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Those GTA 6 Preorder Rumors Appear To Be Another False Alarm

Game News - Tue, 05/19/2026 - 00:18

Hopes that preorders for Grand Theft Auto 6 would start on Monday seem to have reached a dead end.

Some content creators in Best Buy's affiliate program claimed to receive emails indicating that GTA 6 preorders begin on May 18, and optimistic fans speculated that a third trailer for Rockstar's next blockbuster would drop at the same time. But such heresay seems to be a pipe dream, with an administrator in the (unofficial) GTA Forums claiming that a source in a European distribution company "confirmed there's no pre-orders," per IGN.

As of Monday morning, GTA 6 has yet to emerge on any major online retailer. Assuming that holds for the rest of the day, it'll end another chapter in the long wait for GTA 6, defined by the GTA fan base's restlessness and eagerness to grasp at straws. The latest rumors of GTA 6 preorders even boosted stock prices for Rockstar's parent company, Take-Two----leading to a drop Monday morning, which has since been recouped.

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Adventures Of Elliot Shows How Flexible HD-2D Can Be

Game News - Tue, 05/19/2026 - 00:00

HD-2D, the retro-cool art style spearheaded by Square Enix and imitated by many others, was originally built as a way to pay homage to classic Super NES-era role-playing games while also making them look distinctly modern. And to that end, it's been used exclusively for RPGs like the Octopath Traveler series and the Live A Live remake. The Adventures of Elliot: The Millennium Tales, then, represents the next big evolution of this concept, showing that the art style can just as easily apply to other classic genres--this time, the top-down action-adventure game.

I played about two hours of The Adventures of Elliot in a demo that takes place about 3-4 hours into the game. At this point in the game, the main quest was to seek a magical shield, but I was given freedom to roam almost anywhere in the open world across two distinct time periods. Square Enix noted that this build of the game has incorporated some feedback from the public demo released last July--faster movement speed, a weapon-shortcut menu, and a selection of difficulty levels. The difficulty was set to Easy by default in my demo, but I switched it to Normal and kept it there without too much trouble.

On the topic of menu options, I should mention one more. Your fairy companion, Faie, is very chatty. Her voice is cloying, and she talks frequently, with an odd babytalk affect. It's a lot. Players of the 2025 demo must have given feedback on this too, because the build I played had a menu option devoted to Faie's chattiness. Her default is set to "Chatty" but you can switch her to "Reticent," which tones her down, a little. I played the majority of my demo with the default Chatty option but switched to Reticent to see the difference, and she still chimed in quite a bit. I have a high tolerance for these things but even I found Faie a little offputting, so I imagine some players will have a stronger reaction.

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Doom Just Received One Of The Highest Cultural Honors In The US

Game News - Mon, 05/18/2026 - 23:56

The US Library of Congress has amassed numerous treasures deemed worthy of preservation over the years, and recently, the original Doom soundtrack has made the cut. Now sitting alongside other cultural artifacts that were added this year--like Beyonce's "Single Ladies" and Weezer's debut blue album--Robert Prince's Doom soundtrack is being honored for its part in ID Software's genre-defining first-person shooter.

As part of the selection criteria for the National Recording Registry, sound recordings need to be "culturally, historically, or aesthetically significant" and can only be added 10 years after it was first created. The program has been running since 2002 following the creation of the National Recording Preservation Act of 2000, and the first 50 entries were officially announced in 2003.

So what Doom so special? According to the Library of Congress, Doom's soundtrack earned its place by being an "adrenaline-fueled soundtrack" produced during an era when video game composers had to deal with limitations of the time. "Prince composed the perfect riff-shredding accompaniment for the game's demon-slaying journey to hell and back," the Library said in a statement. "Taking advantage of his knowledge of MIDI, Prince even worked to ensure that the sound effects he created could cut through the music by assigning them to different MIDI frequencies."

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Zero Parades: For Dead Spies Review – Cascading Choices

Games Reviews - Mon, 05/18/2026 - 20:00

Following up a game as lauded as Disco Elysium would be an unenviable task for any developer, but especially one as fractured as ZA/UM. With many of the key creative minds behind the detective RPG separated from the studio following an ugly, and very public, legal dispute, it's up to those left behind to pick up the pieces. That's a lot of baggage to carry going into a brand-new, albeit familiar, game, so it's not surprising how ZA/UM has tried to distance itself from too many comparisons with its previous hit. 

