Respawn and Bloom: The 2Game March Sale is Now Live!

It's March, and that means we're inching ever-closer to Spring! Finally! It's been a long and arduous winter for big parts of the world, and many of us have been thrilled to see the temperatures go up and sun make an appearance. All good! Great, even! As we're a gaming retailer, though, the best possible way to celebrate this turn of events is with a good game sale. What do you know: that's precisely what we've got for you as part of our big March Respawn & Bloom Sale here at 2Game.

This is a big event that's going to stick around from March 12 until April 5, so you've got plenty of time to make use of our deals. Discounts go all the way up to a whopping 95% off, and you should absolutely go ahead and visit our full landing page to see all the deals we've got in store for you.

Join the 2Game's March Respawn & Bloom Sale here!

If, however, you need a bit of help in choosing the right games, this is a great starting point. Down below, we've picked out 10 top-notch games with some excellent prices for your consideration. Ranging from astonishingly good GOTY offerings to low-profile niche success stories, we've got it all, and the list you'll find below is just the start.

KeyWe @87% off

KeyWe is a wonderfully wholesome co-op puzzler that puts you in charge of a pair of kiwi birds running a post office. It's chaotic, it's silly, and it's one of the best couch co-op experiences on PC for the price. At 85% off, this one's a no-brainer if you've got someone to play it with.

Aliens: Fireteam Elite - Into The Hive Edition @67% off

If you've ever wanted to live out your Colonial Marine fantasy, Aliens: Fireteam Elite is the game that actually delivers on that premise. It's a tight, co-op third-person shooter with a satisfying class system and plenty of horde-slaying content to dig into, and the Into The Hive Edition bundles in all the post-launch content on top of the base game.

Greedfall @86% off

A colonial-era action RPG with a surprising amount of depth to it, GreedFall is one of Spiders' best works to date. It's got a rich, reactive world, genuinely interesting companion dynamics, and enough RPG systems to keep you busy for a good long while. For 85% off, there's simply no reason to skip it.

Six Days in Fallujah @35% off

Six Days in Fallujah is one of the most tactically demanding shooters on the market right now, drawing from real accounts of the 2004 Battle of Fallujah to deliver something that genuinely feels unlike anything else in the genre. It's unforgiving, it's tense, and it rewards patience and communication above all else.

Dying Light: Definitive 10th Anniversary Edition @80% off

There's a reason people are still talking about the original Dying Light a decade on - the parkour-driven open world and day-night loop remain some of the best in the zombie genre, full stop. The Definitive Edition brings the base game and all of its DLC content together in one package, and at 80% off, that's an absurd amount of content for the price.

Battle Brothers @72% off

Battle Brothers is a brutal, deeply rewarding turn-based tactical RPG about running a mercenary company through a grim, procedurally generated world. It's got a steep learning curve, and that's precisely the point - every hard-earned victory feels like it means something. Genre fans who haven't played this yet really ought to get on that.

Xenonauts 2 @39% off

If you've been craving a deeply traditional take on the XCOM formula, Xenonauts 2 is exactly what you're looking for. It's a methodical, demanding, turn-based tactics game that puts resource management and tactical positioning front and centre, and it's been in a great spot since leaving Early Access.

Elite: Dangerous - Deluxe Edition @62% off

Few games are as genuinely awe-inspiring in scope as Elite: Dangerous. Frontier's space simulation puts an entire 1:1 scale Milky Way galaxy at your disposal, and the Deluxe Edition gets you started with a solid selection of content to complement the base experience. It's a long-haul kind of game, but an unforgettable one.

Clair Obscur: Expedition 33 @29% off

Clair Obscur: Expedition 33 has been one of the most talked-about RPGs in recent memory, and for good reason. Sandfall Interactive's debut is a visually stunning, turn-based adventure with a painterly aesthetic and a genuinely moving story - the kind of game that reminds you why the genre matters. Even at a modest discount, it's absolutely worth picking up if you've been on the fence.

Pacific Drive - Whispers Edition @53% off

Pacific Drive is one of the more inventive survival games to come out in recent years, casting you as the sole driver of a station wagon navigating the strange, anomaly-riddled depths of the Olympic Exclusion Zone. It's tense, atmospheric, and oddly touching in places. The Whispers Edition includes the base game alongside its additional content, and nearly half off is a great entry point.

Join the 2Game's March Respawn & Bloom Sale here!

2Game invites you to Respawn & Bloom with our big March PC Game Sale! Get up to 95% off now!

All Monsties in Monster Hunter Stories 3: Twisted Reflection: The Complete List!

Monster Hunter Stories 3: Twisted Reflection is shaping up to be one of the most ambitious entries in the spin-off series, and a big reason for that is its roster. Monsties: the tamed, hatchable companions that sit at the heart of the Stories experience, are more plentiful and more varied here than they've ever been, pulling creatures from across the entire mainline Monster Hunter catalogue and mixing in brand-new faces from Monster Hunter Wilds.

Whether you're trying to plan your dream team ahead of launch or you've already been digging through dens and you want to know else is out there, we've got you covered. Here's a full breakdown of every confirmed monstie in Monster Hunter Stories 3, organised by species type.

A quick note before we get started: Monster Hunter Stories 3: Twisted Reflection launches on March 13, 2026, which means wiki databases like the Monster Hunter Wiki are still actively being updated. The list below reflects all monsties confirmed at the time of writing, and we'll keep it current as more are documented.

Get your copy of Monster Hunter Stories 3: Twisted Reflection right here at 2Game!


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What Are Monsties, Exactly?

Before we get into the full list, here's the quick version for those that are new to the Stories sub-series. Monsties are monsters you've formed a bond with by hatching their eggs, which you find by raiding dens scattered across the world. Rather than fighting these creatures, your job as a Rider is to raise them, ride them, and bring them into turn-based battles as partners.

Each monstie has nine gene slots you can fill with skills and abilities - either natural ones or ones transferred over from other monsties via the Rite of Channeling system. Matching gene types and elements unlocks additional buffs, which makes team-building genuinely deep. You can bring up to six monsties into battle at a time, which gives you a lot of room to build around a strategy.

MHS3 also introduces Dual-Element monsties, which are a new addition to the formula. Certain monsties can carry a secondary elemental affinity, changing their appearance and expanding their gene-building potential considerably.


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Bird Wyverns

Velocidrome - The classic starter-tier monster that's been in Monster Hunter since day one. Velocidrome is a reliable early option and a good baseline for understanding the Head-type attack system.

Exotic Velocidrome - A variant form of the standard Velocidrome with altered stats and gene options. Worth hunting down if you want something a bit more flexible from the same species.

Yian Kut-Ku - One of the franchise's most iconic Bird Wyverns, and a genuine nostalgia pick for anyone who started with the older games. Solid elemental options.

Blue Yian Kut-Ku - The subspecies counterpart with a different elemental spread. A fine alternative if you prefer a different colour on your team (joke, mostly).

Yian Garuga - Aggressive, hard to wrangle, and genuinely powerful. Yian Garuga has always been a fan favourite, and it earns its spot on most end-game rosters.

Deadeye Yian Garuga - The deviant form and, frankly, one of the more exciting monstie options in the game. Deadeye hits harder and brings a more interesting gene pool to the table.


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Brute Wyverns

Anjanath - One of the most recognisable monsters from Monster Hunter: World, and a series regular ever since. Anjanath is actually the main monstie for Eleanor, the Vermeil princess who accompanies you throughout the story, so you'll be seeing a lot of this one regardless of whether you hatch your own.

Tigrex - An absolute classic, with a ferocious moveset to match. Tigrex leans heavily into raw power, and its genes tend to follow suit.

Odogaron - The speed-focused Brute Wyvern from World, Odogaron is a great pick for anyone building around quick, repeated strikes.

Ebony Odogaron - The subspecies variant with a darker palette and a different elemental focus. Another solid option if you're invested in the Odogaron line.


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Fanged Wyverns

Zinogre - Arguably the franchise's most beloved monster full stop, and an absolute staple of the Stories series. Zinogre's thunder-based kit is as strong here as it's ever been.

Nargacuga - Fast, aggressive, and visually striking. Nargacuga has always been a cornerstone of any well-built team, and MHS3 is no different.

Silverwind Nargacuga - The deviant form, carrying boosted stats and expanded gene variety. A strong upgrade over the base version if you can get the egg.

Green Nargacuga - The subspecies variant. A bit more niche than the main version, but worth considering if you want elemental flexibility in the Nargacuga line.

Lunagaron - One of the three Sunbreak flagship monsters, and a genuinely impressive monstie. Lunagaron's ice-type kit is among the best in the game.

