God of Weapons (Xbox Series S|X) review — Inventory Tetris meets bullet heaven

God of Weapons is a top-down, auto-attacking roguelite where you ascend the Tower of Zhor, reclaiming the world’s last light one floor at a time. Developed by Archmage Labs and published by Ultimate Games S.A., it launched on Xbox on June 12, 2025, bringing a “move-only” combat loop wrapped around buildcrafting and meta progression.

  • The premise: survive each floor’s swarms, climb the tower, and bring the light back. It’s a thin story, but it gives shape to the loop.

The hook: Auto-battling combat, tactile inventory decisions

  • Weapons fire automatically and orbit your character; you steer, kite, and dodge. The core tension isn’t “aiming,” it’s “how clean is your build?”
  • A constrained, expandable inventory creates a puzzle layer every round—do you re-slot gear to fit that new spear, or trash a favorite to preserve synergy? That Escape-from-Tarkov-adjacent “pack your bag just right” friction is the game’s identity.
  • A standard run spans 20 levels and culminates in a boss fight; at launch, only two bosses rotate in. Between runs, an armoury offers permanent upgrades, nudging you toward stronger openers and faster climbs.

This blend works because your moment-to-moment attention is split: footwork in the arena, optimization in the menu. It scratches both the “flow” and “fiddle” parts of the brain.

Structure and progression

  • You start with two heroes and expand to 12 classes and 36 subclasses, each with unique passives and routes to power. The breadth invites experimentation and niche synergies.
  • Onboarding is blunt: there’s no tutorial. The game expects you to learn via failure, and some critics found this friction notable. The flip side is a gratifying sense of self-taught mastery as systems click.
  • Community sentiment and early reviews highlight a wide spread—some praising variety and value, others flagging repetition and grind—reflecting a loop-first design that lives or dies on whether its systems “stick” for you.

Combat feel, visuals, and sound

  • Presentation leans clean and readable: an isometric camera, 3D characters, and vibrant color against darker backdrops. Weapons you equip are visually represented, and the camera largely keeps pace with the chaos.
  • Audio is utilitarian but satisfying—swishes, whooshes, twangs—that reinforce feedback in a genre where clarity matters more than spectacle.

It won’t wow on a 4K showcase reel, but the legibility supports the design: you can parse threats while tracking orbits and pickups.

Performance and platform notes

  • On Series S|X, the simple visuals serve stability; reviews praise how readable the action remains and how the camera keeps the field coherent as intensity ramps up.
  • The overall package is described as modest but tuned for pace—easy to pick up, hard to put down if the buildcraft loop hooks you.

Difficulty, onboarding, and friction

  • The “no tutorial” approach means early stumbles. Expect trial-and-error to understand weapon synergies, storage upgrades, and how to route floors efficiently. That’s part of the intended arc, but it’s an avoidable pain point for some.
  • Grinding for meta upgrades mitigates rough starts, but repetition creeps in if your personal chase (new classes, perfect build) isn’t intrinsically motivating.

Who will love it — and who won’

Priced as a budget title, it’s positioned as a compelling time-killer rather than a tentpole release. Several reviews call out the fair/bargain pricing and mobile-like pick‑up‑and‑play cadence—compliment and critique in one breath.

  • You’ll vibe with it if you:
    • Enjoy “one more run” loops where optimization is the game.
    • Like the puzzle of inventory Tetris as much as the dodge-and-scoop dance.
    • Want variety in classes/subclasses with meta progression to smooth future runs.
  • You might bounce off if you:
    • Need a guided tutorial or a deeper narrative spine.
    • Dislike grind-forward unlock economies and repetition over long sessions.

Tips for your first hour

  • Prioritize storage upgrades early; more slots widen your build options later.
  • Commit to a damage identity by mid-run (e.g., projectiles vs. AoE) to avoid diluted DPS.
  • Sell or discard with intent—deadweight gear taxes your ceiling more than it helps.
  • Bank gold for key armoury unlocks that improve your starts over chasing every shiny epic mid-run.

