Summer is here, and there’s no better time to get your game on! Whether you're into high-speed tennis matches, intricate rail strategy, or quirky co-op adventures, the 2025 Summer Sports Spectacular is packed with sizzling discounts from top publishers. Check out some of the hottest discounts and pick up your favorites before the season ends.

Giving sports and strategy fans something to cheer about, Meta Publishing brings a mix of charm, challenge, and clever design to this summer’s lineup:

With immersive thrills for sports and VR enthusiasts, here are some Kalypso Media Summer highlights:

From high-flying VR thrills to cooperative puzzle fun and epic tennis showdowns, this year’s Summer Sports Spectacular 2025 has something for every kind of gamer. These deals won’t last forever, so now’s the perfect time to stock up on your favorite sports and strategy titles.
Get ready, grab your friends, and make this summer your most fun and game-filled yet!
Summer Sporting Fun!
Gamescom 2025 has come and gone with all of its attached festivities, but that all is really just the prelude to the big main event: the games themselves! After all, if there's an actual, proper reason why we all tune in to game shows such as Gamescom in the first place, it's the game announcements and gameplay trailers, with everything else falling by the wayside in the end.
Coincidentally, we're here to celebrate precisely just that. If announcements, trailers, and new content showpieces are all you care about, then you're exactly where you need to be. Down below, we've assembled a (not-so-short) list of the most important, interesting, and exciting pieces of content shown off as part of Gamescom 2025. This includes all-new game trailers, new update releases, and virtually everything in-between. Let's get to it!
Alright! That about summarizes all the biggest showpieces to have come out of Gamescom 2025! Obviously, there are still some big games we're itching to have seen or heard about, like Forza Horizon 6 for example, but all in due time! The fact of the matter is that this has been one of the most productive Gamescom events we've yet had, and it's only the taste of things to come. We hope you discovered something new and exciting in this here showcase, but be sure to stay tuned too, because there's lots more coming your way here at 2Game!
Trailers! Lots and lots of ’em.
This Autumn, Marvelous Europe brings its signature blend of action and charm to players worldwide, with Daemon X Machina: Titanic Scion launching on September 5th. Bigger, faster, and more intense than ever, this upcoming adventure promises jaw-dropping battles and customizable mechs for both solo and co-op play.
But Marvelous Europe isn’t just about titanic mechs. Its catalogue spans cozy farming adventures and hybrid RPG life-sims that have captivated loyal communities around the globe. With Titanic Scion ready to take center stage, now’s the perfect time to explore the publisher’s other standout titles.

The Daemon X Machina series is back, and if you’ve ever dreamed of strapping into a giant mech and tearing through everything in sight, this is your moment. Your Arsenal isn’t just armor: it’s your identity, your strategy, and your edge in battle.
Zoom through a sprawling open world, weaving between skyscraper-sized machines and swarms of corrupted AI as you slice, blast, and dodge in a blur of motion.
Whether you go solo or team up with friends in online co-op, boss fights test your reflexes, strategy, and sheer bravado, with every victory feeling earned, and every scrap of gear you salvage making your mech more formidable.
Pre-order now for extra bonuses!

While waiting for Titanic Scion, the original Daemon X Machina still packs a punch. Its fast, brutal missions let you juggle weapons, dodge massive attacks, and fine-tune your Arsenal to perfection.
Co-op multiplayer keeps the action lively, letting friends team up for explosive battles or test custom builds against the toughest enemies.
And the Complete DLC Bundle adds fifty-seven items, from gear upgrades to cosmetic options, making your mech feel uniquely yours.

Not every world has to explode in metal and fire. Still a fan favourite, this reimagining of the GBA classic delivers charm in spades. Farm, raise animals, and explore village life among quirky, memorable characters.
Take the cozy formula a step further. You’re not just running a farm, you’re shaping a community. Clear forests for fields, build an animal sanctuary, and befriend every townsperson to unlock their stories. The freedom to create your own path gives Pioneers of Olive Town a deeply satisfying sense of progression.

