feedback is shaping many of the game’s next steps, especially around monetisation, in-game rewards, and matchmaking improvements.

With a community-driven mindset and a growing roadmap, Bad Guitar Studio seems determined to keep FragPunk evolving in the long run.

Fragpunk
The “FragPunk Universe” will be expanded through in-game comics and other methods to tell the characters’ stories.
Breaking into the live-service space has become harder and harder over the years, so has Fragpunk managed to meet developer and publisher expectations with the current player numbers, revenues, and the like?

Xin Chang: So far FragPunk’s performance is within our expectation. And as you mention, the FPS genre is hard to break in to, but we have a strong belief in FragPunk and our determination to deliver a long-term operation has never been weakened.

Fragpunk features a great rogue-lite mechanic into the hero shooter genre, but was there anything that inspired these shard cards?

Xin Chang: The concept of Shard Cards originated from sports. Over the years, as I watched traditional sports like soccer, basketball, and volleyball, as well as F1, boxing, and WWE, I noticed a clear trend in the revision of rules: to prevent fixed strategies from making the game predictable. Unpredictability creates suspense, and suspense captures the audience’s attention and interest.

This situation is similar to the competitive FPS scene. After spending thousands of hours playing current FPS giants, we feel that while superior shooting skills and perfect tactical execution are essential for ranking up, matches have become increasingly rigid and formulaic, often leading to repetitive experiences.

Suspense mainly arises from the outcomes of player gunfights, but there aren’t many design elements in the game to enhance suspense and variety. We wanted to introduce greater suspense into the FPS genre, and when we thought of “random” and “unpredictable,” cards immediately came to mind. This led to the creation of our card system, known as the “Shard Card.”

The Lancer designs are unique, but players are curious about their inspirations. Could you share more about how you conceptualize new characters and their abilities?

Xin Chang: Our lancers were born from gameplay-first brainstorming : “What element feels missing in a match?” Abilities evolved through playtests—some ideas were scrapped for being too disruptive, while others stuck because they enabled unexpected synergies with cards. Through numberless internal tests, the lancers finally become what our players meet. The process is long and sometimes difficult, but as long as the lancers bring a refreshing experience for our players, it is all worth it.

Some players have often dubbed Fragpunk a Marvel Rivals clone or a copy. What do you say about that?

Xin Chang: Even though FragPunk and Marvel Rivals both belong to the hero shooter genre, there are notable differences setting the two titles apart in gameplay and many other aspects, and we believe our players can easily tell that. We admire the creativity and passion of teams like Marvel Rivals, but FragPunk was developed independently.

We do try out each other’s games sometimes, but most of the time the two teams work separately. Healthy competition drives the genre forward, and we’re all players at heart—so we’re excited to see how different studios interpret the hero shooter space!

The player rating on Steam for Fragpunk is still mostly positive. What are the biggest player concerns holding it back, and what are the developers doing to address it?

Xin Chang: We have been closely monitoring our community’s feedback, and we notice that players are commonly complaining about insufficient in-game events and rewards. We are aware of this problem and are now working specifically on events of Season 2, increasing both the frequency and content of events.

One of the biggest player concerns I've noticed are harsh microtransactions and in-game currencies; are there any plans on streamlining the in-game monetization in the future?

Xin Chang: We are continuously working on the monetization system and have realized optimizations like the merge of Lancer and Weapon Skin Keys. More updates on the monetization are in store now based on players’ feedback.

How well is the game performing in terms of player numbers across Steam and Epic Games store? Players have complained about decreasing active player number on Steam and difficulty in finding online matches during peak weekend hours. But does this mean the game is struggling to retain its player base?

Xin Chang: Maintaining a healthy player base is our top priority. We’re aware of feedback regarding matchmaking times during peak hours and are actively optimizing our systems to improve efficiency.

Player retention is a dynamic challenge for any live-service game, and we’re committed to addressing it through regular content updates, community-driven events, and quality-of-life improvements. The passion we’ve seen from our community reinforces our confidence in FragPunk’s long-term potential. We’ll continue listening to player feedback and evolving the experience to keep the game vibrant and rewarding for everyone.

How far is Fragpunk going to go in the eSports scene in the future? Can we expect the game to become a big contender in the competitive FPS scene?

Xin Chang: We are taking the first step in the field of e-sports events by holding FragPunk Global Invitational, and we are glad to see that our player community is enthusiastic in participating in e-sports events. We will not say that we are not interested in “Becoming a big contender in the competitive FPS scene”, but we are still in the “trial and error” stage in e-sports. Doing the very first things right is our priority now.

You have mentioned developing a 'Fragpunk Universe'. Can you provide more details on this narrative expansion? Will it include story-driven modes or transmedia projects like comics or anime?