Magnamalo - The flagship monster of Monster Hunter Rise makes its Stories debut here. Magnamalo's Hellfire-based toolkit is as intimidating as you'd expect, and it's been a highly-anticipated addition to the series.

Astalos - The electric Bird Wyvern from Monster Hunter Generations, Astalos brings a sharp thunderstrike-focused kit and some of the flashier gene options in the game.

Boltreaver Astalos - The deviant form of Astalos, and a genuinely powerful upgrade. If you're building around thunder, this is the version to aim for.


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Flying Wyverns

Rathalos - The mascot of the entire Monster Hunter franchise, and the narrative cornerstone of Twisted Reflection. Your story Monstie - Ratha, the Skyscale Rathalos - is a twin Rathalos born under a bad omen, and the whole plot flows from there.

Azure Rathalos - The well-known subspecies, a staple of basically every Monster Hunter game ever made. Strong fire-and-poison kit.

Dreadking Rathalos - The deviant form, carrying significantly more firepower than either standard version. End-game calibre.

Rathian - Rathalos' counterpart and another all-time classic. Rathian tends to skew toward a slightly more defensive playstyle compared to the Rathalos line.

Pink Rathian - The subspecies, with a poison-heavy focus that gives it real utility in prolonged fights.

Dreadqueen Rathian - The deviant form. One of the stronger options in the Rathian line, with a kit that emphasises status application.

Legiana - One of World's flagship ice-type Flying Wyverns, and a monstie you'll encounter early through Simon, one of your Ranger companions. Legiana is a firm fan favourite.

Tobi-Kadachi - A World entry that functions partly as a climbing monstie out in the field, and partly as a thunder-centric combatant in battle. Thea's monstie Kagachi is a Tobi-Kadachi, so you'll see one in action fairly early.

Paolumu - The floaty, bat-like Wyvern from World makes a return. Paolumu isn't the flashiest option, but it holds its own just fine.

Seregios - The aggressive scale-covered Flying Wyvern from Monster Hunter 4 Ultimate is back. Seregios has always been a decent all-rounder, and its gene pool reflects that.

Velkhana - One of the most visually striking Elder Dragons in the franchise, and technically categorised under Flying Wyvern in some entries. Velkhana's ice kit is exceptional, and it's one of the more powerful monsties on offer.


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Leviathans

Lagiacrus - The aquatic flagship monster of Monster Hunter Tri - and one of the most requested returnees in the whole franchise - is back. Lagiacrus brings a powerful thunder-based kit and strong overall stats.

Ivory Lagiacrus - The subspecies variant, slightly rarer and with a shifted elemental profile. A great pick if you want to differentiate from the standard version.

Royal Ludroth - The introductory Leviathan of Tri, Royal Ludroth offers a water-based kit and solid defensive gene options.

Purple Ludroth - The subspecies, with a poison focus that complements the standard version's kit nicely.

Plesioth - One of the oldest Leviathans in the franchise, and a welcome inclusion. Plesioth's water options are a bit more niche but genuinely useful in the right matchup.

Green Plesioth - The subspecies variant, with its own slightly different elemental spread.

Mizutsune - The elegant, bubble-blowing flagship of Rise, and one of the cleanest-looking monsties in the entire roster. Mizutsune's water and bubble kit is excellent in practice.

Soulseer Mizutsune - The deviant form. Carries expanded gene options and is a considerable step up over the base version in the right hands.

Somnacanth - The deep-sea Leviathan from Sunbreak, with a somewhat unique sleep-based elemental kit.

Aurora Somnacanth - The subspecies, with an ice-based focus that gives it a different tactical angle compared to its standard counterpart.


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Elder Dragons

Malzeno - The flagship Elder Dragon of Sunbreak, and one of the most powerful monsties in the game. Malzeno's Bloodblight-adjacent kit is genuinely unique, and it's an extremely high-value hatch.

Namielle - The water-and-lightning Elder Dragon from Iceborne, and a fan favourite. Namielle's dual-element nature makes it a natural fit for MHS3's Dual-Element monstie mechanics.

Thunder Serpent Narwa - The flagship Elder Dragon of Rise, Narwa's thunder-focused kit is one of the strongest in the Elder Dragon category.

Wind Serpent Ibushi - The counterpart to Narwa, with a wind-based element that offers strong coverage against a different set of matchups.

Yama Tsukami - The enormous, tentacled Elder Dragon from Monster Hunter 2. Worth noting that its status as a fully rideable monstie hasn't been definitively confirmed yet - some sources suggest it may be confined to a boss role.

Arkveld - The flagship monster of Monster Hunter Wilds makes the jump to Stories 3. Arkveld functions as both an enemy and a hatchable monstie, and its cosmetic DLC tie-in suggests it's a flagship addition to the roster.


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Piscine Wyverns

Nibelsnarf - The sand-swimming Piscine Wyvern from Tri, a bit of a cult classic. Nibelsnarf doesn't top any tier lists, but it's a solid mid-roster pick.

Tetranadon - The Rise Piscine Wyvern with the distinctive mushroom-based kit. A niche but useful option.


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Neopterons and Carapaceons

Nerscylla - The spider-like Neopteron from Monster Hunter 4, with a poison and sleep-focused kit. Nerscylla has always been a polarising monster, but its gene pool is genuinely interesting.

Shrouded Nerscylla - The subspecies, with a somewhat altered elemental profile. A fine alternative if you're invested in the Nerscylla line.

Shogun Ceanataur - The crab-clawed Carapaceon from Monster Hunter 2, back once again. Shogun Ceanataur tends to skew toward a more defensive, blade-focused kit.

Rakna-Kadaki - The spider-like flagship of Rise's post-launch updates, with a fire and web-based kit that's surprisingly versatile.


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Fanged Beasts

Palamute (Canyne) - The Palamute - the rideable dog companion introduced in Rise - makes an appearance here as a hatchable Monstie. A fun inclusion for Rise fans and a decent early-game option.


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New Monsters from Monster Hunter Wilds

Chatacabra - One of the new monsters introduced in Monster Hunter Wilds, Chatacabra's mud-slinging kit is a distinctive addition to the Stories 3 monstie pool.

Rey Dau - Another Wilds newcomer, Rey Dau brings a thunder-based offensive kit and is among the more interesting recent additions to the game's roster.


To Wrap Up!

The list above is substantial, but it's worth keeping in mind that the MHS3 wiki is actively being updated now that the game is out. There may be additional monsties - particularly later-game or story-locked ones - that haven't been documented yet.

Also worth mentioning: not every monster that appears in Twisted Reflection is automatically a monstie. Some, like certain Elder Dragons and story-exclusive creatures, may be fight-only or boss-exclusive encounters. The Monster Hunter Wiki monstie page is the best place to track what's been confirmed as hatchable specifically, but we'll have a full, triple-verified list as soon as we have access to the game.

Crucially, MHS3 also introduces the seamless Ride Action swap that lets you chain monstie abilities out in the field - climbing with a Tobi-Kadachi, gliding off a ledge, switching to a Rathalos mid-air. Building a diverse stable isn't just about battle. It's about keeping all of that traversal momentum going too.

Get your copy of Monster Hunter Stories 3: Twisted Reflection right here at 2Game!

Every confirmed hatchable monstie in Monster Hunter Stories 3: Twisted Reflection, organised by species – Bird Wyverns, Elder Dragons, and lots more!

Monster Hunter Stories 3: Twisted Reflection on PC – Everything We Know

Monster Hunter Stories 3: Twisted Reflection is nearly upon us, and it's shaping up to be the most ambitious entry in the beloved RPG sub-series yet. For PC players, there's even more reason to be excited - Capcom is bringing the game to Steam day-and-date with consoles, and the system requirements are refreshingly approachable. Here's everything you need to know.

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When Does Monster Hunter Stories 3 Release on PC?

Monster Hunter Stories 3: Twisted Reflection launches on March 13, 2026, simultaneously across PC (Steam), PlayStation 5, Xbox Series X|S, and Nintendo Switch 2. The game was first announced on July 31, 2025 during the Nintendo Direct: Partner Showcase, with the specific release date confirmed at the TGS 2025 Capcom Online Program that September.

The PC version releases at midnight EST globally, which means all Steam players worldwide unlock the game at the same time. This is bound to make for a clean simultaneous release, with no region-based delays or waiting around.

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What's the Story?

The Stories series has always leaned into its JRPG roots, and Twisted Reflection takes things a few notches further. The narrative is set centuries after the events of the previous games, in a world split between two kingdoms: Azuria and Vermeil. A catastrophe referred to as the "Crystal Encroachment" is spreading across both lands, threatening to unravel everything.

