Home Blog Page 313

Kratos To Star In Upcoming God of War Title, Says Insider

Story Highlight
  • The next God of War will star Kratos and be set in Greece.
  • This spin-off adventure will launch in 2025, according to Jeff Grubb.
  • The remastered collection is also in the works and will be announced near the anniversary.

Only a handful of IPs have etched themselves in the history of gaming as Santa Monica’s God of War has. The mythological action series became one of the faces of PlayStation during its rise and helped the juggernaut attain its current status. Even decades after the franchise’s initial launch, it is an essential part of gaming culture.

Unsurprisingly, there has been much talk about the next game in the series, with many reports suggesting it may explore a different mythology altogether. However, if rumors are true, God of War is set to return to its roots, with Kratos taking the reigns once again.

Why it matters: Kratos is the driving force behind God of War’s success, so it’s nice to see his return assured.

While speaking on the GiantBomb podcast, insider Jeff Grubb revealed that a God of War side story will be released this year and star Kratos, the franchise’s protagonist, once again. Grubb says that this upcoming title will be set in Greece and will not be a main entry in the franchise.

Hence, God of War is getting a side-adventure spin-off that could be similar in size and nature to Spider-Man: Miles Morales.

Previous rumors regarding the new entry in the God of War franchise stated that Kratos would be heading to Egypt, with the series getting a complete shift in scenery. That may still happen with the next mainline entry, but for now, the God of War will be going back to his old hunting grounds, in line with previous leaks.

god of war live action amazon
God of War also has a TV show in the works

Grubb also discussed the original trilogy remaster in the podcast, saying it won’t be revealed at the State of Play but near the anniversary instead. With a TV show also coming soon, God of War fans have a lot to look forward to, and this 2025 spin-off is just the start.

Are you excited about a new God of War title set in Greece, with Kratos at the helm? Tell us in the comments below, or visit the Tech4Gamers forum for discussion.

Assassin’s Creed Shadows: Game Analyst Report Disputes Reported Player Count Figures

Story Highlight
  • Assassin’s Creed Shadows was recently released.
  • While the developers have released that it has reached over 2 million players, an analyst suggests that the numbers are deceptive.
  • The title also hasn’t sold enough yet and isn’t a hit that Ubisoft needs. 

After many delays, Assassin’s Creed Shadows is finally out, and the title has been doing great in terms of numbers. In just a day after its launch, the title reached around 1 million players.

Moreover, the developers have confirmed that it has already reached over 2 million players. While the numbers look strong, it has been reported that they are misleading, and the title isn’t a hit that Ubisoft needs.

Why it matters: Assassin’s Creed Shadows has already become the biggest franchise release on Steam, with around 65k concurrent players. Hence, it remains to be seen whether the title will become the hit Ubisoft is looking for. 

AC Shadow Sales
AC Shadow isn’t a massive hit yet – Source: LinkedIn

As seen in the screenshot, an analyst has suggested that revealing a number count is misleading as the game is available on multiple subscription services like Ubisoft+, and even PS5 players can share the games with their friends digitally.

Another report has suggested that the title sold only around a million copies at launch across PS5 and Steam. 

 the early numbers sadly do NOT reflect the smash hit Ubisoft really needs. Given the scope and development time of Shadows, it has almost certainly not broken-even yet.

-Rhys Elliott

Assassin’s Creed Shadows is the first title in years of the franchise to be released on day one on Steam, and the title performance has been underwhelming so far on the platform. It has sold around 200K copies on Steam at launch, while Ghost of Tsushima sold twice as much on launch.

Assassin's Creed Shadows
Assassin’s Creed Shadows has had a positive reception all around.

Compared with recent titles, Monster Hunter Wilds sold around ten times more copies, and Split Fiction, which became a surprise hit earlier this year, sold three times more than the recently released Assassin’s Creed Shadows.

Therefore, the numbers Ubisoft has been releasing have been deceptive, as the title sales aren’t what Ubisoft currently needs. Still, it remains to be seen how the title will perform in the coming days.

Nonetheless, have you played the title already? Did you like it? Please share your thoughts with us in the comments or join the Tech4Gamers forum.

