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Reviewed on: Xbox Series X/S Platform: Xbox Series X/S, PC Publisher: Xbox Game Studios Developer: Compulsion Games Release: April 8, 2025 Rating: Mature
Western storytelling loves to use mythology as worldbuilding, but it fixates on Greek, Roman, and Norse myths so often that it's easy to forget other parts of the world, like the American South, have plenty of folklore as well. South of Midnight, the new action-platformer from Compulsion Games, uses this underrepresented roster of cryptids to great success, telling a heartfelt story centered around a girl and her mother. Its decent combat and platforming are elevated to great heights by stellar visual and musical presentation, resulting in a game I can't stop smiling about.

South of Midnight stars Hazel Flood, a girl in her late teens trying to track her mom down in the aftermath of a hurricane. Along the way, she discovers she's a Weaver, a magical person who can use ethereal strands to fight, traverse, and glimpse visions of the past. Unlockable magical abilities are used for combat, traversal, and puzzle-solving, which is efficient from a gameplay perspective and a narrative one; every aspect of Hazel's life becomes strange and magical, and she has to learn how to handle it. On her journey, she encounters several mythic creatures from Southern folklore and learns the tragic backstories that led to their curses. I always enjoyed these flashbacks, as they flesh out the world in unique ways and seamlessly integrate myths into the main story. Still, the narrative remains grounded, thanks to Hazel's relationship with her mother, grandmother, and giant catfish companion. Aside from some pacing issues felt most heavily in the game's slow start and abrupt ending, it's a touching tale I'll remember fondly.
Cutscenes and combat are woven together by linear platforming sequences. Hazel can double jump, glide, grapple, and wall-run to traverse the world. You can also head off the beaten path to search for Floofs, the game's currency for ability upgrades, but I never found the exploration engaging. When you come to a crossroads, you can click the right stick to see the main objective's direction, so "exploring" boils down to spotting a side path when it appears, briefly heading down it to collect Floofs, and then turning around and getting back on the main path. Still, I was hungry enough for upgrades to search for Floofs whenever possible. Thankfully, a variety of movement techniques keep the experience from feeling too stale. Traversal ultimately feels less like an exciting mechanic in its own right and more like a means to move between beautiful environments, one of the game's highlights.

The best elements of South of Midnight are its art and music. Characters are animated with purposefully skipped frames, creating an aesthetic that falls somewhere between Spider-Man: Into the Spider-Verse and stop-motion animation. Despite these clear artistic inspirations, South of Midnight stands out with beautifully designed characters, monsters, and environments. It's visually impressive on a technical level as well, earning its spot on modern consoles and PCs. Whether it's the sunbeams streaming across the dirt at sundown or the haunting visuals of an intense boss battle, I was consistently impressed by South of Midnight's gorgeous visuals.
The sound design is just as strong, thanks to the inspiration it pulls from the story's setting. The South has a rich musical history, from bluegrass to jazz to folk, and an appropriately varied playlist of genres scores Hazel's journey. A tangy banjo, a rowdy trombone, and a dramatic swell of violins are all equally likely to appear in any given level's soundtrack.
Historically, these songs are also the way stories are passed across generations, and South of Midnight pays homage to this with its boss songs. These original tracks play in the background of climactic battles with lyrics pertaining to that moment in the plot, often from the perspective of one of the characters in the battle itself. "Cinematic" is an adjective used to describe games with grand setpieces or dramatic performances, but these soundtracks are cinematic in a different sense. Action sequences in movies are often underscored by relevant songs playing in the background, so every time I heard the lyrics come in to accompany the boss battle, it felt like I was sitting in a theater, watching popcorn-worthy fight choreography.

On that note, the combat in South of Midnight is not its strongest aspect, but it grows in complexity towards the end in ways that dramatically improve its quality. Initially, its straightforward third-person action feels derivative. While I didn't hate it, I never looked forward to it and didn't find it particularly satisfying. Its most unique element is the Unravel mechanic: When you defeat an enemy, you can pull apart its lingering spirit, slightly healing Hazel and shaving a few seconds off ability cooldowns. These abilities are unlocked through the story, including one that pushes foes, another that pulls them, and a third that afflicts them with a status called Weave, locking them in place and lowering their defenses. They're useful and should be employed as often as possible, but don't usually feel like game-changing powers.
This is not the case by the late game. As each ability is upgraded, it unlocks new conditions to afflict Weave and speed up cooldowns, sometimes erasing them entirely. For example, you can instantly reset the Push ability by hitting multiple enemies at once, making a move with a roughly 15-second timer become a part of your regular arsenal. Enhancements like this encourage players to consider positioning and add risk and reward to the powers. Once you add a second dash and exploding Unravels, fights are fast, frantic, and fun as you move quickly to maximize your abilities, refresh their cooldowns, and Unravel foes rapidly enough to get some health back. I wish this complexity was present earlier than the game's last five hours, but I was mainly glad it reached these heights at all.

Thanks to its vibrant art, music, and storytelling, I had a wonderful time with South of Midnight. Its narrative goes to some surprisingly dark places, yet it still brims with whimsy, making it a fitting adaptation of the mythology with a similar tone. I couldn't have told you what a Rougarou was a few weeks ago, but thanks to this game, I've got a catchy melody of its name that plays on repeat in my head. It's fitting that, like the stories and songs it seeks to honor, South of Midnight has successfully passed Southern folklore on to a new, wider audience.

