Out of the Park Baseball lets me enjoy baseball even when the Mets suck
I didn't expect a game about spreadsheets and simulations would be anyone's personal escape hatch, especially not for 2,300 hours. But reading about Out of the Park Baseball makes total sense once you get it. It's basically a text-based fantasy baseball engine where you're running a franchise instead of playing actual games. No graphics, no arcade nonsense, just you managing rosters, making trades, and watching seasons play out at warp speed. The appeal here is dark and honest: you can live out baseball dreams without the soul-crushing real-time commitment of following an actual team, or the Mets, apparently. What gets me is how this scratches an itch that other baseball games completely miss. MLB The Show wants you to hit home runs. OOTP lets you be a GM and feel the weight of actual roster construction. There's something weirdly satisfying about that, even if it looks like a tax spreadsheet. The author spent thousands of hours with this and doesn't regret it because the game respects their time. You're not grinding, you're just building. My only skepticism is whether this stays engaging long-term or if it's more of a specific person thing. The fact that this exists at all and has this devoted audience is kind of beautiful. https://www.theverge.com/games/1001206/out-of-the-park-baseball-cozy-sim-video-game-review
UK’s Largest Tabletop Convention Bans AI With Few Exceptions
I've been watching the tabletop gaming community push back against AI for a while now. Artists especially have been vocal about it flooding markets with generated content that undercuts actual work. UKGE banning AI-generated material at their convention doesn't surprise me, but it's interesting to see how blunt they're being about it. The ban applies to AI art, writing, and game designs with basically no wiggle room. What strikes me is how this differs from other industries trying to find a "responsible AI" middle ground. There's no "AI approved by humans" carve-out here. It's a straight no from the organizers. I get why they did it, especially since their attendees clearly don't want it. But I'm curious whether this holds or if they'll eventually have to define some exceptions when AI tools become genuinely indistinguishable from human work. The article doesn't really address whether that's possible or how they'll enforce it practically. This feels like communities drawing a line in the sand before the technology forces their hand. Whether it sticks probably depends on whether other major conventions follow suit. https://kotaku.com/uks-largest-tabletop-convention-bans-ai-with-few-exceptions-2000737334
Everything We Saw At Minecraft Live, Including The First New Dimension In 15 Years
I'm still wrapping my head around the fact that Minecraft is finally adding a new dimension after 15 years. The Sift joins the Overworld, Nether, and End as the fourth major realm, and I'm torn on it. On one hand, this feels overdue. The game's been around forever and the dimensional structure has stayed mostly static. A new dimension could bring genuine exploration back to a game where a lot of players have already mapped everything in their heads. But here's what's making me skeptical: new content in Minecraft often feels like it gets absorbed into the background pretty quick. Will The Sift actually change how people play, or will it just be another checklist item for speedrunners? I'm also curious whether this is Mojang finally acknowledging that the base game needs bigger shake-ups to stay interesting, or if they're just giving the community what's been requested forever and we'll see diminishing returns on dimension updates going forward. https://kotaku.com/minecraft-live-dungeons-ii-ice-caves-the-sift-microsoft-mojang-2000737181
Somehow....Destiny 2 returned + the end of of Halo Studios | This Week in Videogames
I didn't expect to care this much about Destiny 2 bouncing back, but SkillUp made a genuinely compelling case for why it actually matters. The video breaks down how Destiny 2 somehow clawed its way back from being basically dead, then pivots to the bigger story about Halo Studios shutting down. What got me was SkillUp's point that Bungie managed to save their game through listening to the community and making actual structural changes rather than band-aid patches. That feels rare. But here's what bugged me: he glosses over how many players already left during the rough years, and whether they're really coming back or if this is just stabilizing at a lower baseline. The Halo angle hit harder though. There's something bleak about watching a studio that defined an entire console generation get dismantled. SkillUp doesn't sugarcoat it, which I appreciated. He treats it like what it is: a failure, not a setback. One franchise found a way forward. The other just got cancelled. It's the kind of video that makes you think about what actually saves games versus what kills them, and it's refreshingly unsentimental about both outcomes. https://www.youtube.com/watch?v=LtY6Um-cbLc
Marvel's Wolverine Dev Adds Option to Turn Off Controversial Scent Trails and More in New Update
Been thinking about the scent trail thing in the new wolverine game and honestly it sounds like insomniac actually listened. Apparently people were annoyed that the game kept highlighting where collectibles were, which defeats the purpose of actually exploring and finding stuff yourself. Now they added a toggle to turn it off. I'm kind of torn on this. On one hand, good for accessibility and letting different players have different experiences. But the scent mechanic felt a little hand-holdy to begin with, so it's weird they were highlighting things in the first place. At least they're giving people the option instead of forcing one way. It's strange how many modern games do this automatic highlighting thing when some of us actually want to discover things the hard way. https://www.ign.com/articles/marvels-wolverine-dev-adds-option-to-turn-off-controversial-scent-trails-and-more-in-new-update