Verdict

God of Weapons understands the compulsion loop: survive, slot, power spike, repeat. Its restrained presentation is a feature, not a flaw; clarity serves the buildcraft. The lack of onboarding and limited boss variety dull the sheen, and the grind can turn meditative into mechanical. But if you love tinkering—trading micro-optimizations for macro payoffs—the inventory twist meaningfully freshens the bullet‑heaven formula. On Series S|X, it’s an easy recommendation at its price point for genre fans.

  • Score: 7.5/10
  • Critical reception at launch ranged from solid to enthusiastic, reflecting that fit matters: it’s not universal, but it’s sticky for the right player.

  • Pros
    • Clever inventory layer that changes how you plan builds
    • Broad class/subclass variety encourages experimentation
    • Clean readability and snappy pace; audio feedback fits the action
    • Fair price for the content and loop
  • Cons
    • No tutorial; onboarding is “learn by bruises”
    • Repetition and grind set in over longer sessions
    • Limited boss variety at launch constrains late-run excitement

Seems that EA is the only one with no desire for a Dragon Age Trilogy re-launch

The Dragon Age series has long stood as one of BioWare’s most ambitious and beloved RPG franchises. From the tactical depth of Origins (2009), the controversial but narratively rich Dragon Age II (2011), to the sprawling semi-open world of Inquisition (2014), the trilogy carved out a unique space in fantasy gaming. Each entry offered distinct gameplay systems, engines, and narrative tones, making the idea of a unified remastered trilogy both exciting and technically daunting.

Former BioWare producer Mark Darrah recently revealed that the studio pitched a remastered trilogy to EA, even proposing a retroactive rebrand called The Champion’s Trilogy. The goal? To modernize the original games, reintroduce fans to Thedas, and potentially relaunch the franchise with renewed momentum.

EA’s Reluctance: Why the Pitch Was Rejected

Despite BioWare’s enthusiasm, EA reportedly rejected the idea multiple times. Darrah explained that EA has a general aversion to remasters, viewing them as backward-looking investments. Unlike Mass Effect, which runs on Unreal Engine and saw commercial success with its Legendary Edition, Dragon Age presents more complex challenges:

  • Engine Fragmentation: Origins and Dragon Age II were built on BioWare’s internal Eclipse engine, while Inquisition transitioned to Frostbite. Few developers at BioWare today are familiar with Eclipse.
  • Gameplay Disparity: Each game in the trilogy plays differently—CRPG, action-RPG, and hybrid—which complicates efforts to unify them under one remastered umbrella.
  • Commercial Viability: EA may see Dragon Age as less marketable than Mass Effect, especially after the mixed reception of The Veilguard.

Enter The Veilguard: A New Chapter, A New Identity

Released on October 31, 2024, Dragon Age: The Veilguard marked a bold departure from its predecessors. Originally titled Dreadwolf, the game centers on Rook, a customizable protagonist tasked with stopping Solas—the elven trickster god—from destroying the Veil and unleashing chaos.

🧙‍♂️ Story Highlights

  • Act I: Signs and Portents – The Veilguard assembles to counter Solas and the rising threat of the elven gods.
  • Act II: The Price of the Past – The team grapples with loss and betrayal, uncovering divine conspiracies and ancient magic.
  • Act III: The Wrath of Ages – A climactic battle against Ghilan’nain and Elgar’nan, with Rook navigating the Fade to prevent a second apocalypse.

The game features seven companions, each with deep backstories and romance options. Unlike previous entries, players cannot directly control companions in combat, but can influence their growth through relationship dynamics.

Despite EA’s lukewarm stance on the franchise, The Veilguard was a technical triumph:

  • Engine: Built on Frostbite with full DX12 support, ray tracing, DLSS, and FSR.
  • Optimization: Smooth performance across mid-to-high-end systems, with no major stuttering or crashes reported.
  • Visuals: Highly detailed character models, rich environments, and dynamic lighting make it one of the best-looking PC games of 2024.