Wuchang Fallen Feathers Officially Releases In Summer 2025

Story Highlight
  • Wuchang Fallen Feathers will be released in the summer of 2025.
  • Per previous reports, the release window is expected between July 1 and September 31.
  • Earlier previews are quite strong, implying a huge success for 505 Games.

505 Games’ Wu Chang Fallen Feathers is by far one of the most awaited soulslike releases this year. Featuring a female protagonist similar to Eve from Stellar Blade, Wuchang takes inspiration from Dark Souls and Ninja Gaiden games.

While previous reports revealed a release date of Q3 2025, an official release window for the game has now been announced. Wuchang Fallen Feathers will finally be released in the summer of 2025.

Why it matters: 2025 is already full of colossal releases, with major titles like Borderlands 4, Metal Gear Solid Delta, and more. Wuchang Fallen Feathers will be yet another solid release that can rival these giants.

wuchang fallen feathers 2025 summers release
Wuchang Fallen Feathers Releasing Summers 2025 || Source: X

Earlier financial reports suggested a release window from July 1 to September 31. Additionally, the title will also be a Day One Game Pass release. 

The total campaign length for the game is expected to be around 60 hours, divided into five main levels. Each level will take around 10 hours to complete. Moreover, Wuchang Fallen Feathers also gives players freedom on enemy approaches and alliances via a non-linear world design that emphasizes exploration.

Wuchang: Fallen Feathers features parry-focused, fast-paced combat. Perfect parries create “Fallen Feathers” resources used to boost abilities.

Wuchang: Fallen Feathers Outfits
Wuchang Fallen Feathers Take Place During The Late Ming Dynasty

The game has been in development since 2019 and was later shifted to Unreal Engine 5, which is the only concern players have shown regarding the game so far. Moreover, the developers are already working on the sequel, revamping the level design and adding a twist to the typical soulsike approach.

With strong earlier impressions, Wuchang Fallen Feathers is shaping up to be yet another solid souslike from Chinese developers following Black Myth Wukong.

Will you buy Wuchang Fallen Feathers when it releases in the next few months? Let us know in the comments below or head towards the official Tech4Gamers Forums.

Cyberpunk 2077 Sequel Is Now In The Development Phase With 12% Of CDPR’s Workforce

Story Highlight
  • Cyberpunk 2077’s sequel, “Project Orion,” is currently in its development phase.
  • Moreover, the game has sold 30 million copies, with the DLC Phantom Liberty selling 8 million copies as of last year.
  • 12% of CDPR’s workforce is currently working on the sequel.

CDPR’s redemption journey with Cyberpunk 2077 was tough and harsh, but it paid well for the developer. Cyberpunk 2077’s 2.0 version birthed one of the best RPGs to date, with the studio managing to change the public’s entire perception of the game.

With the studio moving on from the first game, they’re fully working on the sequel. CDPR’s financial report for 2024 has revealed that the sequel, “Project Orion,” is now in its development stages

Why it matters: The development stages are a much later process in a video game’s development, which implies that CDPR may have something to show regarding Project Orion after Witcher 4’s release.

project orion development phase
Project Orion Is Now In Development Stages According To CDPR

Currently, 12% of the studio’s workforce is retained for the sequel, while 52% of employees are working on Witcher 4, which is speculated to be in its final stages of development.

After the release of Witcher 4, CDPR is expected to shift its entire focus on Project Orion.

Additionally, CDPR revealed that Cyberpunk 2077 has surpassed 30 million copies, with the DLC Phantom Liberty selling more than 8 million units.

cyberpunk 2077 and phantom liberty sales
Cyberpunk 2077 Hitting Another Major Milestone || Source: CDPR

The financial report also reveals that 62% of the game’s playerbase was on PC, 26%  on PlayStation, and 12% on Xbox.

Moreover, CD Projekt Red’s net sales have declined by 20%, and operating profits are down by 22%. This could be due to the developer not releasing any project since Phantom Liberty.

Job postings revealed that the sequel will keep its first-person perspective and feature the most realistic and reactive NPC crowds to date. With such great results from the first entry and its DLC, the sequel looks ambitious and highly awaited. 