Balance crop-tending with dungeon combat as Micah, a half-human, half-monster hero. Plant and tend crops to craft weapons and tools, then dive into dungeons to battle monsters that both threaten your farm and help you grow stronger. Every action connects, creating a rhythm where farming, combat, and story feed into each other.
Often hailed as the series’ high point, Rune Factory 4 Special deepens relationships, life choices, and combat, making every dungeon run or monster fight impactful as combat and daily farm life intertwine.
Taking a bold step into full 3D, Rune Factory 5 offers a bigger, more open world filled with monsters, mysteries, and magic. As a SEED ranger, you balance monster-fighting duties with farm life and community relationships in the series's most ambitious entry.

Marvelous Europe’s strength lies in its diversity. Whether you’re facing colossal bosses in Daemon X Machina, building a thriving village in Story of Seasons, or juggling combat and crop-tending in Rune Factory, there’s a game for every mood.
With Titanic Scion set to launch this September, now’s the perfect time to dive into these standout experiences.
Titanic battles or cozy farming!
Kevin was living his best retirement life aboard a nursing spaceship with his dog Andy when the Golida empire decided to ruin everything. Now he's a cyborg running on pure fury, and you're along for the ride. Metal Suits: Counter-Attack doesn't just hand you a gun and call it a day. This game throws an entire wardrobe of death dealing combat suits at you, and each one completely changes how you tear through alien forces.
With all of that in mind, it should come as no surprise that Metal Suits lives and dies by its suit system. You're constantly cycling through different loadouts as you blast your way across nine planets. One second you're wielding a light saber suit, carving through Golida troops like butter. Next thing you know, you've snagged an electric guitar suit that turns the screen into your own personal light show of death and destruction. There's even a giant bear suit that lobs explosives everywhere! Yes, really.

It's important to understand that these aren't just reskins with different colored projectiles. Each suit fundamentally changes your approach to combat. The bomb suit? You need timing. Mess up and you're eating your own explosives. The melee focused suits force you to get uncomfortably close to enemies that would much prefer you dead. Some excel at melting bosses, others clear rooms faster than you can blink. Learning when to use what becomes the entire game.
Here's where things get interesting. Suits break. They take damage, they fall apart, and suddenly you're scrambling for the next pickup while dodging laser fire. Run completely out? The game tosses you a basic suit after about sixty seconds. Those sixty seconds feel like hours when you're surrounded by aliens who want you dead. It creates this constant push and pull where you're weighing whether to play it safe or rush for that shiny new suit pickup ahead.

The levels know exactly what they're doing with this system. Tight corridors practically beg for melee suits. Open areas with elevated platforms? That's sniper suit territory. The game regularly sets up scenarios where having the right tool makes the difference between breezing through or burning all your lives. And you will burn lives. This isn't some cakewalk platformer.
Boss fights showcase everything great about the suit variety. Take that mechanical octopus boss with laser tentacles. Approach it with a mobility suit and you're dancing around attacks, chipping away at its health. Grab a heavy damage dealer instead and it becomes a completely different fight. The game drops multiple suits during these encounters, so you're never truly locked into a bad matchup. Smart design right there.

Metal Suits wears its inspirations proudly. There's Mega Man DNA in how each suit provides unique abilities. The traversal and level exploration channels Commander Keen. But it's not content to just copy homework. The temporary nature of suits and constant rotation keeps you from settling into comfortable patterns. You can't just find your favorite and cruise through the game.
Set in 4373 after humanity colonized the Helios system, each planet brings its own flavor of chaos. Low gravity worlds transform your movement. Hazardous terrain demands specific suits just to survive. Environmental challenges mesh with combat scenarios to create situations where that suit you've been ignoring suddenly becomes essential. The game's constantly finding ways to make you engage with its entire arsenal.