However, commercially, The Veilguard underperformed relative to EA’s expectations. While it reached 1.5 million players by year-end and won several awards—including Game of the Year at the Gayming Awards—it didn’t reignite the franchise in the way EA had hoped.

With BioWare now shifting focus to the next Mass Effect, the future of Dragon Age remains uncertain. The studio’s desire to remaster the trilogy reflects a deep respect for its legacy and a belief in its enduring value. But unless EA changes its stance, fans may never see Origins, Dragon Age II, and Inquisition reborn for modern platforms.

Still, as creative director John Epler said: “Never say never.” BioWare loves the original games, and the success of The Veilguard—despite its hurdles—proves that Thedas still has stories worth telling.

Battlefield 6 Open Beta Weekend 1: Everything We Learned and What It Means

The first weekend of the Battlefield 6 Open Beta (August 9–11, 2025) was a whirlwind of action, chaos, and community feedback. With over 520,000 concurrent players at its peak, EA’s latest entry in the iconic FPS franchise made a thunderous debut—but not without its share of controversy and growing pains.

What Was Playable: Maps, Modes, and Mechanics

Players got hands-on with three maps:

  • Siege of Cairo – A dense urban battlefield with verticality and tight chokepoints.
  • Liberation Peak – A more open, mountainous terrain that appeared less frequently in rotation.
  • Iberian Offensive – A balanced mix of urban and rural combat zones.

Game modes included:

  • Conquest – Classic large-scale objective control.
  • Breakthrough – Stage-based progression with intense frontline shifts.
  • Domination – Close-quarters objective skirmishes.
  • King of the Hill – A new twist on zone control.
  • Closed Conquest – Class-restricted weapon loadouts for tactical variety.

Gameplay Impressions: The Good, the Buggy, and the Brutal

What Worked Well

  • Gunplay: Tight, responsive, and satisfying. Each class felt distinct, and weapon balance was praised.
  • Drag-and-Revive Mechanic: A small but impactful addition that added tactical depth and cinematic flair.
  • Prone System Overhaul: Inspired by Black Ops 6, players can now roll onto their backs, adding realism and flexibility.

What Needs Work

  • Menus: Universally criticized for being cluttered and confusing. Many players found navigation frustrating.
  • Disappearing Weapons Bug: A major issue where guns and arms vanished mid-match, breaking immersion and gameplay.
  • Kill Times (TTK): Players reported “insta-deaths” and suspected server-side batching of damage, leading to inconsistent firefights. EA DICE confirmed they’re investigating these anomalies.

Anti-Cheat Controversy: 330,000 Cheaters Detected

EA’s new Javelin anti-cheat system flagged over 330,000 instances of cheating during the beta’s first week. While this shows proactive enforcement, it also raised eyebrows:

  • Secure Boot Requirement: Some players felt this system was invasive, sparking debate over privacy vs. protection.
  • Impact on Experience: Even a fraction of those cheaters affected matches, especially in competitive modes.

Community Reception: A Return to Form?

Despite bugs and balance issues, many longtime fans felt Battlefield 6 was a return to the franchise’s roots—more grounded than Battlefield 2042, and reminiscent of Battlefield 3 and 1 in tone and pacing. The beta broke records, surpassing concurrent player counts of other major betas like Call of Duty and Monster Hunter Wilds.

What’s Next: Weekend 2 Preview

Coming August 14–17, Weekend 2 will expand the beta with:

  • New Map: Empire State, set in Brooklyn, NY—designed for infantry combat across rooftops and alleyways.
  • New Modes: Rush and Squad Deathmatch join the rotation, alongside returning favorites.
  • More Rewards: Cosmetic unlocks and Twitch Drops will carry over to the full game.

Battlefield 6’s first Open Beta weekend was a bold statement: the franchise is aiming to reclaim its throne in the FPS genre. While technical hiccups and anti-cheat controversies marred the experience for some, the core gameplay, map design, and community engagement suggest a promising future. EA DICE has a lot to polish before the October 10 launch—but if they listen to feedback and iterate wisely, Battlefield 6 could be the comeback fans have been waiting for.