Though last week's Nintendo Switch 2 reveal delivered a ton of news, announcements, and extended looks at highly anticipated games like Mario Kart World, Metroid Prime 4: Beyond, and Donkey Kong Bananza, an economic shadow has loomed over the celebratory feeling Nintendo was likely hoping for. Even before the announcement that the Trump administration's recently imposed tariffs were delaying preorders for the Nintendo Switch 2 in the United States while the company assesses “the potential impact of the tariffs and evolving market conditions,” many fans were dealing with the sticker shock of both the console and some of its games.
At $450 for the base model and $500 for a bundle that includes Mario Kart World, Nintendo Switch 2 is already far more in line with Sony and Microsoft's flagship consoles than the original Nintendo Switch, which launched in 2017 for $300. However, it's the price of Nintendo Switch 2's games that has attracted the most ire. Viewers were already surprised that Nintendo Switch 2 Welcome Tour, a piece of software that could be accurately described as part tech-demo/part instruction manual, was not a free pack-in game and instead costs money, but that was not the most significant controversy Nintendo faced related to its game pricing.

Following the Nintendo Direct on April 2, Nintendo revealed that Mario Kart World, as well as the full Switch 2 versions of The Legend of Zelda: Breath of the Wild and The Legend of Zelda: Tears of the Kingdom, retails for $80. The caveat is that if you own Breath of the Wild or Tears of the Kingdom on the original Switch, you will be able to pay $10 for an upgrade to the Switch 2 version, or if you're a Nintendo Switch Online + Expansion Pack subscriber, you can play the upgraded versions at no additional cost. That may relieve those who already own those popular Switch games, but that doesn't alleviate worries that Nintendo Switch 2 games will be the most expensive in the modern gaming landscape, or even worse, will encourage other publishers to raise their prices as well.
During the recent Nintendo Switch 2 preview event in New York, IGN sat down with Nintendo vice president of product and player experience Bill Trinen. During the conversation IGN asked about the price increase for its new platform's games.

"I would say it's less about the strategy of pricing Mario Kart World, it's more just whenever we look at a given game, we just look at what is the experience, and what's the content, and what's the value?” Trinen told IGN. “This game is a game that is so big and so vast and you will find so many little things in it to discover. And there's still some other secrets remaining that I think as people end up buying and playing the game, they're going to find this to be probably the richest Mario Kart experience they've ever had."
Trinen also encourages fans wondering about the Mario Kart World price tag to tune in to the Mario Kart World Nintendo Direct scheduled for April 17. He feels that will further explain why the title carries a value that warrants an $80 price tag.
Nintendo already drew negative attention for its $70 price tag of Zelda: Tears of the Kingdom in 2023, but other publishers, such as 2K and EA, had already priced their games at $70. In this instance, Nintendo is setting the bar by being the first publisher in the modern era to price its base games at $80.

Then, Nintendo of America president Doug Bowser justified the price tag in a similar way as Trinen. "We look at what the game has to offer," he told The Associated Press in 2023. "I think fans will find this is an incredibly full, deeply immersive experience. The price point reflects the type of experience that fans can expect when it comes to playing this particular game. This isn't a price point that we'll necessarily have on all our titles. It's actually a fairly common pricing model either here or in Europe or other parts of the world, where the pricing may vary depending on the game itself.
In recent interviews with other outlets, Bowser has doubled down on that sentiment regarding Mario Kart World while also confirming to both The Verge and Wired that the $450 and $500 price tags for the Nintendo Switch 2 did not factor in the newly implemented tariffs.
Though the pre-order date was delayed within the United States, the rest of the world can expect to pre-order Nintendo Switch 2 on April 9. Regardless of the pre-order date, Nintendo Switch 2 launches worldwide on June 5.
What is your take on the Nintendo Switch 2 price tag? What about the prices of its games? Let us know your thoughts in the comments section!
Deadline reports that Michael Sarnoski, director of A Quiet Place: Day One and Pig, has been hired as writer and director for the upcoming film adaptation of Death Stranding. The film is a joint production between A24 and Kojima Productions.
Sarnoski made his feature film directorial debut with the 2021 drama Pig, starring Nicholas Cage, which received critical acclaim. Samoski followed that by directing A Quiet Place: Day One, a prequel story in the hit A Quiet Place horror franchise, which was also positively received. He most recently directed the upcoming The Death of Robin Hood, another A24 film starring Hugh Jackman and Jodie Comer, that wrapped production earlier this year. The adaptation of Death Stranding will be his fourth film in the writer/director chair.
The Death Stranding movie was announced in December 2022, initially with Hammerstone Studios tapped to develop and produce the film. A year later, A24 announced its partnership with Kojima Productions to bring the film to life, with Hammerstone reportedly remaining a co-financier and executive producer.
Details on the film’s plot are scarce, but we know it will retain the same premise as the games and reportedly feature new characters and elements. In June 2023, creator Hideo Kojima described his level of involvement with the project by stating, “I am deeply involved in producing, supervising, plotting, look, design and content of the film adaptation of DS.”
This news comes ahead of the anticipated launch of Death Stranding 2: On the Beach, which Kojima Productions recently promoted at the SXSW film festival with a new 10-minute trailer. The sequel is slated to launch on June 26 for PlayStation 5.
[Source: Deadline]
La Quimera is an upcoming story-driven futuristic shooter and the debut title by Reburn, a young developer founded by former developers of the Metro series. The impressive-looking action game arrives later this month, but players can access a closed beta even sooner.
The game is set in 2064 in a futuristic, dystopian Latin American city. Players control a private military operative outfitted in a powerful exosuit boasting features such as a scanner to pinpoint hidden enemies, an electric shock weapon to stun multiple targets, and enhanced agility for evasion. Wielding an arsenal of advanced weaponry, players will take on hostile foes, including robotic enemies. La Quimera can be played solo or with up to two other friends in three-player co-op. Check out the gameplay trailer and a batch of new screenshots below.
The Ukranine-based Reburn is an indie studio founded in 2006, formerly under the name 4A Games Ukraine. It consists of over 100 developers whose credits include the Metro series and the original S.T.A.L.K.E.R.