Collectibles and secrets reward players who really dig into what each suit can do. Hidden areas often require specific abilities to access. Suit blueprints unlock permanent upgrades for future runs. The game tracks which suits you've used to complete levels, basically daring you to finish stages with every possible loadout. Completionists will find plenty to keep them busy.
The controls deserve a mention too. They're smooth. Really smooth. Jumping, climbing, shooting, charging, all laid out intuitively. You're not fighting the controls while also fighting aliens, which sounds like a low bar but you'd be surprised how many games mess this up. Everything flows naturally, letting you focus on the chaos instead of wrestling with button combinations.
Look, Metal Suits: Counter-Attack knows what it wants to be. It's fast, it's chaotic, and it forces you to constantly adapt through its rotating arsenal of combat suits. Every suit drop becomes a tactical decision. Every boss demands you switch up your approach. Every planet offers new ways to experiment with Kevin's ridiculous array of destruction tools. The game succeeds because it never lets you get comfortable, and that's exactly what makes it worth playing.
Pixel-based slaughter? Yes, yes.
There are video game comebacks—and then there are comebacks comebacks. With its return on August 29, 2025, Sega's resurrection of Shinobi after more than a decade is one of those rare, full-on revival events. It’s the kind of news that makes longtime fans sit up and take notice.
For anyone who remembers Joe Musashi slicing through arcades in the late ’80s, or even Shinobi 3D on the 3DS back in 2011, Shinobi: Art of Vengeance feels like the reboot the series has always deserved. And with Lizardcube—the studio behind Streets of Rage 4—leading development, this is anything but nostalgia bait. This is a full-scale resurrection of a legend.

The story wastes no time going for the jugular: Joe’s village burns. His clan is turned to stone. And the paramilitary ENE-CORP is to blame. Sounds like familiar ninja revenge territory? Maybe. But it's what gives this game the cinematic drive that the older titles only ever hinted at.
This isn’t just about spectacle, though. Sega seems intent on capturing the spirit of the arcade original, while layering in new systems that give the game depth, style, and replayability.

Here’s where Lizardcube’s DNA really shines. Joe isn’t just a stiff sprite cutting down faceless enemies—he flows. Parkour hops, wall jumps, and dashes bleed into devastating combos, keeping momentum front and center.
Key features include:
Whether you’re slicing forward or chaining combos, it’s all about rhythm, speed, and creativity.

The hand-drawn visuals are flat-out stunning. Streets of Rage 4 already proved Lizardcube knows how to make retro-inspired art pop, but Art of Vengeance might be their best work yet.
From burning villages to military bases and desert ruins, each stage is alive with detail. And it’s not just about looks. Although a largely linear game, this is where the Metroidvania influence is most apparent, with the Ningi tools unlocking new paths and secrets across previously visited stages, adding exploration to what might’ve been a straightforward slashfest.

Sega is giving fans plenty to dig into:

2025 is brimming with epic samurai games—Assassin’s Creed Shadows, Ghost of Yōtei, and more. But Shinobi isn’t trying to be a brooding open-world epic. It’s fast, tight, and unapologetically arcade-inspired, whilst being modernized in all the right places.
Where samurai fight for honor, ninjas like Joe Musashi fight for vengeance, and that raw edge is what sets this game apart.
With Sega also teasing revivals of Jet Set Radio and Crazy Taxi, this reboot isn’t just a nostalgic IP. It’s one of Sega’s most iconic ninja heroes, finally returning with the tools to shine in 2025.

The Shinobi series has always been about precision, patience, and style; qualities that Lizardcube has taken to heart. After hands-on previews raved about its fluidity, gorgeous visuals, and satisfying challenge, Shinobi: Art of Vengeance is shaping up to be more than a nostalgic throwback. It feels like Sega is setting Joe Musashi up to reclaim his place as gaming’s definitive ninja.
Whether you’re an old-school arcade vet or just someone who wants to see what happens when Streets of Rage 4’s developers tackle ninjas, this is one game worth keeping on your radar.
The resurrection of a legend.
When Konami first announced Metal Gear Solid Delta: Snake Eater, fans wondered whether the remake would honor the 2004 masterpiece while pushing technical boundaries. Set to release on PlayStation 5, Windows, and Xbox Series X/S on August 28, 2025, the answer appears to be a resounding yes. Built on Unreal Engine 5, this isn't just a visual upgrade but a complete technical re-imagining that leverages modern hardware to transform every aspect of the stealth experience.
The technical foundation represents a massive leap from the PlayStation 2 original. Thanks to Unreal Engine 5, the game's environments from muddy swamps to dense jungles are brought to life with stunning clarity. But Konami isn't stopping at prettier textures. The development team has implemented a sophisticated damage persistence system that fundamentally changes how players experience Snake's journey through Operation Snake Eater.
Any physical damage such as cuts and bruises inflicted on Snake are now reflected permanently in real time across his body throughout the game's duration. This goes beyond cosmetic changes. Scars remain visible even after treating wounds, clothing tears and accumulates bullet holes after taking damage, and mud stains persist on Snake's gear. The revamped camouflage system now features object permanence where leaves stick to Snake's uniform and dirt patches leave lasting marks. It's a level of environmental interaction that simply wasn't technically possible two decades ago!