Sega Sammy Holdings Q1 FY2026 Earnings: Strategic Resets Amid Mixed Results

Sega Sammy Holdings has released its financial results for the first quarter of fiscal year 2026 (ending March 31, 2026), offering a nuanced look at the company’s performance across its diverse business segments. While the numbers reflect some short-term challenges, they also reveal strategic moves that could shape the company’s long-term trajectory.

The headline figures show net sales of approximately ¥81.0 billion, which translates to around $520 million USD. Despite a relatively quiet quarter in terms of new game releases, Sega Sammy managed to maintain stable revenue. However, the company posted an operating loss of ¥519 million (about $3.3 million USD), largely due to foreign exchange losses and restructuring costs. On a more positive note, adjusted EBITDA came in at ¥1.46 billion, or roughly $9.4 million USD, meeting expectations and indicating underlying business stability.

One of the most notable shifts came from the Pachislot and Pachinko Machines segment. After the blockbuster success of Smart Pachislot Hokuto No Ken in FY2025, the company experienced a reactionary decline in this category. Operating income for the segment dropped 16.8% year-over-year to ¥48.1 billion, or approximately $309 million USD. This cyclical dip was anticipated, but it still weighed heavily on the overall earnings picture.

In contrast, the Entertainment Contents division—which includes consumer gaming and animation—delivered strong results. These segments helped offset losses from the Pachinko business and reaffirmed Sega’s strength in digital entertainment and IP monetization. The company’s continued investment in animation and mobile platforms appears to be paying off, especially as global audiences engage with Sega’s legacy franchises in new formats.

Key Financial Highlights (USD Equivalent)

MetricQ1 FY2026 (JPY)Approx. USD Equivalent
Net Sales¥81.0 billion~$520 million
Operating Income¥-519 million (loss)~$-3.3 million
Adjusted EBITDA¥1.46 billion~$9.4 million
  • Net Sales held steady despite a limited release slate.
  • Operating Loss was narrower than expected, signaling cost discipline.
  • Adjusted EBITDA met expectations, showing underlying business stability despite foreign exchange losses.

Pachislot & Pachinko Machines

  • Revenue dropped due to a reactionary decline following the FY2025 success of Smart Pachislot Hokuto No Ken.
  • Operating income for the segment fell 16.8% YoY to ¥48.1 billion, or approximately $309 million.

Entertainment Contents (Consumer & Animation)

  • Strong performance in Consumer and Animation helped offset losses in the Pachinko segment.
  • This underscores Sega’s strength in digital gaming and media IP monetization.

Resort Business

  • Sega Sammy recorded extraordinary income from the sale of shares in PHOENIX RESORT, contributing to a 36.3% YoY increase in profit attributable to owners of parent, totaling ¥45.0 billion, or about $289 million.

Strategic Restructuring & Global Moves

  • Losses were recorded due to the restructuring of European studios, part of a broader global realignment.
  • These moves reflect Sega Sammy’s intent to streamline operations and focus on high-performing regions and IPs.

Ordinary Income & Non-Operating Expenses

  • Ordinary income declined 11.1% YoY to ¥53.1 billion, or roughly $341 million, due to:
    • Foreign exchange losses
    • Interest expenses
    • Equity gains from affiliates like PARADISE SEGA SAMMY

Looking at the broader earnings history:

  • FY2024 earnings were $0.29 billion USD, down 22.07% from FY2023
  • The company has shown volatility over the past decade, but recent years suggest a more stable and strategic trajectory.

The Resort Business also contributed positively to the quarter’s results. Sega Sammy recorded extraordinary income from the sale of shares in PHOENIX RESORT, which led to a 36.3% year-over-year increase in profit attributable to owners of parent. This figure reached ¥45.0 billion, or about $289 million USD, and reflects the company’s strategic approach to asset management and portfolio optimization.