Reburn is hosting a 24-hour closed beta for La Quimera on April 12, but space is limited. You can sign up for the beta on the game’s Steam page and play the full version when it launches on April 25 on PC for $29.99.
Marathon, Bungie’s upcoming multiplayer extraction shooter, is getting its first gameplay reveal this weekend. The date was revealed via a community ARG campaign that saw thousands of fans decipher a series of fragmented codes.
The gameplay reveal presentation airs this Saturday, April 12, starting at 10 a.m. PT/1 p.m. ET. It will be broadcast on Bungie’s Twitch, YouTube, and TikTok accounts.
First announced in 2023, this reimagining of the original Marathon series, one of Bungie’s earliest shooter franchises from the ‘90s, puts players in the roles of cybernetic mercenaries called Runners. The game unfolds in a lost colony on the dangerous planet Tau Ceti IV, and Runners are specially designed to survive the world’s harsh conditions and search for lost artifacts and other treasures.
That premise translates to team-based matches where players must work together to salvage and extract the most loot (such as weapons and gear) while preventing the opposing team from doing so. Bungie hasn’t divulged many more details up to this point, so we expect Saturday’s showcase to provide a deeper dive into everything Marathon offers.
Marathon has no release window but will be available on PlayStation 5, Xbox Series X/S, and PC at launch.
Platform: Publisher: Nintendo Developer: Nintendo
One of the most significant new features of Nintendo Switch 2 is its mouse functionality. The ability to turn your Joy-Con 2 sideways opens a world of possibilities for those who enjoy console gaming but recognize that some games just play better with this control scheme. Many argue shooters are better with mouse aiming, while it's indisputable that intricate strategy titles are often easier to play with a mouse. Because of that, I'm happy games like Metroid Prime 4: Beyond and Civilization VII support the new functionality, but Switch 2 developers can also create innovative experiences by combining the two Joy-Cons in a variety of control setups. One such experience is Drag x Drive, a wheelchair basketball game that uses two Joy-Con 2s in mouse mode to provide a unique experience to the Switch 2.
The reveal of Drag x Drive on the Switch 2 Nintendo Direct didn't stand out as a highlight of the livestream, but I was still eager to check it out to see how well it demonstrates the versatility of the mouse features. This isn't a shooter or a strategy game that simply lets you use the mouse in a traditional way other games in their respective genres do, but rather an entirely new concept that can only happen with two mouse controllers.

As I wait for more players to join my Drag x Drive session, I familiarize myself with the controls. Using the two Joy-Con 2s as mice, I can roll forward by pushing both ahead or turn by only moving one wheel. You can also stop by rolling backward or pressing on the trigger to simulate creating friction on the wheel. Controlling the wheelchair is exceptionally intuitive. However, when I start to push forward faster, I often accidentally turn one of the Joy-Con 2s sideways, causing only one wheel to register; the Joy-Con 2's mouse functionality only works if the sensors are right up against their surface.
During this time, the demo attendee told me I could use my pants as a surface if I preferred that to the table. I tried it out, and sure enough, my jeans worked as a mouse surface as well as the table. In fact, I would argue it feels better for a wheelchair game, given the height of my legs compared to the height of actual wheelchair wheels. You can lift the Joy-Cons at any time to activate the motion controls, causing your character's hands to follow your real-world hand motions. This is used for clapping, calling for the ball from your teammate, and shooting.

After messing around in the arena's tutorial area and getting the hang of the movement, enough players join me for three-on-three basketball. The basketball itself is reminiscent of Rocket League, with chaotic collisions jarring the ball out of your possession and quarter-pipes installed at the perimeter of the court so you can pull off tricks and, if you're good enough, dunk. When you have the ball, you can pass by using the shoulder buttons or shoot by lifting your hand in the air and flicking your wrist. I found that close-up shots scored pretty frequently, while three-pointers were significantly more challenging. That said, when you drain a three, and the hoop explodes in celebration, it feels immensely satisfying.
I really enjoyed the two games of Drag x Drive I played through. However, I'm curious how else the game will round out the package. Is there more than just the basketball, or is it remaining focused on what could be a fun game to play with friends but what seems to be a relatively shallow pool? I'm looking forward to learning more in the coming months.

I doubt Drag x Drive will end up being even close to my most-played launch-window title on Switch 2 (I imagine that title will easily go to Mario Kart World), but it's a novel concept that squarely delivers on one of Switch 2's key new features in a fun way. Perhaps what I'm most excited about is how it demonstrates the creativity that developers can put on display with the various mix-and-match control options Switch 2 will deliver once it launches. Drag x Drive arrives on Switch 2 this summer.
Platform: Publisher: Nintendo Developer: Nintendo Release: June 5, 2025
Nintendo Switch 2 may essentially be a bigger and more powerful version of its predecessor (read our full impressions here), but it brings numerous improved and all-new features. Games like Super Mario Party Jamboree, Metroid Prime 4: Beyond, and Drag X Drop implement different camera, microphone, and mouse features, but Nintendo Switch 2 Welcome Tour aims to be the most straightforward tech demo of the new Nintendo hybrid machine. I went hands-on with Nintendo Switch 2 Welcome Tour to see how it stacks up to other titles that aim to show off the Switch 2's unique capabilities.
In Nintendo Switch 2 Welcome Tour, you control a tiny avatar running around the surface of the Nintendo Switch 2. Here, you can visit different kiosks to learn about the system, take part in quizzes, and play minigames that highlight the Switch 2's features. A fun touch is when you go onto the screen, the avatar ice skates to signal that they're on a smoother surface. As you explore the Switch, you can zoom in on the buttons and triggers, giving you a good look at a render of the console, as well as factoids about how certain things work, like explaining how the Joy-Con 2's mouse sensors work.

