From 2010 to 2014 Richard Cobbett (opens in new tab) wrote Crapshoot, a column about rolling the dice to bring random games back into the light. This week, a trip to Hull. No, wait. Phew. Not that bad.

Hell is early CD games. Wait, no, sorry. Hell is an early CD game, which wastes no time ticking off several cardinal sins of the mid-90s. Awful rendered graphics. Toe-curling cyberpunk. Celebrity cameos treated as starring roles. Being published by GameTek. The list goes on. 



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Microsoft Flight Simulator’s sprawling 40th Anniversary update has launched, bringing with it a load of new planes, airports, helicopters, and heliports, along with a suite of classic missions from previous Flight Simulator releases. It’s a big update bringing several much-requested features to the latest entry in the beloved Flight Simulator (opens in new tab) franchise.

It also has a new easter egg: You can play Flight Simulator inside Flight Simulator now.



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Last year Games Workshop celebrated Christmas with a limited-edition miniature of Da Red Gobbo dressed as Santa Claus (opens in new tab), and this year have followed up with another promotional oddity. The Goff Rocker (opens in new tab) is a leather-clad ork with a guitar and a grenade for a microphone who looks like a cross between Lemmy from Motörhead and Slash from Guns n’ Roses and has his own theme song to the tune of Jingle Bells called ‘Ere We Go (opens in new tab). (In reality it’s credited to Jonathan Hartman, composer for Warhammer series like Angels of Death, Interrogator, and Hammer & Bolter.)

The Goff Rocker is a cute reference to an obscure bit of Warhammer 40,000 from 1991, when the tabletop wargame’s supplement ‘Ere We Go: Orks in Warhammer 40,000 presented the rules for the Goffik Rok Band. This trio of orks carrying “Rok Guitars” were the Doof Warriors of their day, playing music to keep the army pumped-up on the march. Mechanically, they got orks within 12 inches on the tabletop so excited they could shoot twice a turn, though at -1 to hit thanks to their overenthusiasm.

(Image credit: Games Workshop)

Back in the 1990s Games Workshop ran a record label called Warhammer Records, signing hard rock bands Wraith and D-Rok to record 40K-themed music. Prior to that the company worked with metal band Bolt Thrower, granting them a license to use 40K artwork for the cover of their album Realm of Chaos, and gave away a “flexi-disc” of thrash band Sabbat’s song Blood for the Blood God with an issue of White Dwarf. 



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Battle Royale meets survival PvE shooter Scavengers is shutting down on December 16, 2022, just a year and seven months after (opens in new tab) launching. It was launched as an early access game on both Steam and the Epic store, and was pretty well-received at the time, but failed to find a persistent audience in the time since.

It’s a bitter end for the few who’ve found a dedicated game in Scavengers, or those who’ve spent money on microtransactions in it, since the last they really heard from the game owners was in March. A post titled Farewell, Cascade Springs made the announcement on Scavengers’ website. (opens in new tab)



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As the European Union investigates Microsoft’s historic $68.7 billion purchase of Activision Blizzard (opens in new tab), Ricardo Cardoso, Deputy Head of Unit Interinstitutional & Outreach at the EU Department of Internal Market, Industry, Entrepreneurship, & SMEs (now that’s a mouthful!) accidentally stepped in it: he made himself a participant in the oldest conflict in human history, the console wars. Although he made a public comment on the process, Ricardo Cardoso himself is not involved with the process of approving the merger.

On November 8, the EU’s Directorate-General on Competition (we gotta figure out these names, guys) tweeted (opens in new tab) the announcement of its in-depth investigation of Microsoft’s merger with ActiBlizz, a corporate consolidation unprecedented for its size in the gaming industry. That already seemed to get some Xbox Sardaukar on Twitter hot under the collar, but then Cardoso, an EU official who is not part of the DG on Competition, made a playful tweet (opens in new tab) commenting on the announcement.



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Super Mario Galaxy is celebrating its 15-year anniversary today, November 12, 2022. Below, we take a look at how its unique setting gave it a special sense of wonder that set it apart from other Mario games.