Gematsu's coverage of the original announcement sums it up well: hope arrives in the form of a mysterious egg, from which hatches a Rathalos - a species long thought extinct. The twist? A second monster emerges from the same egg. Both Rathalos share a mark tied to a devastating civil war fought 200 years prior. You play as the heir to Azuria, a Rider with the rare ability to bond with a Rathalos, and you'll team up with Eleanor, the princess of Vermeil, to try and prevent history from repeating itself.

Capcom is clearly aiming for a more mature, sweeping story here compared to prior entries. The rival kingdoms, the prophecy angle, the political tension between Eleanor and her sister the Queen. Will this pan out? Possibly, but it should be interesting to see in practice if nothing else!

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RE Engine, But Leaner

MHS3 runs on RE Engine, the same technology powering Resident Evil Requiem and Monster Hunter Wilds. That said, Capcom is using a stripped-back version of the engine, comparable to how it was implemented in Monster Hunter Rise. This is a Switch 2 game at heart, and the PC version reflects that, which is actually a good thing for most players. The game is built to run well, cleanly, on a wide variety of hardware. More on that below.

Monster Hunter Stories 3 PC System Requirements

Capcom officially confirmed the PC specs ahead of launch. They're very manageable - here's the full breakdown:

Minimum (1080p / 30fps / Low Settings):

Recommended (1080p / 60fps / High Settings):

A GTX 1660 to hit 30fps at low, and an RTX 2060 Super for 60fps at high. Those are very reasonable asks, we'd say. Most PC gamers sitting on mid-range hardware from 2019-2021 should be absolutely fine. Worth noting: Windows 11 is listed as a requirement across both tiers, but we're reasonably sure the game'll work just dandy on the Steam Deck.

The one caveat: an internet connection is listed as a requirement, which is tied to the Denuvo implementation (more on that in a moment).

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The Denuvo Gambit, Again

Yes, Monster Hunter Stories 3 will ship with Denuvo anti-tamper tech on PC. Capcom uses it on virtually all of its major releases at launch, so this isn't a surprise. The concern, as always, is whether it'll have any noticeable impact on performance or loading times. Given the relatively light system requirements and the engine's track record on PC, we'd cautiously say it probably won't be an issue for most players, but it's worth flagging for those who are sensitive to it.

Taking the recent Resident Evil Requiem release into account, it seems Capcom's tightened up its games' technical outlook compared to Monster Hunter Wilds and Dragon's Dogma 2, so we're hopeful.

What Editions Are Available on PC?

There are three editions of MHS3 on Steam:

Standard Edition - the base game, nothing else. Gets the job done.

Deluxe Edition - includes the Deluxe Kit, which comes with a Special Outfits Set for the main cast (Eleanor, Gaul, Kora, Ogden, Thea) and an Additional Side Story starring Rudy. That side story is currently planned for release in Autumn 2026.

Premium Deluxe Edition - everything in the Deluxe Kit plus a DLC Pack featuring an extended set of layered armors and hairstyles, many of which reference monsters from across the wider Monster Hunter series.

Pre-ordering any edition on Steam nets you the Skyscale Queen layered armor for Eleanor, which is a cosmetic item tied to Ratha - the iconic Rathalos at the heart of the story.

A Free Demo Is Out Right Now

Capcom has already released a trial version of MHS3, available ahead of the full launch. It covers the opening chapters, early areas, and your first Monstie encounters. Crucially, your save data carries over from the trial to the full game, so any time you put in now won't be wasted.

If you're on the fence, the demo's your first stop, obviously.

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Gameplay: What's Changing, What's Returning

The core Stories loop - bonding with monsters, building a team, and fighting through turn-based battles using the Power/Technical/Speed attack triangle - is back and reportedly evolved in meaningful ways. Capcom showed off updated Kinship abilities and confirmed that the command battle system has been expanded rather than overhauled, which is good news for fans of the previous games.

The confirmed Monstie roster includes a solid spread of Monster Hunter recognizables: Rathalos (obviously), Pink Rathian, Dreadqueen Rathian, Pukei-Pukei, Royal Ludroth, Tobi-Kadachi, Yian Garuga, Yian Kut-ku, Velocidrome, Chatacabra, and Yama Tsukami (seemingly in a boss capacity). Cosmetic DLC hair styles also hint at appearances from Arkveld, Lunagaron, Mizutsune, Malzeno, Goss Harag, Espinas, Nu Udra, and Garangolm - some of the bigger fan-favourite monsters from recent entries.

Zones are reportedly larger than in Stories 2, and the whole thing feels more like a proper standalone RPG built for current hardware rather than a handheld spinoff. How far we've come, eh?

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Save Data Bonuses

If you've got save data from Monster Hunter Stories, Monster Hunter Stories 2: Wings of Ruin, Monster Hunter Rise, or Monster Hunter Wilds on your PC, you'll unlock exclusive outfits, specifically the Hakum and Mahana Rider gear. Small perk, but a nice nod to long-time series players.

Should You Pre-Order?

If you're a Monster Hunter Stories fan, there's not much reason to hesitate. The demo lets you try before you commit, the PC specs are approachable, and the game is launching simultaneously across platforms with no indication of a troubled development. Capcom has had a very strong run recently, and MHS3 has all the hallmarks of a title they've invested heavily in getting right.

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Everything you need to know about Monster Hunter Stories 3: Twisted Reflection on PC – release date, system requirements, editions, Denuvo, and more.

Esoteric Ebb Review Roundup: Critics Are Calling It the Best RPG of 2026!

Esoteric Ebb arrived on Steam on March 3rd with very little fanfare from the wider gaming press, and within 48 hours, critics were falling over themselves to crown it the best RPG of the year. Developed primarily by Swedish solo creator Christoffer Bodegård and published by Raw Fury, it's a self-described "Disco-like" CRPG set in the city of Norvik, where you play as The Cleric - a glorified government goon tasked with investigating a tea shop explosion five days before the city's first-ever democratic election. That sounds niche. It is niche. And according to virtually every outlet that reviewed it, that's precisely the point.

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What Is Esoteric Ebb, Exactly?

The Disco Elysium comparison is unavoidable, and Bodegård hasn't shied away from it. Esoteric Ebb wears its influences proudly, right down to the internal monologue system, the isometric perspective, and the politically charged dialogue choices. The twist here is a Dungeons & Dragons 5e-inspired ruleset layered on top, meaning your ability scores (Strength, Dexterity, Intelligence, Wisdom, Constitution, and Charisma) not only shape how conversations unfold, but actively chime in during key moments with their own distinct voices. High Wisdom might steer you toward caution. Low Wisdom? You'll apparently just have a completely wrong read on everything around you, which is both maddening and hilarious.

The Questing Tree doubles as your quest log, skill tree, and moral compass all in one. Your political and personal choices are tracked as "Copotypes," and they eventually unlock powerful Feats that alter your playstyle going forward. It's a clever system, and it's one of the things that distinguishes Esoteric Ebb from the game it so clearly admires.

Crucially, failure is rarely a dead end. Missing a dice roll often opens up more interesting, sometimes funnier story branches than succeeding does: a design philosophy straight from tabletop play, and one that reviewers responded to warmly.

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What Critics Are Saying

The consensus is hard to argue with. Esoteric Ebb is sitting at an 88 on Metacritic and an 88 on OpenCritic, with a 100% recommendation rate across 17 reviewed outlets and not a single negative score in the mix.

PC Gamer handed it a 90 and declared it "2026's best RPG and the first worthy successor to Disco Elysium," while also pointing out that the game's sense of humor may actually outpace its inspiration - denser with jokes, but no less emotionally grounded when it needs to be. GameSpot scored it 90 as well, calling it "positively stuffed" with things to love and praising the richness of Norvik as a setting. CGMagazine led the pack with a 95, describing it as an unmissable mystery at the forefront of indie gaming.

Not every outlet was completely swept away. RPGFan awarded it an 83 and offered probably the most measured take in the batch: the game is at its best when it's finding its own footing, and at its weakest when it's too content to sit in Disco Elysium's shadow. The comparison to Guy Ritchie's relationship with Tarantino is apt - you can clearly see where the inspiration ends and the original voice begins, but the balance isn't always perfectly struck. SteamDeckHQ echoed that sentiment more lightly, noting that the dice-based combat can feel irritating when the RNG doesn't go your way, and flagged a minor bug causing graphics settings to reset between sessions.

The general shape of the criticism is really this: Esoteric Ebb is maybe a little too comfortable being a "Disco-like" rather than fully committing to being its own thing. For most reviewers, though, that's a minor quibble in the context of an otherwise genuinely excellent game.