What are your thoughts on Cyberpunk 2077’s success story? Let us know in the comments below or head towards the official Tech4Gamers Forums.

ASRock is Investigating Boot Issues and CPU Damage Cases with Their Motherboards

[Press Release] ASRock is investigating reports of boot issues affecting some CPUs with specific BIOS versions and a case of CPU damage involving a motherboard. The company has contacted affected users and retrieved motherboards for examination.

A retrieved motherboard showed no significant damage despite a CPU exhibiting burn marks. After cleaning the CPU socket, the board booted successfully with its original BIOS and passed the stress tests.

CPU socket cleaning, before/after.

Some AMD 9000-series CPUs failed to boot with certain BIOS versions. ASRock confirmed that BIOS 3.20 resolves this by improving memory compatibility but is unrelated to CPU damage. No BIOS versions cause CPU damage.

ASRock is monitoring the situation and urges affected users to seek support via its website. It is recommended that BIOS be kept updated and that users follow official guidance.

Sweet Baby Inc. CEO Says Games Need AI That Prioritizes Diversity & Inclusion Over Profits

Story Highlight
  • Sweet Baby Inc. co-founder and CEO Kim Belair says that games need AI that prioritizes inclusion and diversity over profits.
  • She argues that AI should be used to expand access and diversify voices in video games, not replace them instead.
  • Her remarks have been met with backlash, as gamers argue that her words regarding AI usage make no practical sense. 

Sweet Baby’s co-founder and CEO, Kim Belair, recently mentioned that the gaming industry needs an empathetic AI that can prioritize inclusion and diversity over profits. Gamers have criticized her remarks over social media for being absurd and impractical.

Why it matters: Many gamers have criticized Sweet Baby Inc. CEO’s words since she wants to use AI to promote controversial DEI elements in games. 

Remedy Unannounced Game Sweet Baby
An employee previously admitted that Sweet Baby wants to burn the gaming industry.

As reported by Variety, Kim spoke at the GDC 2025 conference, where she clarified that shareholders often get all the credit instead of employees who make the game. So, Sweet Baby wants to use AI to diversify voices in games instead of replacing them

We want to use AI to expand access and bring in more diverse voices, not replace them.

In other words, Kim wants the industry to stop focusing on profits in game development and instead pour its resources into storytelling, inclusion, and empathy using AI. Gamers interpreted her words as using AI to promote DEI elements in games further.

Our focus is on storytelling, empathy, and inclusion, and AI should serve those goals, not undermine them.

Sweet Baby Inc Threat
Many Sweet Baby games have ended up flopping badly.

Additionally, games that do not focus on profits and instead use AI to increase diversity serve no practical or beneficial purpose for massive studios. Users across forums have also argued that AI cannot be empathetic by logic and only perform commands it is asked to do. 

Do you agree with the words of the Sweet Baby Inc. CEO? Let us know in the comments, or join the discussion on the Tech4Gamers forum.

Chernobylite 2 Interview – The Farm 51 Talks New Features, Class System, and More

Story Highlight
  • Chernobylite 2 expands on the original with an open world and enhanced customization.
  • The game’s length is still being finalized, but early access content provides a substantial playtime.
  • Unreal Engine 5 allowed the small development team to achieve a larger scale and higher visual fidelity.
  • PC optimization is the primary focus during early access, with console versions to follow.

Chernobylite 2 is shaping to be a big step forward from the first game. It keeps what worked before while adding new features like an open world, better crafting, and a more customizable class system.

We talked to Barbara Szymańska from The Farm 51 to ask some burning questions from the player base.

Barbara explains how character customization works, why players can switch between first-person and third-person combat, and how Unreal Engine 5 helps their small team create a bigger game.

She also covers performance improvements, how Chernobylite 2 compares to games like STALKER and Metro, and whether you need to play the original first. Here’s everything we learned directly from the developers.

Chernobylite 2
Chernobylite 2 has already launched in Early Access on Steam.
Chernobylite 2 features six fun classes to explore, but is The Farm 51 planning to introduce more once the game comes out or before its launch?