Producer Noriaki Okamura explained the team's approach during development. Okamura explained that the team had planned on only overhauling the graphics to modern standards, but quickly came to lear that it wouldn't be satisfying to play if that was the only update. This philosophy led to nearly all animations being remade from scratch, with the team finding ways to refresh almost every facet of the game while fully realizing elements that were held back by technical limitations at the time.
The control scheme modernization shows similar attention to detail. The "New Style" option enables a control scheme based on contemporary action titles and the more recent Metal Gear entries, while also incorporating a third-person, free-moving camera. Players who prefer the classic experience can opt for Legacy Style controls, maintaining the fixed cameras and overhead perspective of the original. More broadly, meaningful additions such as the ability to crouch walk and use firearms from a third-person perspective bring the gameplay up to modern standards without sacrificing what made Snake Eater special.

Perhaps the most intriguing addition is Fox Hunt, a completely original multiplayer mode that replaces the traditional Metal Gear Online. Fox Hunt will be released in Fall 2025, according to Konami, and is described as a "completely original" online multiplayer mode unrelated to Metal Gear Online. Director Yu Sahara, a series veteran who worked on MGS4, Peace Walker, Ground Zeroes, and The Phantom Pain, is leading this ambitious multiplayer reinvention.
The mode appears to focus heavily on the series' signature stealth mechanics rather than devolving into traditional shooter gameplay. Players can blend into walls and environments using a streamlined version of MGS4's octocamo system, automatically adapting to textures when briefly pausing against surfaces.
"We very much appreciate all the longtime fans of MGO who have always wanted to see it make a comeback. But the landscape of multiplayer games has changed a lot since MGO", Sahara explained in an IGN article. This acknowledgment of the evolving multiplayer landscape suggests Fox Hunt will offer something genuinely different from both classic Metal Gear Online and current multiplayer trends dominated by battle royales and extraction shooter tropes.
The delayed release of Fox Hunt until Fall 2025 is somewhat disappointing, but it indicates Konami's commitment to getting the multiplayer experience right rather than rushing it to market. An online experience unique to Metal Gear that utilizes the central elements of the base game camouflage and survival, Fox Hunt promises to distill what makes Metal Gear special into a unique competitive experience. Let's be honest, too: most of us will be jumping back in again to experience Fox Hunt once it's out, so it's a community double-dip in that sense. Win-win, really.

Technical Enhancements
Gameplay Systems
Multiplayer Features
Platform Exclusive Content
Editions and Pricing
Platform Availability
Release Schedule

Metal Gear Solid Delta includes platform specific bonus content that adds replay value. Metal Gear Solid Delta: Snake Eater features the return of the Snake vs Monkey special game mode on PlayStation 5 and PC, while Xbox players receive an exclusive Snake vs. Bomberman mode featuring Hudson Soft's iconic character. These nostalgic additions show Konami's understanding of what longtime fans want while making the package attractive to newcomers.
The PC specifications reveal the game's technical ambitions. The 100 GB file size has caught many off guard, but it reflects the high resolution textures, enhanced audio, and cinematics that come with a proper current generation remake. If you're playing on PlayStation 5 Pro, you can enjoy smoother, enhanced performance even with the graphics set to Quality Mode, with PSSR rendering jungle environments and foliage in exceptional detail.
Konami's approach respects the original while embracing modern technology. Voice performances remain unchanged, with David Hayter returning as Snake alongside the original cast. The iconic "Snake Eater" theme has been remastered with original singer Cynthia Harrell returning. These decisions preserve the emotional core of the experience while the technical improvements provide the framework for a new generation to discover why Metal Gear Solid 3 remains one of gaming's greatest achievements.
Metal Gear Solid Delta: Snake Eater launches August 28, 2025, with Fox Hunt arriving later in Fall 2025. The Digital Deluxe Edition provides 48 hour early access starting August 26. You can get your Steam copy using one of the featured links, and make use of 2Game's chunky pre-order discount. Don't dawdle! Snake sure won't.
What do you call a snake in a cardboard box?
The latest entry in the legendary strategy franchise has arrived, and Sid Meier's Civilization VII Settler's Edition presents the most comprehensive package for players ready to embark on their journey through history. Currently available at a special introductory price with 30% off on Steam, this edition delivers everything you need to experience the revolutionary new Age system that defines Civilization VII.
Civilization VII Settler's Edition isn't just another bundle. It's specifically designed as the ideal entry point for new players while offering veterans a treasure trove of content that expands strategic possibilities from day one. The package includes the full base game plus substantial additional content that would normally cost significantly more if purchased separately.
A particularly notable highlight of the Settler's Edition is Tecumseh and the Shawnee civilization. Tecumseh specializes in diplomacy and defense through his unique ability, Nicaakiyakoolaakwe, which increases food, production, and combat strength based on the number of allied city-states. The Shawnee excel at utilizing natural resources during the Exploration Age. Their unique ability, Nepekifaki, provides extra food for settlements built on river tiles while slightly reducing food for cities not built on rivers. The associated wonder, the Serpent Mound, adds another strategic layer to your empire building.