However, not all news was positive. Ordinary income declined 11.1% year-over-year to ¥53.1 billion, or roughly $341 million USD. This drop was attributed to foreign exchange losses, interest expenses, and equity gains from affiliates such as PARADISE SEGA SAMMY. Additionally, the company incurred losses related to the restructuring of its European studios—a move that signals a broader global realignment aimed at streamlining operations and focusing on high-performing regions and IPs.

Looking at the broader context, Sega Sammy’s earnings history shows a pattern of volatility, especially in its gaming and amusement segments. FY2024 earnings were $290 million USD, down 22.07% from FY2023. Despite these fluctuations, recent years suggest a more stable and strategic trajectory, with the company increasingly leaning into its strengths in consumer entertainment and global IP development.

So what does this all mean for Sega Sammy moving forward? The Q1 FY2026 results reflect a company in transition—balancing short-term losses with long-term planning. The decline in Pachinko performance was expected, but the strength of the consumer and animation segments offers a promising counterbalance. Strategic restructuring and asset sales point to a leaner, more focused organization that’s preparing for future growth.

As we look ahead, key areas to watch include upcoming game releases and their impact on consumer revenue, further restructuring moves in overseas markets, and continued efforts to monetize legacy IPs across animation, mobile, and digital platforms. Sega Sammy may be navigating a complex landscape, but its commitment to innovation and strategic clarity suggests that the best is yet to come.

Square Enix Q1 2026 earnings shown that games exclusivity needed to end but road still bumpy

Square Enix has officially entered a new chapter—one shaped not by console loyalty, but by survival, reach, and reinvention. The Japanese publisher’s latest earnings report for Q1 FY2026, released August 8, 2025, paints a sobering picture: earnings per share (EPS) dropped to $0.29, missing analyst expectations by a wide margin. Revenue came in at $410.28 million, well below the projected $464.16 million. But behind the numbers lies a deeper story—one that’s reshaping how Square Enix thinks about platform exclusivity, development priorities, and its future in the AAA space.

Square Enix’s earnings miss isn’t just a blip—it’s part of a broader trend. Over the past year, the company has faced:

  • Declining profitability in HD games, despite high-profile releases like Final Fantasy XVI and Final Fantasy VII Rebirth.
  • Ballooning development costs, especially for cinematic, high-budget titles.
  • Underperformance of PlayStation exclusives, which failed to meet internal sales targets.
  • Mobile and MMO volatility, with titles like Foamstars and Emberstoria not delivering expected returns.

The result? A strategic pivot that’s as much about survival as it is about growth.

For decades, Square Enix has been synonymous with PlayStation. From Final Fantasy VII’s legendary debut on PS1 to the recent exclusivity of FFXVI and FFVII Rebirth, the publisher leaned heavily into Sony’s ecosystem. But that era is over.

In May 2024, Square Enix announced it would “aggressively pursue a multiplatform strategy”, targeting Nintendo, Xbox, PlayStation, and PC. This wasn’t just a marketing line—it was a response to a -69.7% year-over-year profit drop.

The new business plan, titled “Square Enix Reboots, and Awakens,” outlines a future where:

  • Major franchises like Final Fantasy and Dragon Quest will launch across platforms.
  • Previously exclusive catalog titles may be ported to new systems.
  • Game development will shift from quantity to quality, with several projects already canceled.
  • Internal studios will be restructured to foster better collaboration and reduce siloed production.

This marks a seismic shift—not just for Square Enix, but for the industry’s perception of exclusivity.

Why This Matters: The Bigger Picture

Square Enix’s pivot reflects a broader industry reckoning:

  • AAA budgets are unsustainable without wide platform reach.
  • Live service models and multiplatform launches are now essential for long-term profitability.
  • Console exclusivity is increasingly risky, especially when tied to single-platform performance.

Even Sony and Microsoft are rethinking their strategies. Xbox has embraced “play anywhere,” while Sony is expanding its PC portfolio. Square Enix’s move is a recognition that brand loyalty alone can’t pay the bills.