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What Works, What Doesn't

On the "works" side: the writing is consistently excellent, Norvik is a believably lived-in city, the day/night cycle and time-management systems add welcome urgency without ever feeling oppressive, and the dungeon-crawling sections in the City Below add satisfying variety to what could otherwise become a purely conversational experience. The goblin sidekick Snell is, by all accounts, great. Console Creatures summed it up well enough: the game is an early contender for game of the year.

On the "doesn't always work" side: the slow opening means you need to give it a couple of hours before it fully clicks, combat encounters are somewhat rare and the RNG can occasionally undercut a tense moment, and there's no voice acting whatsoever, which places the full weight of character on the writing. Fortunately, the writing is generally strong enough to carry it.

The game runs at a fairly lean 25-40 hours depending on how thoroughly you explore. Shorter than your average CRPG, but there's meaningful replayability baked in, since different ability score distributions unlock entirely different dialogue paths and story beats.

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In Summary

Esoteric Ebb is one of the most pleasant surprises of 2026 so far. It carries its influences on its sleeve to an occasionally distracting degree, yes, but Bodegård's homebrewed world - the Esoteric Coast, Norvik, the whole weird post-Arcanepunk fantasy setting - has genuine personality. The combination of D&D mechanics and Disco Elysium-style introspection turns out to be a much more natural pairing than it has any right to be.

If you've been waiting for something to fill that Disco Elysium-shaped hole, this is comfortably the best attempt anyone has made yet.

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Coming out of nowhere, Esoteric Ebb is already a serious contender for GOTY 2026. How is that possible? Disco!

Forza Horizon 6: Everything We Know So Far!

Japan. Finally!

If you've been a Forza Horizon fan for any length of time, you know that Japan has been the community's most-requested setting for years. Playground Games heard you loud and clear. Forza Horizon 6 is heading to the Land of the Rising Sun, and based on everything we've seen and heard so far, it's shaping up to be the biggest entry in the franchise's history. By quite a margin, too.

Here's everything we know about FH6 ahead of its May 2026 launch.

Stay tuned for Forza Horizon 6 @ 2Game!

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Forza Horizon 6 Release Date And Platforms

Forza Horizon 6 launches on May 19, 2026, for Xbox Series X|S and PC via the Microsoft Store and Steam. If you pick up the Premium Edition, Early Access kicks off four days earlier on May 15. There's more to the Premium Edition than just advanced access, but more on that down below.

A PS5 version is also confirmed, though it's arriving "post-launch" later in 2026. No specific date has been announced for that just yet. The game will be available with Game Pass Ultimate and PC Game Pass at launch on Xbox and PC, at no additional cost.

Worth noting, too: FH6 is an Xbox Play Anywhere title, meaning a single digital purchase on Xbox or the Microsoft Store covers both console and PC, with cross-save and cross-play across all platforms including Steam and PS5.

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Welcome To Japan

Forza Horizon 6 is set in a fictionalised version of Japan, and Playground Games is very clear that this is not a 1:1 recreation of the country. Similar to what the studio did with Mexico and the UK in previous entries, the goal here is to capture Japan's cultural essence rather than produce a map app. Art director Don Arceta described Japan as a location "full of contrast," with dense urban environments sitting right next to open mountain roads and sprawling rural fields.

Confirmed locations include Tokyo City, Mt. Fuji, and mountain passes such as Mt. Haruna and Bandai Azuma. The road network also features sections inspired by Tokyo's iconic C1 expressway loop. And yes, there's alpine snow - a specific mountain area of the map stays snow-covered all year round, regardless of the seasonal cycle.

Seasonal changes return from FH4 and FH5, and this time around, Playground has built a system where those changes genuinely affect the world's tone, sound, and activity. Cherry blossoms in spring, dramatic snowfall in winter, that kind of thing. Cultural consultant Kyoko Yamashita noted that even the ambient audio changes with the seasons, with station chimes and summer wind bells placing you in Japan without needing so much as a caption. Broadly, we expect a return to FH4's stark, dynamic seasonal changes as opposed to FH5's milder seasonal implementation.

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The Biggest Horizon Map Yet

FH6's map is the largest in the franchise's history, and the headline number here is Tokyo City specifically. Playground describes it as five times larger than FH5's Guanajuato, featuring multiple distinct districts with their own character, from quiet suburbs and downtown neon to docks and industrial zones. They've called it the "most complex and intricate drivable space" in any Horizon game to date.

The map also features a much heavier emphasis on verticality compared to previous entries, with diverse biomes packed tightly together. Mountainous touge roads, coastal highways, countryside routes, and dense urban streets are all in the mix.

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From Tourist To Horizon Legend

The campaign in FH6 is taking a deliberately fresh approach. In FH4 and FH5, you arrived as a champion of sorts, your status established from the jump. In FH6, you start the game as a complete nobody - a tourist in Japan with a dream of making it into the Horizon Festival. An obvious callback to the first game, yes, but perhaps also something more?

You'll need to complete Horizon Qualifiers and the Horizon Invitational just to earn your first Wristband. The Wristband progression system is back, borrowed from the original Forza Horizon, and it structures your path through the campaign in a meaningful way. Each new Wristband unlocks more events, with car themes tied to each tier that push you into faster and more specialised machinery as you go. Crucially, the game also introduces brand-new Wristband Events called Horizon Rush, which are obstacle course runs set in unique locations around Japan. Showcase Events return, too - including a racing mech called Chaser Zero, which we caught a brief glimpse of at the end of the Developer_Direct.

Once you've completed a race for the first time, the Race Customizer unlocks for that event, letting you tweak everything from Drivatar count and weather to time of day and lap numbers. Ideally, we'll be able to create our own custom side-events from that point onwards, so replayability should be pretty darn stellar.

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The Collection Journal And Car Meets

FH6 introduces two new systems that are genuinely interesting, and both are rooted in Japanese culture.

The Collection Journal is Playground's answer to a dedicated exploration system, inspired by Japan's long tradition of stamp collecting. As you discover points of interest across the map, those findings are logged in your Journal and contribute to your overall progression rank. It's designed to give explorers a concrete goal beyond just driving around aimlessly, and it ties discovery directly to Festival progression for the first time.

Car Meets, meanwhile, are permanent multiplayer social spaces inspired by the real-world Daikoku parking area in Yokohama - one of the most famous informal car meet spots on the planet. There are three locations in the game where Car Meets happen: at the Horizon Festival itself, near Okuibuki in the Alps area, and at Daikoku proper. Players can roll up, check out other players' builds, download paint jobs, and even purchase cars they like directly from other players. No event requirements, no entry fee.ž

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Cars, Customisation, And New Features

FH6 launches with over 550 cars, with a heavy lean into Japanese automotive culture. JDM classics are front and centre, but Playground has also confirmed kei cars and kei vans as driveable vehicles, not just AI traffic. That's a long overdue addition for the franchise.

The cover cars are the 2025 GR GT Prototype - making its video game debut here - and the 2025 Toyota Land Cruiser. Pre-ordering any edition of the game gets you a pre-tuned, exclusive Ferrari J50 in your garage at launch. Ferrari produced only ten of these to celebrate 50 years of the brand in Japan, so it's a fitting choice.

On the customisation front, FH6 introduces the ability to paint liveries onto windows, which is something the community has wanted for a long time. Forza Aero also receives an update. You can also collect special Forza Edition cars fitted with extreme modifications, and Aftermarket Cars are scattered around the open world for test drives or direct purchase, often at a discount and featuring rare models.

For building fans, EventLab returns with Horizon CoLab, which lets up to 12 players build together in the open world. The Estate, a customisable mountainside property, returns for solo building and decoration. Eight garages serve as both car storage and fast travel points.

Other New Features Worth Knowing About

Playground Games has detailed a handful of new additions that are worth calling out specifically.

Car Proximity Radar is a new option that flags vehicles in your blind spots, particularly useful when running cockpit, hood, or bumper cameras. AutoDrive is also new, letting players hand control to the AI if they just want to take in the scenery. Both feel like sensible additions, especially for accessibility purposes.

Speaking of which, the game introduces a customisable High Contrast mode as its headline accessibility feature, making the open world visually accessible to a wider audience. ASL and BSL support carry over from FH5.

Steering wheel animations have also been updated, with up to 540 degrees of rotation now simulated in cockpit view. It's a small thing on paper, but anyone who's spent serious time in first-person in a Horizon game knows it makes a real difference to immersion.

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Sound And Tech

The audio overhaul in FH6 sounds genuinely significant. Engine recordings have been remastered, with upgraded modular systems covering turbos and backfires specifically. More importantly, Playground is introducing Triton Acoustics - an object-based spatial reverb system that simulates real-world acoustics based on the virtual position of objects in the game world. Field recordings were captured across all four seasons in Japan during production, too.