Here's exactly what you receive with Civilization VII Settler's Edition:
Base Game
Tecumseh and Shawnee Pack
Crossroads of the World Collection
Right to Rule Collection
Four Alternate Leader Personas
Deluxe Cosmetics Pack
This complete package represents twelve playable civilizations beyond the base game, six additional leaders plus four alternate personas, eight game-changing Wonders and Natural Wonders, and extensive cosmetic options to personalize your profile. Every piece of content integrates seamlessly into the Age system, ensuring that whether you're conquering the ancient world or navigating modern geopolitics, you'll have unprecedented strategic variety at your disposal.

With the current 30% discount at 2Game, the Settler's Edition presents exceptional value for anyone looking to experience Civilization VII with its full range of strategic options. The additional civilizations, leaders, and wonders aren't just extra content. They fundamentally expand the number of viable strategies and historical narratives you can create.
Sid Meier's Civilization VII Settler's Edition transforms what could have been a simple game purchase into a comprehensive strategy experience that will provide hundreds of hours of gameplay. Whether you're new to the franchise or a veteran ready to explore the revolutionary Age system, this edition delivers everything needed to build an empire that truly stands the test of time.
Civilized, not like those other CIVs.
We live in some wild, wild times. Imagine telling someone from 1999 we'd have LLMs and other AI-adjacent tools by the 2020s, for example, with their capabilities largely based on extremely pervasive data harvesting applications. Fun! Now, some of us hoped we'd have evolved our society towards a Star Trek-esque utopia by now... but that's got some grim implications we won't be getting into here. Back on track, 1999 is important because that's the year in which FACEMINER takes place, with players getting the opportunity to build an honest-to-goodness data harvesting empire at the turn of the century. How's that for an elevator pitch?
A heck of a predicament for sure, and so we're absolutely thrilled to have had the opportunity to talk game theory with the FACEMINER devs for a bit. That's right: we've got a fancy new interview ready to go, and it's with the good folks at the Wristwork game studio!
Before we get into the nitty-gritty of Wristwork's awesome efforts in producing FACEMINER, we've got to go over the gist of the game. This newly released narrative-based clicker (yep, you read that right) takes some obvious cues from the likes of Paperclips, except it's a fair bit more grounded and with a story-focused slant. Basically, if you ever enjoyed something like Cookie Clicker, you're going to want to read this up.
"Set against a backdrop of 90s techno-optimism, FACEMINER is an experimental, narrative-driven management sim that tasks the player with building a biometric processing empire from scratch. The player must manage hardware and software upgrades, warehouse infrastructure, and crooked carbon offsetting schemes as they carve out their biodata empire," says the official description from the game's website.
With that out of the way, let's see what Wristwork's one-man-band got to say about FACEMINER!