As a spy thriller, Zero Parades: For Dead Spies largely strikes a different tone than Disco Elysium. Aspects of it are still inescapably familiar, however, and it's this looming shadow--and sense of imitation--that prevents it from matching the same highs as its spiritual predecessor. Yet there are also enough fresh ideas for it to stand on its own two feet, even if its footing is slightly uneven and less creatively distinct.

Zero Parades' opening does little to quell the comparisons as you wake up on the floor of a small, dirty apartment. Hershel Wilk, codename Cascade, is here on an espionage mission. That's as much as both you and she know. The groggy spy was supposed to get more details from her mission partner, codenamed Pseudopod, but he's permanently indisposed--you find him unresponsive and sitting in a chair in his underwear, overlooking the city of Portofiro through the apartment's grimy first-floor windows. Rummaging through his pockets reveals an invoice for socks and a business card that simply reads, "All you need is a miracle." Figure out the rest on your own, agent.

From here, Zero Parades follows the Disco Elysium blueprint incredibly closely. It's another high-concept, combatless, and verbose RPG, played from an isometric perspective with an emphasis on dialogue choices and skill checks. Like its forebear, it also lives and dies on the strengths of its narrative and loquacious writing. In this regard, it makes a good first impression and carries it through to the end--albeit with a few notable caveats. 

Your skills, for instance, form different parts of your mind and will regularly comment on your dialogue choices and the world around you, sometimes providing you with helpful pointers, interesting observations, or quirky remarks. Unlike in Disco Elysium, however, they don't feel like defined characters of their own and are largely interchangeable. 

This is partly due to the game's writing failing to distinguish among the different parts of Hershel's psyche, but also because they all share a similar voice. I'm convinced Boo Miller's raspy performance as Hershel and her skills will be divisive, but her vocal-fry-infused delivery eventually grew on me. The issue is that there's not much deviation between one inner thought and the next, unlike in Disco Elysium, where each skill's defined written voice was also brought to life by either Lenval Brown or Mikee W. Goodman--the latter of whom is a master at creating disparate sounds. Zero Parades' espionage vibes don't quite suit the same kind of eccentric performances, but it's disappointing that they're so samey either way.

Fortunately, ZA/UM is still adept at crafting memorable personalities elsewhere. Hershel herself is an immediately compelling protagonist: messed up and haunted by past failures, but in a very different way to Disco Elysium's Harrier Du Bois. Hailing from a communist megastate known as the Superbloc, Herschel is a spy for a sprawling intelligence outfit called the Operant Bureau. This isn't her first time in Portofiro, but things didn't go to plan the last time she was here, leaving her former crew to fend for themselves. She's been in the Freezer (essentially condemned to ignominious desk duty) ever since, but this is a chance to potentially make amends and prove herself again.

Once you hit the streets and begin to unravel not just your role in this story, but the world's layered history and the lives of Portofiro's varied denizens, Zero Parades makes for some fascinating spy fiction. At its covert heart, the writing emulates the dissociative and morally ambiguous style of John le Carré, but it doesn't box itself into this style either. Its literary prose is sharp, witty, and very funny on occasion, too, balancing surrealist undertones with geopolitics, spycraft, and interpersonal drama. 

It's not as poetic or as arthouse as Disco Elysium, and its off-kilter moments are rarer and often feel crammed-in because it was popular in ZA/UM's previous game, not necessarily because it works for the character or the story here. There's a moment early on, for example, where you're asked to fix a fax machine. A simple task, but one Zero Parades describes as though Harrier Du Bois is trying to break into the game, with Hershel explaining that she must pacify the machine's spirit of the demonic entities possessing it. This whole spiel feels out of place and highlights the sense of imitation that occasionally rears its head in Zero Parades, unable to escape Disco Elysium's daunting shadow.