On the technical side, the game supports enhanced ray tracing and uncapped framerates, with 4K output backed by NVIDIA DLSS, AMD FSR, and XeSS upscaling support. It'll also run natively on ROG Xbox Ally and Ally X handheld devices, as per the official announcement, but given that Forza Horizon 5 runs just fine on the Steam Deck as well, there's every chance that'll be an option as well. We'll be doing lots of testing for sure, we can promise you that.

How Much Does Forza Horizon 6 Cost?

The Standard Edition is priced at $69.99, with the Premium Edition coming in at $119.99 and including four-day Early Access from May 15. A Deluxe Edition sits in between. If you're on Game Pass Ultimate or PC Game Pass, the Standard Edition is included at no extra cost on launch day.

Forza Horizon 6 is shaping up to be the single most exciting step forward for the series yet, and the Japan setting appears to have been worth the wait. We'll keep this updated as more details arrive over the coming months!

Stay tuned for Forza Horizon 6 @ 2Game!

Forza Horizon 6 launches May 19, 2026 on Xbox and PC, set in Japan. Here’s everything confirmed so far – release date, gameplay, cars, new features, and more.

Resident Evil Requiem Difficulty Modes Explained: Casual, Standard, And Classic!

Resident Evil Requiem is out, and if the series is new to you - or even if it isn't - you've probably noticed that the difficulty screen looks a little different from what you'd expect. There's no "Easy, Normal, Hard" slider here. Instead, Capcom has put together three distinct difficulty modes for your first playthrough of RE Requiem, each of which reflects a genuinely different philosophy on how survival horror should feel in 2025. Picking the right one matters more than you'd think.

That's because the difficulty modes in Requiem aren't just about tweaking enemy health bars. Instead, they fundamentally change how the game's save system works, and given that Requiem is juggling two playable protagonists with very different gameplay loops - Leon Kennedy's action-heavy third-person combat and Grace Ashcroft's slower, more methodical survival horror sections - the stakes of that choice are quite high.

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The Three Launch Difficulty Modes At A Glance

Before we get into the specifics, here's what you need to know upfront: the three modes available on your first run are Casual, Standard (Modern), and Standard (Classic). A fourth option, Insanity, unlocks after you beat the game and is a whole different beast, so we'll cover that separately at the bottom. For now, let's focus on what you'll actually be choosing from when you first boot up Requiem.

The naming convention is intentional and meaningful. "Modern" and "Classic" aren't just flavoring: they represent two entirely different eras of Resident Evil design sensibility, and Capcom has baked that right into the foundation of the game. One might argue as to how successful these difficulty setups are in the grand scheme of things, but the options are more than welcome in our book.

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Casual: Story Mode

Casual is exactly what it sounds like, and there's absolutely nothing wrong with choosing it. Resident Evil Requiem tells a genuinely interesting story, and if you're the type of player who just wants to experience the narrative without white-knuckling every corridor, Casual has you covered.

On this setting, enemies deal reduced damage and have lower health pools, meaning you can take considerably more punishment before going down. Both Grace and Leon also benefit from a beefed-up aim assist system, making the shooting feel more forgiving for players who aren't as comfortable with third-person combat. Resource management, too, is basically a non-issue - ammo and healing items are plentiful, and autosaves are frequent enough that dying never feels particularly punishing.

Thing is, "Casual" in Requiem isn't the toothless experience it is in some other games. The puzzles are still there. The atmosphere is still unsettling. You'll still feel the tension that defines the series. Capcom simply strips away the resource anxiety that might otherwise make the game feel overwhelming for newcomers. If you've never played a Resident Evil game before and want a way in, this is a perfectly valid entry point.

Worth noting: if you start on Standard (Modern) and find it's too much, you can drop down to Casual from the game over screen. That flexibility is a nice touch, and it means you don't have to commit to Casual upfront just because you're uncertain.

Standard (Modern): The Intended Experience

For the majority of players - especially anyone who's come to Requiem from Resident Evil 4 Remake, Village, or the RE2 and RE3 remakes - Standard (Modern) is going to be the sweet spot. This is the balanced route, with enemies hitting reasonably hard, resources being fairly available, and autosaves happening often enough that you won't constantly fear retracing your steps. It's the difficulty equivalent of Capcom saying, "trust us, this is what we designed the game around."

On Standard (Modern), you won't have to think about Ink Ribbons at all. Saving is tied to a traditional, generous autosave system - if a boss kills you, you'll respawn outside the boss room with your progress intact. It takes a lot of the sting out of the more experimental sections, especially early on when you're still figuring out how Grace's stealth mechanics work versus Leon's more combat-forward approach.

The enemies are still a genuine threat. You'll need to make decisions about when to engage and when to conserve ammunition. Standard (Modern) isn't a cakewalk. But the pressure is measured, and the learning curve is forgiving enough that you'll die, learn, and improve rather than getting stuck and frustrated.

One thing to keep in mind: if you're eyeing specific trophies or achievements, completing Standard (Modern) will net you its own completion reward, separate from Standard (Classic). Capcom is recognizing these as distinct experiences, not just reskins of the same run.

Standard (Classic): The Classic Experience

Standard (Classic) is where things get genuinely interesting, and potentially quite punishing. On paper, it sounds almost identical to Standard (Modern) - enemy damage output and health pools are the same, puzzles are the same, item and enemy placement is the same. So what's the big deal?

The save system. Specifically, Ink Ribbons.

While Leon's campaign sticks to a standard save system, Grace's segments require Ink Ribbons to save when playing on Classic. These items are scattered throughout the world and can be crafted from partial materials, turning save management into a genuine resource management decision. If you don't have an Ink Ribbon, you cannot manually save at a typewriter during Grace's sections. Autosaves during her chapters are also significantly less frequent than in Standard (Modern).

This isn't arbitrary cruelty. It makes a lot of narrative and mechanical sense. Grace is a civilian navigating a nightmare, not a seasoned government agent. Her sections are slower, more methodical, and rely on stealth and evasion rather than firepower. Dedicating one of her limited inventory slots to carrying Ink Ribbons is old-school Resident Evil resource management at its finest - every bullet, every herb, every item becomes a calculated risk when saving your progress is itself a scarce resource.

As a result, Standard (Classic) effectively functions as the hardest difficulty available during your first playthrough, even though its enemy stats match Modern. The psychological pressure of knowing you might lose a significant chunk of Grace's sections if you die changes how you play in a very fundamental way. You become more careful. More patient. More Resident Evil.

One important caveat: unlike Standard (Modern), you cannot change difficulty mid-run on Classic. You're committing when you select it. Make sure you're ready for that before jumping in.

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What About Insanity Mode?

Insanity unlocks after you complete Resident Evil Requiem once, on any difficulty. Think of it as the spiritual successor to Madhouse from RE7 or Village of Shadows from RE Village - a post-game challenge designed to punish series veterans who've got the base experience mastered.

On Insanity, enemies are significantly tougher, resources are far scarcer, and item and enemy placements shift from what you experienced during your first run. Safe combinations change, collectible locations move, and familiar encounters get reshuffled in ways designed to keep experienced players on edge. Ink Ribbons are required for Grace's saves, same as Standard (Classic). Autosaves are infrequent at best. Some enemies, particularly bosses, can kill your characters in a single grab.

Crucially, certain enemies that don't show up until later in the base game make appearances much earlier on Insanity, fundamentally altering pacing in the opening stretches. Slain infected also reanimate and mutate into Blister Heads more frequently, meaning clearing a room is never quite the relief it used to be.

The one consolation Capcom throws you is New Game Plus carryover. If you've unlocked infinite ammo weapons or other Challenge Point rewards from your first run, you can bring those into Insanity. Given the difficulty spike, you'll probably want to.

Which Difficulty Should You Pick?

If you're brand new to Resident Evil, go Casual - you'll have a great time and you can always do a second run on something harder. If you've played any of the modern remakes or recent RE titles and know what you're getting into, Standard (Modern) is your mode. And if you've been with the franchise since the PlayStation 1 days and have a particular fondness for the old typewriter-and-Ink-Ribbon save system, Standard (Classic) is going to feel like coming home in the best and most stressful way possible.

Now, to be perfectly honest, we do think there's a missing niche between the Standard and Insanity modes. Insanity is almost built for infinite ammo abuse given how punishing it gets, but its remixed enemy spawns make for a compelling second playthrough draw. We're hoping that Capcom might identify this issue as well and release an interstitial difficulty level at some point.

Oh, and how about that Mercenaries Mode, too?

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Resident Evil Requiem’s difficulty modes explained: Casual, Standard Modern, Standard Classic, and Insanity. Find out which setting is right for you!