The majority of my time was spent playing minigames. One puts a couple of virtual maracas in my hand and gives me goals like shaking them a set number of times and swapping over from bead-filled maracas to one with a rubber ball inside. The HD Rumble is impressive in minigames like this, where the rumble truly does feel different depending on what you filled the virtual maracas with, or in On a Line, where you move the Joy-Con 2 back and forth as a mouse to guess what part of the screen has the most intense rumble. Another minigame has me controlling a UFO with the mouse functionality to dodge falling spiked balls for as long as possible. These activities award game-unlocking medals for completing different objectives, and some even have more difficult versions that add bonus elements like requiring you to collect stars while you dodge spiked balls.
New consoles with novel gimmicks often launch alongside fun, bite-sized software to aptly demonstrate the fresh features of the latest addition to your entertainment center. Astro's Playroom demonstrated the capabilities of the PS5 DualSense (and later spawned a sequel that claimed the 2024 Game of the Year), while the Wii famously had Wii Sports. Both of those were free pack-in titles with their respective consoles, giving players a fun game to check out while learning about the features of their new system.

From my time with Nintendo Switch 2 Welcome Tour, it's evident that it does a solid job of showing off the various features of its platform. However, it's genuinely baffling that this is a paid piece of software; it feels like way more of an interactive instruction manual than critically acclaimed pack-in games from the past like Wii Sports and Astro's Playroom. I'm relieved to hear it will likely cost less than $10, but even that feels like too much.
I enjoyed shaking the Joy-Cons like maracas to feel the HD Rumble or using the mouse functionality to dodge spikes, but if I'm going to spend money on software that showcases the new features of my Switch, I'd much rather get an actual game out of it. Maybe Nintendo will reverse course on the decision to charge for this, but if it doesn't, Nintendo Switch 2 Welcome Tour is a title that seems to include many elements of the best tech demos, save for one: the price.
Over the last several months, I’ve spent a lot of time bouncing between my favorite characters in Marvel Rivals. Doctor Strange pulls me in with his sorcerous ways, only for Invisible Woman to grab my attention. I’ll be blasting lightning bolts with Storm and then be drawn over to the fun of bashing baddies with Thor’s Mjolnir. It’s a vicious cycle, and I’m hooked. It’s also one of the big reasons Marvel Rivals consistently hits such substantial concurrent player numbers, keeping fans engaged for match after match. Rivals successfully unites a disparate cast of comic book heroes and villains in a way that parallels the early success of Marvel’s live-action film universe.
From the earliest incarnation of Marvel Comics #1 more than 80 years ago, the comics universe gradually grew and thrived around the genesis and endless reinterpretation of its many characters. Even that earliest issue (which pre-dated the actual company being called Marvel) featured character names, like Jim Hammond as the Human Torch, who would eventually pass the mantle to a completely different individual. By allowing creators to shape their own stories and directions within the editorial framework of a larger universe, the shared universe became rich, nuanced, and fun to follow.
In later years, it didn’t matter that you had gritty crime stories playing out in Daredevil, even while the X-Men jetted into space for adventures across the galaxy. Inherently goofy characters like Howard the Duck could co-exist with the existential angst and monster-within narrative of Bruce Banner and Hulk’s dual identities. Vampires? Talking raccoons? Norse gods? International spies? It was all fair game.
It worked because, whether they showed up in their solo books or as part of a team, these heroes and villains were allowed to be themselves in their own spaces and then cross over with the others without pause. The writers and artists of those decades of comic books let the characters interact, even when the meeting points felt awkward or unusual. New versions of characters could arrive from an entirely different universe, and it was fine.