Barbara Szymańska: For now we plan to stay with 6 classes. However, the class selection does not limit the character’s development. The player has full freedom to upgrade his statistics and which talents he wants to learn. Of course, each class has their special bonus and equipment, but we did not want to block any talents or upgrades available for the players regardless of their chosen class. Moreover, with the Planewalking mechanic, you can switch builds on the fly (with a limited number per day) giving even more fun and freedom to develop your character.

Considering the game’s massive size compared to its predecessor, how long will it take to fully beat the game’s story, and what about the completionists who wish to explore every nook and cranny?

Barbara Szymańska: The game is still in development and the final play time may change. We cannot say exactly how long it’s gonna take to finish the full game. For Early Access we’re unlocking around 30-40% of the total content which should take around 20-30 hours of gameplay. But it really depends on your play style.

What is the planned release date for the game, or in other words, how long will the early access period last?

Barbara Szymańska: At this moment we cannot reveal the final release date.

As a smaller studio familiar with Unreal Engine, what are your thoughts on this engine’s latest version and how it makes game development easier for indie teams?

Barbara Szymańska: We’re striving to make full use of all the engine’s features – world partition (a system for building an open world), PCG (a system for generating realistic foliage), Metahuman (the entire workflow for character creation and animation), and Lumen (a comprehensive lighting system). All these tools along with 3D scanning allowed us to make a game of this scope and visual quality despite the small size of our team.

The game features online co-op but have the developers discussed potentially bringing multiplayer in the future?

Barbara Szymańska: The game is designed as a single-player game with co-op missions integrated with the main campaign. However our main focus is on the single-player experience – because that’s where we feel most confident.

What led to the decision to implement switchable first-person and third-person combat in Chernobylite 2?

Barbara Szymańska: At first, we wanted to include FPP exploration and mix it with TPP combat. This was a result of months of testing and discussions – we wanted to give the player more freedom to create their own play style and the story of their character. Our conclusion was that TPP combat was the optimal solution for that. However, after showing the first trailers we received hundreds of comments from our fans on the need for FPP which is more natural for so many players. That is why we decided to face the challenge and not deprive them from the joy of playing the way they want.

The preview build for the game has quite a few optimization and performance issues. Are the developers familiar with these? Are there any fixes on the way?

Barbara Szymańska: The preview build does not have finalized optimization. Although we’re doing our best for the best performance possible, the game is going to be released as an Early Access so the optimization will still be in progress and therefore performance should be improving during this period.

Can we expect the game’s performance requirements to be optimized as the development progresses, especially the recommended requirements? I’ve read criticisms that the title requires quite a beefy rig for just 45 FPS

Barbara Szymańska: Like answered above, we’re constantly optimizing the game and such issues should be less and less frequent during Early Access and after the final release.

In recent times, PC ports of major releases often end up being a mess compared to consoles because of poor optimizations; what do you have to say about this trend?

Barbara Szymańska: PC is currently our main platform. Since the game is being released in Early Access, we’re focusing on the best quality and performance on PC. Console editions will follow later and our final goal is to achieve good quality and performance regardless of the platform. Chernobylite works well both on consoles and on PC. We plan to do the same with the sequel.

How are the developers ensuring the game runs nicely across all platforms?

Barbara Szymańska: Like said before, we’re focusing on finishing the game in Early Access on PC and ensuring the best performance possible. Then we will move to console editions.

How accessible is Chernobylite 2 for players who have never played the first game? Can they straight up just jump into the sequel without having any know-how about the original Chernobylite?

Barbara Szymańska: Chernobylite 2 takes place a few years after the prequel. Players who didn’t play the previous game will find themselves easily in the story. We designed the game in the way that new players can enjoy the sequel without feeling lost. As for those who played the prequel , they will be able to see more connections and relations to the original story, understand many nuances or meet the characters they remember from the prequel.

What major differences have you made with crafting from the first game?

Barbara Szymańska: Base building and weapon crafting in Chernobylite 2 is way more advanced than in the first game. We’ve greatly expanded base-building options – now you can create entire rooms, not just place furniture. We also have an enhanced system of different weapon upgrades and classes. In general, you can use different power-ups, upgrades, attachments and special ammo. There are factors that inflict how the weapon works (fire/ice/radiation) that can be also customisable.