For fans, this shift could mean:

  • Final Fantasy VII Rebirth and FFXVI potentially coming to Xbox and Switch 2.
  • More simultaneous releases across platforms, reducing wait times and fragmentation.
  • A renewed focus on polished, meaningful AAA experiences—rather than a flood of mid-tier titles.

It’s also a win for preservation and accessibility, aligning with the values you champion, Jesús. By breaking free from exclusivity, Square Enix is opening the door for broader cultural impact and historical longevity.

Square Enix’s latest earnings may have disappointed Wall Street, but they’ve catalyzed a transformation that could redefine its legacy. The publisher is no longer tethered to one console—it’s chasing a future where quality, reach, and adaptability reign supreme.

As the industry evolves, Square Enix’s journey will be one to watch. And for creators, critics, and historians alike, it’s a reminder that authenticity and accessibility are no longer optional—they’re the new standard.

Nintendo present the My Mario Collection for children

Absolutely, Jesús! Here’s a detailed and original blog post draft tailored for your editorial style and audience,

In a surprising yet heartwarming move, Nintendo recently unveiled the Children Collection of My Mario—a curated line of games, merchandise, and educational experiences designed to introduce younger audiences to the world of Mario. But this isn’t just another rebranding of classic titles. It’s a deliberate attempt to preserve Mario’s legacy while adapting it for a new generation raised on touchscreens and streaming.

This collection includes:

  • Remastered classics with simplified controls and visual enhancements
  • Interactive storybooks featuring Mario characters in bilingual formats
  • Educational mini-games focused on logic, math, and creativity
  • Physical media bundles with collectible cartridges, manuals, and stickers
  • Parental guides that contextualize Mario’s history and gameplay benefits

Nintendo has long been criticized for its cautious approach to legacy content. While fans clamor for virtual console revivals and physical reprints, Nintendo often opts for limited-time releases or subscription-based access. The Children Collection of My Mario breaks that mold by:

  • Prioritizing physical media: Each bundle includes tangible items that evoke the golden age of gaming.
  • Celebrating bilingualism: Spanish-English editions reflect Nintendo’s growing Latin American and U.S. Hispanic audience.
  • Reframing Mario as a learning tool: Instead of just platforming, kids engage with puzzles, storytelling, and cooperative play.

This is more than nostalgia—it’s a strategic cultural bridge.

Mario has always been more than a plumber. He’s a symbol of perseverance, curiosity, and joy. By reimagining him for children, Nintendo taps into:

  • Intergenerational bonding: Parents who grew up with Mario now share that experience with their kids.
  • Cognitive development: Games like Mario’s Math Quest or Storytime with Peach subtly teach problem-solving and empathy.
  • Cultural literacy: The bilingual editions introduce language learning through familiar characters, making it less intimidating and more engaging.

What’s Inside the Box?

Each Children Collection bundle is a treasure trove. Here’s a breakdown of what you might find:

ItemDescription
Game CartridgeSimplified Mario platformer with adjustable difficulty
StorybookIllustrated tale featuring Mario, Luigi, and Peach in a child-friendly plot
Activity BookPuzzles, coloring pages, and logic games
Parental GuideTips on gameplay benefits and historical context
Collectible StickersClassic Mario poses and new child-themed designs
Language ToggleEnglish/Spanish switch for all content

While some hardcore fans lament the “kiddification” of Mario, others see it as a necessary evolution. Forums and YouTube comments reflect a mix of:

  • Excitement over physical media and educational value
  • Skepticism about whether this dilutes Mario’s legacy
  • Appreciation for Nintendo’s effort to make gaming inclusive and developmental

The Children Collection of My Mario isn’t just a product—it’s a statement. Nintendo is acknowledging that legacy isn’t static. It evolves, adapts, and—most importantly—educates. For creators, parents, and preservationists, this collection offers a rare opportunity to engage with Mario not just as a game, but as a cultural mentor.

Whether you’re a nostalgic gamer or a parent looking for meaningful play, this collection invites you to rediscover Mario through the eyes of a child—and maybe, through that lens, remember why you fell in love with gaming in the first place.