When the Marvel Cinematic Universe got underway, there seemed to be an awareness that a similar approach was required. Captain America’s espionage thriller vibe could live right alongside Star-Lord’s shenanigans on the fringes of outer space. Then, the two could be smashed together for the kind of fun we see in the final hour of Avengers: Endgame. The movies got each character’s vibe, voice, and feel “right,” so it didn’t matter if there was an incongruity in the individual figures meeting up. That was part of the fun.
Marvel Rivals manages the same trick. As a longtime comics fan, I’m continually impressed with how NetEase has seamlessly captured the essence of so many Marvel characters, even while putting a new spin on each. The voice cast's performances are what I imagine in my head as I read the comics. The interstitial line reads from characters between match rounds feels like what we’d expect to hear if Punisher was talking to Rocket or Magneto was communicating with Scarlet Witch. Squirrel Girl and Jeff the Land Shark are silly, and that’s just fine to have them trading barbs with Loki; the weirdness is played for fun.
Once in battle, each character’s inherent nature comes out in their gameplay, just like the plots of each MCU film reinforce the personalities of individual heroes. When Venom drops into the midst of an enemy scrum, tentacles flailing, it feels like a natural counter as a tank to disrupt the enemy team, but it also just understands who and what Venom is. Hulk’s ultimate has an intuitive quality as he balloons to even greater size and strength. If a player knows the character from other mediums, they’re already partway there to understanding how that character will play in the game.
Likewise, much like the MCU’s willingness to embrace different timelines and convoluted ideas of a multiverse, Marvel Rivals dives headlong into a backdrop of colliding universes. In practice, even if narrative takes a backseat to gameplay in a competitive title like Marvel Rivals, there’s still an easy out for understanding all the myriad outfits and places a player might encounter. Why is Captain America in an AIM outfit? That was totally a thing in the comics! Why is Dracula in here alongside the mythical squirrel named Ratatoskr? Because the zany intersection of those ideas is supported by the narrative framework.
Marvel Rivals has me continually playing because the matches are intense, the art style is beautiful, and the fun of so many distinct playstyles keeps me coming back for more day after day. But as a longtime fan of this fictional universe, it’s also that the game captures my imagination and understanding of these characters in a way that few other Marvel video games have done so well. The game gets what is wild, bizarre, childlike, and exciting about this colorful setting, and like with both the comics and the movies, it has me eagerly anticipating what happens next.
Marvel Rivals is heading into Season 2 on April 11, alongside a wealth of new balance changes, costumes, and the introduction of Emma Frost as a new playable character.
Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC Publisher: 2K Games Developer: Visual Concepts Release: March 14, 2025 Rating: Teen
Quality is subjective, but if you ask WWE fans about the state of the product in recent years, many will tell you it’s the best it’s been in ages. The company is enjoying a boom period in quality and mainstream popularity not seen since the Attitude Era, and it almost feels scripted that the WWE 2K video games have been on a similar upward trajectory during the same time frame. WWE 2K25 retains everything that has worked in the recent entries while opening up the roster in a welcomed way due to the long-overdue introduction of intergender matches. Although the game’s most prominent new mode, The Island, is a questionable addition, 2K25 puts on another strong performance.
For the first time in a long time, the 300-plus superstar roster can slam each other as equals now that male and female superstars can finally compete in any match type together. This is my favorite new addition; I only spent significant playtime with half the roster in previous games since the online community tends to favor playing the men. Now, I can finally use my neglected favorites like Asuka or Rhea Ripley without twisting a buddy’s arm to pick one of the ladies to play with me. Intergender matches also raise the possible combinations of match-ups exponentially since men's and women’s abilities are on a level playing field. Liv Morgan can take down Roman Reigns as effectively as the boys, giving 2K25 a fun, arcade-like vibe.
The exceptional grappling includes the return of chain wrestling, a triggerable mini-game in which players execute a cinematic series of counters and tie-ups to gain the upper hand. I haven’t missed this feature since its last appearance in a 2K game, and 2K25 doesn’t make me feel wrong for that. The mechanic works fine, but it is sometimes a chore due to how long it can go on, so it’s not something I go out of my way to execute and falls squarely in the “neat” category.
I enjoy the addition of the Underground Match, the MMA-style contest where you must win by knockout or submission inside a ropeless ring surrounded by bystanders. Bloodlines Rules is perhaps the most entertaining stipulation in some time. The match is essentially a street fight that lets you summon up to three superstars to perform run-ins on your behalf à la Cody vs Roman at Wrestlemania XL. This match is delightfully chaotic, and it’s even more amusing when using non-Bloodline-related superstars just to see who runs out. The allies either fit that wrestler's on-screen relationships or are hilariously random, like Stone Cold receiving help from Roddy Piper, Ricky Steamboat, and The Ultimate Warrior. Regardless of the match, WWE 2K25 remains an entertaining hold-for-hold experience. However, I’m beyond ready to move on from hearing the action called by the long-outdated commentary team of Michael Cole, Corey Graves, and Byron Saxton.
The Bloodline, WWE’s faction of wrestlers hailing from the legendary Anoaʻi/Maivia family dynasty, dominates 2K25, culminating in a brand new mode called The Island. This is WWE 2K’s spin on NBA 2K’s MyCareer, letting players create a custom superstar to explore a WWE theme park-like hub world. From cleverly designed destinations like the lucha libre-inspired Temple of the Ancients and a Japanese arcade themed after the members of Damage CTRL, The Island is fun to gawk at, especially since it's filled with inside nods and easter eggs for hardcore fans. Unfortunately, text-based conversations mean interactions with superstars feel flat, and the minimal ambient sound effects make the Island more lifeless than it looks. Exploring is a literal pain due to constantly holding the trigger button to execute a weirdly sluggish run to get around marginally faster. Additionally, the lack of a map means a lot of aimless searching for where to go, and the small in-game mission indicators don’t stand out enough from the crowd.
The Island challenges players to complete matches and other tasks to earn a WWE contract (and the acknowledgment of Roman Reigns) while engaging in goofy sidequests like finding the haunted scattered pieces of an urn or obtaining mech suit parts from WWE’s gamer wrestlers. These missions are broadly fine, eliciting a chuckle in some cases.

The main reward for doing them is earning VC, 2K’s premium currency, to pump up your character, but the Island would prefer that you spend real money to speed up the process. My earlier theme park analogy rings most true in how much the Island tries to tempt players to open their wallets via stores selling cosmetic pieces (some branded, e.g. Nike). While easy to ignore, it still feels a bit icky given that a single piece of attire, such as a pair of shoes or a shirt, costs $5 minimum, and it will take a lot of playtime to earn enough VC to unlock even a few complete outfits purely by playing. This is especially egregious since the same currency is used to improve your character’s attributes, and budgeting real money to balance attire and performance upgrades isn’t fun.
As a fan of the yearly Showcase mode, centering it on The Bloodline’s long lineage is an appealing choice, and it covers a nice breadth of the family tree. From Peter Maivia to Yokozuna to the Usos to Nia Jax, Showcase is thematically interesting but disjointed in execution. Instead of only presenting a faithful documentary-style recreation of matches, several bouts offer fantasy match-ups, like The Wild Samoans vs The Dudley Boyz, which is a bit odd for the historian in me.
Vintage matches are sometimes held in modern arenas instead of recreating era-appropriate venues, creating another thematic disconnect. Showcase’s match order also feels haphazard as the family history lesson (narrated by Paul Heyman, who does an unsurprisingly great job) jumps back and forth between the different family generations, making it trickier to grasp if you’re unaware of the Bloodline’s heritage. The 2024 Bloodline vs Bloodline WarGames match, for example, seems like an obvious and fitting final bout, but it’s strangely the penultimate contest to a random and far less significant tag match from yesteryear. Showcase is still an enjoyable summary of the Bloodline’s decades-long greatness, but it’s a weaker overall showing than previous iterations.






