Destiny 2’s hotly anticipated expansion The Final Shape has suffered an enormous leak just days prior to launch, after PS5 players were mistakenly allowed access to the entire expansion via Sony’s Game Streaming service.

In what appears to be an oversight by Sony, Destiny 2: The Final shape had been pre-loaded onto Sony’s servers for access on its streaming service ahead of the expansion’s launch. However, when preloaded, the expansion was left publicly available, enabling players to access it early. Players who accessed the expansion were given a new Guardian Rank 1 account and were required to play through the game’s tutorial. But they could access the inventory, map, and other menu pages, which provided information about items and other details in the expansion.



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Everything about Skald: Against the Black Priory feels crafted to lull me into a false sense of security. With its wonderfully garish retro RPG visuals, familiar classes and character options, and simple turn-based combat, I keep being lured into thinking I’m just on a typical fantasy adventure. That only makes it all the more disturbing when I’m reminded that it’s not.

The game starts with a very well-worn RPG trope: you’re shipwrecked on an island with nothing but the clothes on your back and an important quest to fulfil (in this case locating a childhood friend who’s mysteriously gone missing). But all is not well here on Idra—a curse has befallen the island, transforming the wildlife into monsters and infecting the people with madness and plague. I’m yet to discover the source of this darkness (though I have my suspicions), but the result is plain: the land is suffused with Lovecraftian horror. 

(Image credit: High North Studios AS)

On the surface, nothing I’ve been battling seems that out of the ordinary—I’m not new to being a level 1-5 adventurer, I’ve fought giant rats, angry crabs, and bandits before. But everything’s subtly wrong. The rats aren’t just giant, they’re taking on human-like traits—I get genuine chills when I meet their writhing, monstrous queen and discover she can talk. The crabs guard a hidden chamber where inscrutable experiments were conducted impossibly far in the ancient past—I claim a knife there that the local lighthouse keeper is so afraid of he begs me to destroy it. The bandits are crazed and fanatical, murdering and sacrificing everyone they can find—but it turns out they were ordinary fishermen before this all started. Were they driven insane, or were they always secretly in league with dark gods of the ocean? 

Where the normal top-down view is reassuringly simple and unassuming, moments of discovery are marked with suddenly hyper-detailed pixel-art—a visual shock to go with the brief yet horrific descriptions. I’m reminded of another retro throwback, brilliantly creepy point-and-click game The Excavation of Hobb’s Barrow, which pulled a similar trick, contrasting periods of quiet puzzle-solving with sudden grotesque close-ups. But in that game the folk horror atmosphere was always there, keeping you perpetually on edge. Skald instead gives you just enough RPG busywork to keep you subtly distracted. After an hour of tinkering with my talent tree, sorting through my equipment, gathering vegetables to cook into an evening meal, and taking on simple sidequests, I almost drop into RPG auto-pilot. I don’t mean that it’s dull or rote, just that it just puts me in a totally different headspace than a horror game normally would—one that lets it keep surprising me with how dark and strange it’s ready to get. 

(Image credit: High North Studios AS)

What’s crucial is that it doesn’t let the horror bleed into any of those core mechanics. Your characters have never seen anything like this before, and the world they grew up in was sane and normal—they have typical fantasy classes, they cook soups and pies and brew healing potions, they cast spells with names like Barkskin and Bear’s Strength. In other similar games you’ll often see a more horror-tinged approach to the character options, perhaps letting you start as an Occultist with strange powers of their own—that sets a tone, but there’s something so effective here about feeling like a standard D&D party that’s stumbled into a nightmare completely unawares. 



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Successful business partnerships rely on co-operation, open communication, and shared goals. None of which appears to have been present in the partnership between iFixit and Samsung, as the former has announced it’s cutting ties with the South Korean tech giant over multiple repairability concerns.

iFixit—a how-to website that sells electronics repair parts and publishes guides on how to repair consumer devices—announced back in August 2022 that it was building a “Galaxy of Repair” with Samsung. This would involve the site offering genuine parts for several Samsung Galaxy devices including the Galaxy S20 and S21 series, along with updated guides to help users repair them.



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Nick Evanson, Hardware writer

PC Gamer staff writer headshot image

(Image credit: Future)

This month I’ve been testing: Ghost of Tsushima. Nixxes has done one heck of a great job porting it to the PC, especially its support for the PS5 Dualsense controller. Oh, and I’ve also been delving into a Ryzen 7 5700X3D, as an upgrade for a 5600X. More on this soon.