SULFUR’s Scholar’s Update: Everything That’s New And Changed!

SULFUR has been trucking along nicely through Early Access, and Perfect Random's latest drop, the Scholar's Update, is one of the meatier patches the game has seen in a while. Three new guns, two new enemies, over 150 changes to Oils and Attachments, and a whole lot of general housekeeping. Exciting!

Down below, we've summarized all the big-ticket items, and formatted a special set of rebalancing tables, one for attachments and one for oils, so you've got an easy-to-check reference right here, right now. Let's get to it!

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Three New Guns, Two New Enemies

The headliners are the Chat-Pardeux 98, the Songbird, and the Warpig, bringing the total arsenal up by three. Perfect Random hasn't been shy about keeping the gun roster interesting, and these three continue that tradition. Alongside them come two brand-new enemy types: the Poltergeist and the Apparition, both of which bring unique ghostly behaviors to the table. If you've been breezing through runs lately, these two might have something to say about that.

A Massive Oil And Attachment Overhaul

The real meat of the Scholar's Update is the rebalancing pass. We're talking 150+ changes across Oils and Attachments, and the goal is clear: make more builds genuinely viable rather than funneling everyone toward the same handful of optimal combinations. Silencers, for instance, have been completely rethought, with spread reduction removed in favour of crit chance bonuses across the board. Barrel extensions now also factor in bullet speed in addition to spread adjustments, which opens up some interesting synergies. The full breakdown is in the tables below.

Gun Inspection Animations And Quality Of Life

Press L to inspect any gun now. Every weapon in the game has a new inspection animation, which is a small but satisfying touch. On the optimization side, you can now control gib quantity settings for performance reasons, and stacking puddles from enchantments no longer compound on top of each other, which should help on lower-end machines.

The crafting and cooking side of things also got a handful of tweaks. Berry Milkshake and Chocolate Milkshake now have unique art, the Health Potion drops from 90 to 80 HP (a notable nerf worth keeping in mind), and new recipe variants for Grenades, Stews, and Omelets with organs have been added. Duplicate recipes have also been cleaned out.

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General Fixes Worth Noting

A few standouts from the general changelog: reloads now interrupt firing animations, so no more awkward waits on slow-firing guns. Ammunition in your player inventory is now capped and auto-transfers to your stash beyond that threshold. There's also a new low-health screen effect to remind you to eat, which is genuinely useful given how easy it is to forget in a heated run.

Boss XP rewards have been substantially bumped across the board. Lucia now awards 60 Weapon XP on death (up from 30), Desert Clause jumps to 130 (from 30), the Emperor hits 100 (from 30), Terrorbaum gets 80 (from 30), and the Witch reaches 100 (from 30). That's a significant progression boost for Endless runners in particular.

Stiffleg now drops 7 random items instead of the accidental 15, which was clearly unintended. Mid-air movement has also been tuned so precise jumps are easier without counter-strafing interfering. Good stuff.

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Level Fixes Across The Board

Every biome has received some geometry and generation attention. Caves got a new chunk added alongside a series of collision and level generation fixes. Town addresses Kevin spawning inside pedestals and mines spawning underground. Sewers, Castle, Forest, Bridge, and Fortress all received collision, overlap, and spawning fixes. Nothing revolutionary, but this is the kind of ongoing polish that keeps a world feeling solid.

Attachment Rebalancing

AttachmentChange
A12C Muzzle Brake-35% Recoil (was -0.75 spread)
Barrel Extension 2"-10% Spread (was -0.4 flat), +10% Bullet Speed (was 0)
Barrel Extension 4"-25% Spread (was -0.7 flat), -10% Move Speed (was 7%), +25% Bullet Speed (was 0)
Barrel Extension 6"-50% Spread (was -1 flat), -20% Move Speed (was 10%), +50% Bullet Speed (was 0)
Breznik BMD-15% Spread (was -0.75 flat), -20% Recoil (was 0)
Breznik BMD Tactical-15% Spread (was -0.75 flat), -20% Recoil (was 0)
Haukland Flash Hider-0.2 Spread (was -0.75), -20% Recoil (was 0)
Improvised Barrel Extension+0.1 Spread (was -0.3), +15% Max Durability (was 0)
Shrouded Barrel Extension-0.2 Spread (was -0.75), +20% Durability (was 0)
SR-P3 Silencer+10% Crit Chance (was 0), -20% Recoil (was 0), -10% Attack Speed (was 0), spread reduction removed
Haukland Silencer+20% Crit Chance (was 0), -10% Recoil (was 0), -10% Attack Speed (was 0), spread reduction removed
Aftermarket Haukland Silencer+25% Crit Chance (was 0), -15% Attack Speed (was 0), spread reduction removed
M87 "Albatross" Silencer+0.25 Spread (was -0.3), +15% Crit Chance (was 0), +15% Damage (was 0), -10% Max Durability
Warmage Compensator-0.15 Spread (was -0.75), -25% Recoil (was 0)

Oil Rebalancing

OilChange
Trusty Old Oil+25% Max Durability (was 20)
Rubber Oil+30% Max Durability (was 25)
Gentle Oil+25% Max Durability (was 10)
Dense Oil+30% Max Durability (was 20), -20% Jump Power (was -25)
Hefty Oil+45% Max Durability (was 30), -20% Movement Speed (was -25)
Soft Bullet Oil+30% Max Durability (was 25)
Sensible Oil+25% Max Durability (was 20)
High Grade Oil+20% Max Durability (was 25)
Wobble Oil+2 Bounces (was 1)
Synchronicity Oil+4 Bounces (was 3), +25% Chance to Consume Extra Ammo (was 30)
Skip Oil+2 Bounces (was 1)
Scramble Oil+2 Bounces (was 1)
Sherlock Oil+5 Bounces (was 4)
Lazy Oil+2 Bounces (was 1), -15% Reload Speed (was -10)
Arkanoid Oil+10 Bounces (was 13)
Rebound Oil+3 Bounces (was 2)
Bandit Oil+2 Bounces (was 1)
Pool Oil+5 Bounces (was 4)
Cartoon Oil+6 Bounces (was 4)
Flea Oil+4 Bounces (was 2)
Imperfect Oil+3 Bounces (was 2)
Extra Powder Oil-15% Reload Speed (was -25)
Instant Oil+150% Bullet Speed (was 200)
Arrow Oil-15% Damage (was -20)
Fast Bet Oil+35% Bullet Speed (was 50)
Turbulence Oil+40% Bullet Speed (was 50)
Dart Oil-20% Jump Power (was 25)
Bolt Oil+60% Bullet Speed (was 50), -15 Damage (was -30)
Kinetic Oil+100% Bullet Speed (was 80)
Tight Barrel Oil-10% Durability (was -20)
Out of the Box Oil-15% Max Durability (was -30)
Blindfold Oil+20% Crit Chance (was 15)
Gambler Oil-10% Damage (was -20)
Hustler Oil-15 Damage (was 30)
Machine Oil+60% Attack Speed (was 50), -30% Move Speed (was -50)
Shower Oil+60% Attack Speed (was 40)
Fragile System Oil-15% Max Durability (was -30)
Rapid Internals Oil+50% Attack Speed (was 35), -15% Damage (was -20)
BB Oil+30% Attack Speed (was 20)
Perforate Oil+25% Attack Speed (was 20)
Waster Oil+25% Attack Speed (was 20)
Attack Speed Oil+20% Attack Speed (was 25)
Blurt Oil+40% Attack Speed (was 30)
Vegetable Oil-30% Recoil (was -20)
Safety Oil-45% Recoil (was -35), -8% Damage (was -10)
Stability Oil-45% Recoil (was -35), -10 Damage (was -15)
Ready Oil-30% Attack Speed (was -40)
Peashooter Oil-25% Recoil (was -20)
Modern Technology Oil-35% Recoil (was -25)
Less Recoil Oil-20% Recoil (was -25)
Braced Oil-30% Recoil (was -20), -20% Jump Power (was -50)
Contained Force Oil-10% Max Durability (was -20)
Shaved Clip Oil-15% Max Durability (was 30)
Airsoft Oil+60% Reload Speed (was 40)
Double Lock Oil+45% Reload Speed (was 35), -20% Attack Speed (was -25)
Dynamic Oil-15 Damage (was -30), +50% Attack Speed (was 40)
Main Focus Oil+30% Reload Speed (was 20)
Speed Trade Oil+40% Reload Speed (was 30)
Cycle Oil+45% Reload Speed (was 25)
Main Discipline Oil-30% Loot Chance (was -50), +40% Reload Speed (was 30)
Tactical Oil-10% Damage (was -20)
Tech Support Oil-30% Jump Power (was -70)
Fidget Lord Oil+80% Reload Speed (was 70), -40% Movement Speed (was -60)
Nerf Oil+60% Reload Speed (was 50)
Stoic Oil-0.5 Spread (was -0.3)
Hip Marksman Oil-0.7 Spread (was 0.3)
Altruistic Oil-0.5 Spread (was -0.3), -30% Loot Chance (was -50)
Exotic Barrel Oil-2 Spread (was 1.5), -25% Max Durability (was -50)
Lost In Focus Oil-2 Spread (was -0.6)
Slick Oil-0.5 Spread (was -0.3)
Shellman Oil-0.5 Spread (was -0.3)
Vegan Oil-0.4 Spread (was -0.2)
Artillery Oil-2 Spread (was 0.9), +15 Mass (was 10)
Thorough Oil-0.6 Spread (was -0.35)
Careful Oil-0.5 Spread (was -0.3)
Bowl Oil-0.75 Spread (was -0.4)
Spread Oil-0.75 Spread (was -0.3)
Great Oil+60% Damage (was 40), 35 bullet drop (was 40)
Seated Oil+30 Damage (was 20), -15% Jump Power (was -10)
Frugal Oil-35% Loot Chance (was 50)
Launcher Oil+25% Damage (was 20), -20% Attack Speed (was -25)
Glass Cannon Oil+50% Damage (was 25), -25% Max Durability (was -35)
Hip Blaster Oil+25% Damage (was 20)
Franciscan Oil+20% Damage (was 15)
Terminator Oil+30% Damage (was 25)
Damage Oil+20% Damage (was 25)
Grounded Oil+25% Damage (was 15), -15% Jump Power (was -10)
Dum Dum Oil+20% Damage (was 15), disable loot organs
Big Oil+35 Damage (was 25)
Flow Funnel OilRenamed from mistaken copy of Fidget Lord Oil
Mosquito Oil40% Chance to not consume ammo (was 70), -15% Damage (was -30)
Bulk Oil+15 Bullet Drop (was 10)
Saviour Oil30% Chance to not consume (was 40)
Tetris Oil20% Chance to not consume (was 30), -40% Reload Speed (was -60)
Two Time Oil4.4 increased spread (was 3)
Twice Oil0.7 increased spread (was 0)
Tandem Oil0.7 increased spread (was 0)
Suppressive Oil2.1 increased spread (was 0)
Shredder Oil1.7 increased spread (was 1)
Scatter Oil1.7 increased spread (was 1)
Parallel Mag Oil0.7 increased spread (was 0)
Multichamber Oil+100% increased spread (was 0)
Gemini Oil0.7 increased spread (was 0)
Double Nothing Oil0.7 increased spread (was 0)
Division Oil1.7 increased spread (was 1)
Boomstick Oil+150% increased spread (was 70)
Bombard Oil1.4 increased spread (was 0)
Black Friday Oil+30% increased spread (was 0), -30% Max Durability (was 33), -30% Damage (was -15), +200% Projectiles (was 100%)
Multishot Oil+40% increased spread (was 0)