The story-driven MyRise pushes intergender gameplay further by featuring a single, branching storyline that stars a male and female superstar that players switch between. I appreciate the streamlined approach of doing away with social-media-based match-ups to bouts. With only Story quests and optional live events designed for grinding skill points, MyRise is less bloated and more manageable. This year’s storyline of an NXT invasion of the main roster, a la 2001’s WCW/ECW Alliance angle, is hilariously absurd when you factor in that at least 90 percent of the main roster consists of NXT alumni. Still, that silliness is what makes MyRise’s often ridiculous plots fun in a dumb way. Despite several flat performances from some voiced superstars (including what sounds like a tired CM Punk in a primary role), MyRise remains a fun little romp I still enjoy partaking in.
MyGM, a favorite destination of mine, is essentially the same this year but makes up for the lack of innovation by finally introducing much-requested online play for up to four players. My long-time disinterest in the card-collecting MyFaction remains unchanged; it’s still okay for those who like it, but playing it does nothing to inspire more engagement beyond the obligatory check-in. The Creation Suite and, to a lesser extent, MyUniverse don’t feature any substantial changes, but they’re still entertaining time sinks for dedicated players.
But what matters most is when the bell rings, and taking control of this massive roster and mixing it up – regardless of gender – across a now-impressive selection of stipulations is a blast. Although it’s the only real game in town, WWE 2K25 retains its title as the best and most substantial pro wrestling sim fans can buy.
Score: 8.25After years of waiting, Wednesday's comprehensive Nintendo Direct finally revealed everything the Nintendo Switch 2 has to offer, including its new features, launch games, and release date. To top it all off, pre-orders were set to open next week on April 9 until Nintendo issued a new statement to news outlets this morning. Pre-orders are being temporarily postponed due to the United States' recently announced tariffs, which will likely impact the console's price.
Nintendo issued the following statement to Game Informer:
Pre-orders for Nintendo Switch 2 in the U.S. will not start April 9, 2025 in order to assess the potential impact of tariffs and evolving market conditions. Nintendo will update timing at a later date. The launch date of June 5, 2025 is unchanged.On Wednesday evening, the White House announced its upcoming tariff plan, which would impose fees on goods imported from other countries. While the administration has been public about the incoming taxes, the exact rate has turned out to be much higher than anticipated, and in Nintendo's case, it will likely cost them a lot of money. Two common countries where products are manufactured, China and Vietnam, will have tariffs of 54% and 46%, respectively, placed on their exports to the US.
After the Direct, we learned the base system would cost $449 while the Mario Kart World bundle would be $499, a pair of price tags that staggered many potential buyers. Despite that, Nintendo's delay implies it might raise the price even higher to offset the new tax. Regardless of whether the price will be adjusted, updates on the international trade situation are coming through every day, so Nintendo may also just be waiting for future developments.
The Nintendo Switch 2's launch date of June 5 remains unchanged. For more details on the upcoming console, check out our hands-on impressions, learn about its technical specs, and read a complete recap of the Direct.
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing files for Taunt: The Travel AgentAdded No Hat styles for the Cozy Cover-UpAdded VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panelAdded a borderless window option to video settingsAdded bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)Added radial fog (from Half-Life 2: 20th Anniversary Update)Added support for Steam NetworkingMade the default server name for listen servers include the player's nameMade the game launch in native resolution by default instead of 640x480Client-side prediction fixes (these fix 'jank'/rollback in certain situations)Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actionsImproved prediction for walking on props and other entitiesMade certain client-side entities only trigger local prediction errorse.g. If the viewmodel experiences a prediction error, the player will not experience a prediction errorFixed prediction of viewmodel swayFixed a prediction error regarding weapon idle animationsFixed certain breakable props not gibbing correctlyFixed an issue where certain variables like position would not be updated correctly to match the server in certain situationsFixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/serverFixed players being able to spam duel cancellation messages for a duel that doesn't existFixed not being able to join community servers via Steam invites or game infoFixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2)Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon)Fixed an issue with props and team colors when taunting with Australium weaponsFixed the Voices from Below effect not working when taunting with the Highland Hound set equippedFixed player voice commands being abruptly ended when the player enters shallow waterFixed incorrect number on the Geneva Contravention achievement iconFixed the Military Style for The Surgeon General to stay properly semi-visible at all anglesFixed some classes missing the BLU team material for That '70s ChapeauFixed the Spanish-Latin America option being displayed as English in the Settings menuFixed the MOTD dialog not working for Spanish-Latin AmericaUpdated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb'Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflictsUpdated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!)Updated koth_overcast_final to improve optimizationUpdated ctf_applejackAdded block bullets to some storesUnblocked a window at mid, allowing Snipers to shot across the middle hutRemoved the missing texture in BLU spawnGave a chicken a friend, because friendship is magicUpdated cp_fortezzaNew radio model for spawn roomsChanged sentry shack ammo pack on last to a mediumAdjusted health pickups throughout the mapChanged kill volume on cap A double doors to be more consistent with visualsImproved bot support (Thanks Star Bright)Detail passUpdated pl_patagonia[Stage 1]Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawnFixed the cart not capping the first point on extremely rare occasions[Stage 2]Improved optimizationFixed a nodraw floor near the first BLU spawn train bridge waterfallFixed 3D skybox looking pitch black for players using mat_hdr_level 2[Stage 3]Improved optimizationFixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawnRemoved the platform above the open choke of the last pointAdded an additional path to the window overlooking the open choke of the last pointFixed RED bots getting stuck on a solid fence outside the RED spawnFixed 3D skybox looking pitch black for players using mat_hdr_level 2