For readers that haven't yet had the chance to play FACEMINER, how would you describe it in one sentence?
"FACEMINER is a narrative-driven clicker game where you play as a data processing employee whose rather mundane job gradually reveals itself to be part of something far more sinister," says Wristwork's solo developer Alex Taylor.
What was the original spark or inspiration behind FACEMINER? Did it start with the concept of mining faces, or something else entirely?
"The inspiration behind FACEMINER is some research into the resources and logistics that drive planetary-scale data processing: the physical server farms, cooling systems, and electricity bills that are obscured behind processes that we think of as being entirely digital," says Alex. "The clicker game format is a natural container for exploring the sort of runaway exponential growth seen with the training of the current generation of AI models – and it mirrors pretty closely the very real data annotation tasks that can go into refining some of these models, too."
Can you tell us more about FACEMINER's visual style? It's wildly distinctive!
"The game draws heavily from pre-millenium software interfaces. I spent a lot of time exploring old UIs from the period to try and inject as much realism as possible – ancient Windows NT task managers, early database tools, and so on. There was something interesting about mapping a very heated, contemporary topic onto this nostalgic, maybe even slightly eerie, era of computer interface. It introduces tension, and makes it easier for the player to shake off preconceptions."
Did any specific games, films, or artists help shape the tone or mechanics of FACEMINER?
"The first thing that comes to most people's minds when they play the game is the TV show Severance," Alex admits. "It came out a little bit after work started on the game, but its existence has provided a useful waypoint when talking about the game and some of its theming. Beyond this, Papers Please – the dystopian day-job simulator – and Cookie Clicker, were some core inspirations which the game certainly wears on its sleeve."

FACEMINER blends surreal horror, roguelike progression, and (data) mining mechanics. What were some challenges in balancing those genres?
"Mathematics has never been my strong suit, so balancing upgrades – figuring out what should be linear, what should be logarithmic, and so on – was pretty tricky; I wish I had a better system, but it was mostly done through trial and error. I later learned that more experienced developers set up spreadsheets where they can toggle values and immediately see the cause and effect of their changes, but my approach was much more vibes-based, which made the process of balancing incredibly time consuming, though I like to think it injected a bit of dynamism, too."
Are there any hidden secrets or Easter eggs players haven’t found yet?
"There is a ‘twist’ at the end of the game that, depending on how familiar the player is with the mechanics of AI model training, is either pretty easy to miss, or excruciatingly obvious. It never seems to be in between. Shortly after the game was released, some very comprehensive YouTube videos came out exploring every plot point. I was surprised and impressed by how thorough they were," Alex tells us.

What was the biggest technical hurdle during development, and how did you solve it?
"A fun fact about the game is that it’s all secretly a website; it doesn’t use a game engine in a traditional sense. This made it easier to develop in some respects, particularly as so much of it is UI-based, but there were many quirks when it came to packaging this up so it works on all systems, and integrating reliably with some of Steam's features such as Cloud Saves and Achievements," Alex explains. "Fortunately, tools like Steamworks.js have made this hybrid approach more viable, though there were plenty of late nights debugging platform-specific issues that traditional games don't face."
Tell us about one key lesson you've learned during this project, that you'll take with you into your next project.
"The development process was made richer by incorporating playtesting early, and being completely unprecious when it came to inviting people along for the development ride. I think the full game had something like 2000 playtesters towards the end, which is certainly on the extreme side for a small indie game, but I received so many fantastic tips and suggestions that really shaped the game over time."
Any surprising reactions from the players or the community? Share your favorites!
"I have been very happy to see the first speedruns of the game start to appear," Alex says. "This is something I had always secretly hoped would happen – I even added a certificate to the end of the game that has the completion time on – so it’s very satisfying to see. Already, I’m seeing techniques and ways of playing the game that I never envisioned begin to emerge."