Get Your Copy Of SULFUR On Steam Today!

SULFUR has been trucking along nicely through Early Access, and Perfect Random’s latest drop, the Scholar’s Update, is one of the meatier patches the game has seen in a while. Three new guns, two new enemies, over 150 changes to Oils and Attachments, and a whole lot of general housekeeping. Exciting! Down below, we’ve summarized […]

Gray Zone Warfare Update 0.4 Spearhead: Everything Confirmed So Far!

Gray Zone Warfare has had a long road through Early Access, and if you've been sticking with it since launch, you already know the deal. The bones of MADFINGER Games' tactical open-world shooter have always been good, but the game has been crying out for a serious push forward. That push has a name now, and it's arriving in March 2026.

Update 0.4, which carried the working title Dark Revelations for much of its development cycle, has officially been renamed Spearhead. MADFINGER explains the change simply: the scope of the update grew so significantly that the old name no longer fit. Spearhead, as they put it, symbolises their hard push forward. That tracks, because based on what's been confirmed so far, this is shaping up to be the most consequential update GZW has ever seen.

Prepare for Gray Zone Warfare: Spearhead now, with 2Game!

Gray Zone - Steam Cap 3

A World That Actually Feels Dense

Perhaps the single biggest criticism levelled at Gray Zone Warfare since launch has been that its massive map could feel oddly sparse and linear for an open-world game. MADFINGER's own CEO, Marek Rabas, admitted as much in a briefing, acknowledging that the game felt too linear at times despite boasting a massive open-world map. Spearhead is the direct response to that.

The update introduces 25 new locations and four new biomes, fine-tuning the sandbox feel and making Lamang feel considerably denser than before. On top of the environmental expansion, 100 new tasks are being added, bringing the total count up to 263. That's a substantial content injection by any measure, and it suggests the team has been building out the world with a lot more intention than the previous update cycle.

Weather, lighting, and the day/night cycle are all receiving attention in Spearhead, too, with upgraded weather, improved lighting, and broader day/night cycle improvements all confirmed for the update. These might sound like secondary concerns, but anyone who's played GZW knows how much the atmosphere contributes to the overall feel.

Gray Zone - Steam Cap 4

Getting Off the Wiki, Finally

One of the more quietly exciting announcements for Spearhead concerns the task system, which has historically been a sore spot. The game's quest structure has always leaned hard into the hardcore end of things, which is fine in principle but frustrating in execution when you're wandering around Lamang for an hour trying to locate a vaguely described item with no real directional clue.

Starting with 0.4, tasks will have a clearly defined area on the map, accompanied by intel photos where appropriate, meaning players should be able to progress without constantly breaking immersion to check a community wiki. Quest and trader progression is also getting a major redesign, reducing the amount of time players need to spend grinding in starter towns. For anyone who's bounced off the game due to the obtuse early experience, these are exactly the kinds of quality-of-life changes that make a re-entry worth considering.

New players are also getting a fresh onboarding model and a dedicated Field Guide designed to help newcomers get to grips with the game's systems, which is another sign that MADFINGER is actively thinking about accessibility without compromising the game's tactical identity.

New Arsenal: A Vietnam-Era Deep Cut, With Cutting-Edge Highlights

Every major GZW update brings new weapons to the jungles of Lamang, and Spearhead is no different. The confirmed roster leans into a fascinating Vietnam-era theme this time around.

The M14 is coming in as a select-fire rifle chambered in 7.62x51mm NATO, well-suited to landing longer-range shots across the game's larger vistas. The Czech vz. 58, often unfairly described as a Kalashnikov clone, is also confirmed, and will reportedly support modernization kits and standard 7.62x39mm Kalashnikov magazines. The M16A1 rounds out the classic American trio, featuring a 20-inch chrome-plated barrel and firing 5.56x45mm NATO. Its carry handle is compatible with ACOG scopes, while handguards with Picatinny rails will allow for additional accessory mounting.

On the modern end of the spectrum, the KS-1 from Knight's Armament Company is also joining the roster as an AR-15 modernization, alongside the Alien handgun, a pricey competition-bred pistol that has found favour in certain special forces circles.

Crucially, Spearhead is also introducing sight magnifiers to the game. These allow players to pair the close-range performance of red dots and holographic sights with improved ranged accuracy, and like other sights in the game, they can be damaged and cracked during firefights.

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Early Access for Supporter Edition Owners

Rather than running an NDA experimental test ahead of Spearhead's launch, MADFINGER has confirmed they'll be granting Supporter Edition owners access to the update a few days before general release. It's a nice nod to the people who've been along for the full ride.

Before the update drops, MADFINGER has planned three video devlogs to walk through the update in detail. The first will focus on player-driven improvements, the second on new content including weapons, gear, locations, and loot, and the third on the largest system reworks and new features. A Q&A livestream with the dev team will follow.

Thing is, even with everything confirmed here, MADFINGER has made clear this only scratches the surface. Spearhead is supposed to make Gray Zone Warfare feel like a genuinely new game from the ground up, and based on the scope of what's already been detailed, that ambition looks credible. We're in March 2026 right now, so it shouldn't make for a long wait now!

Prepare for Gray Zone Warfare: Spearhead now, with 2Game!

Gray Zone Warfare’s fancy new 0.4 Spearhead update is coming out any day now, but what’s in it?

Resident Evil: Requiem Performance Breakdown and Recommended Graphics Settings

One of our biggest concerns about Resident Evil: Requiem was to do with its performance. That may sound strange without context, but Capcom's two recent flagship RE Engine releases - those being Dragon's Dogma 2 and Monster Hunter: Wilds - still run unacceptably poorly on top of not looking all that hot, to boot. Well, one might argue about this, but the fact of the matter is that Capcom's recent technical track record gave us pause.