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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed the Battle Balaclava's "No Gloves" style hiding the Heavy's handsFixed broken materials for The Westcoat's "Ugly" styleAdded smoke effect to The Checkered PastUpdate the Buck's Brim's "Bad" styleFixed broken materialsAdded smoke effectUpdated cp_fortezzaDetail improvementsImproved clippingUpdated koth_cachoeiraFixed players being able to get stuck in certain displacementsVarious clipping improvements throughout the mapVarious miscellaneous fixes (Thanks Midnite!) Improved bot navigation (Thanks Katsu!)
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Brain Cane to fix problems with the texture and phong valueUpdated The Battle MusicAdded missing Hat styleFixed the models due to clipping on Heavy's ears and misalignment on EngineerImproved and strengthen the Noise CancellationUpdated the materials to fix it not being shinyUpdated the backpack icon to reflect the materials changeUpdated cp_gravelpit_snowyFixed potential incompatibility with external VScript files (thanks Le Codex!)Re-implemented cubemap reflections in ice caveFixed perch spotsUpdated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockRestored Hale's resistance to knockback back to 75%Reduced bonus flame damage against Hale from 50% to 25%Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)Removed area-of-effect of Hale's normal punches (thanks Wendy)Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivableFixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)Fixed Hale being able to stomp while underwater (thanks Bradasparky)Fixed Sweeping Charge not working against underwater opponentsFixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)Fixed Hale's faulty ground detection (thanks Bradasparky)Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)Fixed the voice lines refusing to play sometimesUpdated pl_patagoniaStage 1Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawnFixed being able to build in a very high rooftop after point AFixed being able to build in blue spawnCart elevator is no longer the glitchiest thing in the universeFixed cart not rolling back after completing the elevator descent sequenceNow, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).Stage 2Removed rollback from the train container ramp in last point (Thanks b4nny)Gave blue more high ground for last pointAdded an additional dropdown for blue for last pointFixed being able to be teleported into red spawn as blue after capping point ARemoved long hill rollback before point CFixed bots getting stuck on the closed train doors after cap BFixed being able to leave stickies inside blue last spawnFixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.Fixed a pop-in issue relating to areaportals below point BFixed being able to enter the last blue spawn as redBirdie (Thanks Explocivo808)Stage 3Added a fenced section for the long wood cover wall in last point (Thanks b4nny)Mirrored the window sniper spot in last point chokeFixed being able to build behind a displacement rock wall in last pointRemoved troll teleport spot in last point ending rampAll StagesSlightly lowered sun brightness and slightly raised skylight brightnessImproved skybox transitionsThe cart no longer tries to defy the law of physicsNinjaneers have more freedom to be ninjasThe bots have learned how to play the mapGave the cart another coronación de gloria
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Dapper Noel to fix an issue with the meshUpdated vsh_maulFixed broken areaportalsChanged some props in the upper area that could be mistaken for a large ammo pack
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing No Gloves style for the Consigliere's CoverupAdded missing Versus Saxton Hale kill iconsAdded some tournament medalsFixed Taunt: Curtain Call voice lines overlapping with other Spy voice linesFixed the Playful Aurora and Frisky Morning Unusual effects not moving correctlyUpdated Aurora Skies Unusual effect to fix a timing issueUpdated the Necroprancer to fix an issue with the materialsUpdated the Dusk Duster to fix an issue with the materialsUpdated the Dapper NoelRemade normal map to be compatible with OpenGLRe-baked Diffuse & updated backpack icon to reflect above changesRemoved misplaced ambient occlusionFixed problematic face flexesFixed an issue where Engineer's beard was protruding from his gogglesFixed an issue with the jigglebones being disabledRigged Sniper's hat to be compatible with his melee tauntUpdated Scrooge McDocTransparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glassesImproved scarf rigging and positioning to allow for better compatibility with shirt cosmeticsUpdated the backpack iconUpdated koth_overcast_finalFixed an issue with the models/materialsAdded back snow coverings (now using displacements) to some props that were missing themFixed misaligned textures in various placesFixed weird lighting bug on a wall in blue spawnFixed 'Hotel' sign not displaying properlyAdded back indicators under some health and ammo kits that were missing themUpdated cp_fortezzaRemoved sniper window leading into lastFixed Engineer being able to build in some doorsFixed some props being solidSlight art pass updateUpdated vsh_maulPlayers can no longer hide from Saxton in the darkFixed props inside other propsFixed z-fighting brushesFixed missing particle effects for the water featureFixed orientation of water feature particlesMinor lighting changes around the cinemaAdjusted LOD change distances for Cinema signUpdated VSH logicGrounded levitating propsAligned misaligned texturesFixed mis-textured wallsClipped upper metal beamsFixed clip brushes sticking out from walls that could be walked onPlayers will now be pushed off of the fire bellAdjusted cinema sign shadowUsed spell check on Saxton's Package signUpdated how music is activated and deactivatedFixed clipping on the hanging big ornaments
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Happy Smissmas 2024!All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and MaulAdded the Winter 2024 Cosmetic CaseContains 23 new community-contributed itemsThe Festivizer can be found as a bonus drop when opening the caseAdded 3 new community-contributed taunts to the Mann Co. StoreTaunt: Fore-Head SliceTaunt: Peace!Taunt: Curtain CallAdded 18 new community-created Unusual effects9 new effects for Unusual hats9 new effects for Unusual tauntsAll cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.Mann Co. Store winter sale!Smissmas runs through January 7th, 2025GeneralFixed a client crash when previewing imported items in the Workshop dialogFixed showing an error model when equipping the Scottish ResistanceFixed The Executioner not hiding the Scout's dog tagsUpdated the Mountebank's Masque to fix a problem with the materialsUpdated/Added some tournament medalsUpdated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockGeneralAdded the gamemode intro movie (made by Lacry, thanks)Improved the delivery of VSH-related voice lines for Soldier, Engineer and SniperUpdated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)Added Hale's kill iconsVisual improvements to Hale's Ability HUD (thanks Funicular)Added a visual cue signaling an upcoming Saxton Punch!Minor visual improvements