Any updates, expansions, or bonus content planned for FACEMINER, by chance?
"Without wanting to reveal too much just yet, we are hoping to release two content updates by the end of the year: one offering a new perspective on the game in a literal sense, and the other in figurative sense. Both will be designed to deepen existing themes, as well as add more content and ways to play."
On a similar note, what's next for Wristwork in a broader sense?
"We have several projects in development! Our next game will be announced for the first time in September, and it's intentionally very different from FACEMINER. After spending so much time in the dystopian data processing mines, we think of it as ourselves coming up for fresh air, in a way. As a studio, we're drawn to creating these shorter, more focused experiences that tackle big ideas through specific, playable concepts, and this will definitely be in keeping with that."
Finally, please tell us what your team's music playlist is while working on FACEMINER!
"Perhaps unsurprisingly, the soundtrack of the game made for excellent listening while working on the game. As it evokes the themes and setting so strongly, it created a feedback loop where the music would inspire new ideas and keep us anchored to the game's vision. All credit to Madwreck, its producer, Alex concludes"
On a final note, Alex also has an invitation to share with all our readers: "Sign up to our newsletter on wristwork.com to stay in the loop about what’s next!"
And don't forget to stay tuned to the 2Game Community Hub, either! This is just the latest in a long line of exciting exclusive interviews, so be sure to check back in whenever you can to stay in the loop. Need a handy example? Look no further than our Beautiful Light developer interview, for example!
Time to mine some faces, folks.
Breaking News! Out of 48 of the world’s top Street Fighter 6 competitors, our very own Derek Blaz — the 15-year-old prodigy from Chile — has battled his way to the Grand Final of the Esports World Cup to win Silver!
Claiming second place, $130,000, and 750 tour points, this incredible run has established Blaz as one of the brightest rising stars in the FGC, and from everyone at 2Game - we couldn't be prouder.
With a $1,000,000 prize pool, a global stage in Riyadh, and a golden ticket to Capcom Cup 12 on the line this World Cup, every match was high stakes. Yet Blaz rose to the occasion, showcasing fearless Ryu and Ken play against legends of the game.
His journey ended in a heartbreaking 5–4 nail-biter against reigning legend, Xiaohai, but the silver finish marks another unforgettable milestone in his meteoric career. This achievement shows that Blaz isn’t just “the future” of Street Fighter; he’s already a major contender on the world stage.

Blaz’s journey has been nothing short of historic. Since joining 2Game Esports in late 2024, he’s become one of the most talked-about names in competitive Street Fighter.
After bursting into the spotlight at Capcom Cup 11 with a Grand Finals appearance, Blaz showed the world that age doesn’t matter when skill, composure, and heart are on your side. Armed with his fearless Ryu and guided by his dad, alongside veteran coach Keoma Pacheco, he’s been stacking wins across majors like CEO, Combo Breaker, and Evo 2025.
Now, with a silver medal at the Esports World Cup, Blaz has added another milestone to his growing legacy, pushing legends to the brink and proving he belongs among the best of the best.

Blaz’s journey through the Esports World Cup 2025 was nothing short of spectacular. After winning his group over DFM|Go1 and Craime, immediately making a statement against some of the FGC's best, he advanced to the Top 16 bracket, where he dismantled some of Street Fighter 6’s finest: A 5–0 sweep of Itabashi Zangief’s Gief, a 5–1 win over YHC-Mochi’s Dhalsim, and a 5–3 victory against Leshar’s Ed and Terry in the semis. At just 15 years old, Blaz was now in his second straight major Grand Final (after his Capcom Cup 11 breakout), proving his place among the elite. They don't call him The Phenom for nothing!
And all of this in a shifting competitive landscape: The first big showcase after the Elena update and Sagat’s addition. While Elena herself didn’t make the Top 16, Sagat, Dhalsim, and Kimberly all saw increased representation, and Blaz thrived in the midst of this evolving meta.
Adding to his unique story, Blaz also competes on a gamepad, a rarity at the highest level where many Japanese pros (Tokido, Kakeru, Kawano, and others) lean on leverless controllers or traditional arcade sticks. His fearless pad play became a hot topic across the FGC, standing as proof that unconventional setups can topple even the most seasoned veterans.

The Grand Final was one for the history books. Blaz came out swinging with his Ryu and Ken, overwhelming Xiaohai’s M. Bison to take a commanding 3–0 lead. The crowd roared — the 15-year-old was just two games away from becoming World Champion.
But Xiaohai, one of the most decorated FGC veterans alive, wasn’t finished. Making the pivotal switch to Mai, a character tied to his King of Fighters legacy, he clawed back into the set. Round after round, Xiaohai adapted, weathering Blaz’s pressure and landing clutch conversions.
In the end, Xiaohai completed the reverse sweep, taking the final set 5–4 in a breathtaking comeback. Blaz may have lost the title, but pushing a legend to the absolute limit and nearly dethroning him was a victory of its own.