Thankfully, Resident Evil: Requiem doesn't suffer from these problems to nearly the same extent. Even in its open-world (lite) sections with Leon, Requiem remains largely steady and performant, and it looks quite excellent to boot. That's only if you tweak the game's graphics settings just right, naturally, and having completed the game over the course of the weekend, we've been able to stress-test every single one of its areas to give you the optimal PC graphics settings, bar none.

Down below, we've explained the differences between Requiem's ray tracing and path tracing lighting rendering modes, and we've got dedicated graphics settings lists for both desktop and handheld gaming PCs like the Steam Deck ready to go. These strike the perfect balance between gameplay performance and visual fidelity, giving you the best of both worlds in a quick, easy-to-execute package. Have fun!

Play Resident Evil: Requiem on PC with 2Game!

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Ray Tracing vs. Path Tracing

Obviously, RE: Requiem supports the baseline rasterized lighting setup, and we do recommend using it if you're hard-pressed for performance. Or if you're playing the game on a low-spec machine like the Steam Deck - more on that later! However, if your PC has reasonable grunt, we do recommend you try out the dynamic ray and path-traced lighting options as well, as they elevate Requiem's visual fidelity to some unprecedented levels. This is easily Capcom's most graphically impressive game yet, and may be one of the prettiest and most technically accomplished titles yet in general!

As is usually the case with PC graphics optimization, though, the trick boils down to knowing what to enable, and how far to push certain settings, and ray tracing sits smack-dab in the awkward middle between full path tracing and rasterized rendering. The differences, as such, are fairly subtle to most players.

Whereas path tracing accurately tracks both direct and indirect lighting, ray tracing uses a variety of shortcuts that result in a less accurate, but more performant image quality. Path tracing is basically about as accurate and realistic as it gets right now in video game graphics: you get excellent lighting quality and 1:1 reflections, which in motion results in a very naturalistic and eye-pleasing image. Ray tracing will approximate some of path tracing's features, and accomplish a similar effect in most respects, but won't hold up to extreme scrutiny.

Obviously, path tracing runs much worse than ray tracing, and it's entirely unavailable on AMD GPUs. On Nvidia cards, enabling it in Requiem automatically enables a variety of other features we won't be getting into here, but the important bit is that it comes bundled with 2X DLFG, which is Nvidia's baseline frame-generation feature available on RTX 4 and RTX 5 series GPUs. With ray tracing you can choose to toggle it on or off, but path tracing comes with it by default, so it's a push and a pull in that respect.

For most players, ray tracing will be just the thing to use, and we recommend it. If you can stomach frame generation and your PC can get you up to 40-50 FPS natively, then path tracing may be the way to go. With all of the above in mind, ray tracing is our go-to render for this game in our optimal PC settings!

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Optimal PC Settings

For our PC testing, we've been playing the game on a Ryzen 5 7600X machine with an RTX 4070Ti Super GPU, which is to say a decent mid-to-high range machine, but nothing extremely exotic. Playing the game effectively maxed out at 3440x1440 with path tracing enabled worked just fine, but we did encounter a few hiccups during Leon's romp through the ruins of Racoon City. Specifically, two large groups of BOWs did cause frame-drops down into low 20s, but the problem resolved itself quickly and the experience was generally extremely good.

Yet, this doesn't constitute an optimal rock-solid experience that we usually target in our optimum settings guides, so we used these situations to stress-test a lower set of graphics options that we believe will apply to even lower-end desktop PCs without massively compromising Requiem's visual fidelity. Here goes:

This set of graphics settings will easily get you to a 60 FPS target if you've got a remotely decent rig. In fact, you can try bumping the performance target up to 120 FPS if you think your PC will manage! Alternatively, if 60 FPS remains impossible to reach on your machine, try disabling ray tracing altogether and see where that gets you. We don't recommend it for modern machines due to the massive improvement in lighting and shadow quality you get with it on, but it is sometimes necessary. Take, for example, gaming PC handhelds!

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Optimal Steam Deck/Handheld Settings

Shockingly, getting to a rock-solid 30 and even 40 FPS is more than possible in Resident Evil Requiem on the Steam Deck. Valve's seminal gaming handheld still has plenty of grunt to pull off well-optimized games it seems, and so Requiem runs just fine on it! Provided that you use our set of graphics settings, that is.

On your Steam Deck, first set the frame-rate target to 40 FPS/40 Hz. While large chunks of the game will run closer to 50 or even 60 FPS, Leon's open-world bits come tumbling down quite heavily, and so we recommend keeping things neat and stable instead of uncapping the frame-rate and going ham.

Once that's done, set Requiem's in-game graphics to the Lowest pre-set, and then tweak things from that point onwards:

Note that you may be able to do High-level FSR3 upscaling with only minor dips here and there, so give that a shot and see if they're acceptable in your experience.

This set of graphics settings nets you about 2-3 hours' worth of Resident Evil Requiem playtime on the Steam Deck OLED, and 1.5-2 hours on the basic LCD model. Given that this is a prime, blockbuster AAA we're playing here, that's a perfectly acceptable tradeoff in our book!

Play Resident Evil: Requiem on PC with 2Game!

Here’s how to strike the perfect balance between beautiful in performant in Resident Evil: Requiem on PC!

Nacon Game Sale Live Now! Up to 90% off for Limited Time Only!

Nacon has been through a lot lately, but their games? Always worth your time and money, especially right now. 2Game currently running a sale on some of their most notable titles, with discounts going as deep as 90% off!

Whether you're in the mood for dismembering your way through Old Detroit, wandering a war-torn country plagued by supernatural horrors, or just hacking zombie brains to make them carry your luggage, there's something here for pretty much everyone. Here's what we've got.

NOTE: Thailand customers should use the separate link attached to each game header, as denoted below. That's because some discounts may have regional differences, so make sure that you're clicking on the right product link.

Check out the full 2Game Nacon Sale now!


RoboCop: Rogue City @76% off

Thailand product page here!

RoboCop: Rogue City is exactly the kind of licensed game people assumed it couldn't be: genuinely good. Developer Teyon nailed the feel of the 1987 film, dropping you into a first-person brawler set in a gloriously grimy Old Detroit. You've got the iconic Auto-9 on your hip, the option to switch to over 20 other weapons, and Peter Weller himself lending his voice to the role. The game's upgrade system ties nicely into the RoboCop fantasy, too. At 76% off, it's a steal, frankly. One of the better licensed games of recent memory.


Ravenswatch @53% off

Thailand product page here!

If you enjoyed Curse of the Dead Gods, Ravenswatch is the logical next step for fans of Passtech Games. It's a top-down roguelite built around a cast of dark, reimagined folklore heroes (think werewolf Little Red Riding Hood, or a murderous Snow Queen), tackling Nightmare-infested runs across procedurally generated maps. Playable solo or with up to four players in co-op, runs are tightly structured around three in-game days before a boss showdown, which keeps the pacing sharp. At 50% off, it's a very solid buy for fans of the genre, and the post-launch support has kept things fresh.


Welcome to ParadiZe @81% off

Thailand product page here!

Welcome to ParadiZe has a genuinely inspired hook: zombie hacking. You're a survivor navigating a walled-off post-apocalyptic utopia that's rather less utopian than advertised, and the game's calling card is slapping a mind-control helmet onto any wandering undead and turning them into your personal bodyguard, pack mule, or kamikaze weapon. Developed by Eko Software (the How to Survive folks), it's janky and uneven in places, sure, but the core loop of looting, crafting, and building out your zombie workforce has a certain chaotic charm to it. At 80% off, the price is more than right.


Test Drive Unlimited: Solar Crown @60% off

Thailand product page here!

Test Drive Unlimited: Solar Crown had a rough launch window in September 2024, but things have improved considerably since then. KT Racing's open-world racer sets the action in a 1:1 recreation of Hong Kong Island, blending traditional circuit racing with the franchise's signature social lifestyle elements, clans, and persistent world structure. It's the most ambitious TDU entry in years, and for returning fans of the series, the bones are absolutely there. At 60% off, it's worth picking up if you've been on the fence since launch. Considerably smoother ride than it used to be.


This is just a small highlight from the full Nacon sale we're running at 2Game right now! Five games, five very different experiences, and all of them available at prices that make picking up something new a pretty easy call. The sale won't last forever, so if anything above caught your eye, sooner is better.

Check out the full 2Game Nacon Sale now!

Nacon’s latest sale is live, with discounts of up to 90% off titles including RoboCop: Rogue City, Hell Is Us, Ravenswatch, Welcome to ParadiZe, and lots more!