Xin Chang: Our future updates will gradually enrich the Lancers’ characters. As you can discover in our launch build, we have added special comics as rewards for completing challenges, explaining the Lancers’ backgrounds and stories. We are also exploring other ways to deliver a more vivid and abundant FragPunk worldview to our players.

With the delay of the console release, some players speculated it was due to competition from other hero shooters. Can you shed light on the real reasons behind the delay and how you plan to re-enter the market competitively?

Xin Chang: The delay has nothing to do with competition. We underestimated the strictness of the console platform review, which resulted in our failure to pass the review on the expected launch time, so we had to delay the console launch. We were still trying hard till the last minute, and that is why we announced the delay only two days before the launch.

We understand the frustration of console players, so we made the most of the extra 2 months to optimize our console version and worked out a rich compensation plan for console players. We are closely listening to the console community’s feedback and working continuously on solving still-existing problems now.

FragPunk may still be finding its place in the competitive FPS market, but it’s clear that the team at Bad Guitar Studio is focused on long-term growth. The developers stay responsive and adaptable, from addressing player concerns to experimenting with fresh ideas like Shard Cards.

They listen to their community and keep improving their work with frequent updates. This proves they’re focused on creating something meaningful, not just following what’s popular.

Thanks again to Xin Chang for taking the time to share these insights. It’s always valuable to hear directly from the people behind the game, especially when they’re willing to be this transparent.

Silent Hill 2 Remake Born From A Wish DLC Announcement Expected After Recent Steam Update

Story Highlight
  • Silent Hill 2 Steam page was recently updated, suggesting a DLC announcement soon.
  • The original game featured ‘Born From A Wish’ expansion which will likely be released as a DLC now.
  • The expansion featured Maria and served as a prequel to the main game’s story.

The revival of the Silent Hill franchise is off to a strong start with the remake of the second game, which alone bumped developer studio Bloober Team’s profits by 680%. It also went on to become the fastest-selling entry in the franchise.

However, Bloober Team may not be done entirely with Silent Hill 2. The title’s Steam page was recently updated, implying that the ‘Born From A Wish’ DLC announcement is coming soon.

Why it matters: Silent Hill 2 was one of the biggest successes of last year. A DLC would persuade fans to revisit a modern-day iteration of one of the greatest games within the horror genre.

silent hill 2 dlc update
Silent Hill 2 Steam Page Was Updated Recently

Born From A Wish was a prequel to Silent Hill 2’s story. The expansion was featured in the re-release of the original title, and despite being a short story, wasn’t featured in the main game. As such, fans expected it to be released in a DLC form sooner or later.

The expansion featured Maria as the lead, shortly before she met James. However, this extra chapter only lasted around 1-2 hours. Just like the main game, Bloober Team will likely expand the content for the DLC

Silent Hill 2 Remake Featured
Silent Hill 2 Remake Creative Liberties Were Necessary

Silent Hill 2 is also a timely exclusive for PlayStation that will last around a year. An Xbox Series X|S version of the game is expected around October later this year, which would also be the perfect time for the DLC release.

Thanks to Silent Hill 2’s success, Bloober Team finally found its forte in the horror genre and has landed another partnership with Konami for an unannounced game. It would likely be another Silent Hill game, perhaps a remake of the first or the third title. Furthermore, the studio is also working on its original IP, Crono: The New Dawn

What are your thoughts on a Silent Hill 2 DLC? Will you play Born From A Wish DLC when it releases? Let us know in the comments below or at the official Tech4Gamers Forums.

PlayStation Skipping Summer Season, Showcase Now Expected For September

Story Highlight
  • PlayStation is skipping the summer season; a new showcase is expected in September later this year.
  • This would be their first showcase in over 2 years.
  • Speculation suggests a new God of War game, Naughty Dog projects, and more surprises from the gaming giant. 

Summer is approaching, the biggest season for gaming. This is usually the time when gaming giants hold multiple showcases, revealing big titles. While E3 has bit the dust, it’s now replaced by Summer Game Fest, while Xbox and PlayStation hold their separate showcases.

An Insider has now suggested that PlayStation will skip the summer season and will not hold a showcase before September.

Why it matters: PlayStation skipping the summer season of major events implies that the gaming giant has been quite busy with their first-party studios. As such, fans can expect big things from them.

PlayStation showcase
Insider On When The Next PlayStation Showcase Can Be Expected || Source: ResetEra

In a new discussion post on ResetEra speculating if a PlayStation showcase will happen this year, reputable insider John Harker said they’ll target one for September. This would mark the first PlayStation showcase in over two years, the last one taking place in May 2023.

Fans have high expectations from PlayStation, considering it’s been two years, and combined with the fact that the announced slate for first-party games is scarce. 