Mario Galaxy offers a melancholy vision of the stars, far from the Saturday morning surrealism of other games in the series. Of course, it’s not like its predecessors and follow-ups don’t have their own unique charms–consider the sun-soaked daze of Sunshine or the whirlwind tour of Odyssey. However, Galaxy offers an existential, joyful melancholy. It blows up the scale of Mario’s levels beyond kingdoms and history, into the (meta)physical. Galaxy centers on the cosmic interconnection of life and death, and the scattered, unconscious possibility of rebirth.

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Sure, other Mario games have flickers of darkness, conversations with enemy shy guys on trains or Yoshis left behind in the abyss. But Mario Galaxy offers something more fundamental. Its sadness is not a tonal dalliance or a joke or an accidental effect of colliding mechanics. Galaxy is quite literally set in a dark, vast universe, where only specific pinpoints of light are habitable. In time, these points of light will die, and others will take their place. In short, it’s a universe much like our own, albeit filtered through a whimsical, cartoon logic.

For example, explosions create stars in this world too, but it’s from feeding candy to Lumas, magical creatures that become stars, planets, and galaxies. This is, in stark mechanical terms, a means of gating progress. Mario picks up “star bits” on his travels. If he has enough, he can feed them to Lumas to open up a new world. It’s classic video game shenanigans that give a higher goal to some of the game’s smaller interactions or pieces.

But this process has more thematic punch than a star marker under a door. When a Luma transforms into a galaxy, they are no longer a cute little star guy. They become earth, sand, water, space–even other life forms. It’s a kind of death. When I was a kid, I felt hesitant to feed candy to the Lumas, because it would mean they were no longer there. Still, that death creates another kind of life. All of Galaxy’s worlds, by implication, were once these star children. From the tiny worlds that harbor hopping rabbits to a massive beehive garden, the luma formed the matter that made them. A star dies, matter expands, the universe turns ever onward.

The game channels a lot of these themes through Rosalina, a heavenly mother who guides and teaches nascent stars to eventually become galaxies. She guides Mario, too, taking him under her wing when he lands on her spaceship. Mario talks to her whenever he completes certain levels, and she’s a constant presence around the game’s hubs. However, you learn the most about Rosalina in her library as she reads a storybook aloud. The storybook tells of how Rosalina came to care for the Lumas. Once a little girl on a distant world, a Luma looking for its mother found her and they both took off into the stars.

In time, Rosalina becomes a mom to the many Lumas she helped on her journey. It’s a kind of godhood, but chosen rather than ascended to or born into. Here being a god is not about power or creation exactly; it’s a role. The fact that the Luma looked for its mother affirms that perhaps once someone else had the same position, but they died or became unable to do that work. From that death, however, comes the possibility that someone else can fulfill those needed obligations. Having found her purpose, Rosalina travels with the Lumas “while they look for a place to be reborn.” She stands between life and death, overseeing the transformations that make the stars possible.

While this is indeed weighty and metaphysical, Mario Galaxy’s cosmic scale is often small. Rosalina herself went on the storybook’s journey because she missed her mother. At the storybook’s climax, she recognizes her mother’s death and also the life that her connection to her mother enabled. It’s a simple love that stretches out across the universe, touching individual lives in turn. Though the role is cosmic, its practicalities are simply parenthood. The different hubs that split up sets of Galaxy’s levels are mostly mundane locations: a bedroom, a fountain, a kitchen, and a garden. Mario is a visitor on this ship that is more a home than anything else.

Galaxy weaves together that mundanity with its galactic scale. “It’s good sense to revere the stars,” Carl Sagan said on Cosmos, “for we are their children.” Because sunlight feeds plants, which in turn feed all animal life, we are in a real sense, mothered by the stars. Mario Galaxy is a game about that kind of poetry. It turns the stars into children themselves, reforming the universe into human cycles of life and death.

It might seem a bit silly to talk about a Mario game this way, but I think that silliness is key to the game’s resonance. Much of life itself is, after all, silly and frivolous. We too have egotistical queen bees, scared rabbits that are difficult to catch, lost children in need of some candy and an embrace. We live and die and poop and eat in a speck of blue in the vastness of space. Our lives feel important, but are so small. In the grand scale of things, massive things like planets and ecosystems might seem too insignificant. However, these small lives have intimate connections to the stars that enable them. We, too, live and die, are born and reborn. Our deaths make matter for the lives that will come before us, just as the deaths of countless stars created the matter we are made of. The fact that humans and animals and plant life are here at all is a miracle of numbers that may not be duplicated anywhere else. It is a lonely universe. But it is lit up by our flickering lights and our connections to each other.