to Saxton Hale and his particle effectsFixed the boss bar sometimes starting invisibleFixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settingsFixed a rare bug when Hale's Ability HUD textures become missingBalance Changes - Saxton HaleAdded Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strengthWeightdown ability is disabled during Jump FatigueIncreased Hale's health by ~100HP per opponentAdjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)Hale's resistance to knockback reduced from 75% to 35%Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)Balance Changes - MercenariesExplosives and fire now deal 50% more damage against HaleThe 40% minigun damage penalty now applies to full crits onlyBroken Demoman shields now retain the charge abilityDemoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)Greatly decreased sticky trap damage reductionRemoved Scottish Resistance's 20% damage penaltyBaby Face's Blaster now loses 20% of its boost upon Wall ClimbingUpdated vsh_tinyrock (additional changes)Improved performanceFixed odd clipping at one of the spawnsUpdated vsh_distillery (additional changes)Improved performanceUpdated vsh_nucleus (additional changes)Fixed setup time ending five seconds too earlyImproved detailing in some areasImproved clipping on staircasesIncreased control point capture time to 15 secondsRemoved collision on some lightsChanged damage model and damage amount of the toxic waste pit and puddlesUpdated vsh_skirmish (additional changes)Fixed setup time ending five seconds too earlyFixed an issue where Engineers could build in the crocodile pitFixed not being able to wall climb certain trees in the main arenaFixed some lighting issues on stalactites and other propsParts of Hale's intro sequence no longer play while waiting for playersImproved optimization and detailing in some areasImproved clipping on spiral stairs (Thanks Aar!)Updated security systemUpdated cp_brewThe shortcut from RED spawn to the "A" point now has a nobuild trigger Added floor indicator for the health kit in the "A" point wooden shackAdjusted "A" point wooden shack to allow more breathing roomFixed getting stuck on the "A" gate's frameFixed teletrap near "A" point ditch routeFixed being able to place buildings inside an out-of-bounds room outside "A" pointFixed some stuck spots near "B" pointFixed being able to shoot through a crack in the BLU forward spawnFixed floating props in the dinerFixed one way door not forcing itself closedCleaned up some collisions and clipping across the mapImproved lighting on all of the archwaysUpdated koth_krampusFixed missing trees in skyboxImproved look of waterfall texture near full health-kitFixed minor visual errorsMinor NPC clipping changesFed krampus some oatsUpdated pl_emergeSwitched on the cart lightFixed RED players being able to sit on the edge of an exit of BLU's starting spawnFixed some doors showing incorrect texturesFixed the final capture point displaying an incorrect stringFixed the map occasionally playing incorrect ambient soundsMinor visual and performance tweaksUpdated cp_carrierThe Carrier now has full crits rather than mini-critsThe Carrier now uses the robot voice linesImproved hearability of the Carrier's voice lines and footstepsFixed visual bugs with the boss barFixed the Carrier sometimes becoming invisible while tauntingFixed animation glitches when a Demoman Carrier holds a Stickybomb LauncherFixed occasional phasing through the elevator platform at BLU spawnDecreased size of the frog
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Improved matchmaking performanceImproved matchmaker behavior for users with less-than-ideal ping levels. The matchmaker should now be quicker to put you in the best available region.Improved matchmaker decision making for cross-region partiesAdded error messages when being ejected from the matchmaking queue due to connectivity or authentication failures, rather than the queue simply silently vanishingFixed the matchmaking settings dialog frequently failing to display any datacentersFixed multiple cases of in-progress casual matches abruptly terminating or failing to be assigned any new players if the game server ever loses connection to SteamUpdated the Mountebank's Masque, Courtier's Collar, and Harlequin's Hooves cosmetic items to fix issues with their paint regionsUpdated cp_gravelpit_snowyFixed a script issueImproved performanceImproved clipping
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed the Guano and Batbelt cosmetic items hiding the Scout's dog tagsFixed The Beacon from Beyond incorrectly hiding a bunch of bodygroupsFixed the Quoth cosmetic item hiding the Scout's headphonesFixed some broken materials for some props_farm gib modelsAdding "Hat" style for the Fuel InjectorUpdated the Clue Hairdo to fix broken smoke effectUpdated koth_synthetic_eventEdited nav mesh to minimize the Toastmaster running diving into the grinder/death pitUpdated pd_farmageddonRevoked scarecrow gym membership which lowered their health from 500 to 350Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsFixed an exploit allowing some players to respawn as a human or play as a human on the Zombie team
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Reverted BLU Scout pants fix because it conflicts with too many existing cosmeticsUpdated the Fleet Commander again to fix import problems from the previous updateUpdated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the playerUpdated cp_freaky_fairFixed issues related to the gamemode logicReapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or notImplemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across roundsImplemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgradesReverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applyingImplemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlapFixed sniper and demo shields not having their upgrades clearedFixed canteens not having their values cleared when refunding whilst not equippedIncreased the height of the skyboxIncreased last point capture time from 6s to 7sChanged some clipping to stop giants from building on roofsSmoothed out a divot (Thanks Midnite!)Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsGeneralRe-encoded all Zombie Infection sound effects as .WAVThis fixes issues with sound effects not playing correctly and spewing errors in the consoleBug fixesFixed a bug that caused Sniper's Spit Pool to deal much more damage than intendedFixed a bug that caused team names to not display correctly when playing on mp_tournament modeFixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP GrenadeZombie ChangesSniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zonesZombie Heavy is no longer immune to Critical HitsZombie Heavy's max health raised to 525 (from 450)Zombie Pyro's max health raised to 250 (from 175)Zombie Pyro now drops a medium health kit on deathSurvivor ChangesCrossbow weapons no longer have a flat damage multiplier against ZombiesThe B.A.S.E Jumper can no longer be deployed if you are one of the last three survivorsJumper Weapons can no longer store reserve ammunitionUpdated zi_murky (additional changes)Added more respawn room triggers around the new spawn zones
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