With unforgettable matchups and breakout performances, here’s how the top contenders finished, along with their character picks, prize earnings, and tour points:

At 2Game Esports, we exist to nurture rising talent and give them the tools to succeed. Blaz is the living embodiment of that vision. His fearless play, relentless work ethic, and ability to shine under the brightest lights inspire not just our team, but fans all over the world.
From dismantling legends at Capcom Cup to now winning Silver at the Esports World Cup, Blaz is proving that age is no barrier to greatness. And that pad players can beat anyone, no matter the hardware!

With his silver medal finish at the Esports World Cup, Blaz has secured his place as one of the names to watch heading into Capcom Cup 12. From a wildcard at Capcom Cup 11 to a back-to-back Grand Finalist, his rise reads like a fighting game fairytale. Only it’s real!
And the journey isn’t slowing down. Next stop: Ultimate Fighting Arena 2025 in France (Sept. 12–14), a Premier-tier Capcom Cup qualifier, where we'll be cheering him on every step of the way!
To Blaz: congratulations on an incredible performance. To the fans: thank you for being part of this journey with us. We’re only just getting started!
Vamos, Blaz — this is just the beginning. And in his words: “Let’s have fun!”
Blaz takes the stage!
The Emperor protects, but in this case, the Emperor also remasters. Nearly twenty-one years after it first drop-podded onto our PCs, Dawn of War has returned—polished, upgraded, and bundled into one big war chest as the Definitive Edition.
And let’s be clear: this isn’t just a nostalgia cash-grab. Whether you lived through the golden age of LAN parties or you’re a new recruit wondering what the fuss was about, Warhammer 40,000: Dawn of War – Definitive Edition is the best way to play one of the greatest RTS games of all time. Here's why.

The Definitive Edition obviously brings back the base game, but you’ll also get every expansion (Winter Assault, Dark Crusade, Soulstorm) rolled in. That means four full campaigns, nine factions, and a ridiculous number of maps. So, no hopping between old discs or awkward installs, just one launcher, one download, and you’re good to go.

You know how sometimes, when a remaster leans too hard on the “HD” treatment, you can end up with something that feels shinier but soulless? Well, that’s not the case here.
Textures are crisper (quadrupled in resolution). Lighting feels cinematic, with reflections and shadows that make battlefields pop without losing that grimdark grit. The UI actually fits modern widescreens (no more squinting at stretched buttons). But above all, what Relic and Feral have nailed is restraint. The Definitive Edition still looks and feels like Dawn of War; it just runs the way your memory insists it did back in 2004.

If you’ve ever screamed at a squad of Space Marines for getting stuck on a tree while charging into melee, you'll be happy to know that pathfinding is finally fixed. Units handle themselves better, vehicles don’t spin like drunk rhinos, and the battlefield flows the way it always should have.
Pair that with the upgraded camera and extended draw distances, and the chaos of large-scale fights becomes something you can properly track and appreciate. I mean, there’s nothing quite like watching an Ork Waaagh! crash into a Chaos gunline when you can pan back and see the whole clash unfold.

Warhammer 40,000: Dawn of War – Definitive Edition isn’t just a remaster for today. It’s future-proofed:
And in case you’re wondering whether there’s still an appetite for this kind of RTS? 150,000 copies sold in the first 24 hours says it all. That’s not nostalgia, that’s hunger.

Back in 2004, Dawn of War felt revolutionary. The cinematic kill animations, the squad-based tactics, the sheer spectacle; it was RTS with swagger. Two decades later, RTS as a genre has been quieter, somewhat overshadowed by MOBAs, battle royales, and the endless churn of live service games.
And that's what makes Dawn of War feel almost rebellious. It’s slower, more deliberate, and far more brutal than most modern strategy offerings, rewarding strategic cruelty - cutting off an enemy’s requisition points, watching them wither, then sweeping in with a decisive strike - over twitch reflexes. It’s chess with chainswords.
And the Definitive Edition doesn’t just let you relive that. It makes it accessible again for anyone who missed it the first time around.

This isn’t a ground-up remake, but it doesn’t need to be. By sharpening what was already brilliant, cutting the rough edges, and giving the game a proper modern platform, Dawn of War – Definitive Edition proves why it’s still the high watermark of Warhammer strategy.
If you were there in 2004, this is the game as you remember it. Only now your rose-tinted glasses are backed by actual 4K support. If you weren’t? There’s no better way to understand why this game has been held up as one of the RTS greats for two decades. The grimdark future is looking good.
Exactly what we were hoping for