Chernobylite is a unique game and blends different genres, yet people often fare it against the likes of Stalker or Metro games? What do you think is the major thing that sets Chernobylite 2 apart from them?

Barbara Szymańska: We never wanted to be a copy of Stalker or Metro. Actually, we never really felt similar to S.T.A.L.K.E.R. – our idea for Chernobylite was primarily inspired by Fallout and This War of Mine. Chernobylite 2 is a completely natural continuation of the path we started with Get Even – shifting the focus from shooting to storytelling and gameplay freedom. We believe that people who enjoyed e.g. Stalker games may also like Chernobylite, but not as a continuation of their experience, but rather something complementary.

What are your thoughts on Stalker 2’s release?

Barbara Szymańska: We cheer for the GSC Team like for other game dev teams. Stalker 2 was a big success for the studio and we’re very happy they were able to deliver the game despite the war in Ukraine and sometimes very difficult circumstances.

Get Even is a title that often slips under the radar when discussing horror FP. What were your thoughts on the game’s reception and the possibility of a sequel in the future?

Barbara Szymańska: In Chernobylite and Chernobylite 2 players will find relations to Get Even and to its story. In the new game even more than in Chernobylite. But as for the sequel to Get Even itself, there are no plans for that.

Can you reveal any new characters, creatures, or plot details that fans can look forward to in Chernobylite 2?

Barbara Szymańska: Most of our players and fans keep asking about the characters they remember and liked from the prequel. And we can assure – some of them will return and sometimes in very surprising circumstances. But apart from them, there will be dozens of new characters, monsters, way more than in the prequel which will make the story more interesting and complex, as well as the gameplay more diverse and compelling.

What’s one feature or moment in Chernobylite 2 that you’re most excited for players to experience?

Barbara Szymańska: That’s a hard question because we put a lot of effort into improving and expanding every aspect of the prequel. We created a huge open world (which was a great challenge for us), created dozens of enemies, melee combat with a great variety of weapons, various health parameters, or planewalking… So it’s really hard to name just one feature or moment. We’re excited to see how players feel about all those aspects as well as the story.

Are there any plans to optimize Chernobylite 2 for the PS5 Pro?

Barbara Szymańska: Today it’s too soon to share details regarding console editions. First we have to focus on Early Access on PC.

The early access version shows promise, but the team is still working hard to improve performance. Players will enjoy more freedom this time, with customizable classes, the option to switch between first-person and third-person views, and expanded crafting and base-building features.

While Chernobylite 2 expands on the original game’s story and mechanics, new players can jump right in without playing the first one.

The developers are focusing on a story-driven single-player experience with some co-op elements, taking inspiration from games like Fallout and This War of Mine rather than copying STALKER or Metro. Using Unreal Engine 5, they’re creating a more detailed and immersive world. Returning characters, new story elements, and the unique “Planewalking” feature should give players plenty of reasons to revisit the game.

Despite being in early access, the team is clearly dedicated to polishing the game and listening to fan feedback. Special thanks to Barbara Szymańska and The Farm 51 for giving us this inside look at Chernobylite 2.

Sony Patents Next-Gen Lip Sync System To Match Different Translations With NPC Mouth Movements

Story Highlight
  • A new Sony patent discusses a lip-sync system for game NPCs to match various translations easily with mouth movements.
  • The evaluation and fixing system can detect a similarity score for developers to ensure the character animations match all languages.
  • The system can also fix the duration of translated sounds to align them with the original dialogue’s timing, resolving sync issues.

Gaming studios are competing to secure the wildest patent ideas after huge innovations in AI and technology over the last decade. Now, a new Sony patent may revolutionize game development as we know it. 

We have discovered a new Sony patent that will shorten the game development time by automating a highly tedious process for developers. It discusses a next-gen lip-sync system for game NPCs to synchronize translations easily with mouth movements. 

The patent discusses a system that can evaluate how well NPCs’ mouth movements hold up across all the available languages and pass a similarity score to developers. It also includes automated solutions to fix synchronization problems.