Marathon isn’t looking so great, and we’ve yet to hear any follow-up news on Marvel’s Wolverine, which is expected at the same showcase later this year.

forza horizon 5 oblivion remastered
Xbox As A Publisher Dominated PlayStation Store Sales In April

For the showcase, fans can expect a new God of War title that has been rumored for quite some time now. Naughty Dog has also been working on a few new titles besides Intergalactic, which they are probably ready to show.

Beyond, PlayStation would have more to show and surprise fans since third-party games would be partnered with PlayStation as a publisher. The rumored Batman Beyond game could be a part of this.

What are your expectations from a PlayStation showcase? What titles do you expect to be unveiled? Let us know in the comments below or at the official Tech4Gamers Forums.

Borderlands Fans And Content Creators Are Boycotting The Next Game Because Of Pricing Controversy

Story Highlight
  • The Borderlands 4 studio CEO, Randy Pitchford, recently insisted that real fans can afford to buy the game if it costs $80.
  • The CEO’s statement has caused a huge controversy among the fans and content creators of the franchise.
  • As a result, many have spoken out against the CEO’s remarks and decided to boycott the upcoming Borderlands 4. 

A lot of hype has covered Borderlands 4 since it was announced during The Game Awards 2024, as double the budget of BL3 went into the project. Therefore, there have been concerns that the game could cost $80, but the CEO said real fans would still buy it at that price.

However, the remarks of the studio CEO, Randy Pitchford, have turned into a huge controversy, with many fans of the Borderlands series coming out to reject his take. Some popular content creators in the fan base have even announced they’re ditching Borderlands 4.

Why it matters: The criticism of the CEO suggests that Borderlands 4 will suffer a negative reception in sales and ratings.

Many social media posts argue that the CEO’s remarks are a PR disaster that has sullied the anticipation for the next game. Therefore, these fans and YouTubers are refusing to buy Borderlands 4 regardless of its final price. 

The CEO has tried to remedy the situation with more clarification, but that only appears to have fueled the fire for more criticism. The situation has escalated so much that past Borderlands games have been review-bombed across platforms.

This is also not the first time Randy Pitchford has made controversial remarks, previously firing back at concerns raised by fans about Borderlands 4 on Twitter.

Borderlands 4 gameplay release date
Besides the controversy, Borderlands 4 is a definite upgrade over the last entry.

Regardless, Borderlands 4 will launch on 12 September 2025, for PS5, Xbox Series X|S, and PC. It will also release on Switch 2 on an unspecified date.

Do you think Borderlands 4 will ultimately suffer in ratings and sales reception because of the CEO’s controversial remarks? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

PlayStation Is Setting Up Its New First-Party Studio To Use Generative AI For AAA Games

Story Highlight
  • Sony recently formed a new first-party studio, Dark Outlaw Games, to develop an entirely new IP. 
  • That studio is now hiring an artist who has expertise in generative AI. 
  • This shows that the gaming industry is heading toward AI, as each company is heavily invested in this tech. 

Many fear that AI will take their jobs, and this fear isn’t limited to the gaming industry. AI is evolving at a crazy speed and won’t stop anytime soon. This is causing the fear to rise, but some think that the AI revolution won’t happen. 

However, companies are adopting AI technologies faster than ever. Sony is now setting up a new first-party studio and hiring people who have expertise in using generative AI tools for AAA games. 

Why it matters: Companies are now investing massively in Artificial Intelligence, and this is just the beginning. More and more companies are likely to follow Sony’s example. 

PlayStation New Studio Is Now Heavily Involved In AI

We are seeking a Senior Concept Artist to join our LA studio, reporting directly to our Art Director. The ideal candidate is proactive, with strong skills In generative AI tools.

Sony has recently formed a new LA-based studio, Dark Outlaw Games, and is hiring people with expertise in using generative AI tools. This studio gained traction earlier this year mainly because of Jason Bundell, who you may know for working on the Black Ops campaigns. 

If you are unaware, Dark Outlaw Games is working on a game that is said to be a “high-profile AAA console title.” Given that Bundell is the head of the studio, this statement has some weight, so we, along with many fans, are excited to see what the new IP will be all about. 

PlayStation Remasters
Sony may implement more AI into its future AAA games

However, the studio’s new job listing (first spotted by The Game Post) is concerning and suggests that it is headed in the wrong direction. The studio is hiring a senior concept artist with advanced expertise in generative AI tools like Stable Diffusion, ChatGPT, and Midjourney. 

The job description further states that the candidate should “define and polish 2D artwork created by both human artists and generative AI tools.” This shows that the gaming industry is inevitably heading towards AI, and no one can stop it. 

What do you think about the new PlayStation studio hiring AI experts? Do you think it will benefit the gaming industry? Share your thoughts with us in the comments section below or join the official Tech4Gamers forums for discussion