The city of Portofiro is, at least, a very different beast to Disco Elysium's Revachol. Parts of it are similarly dilapidated and decayed, echoing a more fruitful past, but it's still a much more vibrant city. It feels alive, caught within a three-way clash for cultural and ideological power that hums along just below the surface. On the opposite side to the communist Superbloc lies the Illuminated Empire, or La Luz, a techno-fascist state that used to be a vast colonial empire. Now it's trying to recapture its former glory by pursuing a strategy of cultural victory. 

You see it in the bustling marketplace of the Bootleg Bazaar, where a couple of children are transfixed by a small TV showing Sixty-Six Wolves, a Luzian cartoon filled with subtle techno-fascist propaganda. Nearby, there's a clothes vendor whose dad went missing after getting hopped up on conspiracy theories spewed forth by an Alex Jones-adjacent menace. A few streets away, you'll find a man so consumed by the latest imported fashion trends from La Luz that he's fallen into crippling debt. 

Most characters you meet have something interesting to say, whether they're shining a light on your current mission or revealing more about Zero Parades' world. Your quests often overlap in surprising ways as well, to the point where someone you interacted with earlier proves useful later for a completely unrelated task. This interconnected feeling makes Portofiro a captivating place to explore, which is only enhanced by the ways you engage with it. Narratively, as a spy, you can choose to be a disruptor, deploying subterfuge, deduction, and moments of violence to get what you want. Mechanically, you're doing this via dialogue choices, exploration, and skill checks.

You have three main faculties that represent the key branches of an operant's training: Action, Relation, and Intellect. Each faculty consists of five skills that you can upgrade when leveling up. An Action skill, like Shadowplay, affects your ability to sneak and steal without being noticed, while an Intellect skill, such as Grey Matter, dictates how adept you are at using logic to pick up on inconsistencies and patterns. 

It's a familiar setup, but Zero Parades expands on the Disco Elysium formula by introducing three ailments that are tied to each faculty. Action is tied to Fatigue, Relation is tied to Anxiety, and Intellect is tied to Delirium. Each one has its own pseudo health bar, which rises and falls based on your actions and the events you witness. Examining your incapacitated partner at the start of the game increases your anxiety, but another outcome later on might lower it, for instance. You can also consume cigarettes, drugs, alcohol, and soft drinks to regulate these stressors, choosing to raise one in order to lower another. If an ailment exceeds the threshold, you're forced to reduce one of your faculty skills, so keeping them in check is a constant balancing act.

This introduces some interesting decisions, as you can opt to intentionally increase an ailment in order to give yourself a better chance of passing a skill check. Typically, you roll two dice to determine a passing or failing grade, but by "exerting" yourself, you're given a third die in exchange for increasing one of your stressors. It's a systemic approach that's more gamified than anything in Disco Elysium, but one that suits your role as a trained operative, able to push your physical and mental limits to potentially gain an advantage.

However, even if you might occasionally boost your chances of success, Zero Parades is still very much a game built around failure. In fact, it embraces the act of failing and the resulting consequences in a way few games do. It's baked into its branching quest design, where you might choose to solve a quest one way, only to stumble down a completely different avenue after a skill check gone awry. This feeds into the shift to a slightly larger map, allowing ZA/UM to create a multitude of literal branching paths. I won't get into specifics, but many quests can be solved in numerous ways, whether you know about each path or not. It blends failure with your own choices and chosen skillset, adding a sense of improvisation to how you navigate each situation. 

It's these systemic enhancements that most notably separate Zero Parades from Disco Elysium. It struggles in other areas, often feeling like a pale imitation of the studio's predecessor--dangerous territory when the likelihood of reaching the same heights is marginal at best. But even with these hiccups, this is still an excellent RPG, with varied and mostly well-defined characters, a fully realized setting encompassed by insurmountable depth, and an endlessly captivating narrative that offers myriad ways to maneuver through its fantastic twists and turns. It might not capture the same rarified magic, but it's well worth venturing into Zero Parades: For Dead Spies' clandestine world.

Zero Parades: For Dead Spies Review - Cascading Choices

Games Reviews - Mon, 05/18/2026 - 20:00

Following up a game as lauded as Disco Elysium would be an unenviable task for any developer, but especially one as fractured as ZA/UM. With many of the key creative minds behind the detective RPG separated from the studio following an ugly, and very public, legal dispute, it's up to those left behind to pick up the pieces. That's a lot of baggage to carry going into a brand-new, albeit familiar, game, so it's not surprising how ZA/UM has tried to distance itself from too many comparisons with its previous hit.