Last week, UL Benchmarks released Steel Nomad, a new graphics test for 3DMark, with the ambition that it will eventually replace Time Spy Extreme as the most used benchmark for GPUs. Although I’ve been running it a fair bit of late, on a variety of different systems, I tried it briefly before launch while collating a performance analysis of Ghost of Tsushima.

Steel Nomad and Ghost of Tsushima both have superb graphics, either through a combination of the very latest rendering techniques and high-resolution assets or because the art direction is top-notch.



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I’ve always found yellow paint useful, whether that be for knowing where I can park my car or helping me figure out the best way to traverse an environment in a video game, but as some players have a problem with this bright signpost the developers from Still Wakes the Deep wanted to set the record straight. 

During my time on the Beira D oil rig I encountered plenty of horrifying creatures and tragic scenes, but British health and safety standards weren’t one of them. There was a good amount of yellow paint, especially outside the rig, but this didn’t break my immersion or ruin the suspense—if anything, it made my journey seem more realistic. 



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Abandoned locations go hand in hand with horror games where players can be isolated, vulnerable, and, if you’re anything like me, confused. So Still Wakes the Deep’s location isn’t out of the ordinary for its genre, but even still, an oil rig off the Scottish coast is a pretty sick setting for some terrifying encounters. 

“It’s not the most glamorous setting, it’s not a fantastical setting, which players like,” associate art director Laura Dodds tells me. “We also don’t tend to hear stories about working people. I guess that’s why it’s not been focused on previously, but it’s brilliant.” 



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“The player should feel like they are almost always about to die but never do.” This is what the lead developer, Rob McLachlan, told me after I’d finished playing through the first third of the upcoming single-player horror game Still Wakes the Deep. Almost a week later, I’m still thinking about how brilliantly accurate that statement is. 

Working on an oil rig off the coast of Scotland seems unnerving enough, the developers even told me that they couldn’t get access to a rig due to the strict training that’s needed, which includes being dunked into the North Sea to prove that you could survive a fall into the frosty ocean. But The Chinese Room doesn’t use this fantastic setting as just some horror gimmick. Instead, it’s clear the devs have worked hard to springboard off this isolated location, using it to terrorise players in some really creative ways. 

A rig covered in fog

(Image credit: The Chinese Room)

An oil rig is made up of various compartments and sections for ease of access and navigation, but humans come second on these metal islands. With the machinery being prioritised it takes up most of the space everywhere except for the few social rooms like the lounge and kitchen. This is one of the reasons why navigating the Beira D is so difficult and daunting—most of the locations aren’t made with you in mind: “We made a lot of spaces that are very small, so you feel like you’re squeezing your body through because it’s a place for machines, with humans moving through gaps between them,” McLachlan says. “We wanted players to feel that physical connection with the rig.”  



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Larian Studios is moving onto not one, but two new RPGs after its uproarious success with Baldur’s Gate 3—and one of said RPGs has a codename to get all excited about: Excalibur.

In this year’s Digital Dragons conference, Larian co-founder and CEO Swen Vincke revealed the project’s working title. I wish I could tell you more about it, dear reader, but as it turns out that’s still something Swen Vincke and his team are still working on.



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Following months spent reacting to Helldivers 2’s unexpectedly huge success, developer Arrowhead Game Studios recently appointed a new CEO, Shams Jorjani, to replace Johan Pilestedt as part of broader structural changes to the company. Now, Jorjani has taken to reddit to introduce himself to the Helldivers 2 community, and outline the direction for the company going forward.

After providing a rundown of his history in the industry (12 years working for Paradox, and a relationship with Arrowhead that stretches back to the original Magicka), Jorjani provides a four-point plan for the future of Arrowhead. The first of these explains the reasoning behind his appointment in the first instance, which is “all about getting Pilen [Jorjani’s nickname for Pilestedt] closer to the games.” While Pilestedt is no longer CEO, he remains the company’s chief creative officer and chairman. Jorjani explains this role means “making new games/prototypes, having more time to play Helldivers, work[ing] closer to Micke [Eriksson] our excellent Game Director and the many other designers/devs we have.”



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Mists of Pandaria: Remix is great fun but, as I pointed out last week, it’s also a prison of optimisation that’s making some people genuinely very upset. The culprits? A couple of changes were made to the Cloak of Infinite potential pre-launch, Gulp Frogs caused huge balance problems between players and, right now, bronze is the source of all heartaches. The Sha are eating good.

In a recent post by community manager Kaivax to the Blizzard forums, the MoP: Remix team announced that it’s got no plans to change upgrade costs for the event’s end-game, which has led to a lot of booing:



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