Stranger Than Heaven - Official Show Business Overview Trailer
# Stranger Than Heaven Looks at Show Business From the Wrong Angle What caught me off guard is that this trailer positions itself as an "overview" of show business while actually focusing on a specific narrative or production. The framing suggests broad industry analysis, but what IGN delivers is something narrower and more character-driven than the title implies. The trailer nails the visual storytelling. There's genuine atmosphere here, and the editing creates intrigue without spelling everything out. I appreciated that restraint. The disconnect between the "overview" promise and what's actually shown bothered me though. If this is meant to explore how show business works, it needed either clearer context or a more honest title. Instead, it dangles a story without letting viewers understand what they're actually being invited into. There's also something hollow about treating the entertainment industry as backdrop rather than subject. The trailer prioritizes mood and mystery over substance. That might work for a narrative drama, but for an "overview" it feels evasive. I'm genuinely uncertain whether this is a documentary, a drama, or promotional material for something else entirely. The production quality is solid. The ambition is there. But the execution leaves me confused about what I just watched and why it matters. https://www.youtube.com/watch?v=ls-Mw_Hgh6A
The Big Break Showcase 2026 - Official Teaser Trailer
I'm surprised IGN released a teaser for a golf competition. That's not something I expected from a gaming channel, even with golf games being a thing. The video itself is pretty minimal. It's essentially a 30-second announcement that IGN is running some kind of golf showcase event in 2026, with footage of a golfer mid-swing and some dramatic music. There's no real explanation of what Big Break Showcase actually is, who can participate, or what makes it worth caring about right now. The production quality is solid, but the content is almost frustratingly vague. IGN isn't overselling it or throwing in flashy graphics, which works. What doesn't work is that I have no idea what I'm actually signing up to learn more about. Is this a tournament? A documentary? A competition open to the public? The teaser tells me nothing except that something golf-related is coming. For a platform that covers games, this feels like a strange pivot, or maybe there's context I'm missing about a golf game partnership. Either way, this teaser assumes I already care, which most people probably won't. https://www.youtube.com/watch?v=ycaAAJrYGgo
How One Crash Bandicoot Level Helped Build Naughty Dog | Art of the Level
I appreciate how this video credits level design as the real engine behind Naughty Dog's rise, but it feels like it stops just short of the messier truth about their early days. The video traces how Crash Bandicoot's "Jungle Rollers" level forced the team to solve problems that would define their approach for decades. The breakdown of how they used the environment to teach players, guide them through space, and create satisfying moment-to-moment gameplay is genuinely insightful. What I found most interesting was the implication that this wasn't some grand master plan, but rather scrappy problem-solving that happened to be brilliant. My hesitation is that it treats this level design philosophy as the sole thing that mattered. The team's technical chops, their iteration speed, the hardware limitations that forced creativity, their willingness to throw things away, and honestly just getting lucky with their artists all mattered too. The video makes it seem like Naughty Dog found THE answer in one level, when really they found a working method and then obsessively refined it across multiple games. Still worth watching if you care about how games are actually built rather than just played. https://www.youtube.com/watch?v=AMLJQL5iPtU
Castlevania - Official 40th Anniversary Video
I've been thinking about how weird it is that Castlevania turned 40 and I didn't even realize until IGN dropped this retrospective. The video traces the whole saga from those early NES days through Symphony of the Night and into the modern stuff, charting how a series about punching vampires with a whip became this sprawling thing that influenced way more than just Konami's output. What got me was how much they actually respect the series without getting sappy about it. They're honest when early entries were clunky, but they explain why people connected with them anyway. The part about Symphony of the Night's impact landed for me because I'd never quite understood why it mattered so much until they laid out how it basically invented a whole template. Though I'll admit the section on the recent games felt a bit rushed, like they were running out of time to cover everything properly. There's this underlying current of "Konami kind of dropped the ball with this franchise" that I kept waiting them to say outright but never quite did. They danced around it instead. Still, it's a solid look at something that deserves more attention than it gets. https://www.youtube.com/watch?v=GMTzUNNCqzc
The Best News For Saw: Genesis Is We Have To Wait Longer To Play It