As a spy thriller, Zero Parades: For Dead Spies largely strikes a different tone than Disco Elysium. Aspects of it are still inescapably familiar, however, and it's this looming shadow--and sense of imitation--that prevents it from matching the same highs as its spiritual predecessor. Yet there are also enough fresh ideas for it to stand on its own two feet, even if its footing is slightly uneven and less creatively distinct.

Zero Parades' opening does little to quell the comparisons as you wake up on the floor of a small, dirty apartment. Hershel Wilk, codename Cascade, is here on an espionage mission. That's as much as both you and she know. The groggy spy was supposed to get more details from her mission partner, codenamed Pseudopod, but he's permanently indisposed--you find him unresponsive and sitting in a chair in his underwear, overlooking the city of Portofiro through the apartment's grimy first-floor windows. Rummaging through his pockets reveals an invoice for socks and a business card that simply reads, "All you need is a miracle." Figure out the rest on your own, agent.

Continue Reading at GameSpot

Crush The Rebellion!

New Releases - Mon, 05/18/2026 - 17:00

It Reaches

New Releases - Mon, 05/18/2026 - 17:00

Dwarf Eats Mountain

New Releases - Mon, 05/18/2026 - 17:00

Thrifty Business

New Releases - Mon, 05/18/2026 - 17:00

R-Type Dimensions III

New Releases - Mon, 05/18/2026 - 17:00
In the distant future, humanity faces its greatest threat: the Bydo Empire, a horrifying bio-mechanical life-form capable of corrupting and absorbing anything it touches. Although humans once created the Bydo as a weapon, the experiment spiraled out of control. Now the Bydo exist beyond normal space and continually attempt to invade human reality. After multiple wars and near-extinction events, the Bydo return once again - stronger, more adaptive, and far more aggressive. To counter this new invasion, the Earth Space Corps develops a cutting-edge fighter: the R-90 Ragnarok, a next-generation R-Type craft. Building on the legacy of R-Type Dimensions and R-Type Dimensions EX, Dimensions III has been completely re-envisioned with cutting-edge visuals and sounds, expanded gameplay modes, and a range of new features designed to deliver the most definitive modern edition of R-Type’s classic era.

Re:Blade

New Releases - Mon, 05/18/2026 - 17:00

Salmon Tower

New Releases - Mon, 05/18/2026 - 17:00

Dawn Village

New Releases - Mon, 05/18/2026 - 17:00

Midnight Escape

New Releases - Mon, 05/18/2026 - 17:00

Parsector

New Releases - Mon, 05/18/2026 - 17:00
Parsector is a 3D space flight game in which you play the role of a starship pilot at the outer rim of the galaxy. Begin the game in your own fighter ship, accept missions, mine space metal, and build your way up to a capital flagship. Along the journey of becoming a fleet admiral of privateers, you'll obliterate asteroids for precious resources, dodge an endless stream of Imperial blockade drones dropping out of warp, hijack an enemy cruiser, and maybe even put a few holes in a capital starship with your own personal railgun. Make daring runs on Imperial mining facilities, visit the local Star Sherriff to accept Bounties and Escort duties, and dock your ship at one of the Outer Rim's many Pit Stops to refuel and exchange goods. There's treasure and trouble behind every rock in these fields, so you're free to go where you want and do what you please; nobody will come and stop you.

Modern Naval Warfare

New Releases - Mon, 05/18/2026 - 17:00

Corsairs: Battle of the Caribbean

New Releases - Mon, 05/18/2026 - 17:00
CORSAIRS - BATTLE OF THE CARIBBEAN offers you a chance to live the true life of a pirate, with vast seas of possibilities awaiting you. It combines tactical combat with management-oriented gameplay, encouraging you to smartly manage your fleet and defend your trading positions. The game features an enhanced progression system, new types of soldiers, and an expanded campaign mode for a more immersive experience. Your journey will take you to the exotic islands of the Antilles, where you can discover hidden treasures, recruit new crew members, and fight for your nation's supremacy in the Caribbean.

WorldShaper Idle

New Releases - Mon, 05/18/2026 - 17:00

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