Based on the shape of the character’s mouth corresponding to each translated phoneme included in the translated phoneme sequence, a similarity [Score] indicating the similarity of the character’s mouth movements may be generated.

Why it matters: Sony’s new patent could dramatically speed up game development while making NPC animations look natural in any language.

The image shows the original text, the translated sentence, the phoneme sequence before translation, and the phoneme sequence generated after transition.
The image shows the original text, the translated sentence, the phoneme sequence before translation, and the phoneme sequence generated after transition.

The patent, ‘TRANSLATION LANGUAGE EVALUATION DEVICE’ mentions that the system can adjust the duration of translated speech and the movement of NPCs’ mouths to better align with the original dialogue’s timing, which can automatically fix the syncing issues.

Sony argues that when NPCs’ mouths don’t match the translated dialogue, it turns off gamers by hurting immersion. Manually fixing these redundant issues can take a long time in game development.

[When] the sound of the translated text does not correspond to the movement of the character’s mouth, [Then] the player of the game or the viewer of the video work may feel uncomfortable.

The figure focuses on a point where the vocal periods overlap.

Overall, if Sony ever implements the system outside the patent, it might significantly shorten game development time.

Sony has secured many innovative ideas over the years, including one to create solar-powered controllers that charge in the presence of light and a unique custom recap system that creates highlight reels of missed gameplay events if the player stops paying attention.

Do you think Sony will utilize this lip sync evaluation and fixing system to shorten the time it takes to synchronize NPCs’ mouth movements? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

Gigabyte Offers Major Discounts on Laptops During Amazon Spring Sale

[Press Release] Gigabyte has returned to the Amazon Spring Sale event, offering big discounts on several gaming and creator laptops. The sale runs from March 25 to March 31, 2025, featuring up to 40% off select models.

Some of the top deals include:

These laptops feature high-end Intel processors, mid-range RTX 40-series GPUs, and fast SSD storage, making them great choices for gamers and content creators.

The deals are live on Amazon until the end of the sale.

Assassin’s Creed Shadows Team Promises ‘This Is Just the Beginning’ Amid Positive Steam Reviews

Story Highlight
  • After a positive reception, Ubisoft says this is just the beginning for Assassin’s Creed Shadows. 
  • They are listening to the fan feedback and theories and will improve even more in the future. 
  • The team plans to evolve AC Shadows, hinting at long-term support. 

Assassin’s Creed Shadows is finally out, and things are starting to look promising for Ubisoft. The title hit a decent 82 score on Metacritic, and the Steam reviews are quite positive. Ubisoft has even promised big things for the title. 

Based on the positive reception, Ubisoft says, ‘This is just the beginning for Shadows,’ and it will continue to evolve the game and make improvements

Why it matters: Shadows had all the weight of Ubisoft riding on its back, and since the launch, it has managed to improve somewhat as the company has started regaining its stock values. 

Assassin's Creed Shadows
Assassin’s Creed Shadows has had quite a decent reception.

The Assassin’s Creed Shadows development team took to Reddit to thank the audience for their support. They say that the love and positivity they’ve experienced for the game have been truly inspiring and joyful for them. 

This is just the beginning for Shadows, and we’re thrilled to see the game evolve with you by our side.

– Assassin’s Creed Shadows Team

Assassin's Creed Shadows
Assassin’s Creed Shadows has helped Ubisoft gain some stock value back.

While the team doesn’t reply to individual posts, they observe all the celebrations, feedback, and theories from the fans, and they help fuel them and inspire them to be even better in the future.  

This is just the beginning for Assassin’s Creed Shadows, and the team will continue to evolve it. This means that we can expect Ubisoft to support the game for a long time and even release additional content like DLCs in the future. 

Anyhow, Shadows managed to surpass 2 million players in just 2 days. It even recorded the franchise’s highest-ever opening concurrent player count at the weekend, hinting at good things to come for Ubisoft.

What are your thoughts on Ubisoft planning to evolve Assassin’s Creed Shadows? Let us know your opinions in the comments, or join the discussion at the Tech4Gamers forum.