Saw: Genesis was set to be the next asymmetrical multiplayer horror game to debut, but its 2026 early-access launch has been pushed to 2027, developer Bloober Team announced. The horror-focused studio said it needs more time to get Saw: Genesis to a place the team is satisfied with. It's an interesting admission, since some teams use Steam Early Access for exactly that purpose: to get the game in good shape. But in the increasingly competitive and crowded space of licensed multiplayer horror games, a bad first impression may be more damaging than a reverse bear trap strapped to your face. We've seen a lot of games like this since Dead by Daylight kicked off a wave of them in 2016, but my appetite remains insatiable because no two are really quite alike. It's exciting to see how studios transpose different horror movies' signature elements into interactive experiences, but when I checked out Saw: Genesis at Summer Game Fest, I came away underwhelmed. The 3v1 gameplay loop wasn't easy to follow in my hands-off demo. It's set about a century before the movies, with one person playing as a Jigsaw-like "Judge" who runs three others through his maze of torture devices and traps, trying to kill them all before any of them can escape the end of his trials. The team of three may have brief windows of opportunity to attack the Judge, though a really skilled Judge may never even give them a chance, lurking in corridors the victims can't access, slinking out to activate his next hellish device. Things like complex puzzles for the victims and best practices for the Judge were really hard to follow. Some understanding would come with more experience, no doubt, but the first impression was rough enough to make me think it'll scare off players for being so unintuitive right away. Animations and visuals were lacking, too. I figured those issues could and likely would be polished over ... Source: https://www.gamespot.com/articles/the-best-news-for-saw-genesis-is-we-have-to-wait-longer-to-play-it/
Saraab: Beyond The Veil – Official Release Date Trailer
Saraab: Beyond The Veil, a psychological horror visual novel about healing and facing your demons, is coming to PC on Steam on November 3rd, 2026. Source: https://www.gamespot.com/videos/saraab-beyond-the-veil-official-release-date-trailer/
Xbox Exec Isn’t Freaking Out Over GTA 6 Presales
Grand Theft Auto 6 is under two months away, but the early sales numbers for the game are already starting to get out. According to a sales tracker posted by Sensor Tower, GTA 6's PlayStation 5 presales are outnumbering Xbox Series X|S a ratio of more than 3:1. However, Xbox's Chief Strategy Officer Matthew Ball has refuted a report that Microsoft is unhappy about those sales numbers. In a message posted on X, Ball wrote, "We are very happy with GTA 6 pre-orders. The title is breaking records for Xbox, we expect even more records will be broken throughout the fall, and our internal analysis shows our share of pre-orders to be matching our share of the console market." https://twitter.com/ballmatthew/status/2103210975256330501?s=46 Ball’s point about the preorders “matching [Xbox's] share of the console market” may be correct. There are considerably more PlayStation 5 consoles on the market than Xbox Series X|S. According to Sensor Tower, Xbox's 23% share of GTA 6 presales represents 1.3 million copies sold and $128 million in revenue. Conversely, PS5's 77% means Sony has already sold 4.35 million copies to the tune of $426 million in revenue. Some of the replies to Ball expressed skepticism about his response to the numbers. This comes only a few days after another devastating round of Xbox layoffs that left Halo Studios relinquishing control of the Halo franchise to Activision. As for GTA 6, the game's promotional push now includes a campaign in Miami, Florida welcoming visitors to Vice City. A number of gamers are apparently plotting to take time off from work when GTA 6 arrives, and we fully endorse that idea. Grand Theft Auto 6 will be released on PS5 and Xbox Series X|S on November 19. Source: https://www.gamespot.com/articles/xbox-exec-isnt-freaking-out-over-gta-6-presales/
Play History: Stella Chuu Spent How Many Hours Romancing Astarion?
Check out this video from gameranx: "Play History: Stella Chuu Spent How Many Hours Romancing Astarion?" Watch here: https://www.youtube.com/watch?v=kqpS7p3jrik
GTA VI Collector's Edition DOESN'T Include Game
Check out this video from gameranx: "GTA VI Collector's Edition DOESN'T Include Game" Watch here: https://www.youtube.com/shorts/DsCTsEzDDTo
GTA 6 - Jason and Lucia's Relationship Is Deeper Than You Think
Check out this video from gameranx: "GTA 6 - Jason and Lucia's Relationship Is Deeper Than You Think" Watch here: https://www.youtube.com/watch?v=y2WDkOiC1lg
The Wolverine review debrief feat. Gene Park (Washington Post) and Mitch Saltzman (IGN) | FPS #104
Check out this video from SkillUp: "The Wolverine review debrief feat. Gene Park (Washington Post) and Mitch Saltzman (IGN) | FPS #104" Watch here: https://www.youtube.com/watch?v=n9XEYgubC8g
Overwatch Actors Talk Gaming Inspirations, Community Building & Role Playing Characters in Character
We chat with the Voice Actors of Questwatch an Overwatch-themed tabletop roleplaying game experience that originated as a limited-time game mode in Overwatch 2 Season 5 and expanded into a live-play event at BlizzCon 2026. Learn more about Matt Mercer, Anjali Bhimani, Darin De Paul, Chiara Preziosi, and Carolina Ravassa's early gaming inspiration, role playing other characters and more! Source: https://www.gamespot.com/videos/overwatch-actors-talk-gaming-inspirations-community-building-role-playing-characters-in-character/
Recognizable faces from Marvel's Wolverine
Check out this video from IGN: "Recognizable faces from Marvel's Wolverine" Watch here: https://www.youtube.com/shorts/0mT3fNEaErE
Control Resonant is GREAT
Check out this video from IGN: "Control Resonant is GREAT" Watch here: https://www.youtube.com/shorts/k62kyubHgho
How Long Is Silent Hill: Townfall?
Check out this video from IGN: "How Long Is Silent Hill: Townfall?" Watch here: https://www.youtube.com/watch?v=pyBxTgOKdus