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.



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All the help and hints you need to solve today’s Wordle are just below, whether that’s a quick clue to get you on track, general tips to improve your daily game, or the answer to the November 12 (511) puzzle delivered on a plate.

Four letters in the wrong order after a few guesses is a special kind of head-scratcher and one that had me reaching for my notepad, trying to visualise which positions I’d already ruled out and which ones were left. The answer eventually came by force—it was a pretty messy win, but I’ll take it.

Wordle hint

A Wordle hint for Saturday, November 12



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Netflix announced earlier this week that it’s making a live-action Gears of War film (opens in new tab), and the predictable response from far and wide was, “Get Dave.” That would be Dave Bautista, former wrestler and current actor, who many fans think would be perfect for the role of Gears hero Marcus Fenix. Among those fans is none other than Bautista himself.

It’s no surprise that Bautista wants in. He said in 2019 that he’s “tried everything” to make a Gears movie happen, and he actually appeared in Gears 5 as himself—which isn’t as much of a stretch as you might think, because he’s one of the few people on the planet who is actually physically shaped like a COG soldier. He bears more than a passing resemblance to Marcus Fenix, too.

(Image credit: The Coalition/Andrew Toth (Getty Images))

It’s been a few years since Gears 5, and Bautista’s acting career has blossomed (opens in new tab): He’s had notable roles in Blade Runner 2049 and Dune, headlined a big-budget zombie flick on Netflix (which sucked, but he was good), and found a fun home in the Marvel Cinematic Universe as Drax the Destroyer.



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I first encountered Anything World at the Game Developers Conference back in March, and I’d never seen anything quite like it. With the company’s software hooked into the Unity game engine, I could tell it what I wanted to see and it would do its best to make it happen. I told it to make me a donkey, and a donkey appeared on the screen and started trotting around.

My donkey trotted a little more like a horse than a donkey, but that little detail didn’t stop the software from leaving an impression. The animations had been created on the fly: Anything World’s software algorithmically decided where the creature’s bones should go and how it should behave. I later saw a similar demo from Meta (opens in new tab) that wasn’t as good: Mark Zuckerberg spoke and made some unmoving clouds appear, whereas Anything World’s software makes dolphins swim around like dolphins, which is a lot cooler.



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You know when you think something is truly, unquestionably bad and are surprised to learn that it’s actually pretty popular? For me that’s Shipment (opens in new tab), a Call of Duty map that I consider to be the worst FPS arena ever shipped for consumption. Activision announced this week the fan-favorite location is one of two new maps making its Modern Warfare 2 (opens in new tab) debut during Season 1.

To many, Shipment’s arrival in Modern Warfare 2 is cause for celebration. To others it’s a disappointing, yet unsurprising, return of a bad thing that some people inexplicably love. The tiny, square-shaped maze of shipping containers has a 15-year history beginning with the original Call of Duty 4. Back in 2007, its reputation was clear—I have distinct memories of sitting in quiet pre-game lobbies that’d suddenly erupt into overlapping curse words and outbursts of “come on” when Shipment was revealed as the next map in rotation. It was bad, but it was also memorable.

Since then, the map has reappeared in various forms across 10 CoD games. It has become tradition (at least for some of Activision’s CoD studios) to include Shipment in its map pool, even though by all forms of logic, it’s a terrible idea.

modern warfare 2 shipment

Modern Warfare 2’s iteration of Shipment will be dark and dreary, similar to my soul while playing it. (Image credit: Activision Blizzard)

Shipment makes zero sense on paper: the total area is so cramped that it’s nearly impossible to spawn in a location where enemies aren’t already looking. Spawnkills are constant, survival feels random, and a lack of cover gives dominant killstreaks free rein to murder every living thing on the map. Shipment is the embodiment of all cliches about Call of Duty that non-players espouse against it—that it’s a brainless, low-effort meat grinder.

Shipment is the embodiment of all cliches about Call of Duty that non-players espouse against it.



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