Battlefield 6 Lead Dev Addresses Gameplay Leaks Backlash, Says Studio Listening To Player Feedback

Story Highlight
  • Battlefield 6 lead developer David Sirland has addressed fan backlash and queries that resulted from gameplay leaks.
  • He clarified that the studio listens to fan feedback, but it’s not the only factor driving game development.
  • Different collected data, internal processes, and other statistics are also helping DICE in creating Battlefield 6.

DICE is looking at everything that worked in past games to rebuild the Battlefield series again. So, a lot is riding on how well Battlefield 6 performs. Recent playtest leaks suggested that overall reception was mostly positive, but there were also many concerns.

Now, David Sirland, Battlefield’s lead producer, has addressed the backlash that resulted from gameplay leaks and clarified that DICE is listening to player feedback. However, player feedback is not the only factor influencing the game’s development.

Why it matters: The Battlefield lead developer explains that the studio is listening to player feedback, but other factors will also influence Battlefield 6’s development.

Battlefield lead producer David Sirland has addressed fan backlash after gameplay leaks.

While speaking in a thread to fans on Twitter, David says that fans should not believe everything they see from the playtest leaks, as Battlefield 6 will continue evolving until release. Additionally, gamers can only perceive ‘many layers’ after playing.

We use equal amounts of feedback, data and confirmation connected to the goals we have for our various design areas. Some of these we’ll rewamp based on outcomes – but a majority we’ll hone the balance of.

-David Sirland, Battlefield Lead Producer

The developers are using these playtests to get the best outcomes during development. So, factors like internal data, backend performance, and more are also helping the team with Battlefield 6’s development.

One big point of concern included fans disliking the slide mechanic in the game, which David clarified will be improved so it’s fun to use but cannot be abused at the same time.

Battlefield
Battlefield 6 playtest footage showed ultra-realistic destruction mechanics.

Battlefield 6’s PC port appears pretty optimized based on the system requirements for the playtests. According to EA’s recent financial report, it is also suspected to be released sometime before April 2026.

Do you think Battlefield 6 will be able to include everything that gamers have missed in the past few entries? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

Bloodborne On ShadPS4 Reaches Another Milestone; Gets FSR And HDR Support

Story Highlight
  • Despite massive fan demand, Sony refuses to release Bloodborne on PC.
  • However, the fans took the matter into their own hand and emulated the game on PC via ShadPS4.
  • Now, the team has been making constant progress as HDR and FSR support has been added. 

Sony has no plans to release Bloodborne on PC, and from the looks of it, the company never will. The game has officially turned 10, but there is literally no hope for the PC port. 

However, there is no need for the PC port as fans have already made the whole game on the desired platform. While the game was playable on PC, it wasn’t in perfect condition, but now FSR and HDR support has been added

Why it matters: Bloodborne on ShadPS4 is constantly evolving, and eventually, it will run even better than the original game. 

Bloodborne
Many Instances Have Hinted Toward Bloodborne Remaster, But They All Seem To Have Been A Reach

georgemoralis on github has shared the latest information regarding the new milestone. The following is the list of changes made to the game:

  • Keyboard and mouse input remapping
  • A lot of fixes to the shader recompiler
  • Fixed videoOut events
  • A lot of fixes to memory HLE calls
  • Qt GUI fixes and improvements
  • Fixed some causes of “Attempted to track non-GPU memory”
  • Fixed gyro and acceleration sensor handling
  • Improved compatibility with older cpus
  • Improved compatibility with Unity games
  • Added HDR support
  • Added FSR support
Bloodborne Was Released On PS4 10 Years Ago

Along with many minor fixes, the team has finally added HDR and FSR support, which is a massive milestone. It is a great gift for the fans for the 10th anniversary. On the other hand, Sony is still sitting on a gold mine, and fans just can’t logically comprehend why the company would not release Bloodborne on PC.

That said, the PC community is not to be underestimated, as the ShadPS4 team has been constantly making notable changes. The game is already playable from 0 to 100, but the addition of HDR and FSR will make it even better, especially the latter one. 

What do you think about this latest addition? Have you tried the game via the emulator on PC? Share your thoughts with us in the comments section below, or join the official Teh4Gamers forums for discussion