<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Site-Server v@build.version@ (http://www.squarespace.com) on Fri, 24 Apr 2026 20:30:39 GMT
--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:media="http://www.rssboard.org/media-rss" version="2.0"><channel><title>Too Much Gaming: Philippines Video Games News &#x26; Reviews</title><link>https://www.toomuchgaming.net/blog-news/</link><lastBuildDate>Fri, 24 Apr 2026 13:15:59 +0000</lastBuildDate><language>en-US</language><generator>Site-Server v@build.version@ (http://www.squarespace.com)</generator><description><![CDATA[]]></description><item><title>Saros Review – The Art of Controlled Chaos</title><category>News</category><category>Reviews</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Fri, 24 Apr 2026 07:01:54 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/saros-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69e9d14c74405106880d1753</guid><description><![CDATA[Saros is an absolute blast to play. The gameplay loop is tight, 
challenging, and spectacular in all the right moments. When the bullet hell 
clicks, there's nothing like it.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true"><br><br class="ProseMirror-trailingBreak"></p><p data-rte-preserve-empty="true" class="">Housemarque is a special studio in Finland that I’ve been a fan of for years due to their titles <em>Resogun, Alienation, </em>and most recently, <em>Returnal. </em>Their latest effort, <em>Saros, </em>stems from their previous work, as this is an action bullet hell game with a hint of roguelike elements that kept me glued to the screen and laser-focused at dodging and weaving through all the chaos. It’s a game that felt like a culmination of what they’ve learned from <em>Returnal,</em> as they found what I think is a proper balance of challenge, accessibility, and showcasing why they are one of the top studios that can deliver a bullet hell experience like no other in 2026.</p><p data-rte-preserve-empty="true" class="">You play as Arjun, a Soltari enforcer and crewmember of the Echelon IV. His crew was tasked to reconnect with prior Echelon crews who’ve ventured to the planet Carcosa in hopes of making it habitable for humanity, but have now gone silent. This game didn’t waste any time, as Arjun is immediately met with hostility, both from machines and beast-like monstrosities. You eventually experience your first death, and for some reason Arjun is brought back to life in their base of operations called The Passage.</p><p data-rte-preserve-empty="true" class="">It’s mystery after mystery as you explore the rest of the planet and make contact with other members of previous crews, but you’ll start to realize that the planet’s sun is affecting people, and time passes differently, especially after your death. The game explores Arjun’s personal demons with other characters, but they’re kind of an afterthought and come off more like footnotes than actual character development that grows and helps the plot move forward.</p>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1777036418563_8910" class="">No one besides Arjun and Nitya had any bearing or entry points for me to care to discover more about them. Mostly, the characters are a means to an end, as they’re apparently here to show you how this world affects humans, making this the weakest element in <em>Saros,</em> as towards the end I was left confused but not entirely frustrated by its story beats; all that I wanted was to overcome whatever the game threw at me, as it’s fun to move and shoot in this game.</p><p data-rte-preserve-empty="true" class="">It's a blink-and-you'll-miss-it situation with the side characters. There’s more dialogue and interactions than previous Housemarque games. From initial interactions, I’ll uncover something new or unique about a character, but it soon devolves to repetition that gradually disincentives me to talk to them any further. By the end of it all, at least three characters matter, and there’s really no true antagonist in the game, as it’s you VS the world, really.</p><p data-rte-preserve-empty="true" class="">Actor Rahul Kohli portrays Arjun and does a decent job, but he can only do so much with source material that struggles to go anywhere cohesive and meaningful. The CG cutscenes in the game are visually striking and greatly show the bleak and surreal situation they are in.</p><p data-rte-preserve-empty="true" class="">You can get more context about the game’s lore through various audio logs and text, and it’s easier to digest when compared to the narrative in <em>Returnal, </em>but honestly, I'm all about the gameplay with Housemarque, and they did a solid job with this title.</p><h2 data-rte-preserve-empty="true">Mastering the Bullet Ballet</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">The moment you are given full control of Arjun, everything feels natural after the first encounter. The controls are tight and easy to understand, and how you attack and defend is more than just aiming, shooting or dodging.</p><p data-rte-preserve-empty="true" class="">Just like in <em>Returnal, </em>the alternate fire and your power attack are attached to one trigger, once again utilizing the sensitivity of the DualSense controller - slightly pressing the trigger lets you fire your gun’s alternate fire, while fully pressing it allows you to do one of the four available power moves.</p><p data-rte-preserve-empty="true" class="">For <em>Returnal </em>players, the first hours feel nostalgic and familiar, but then you’ll realize the implementation of a shield to block specific projectiles changes the game completely. You feel more in control of the fight, as you have a shield that absorbs certain projectiles. You won’t feel as lost when a rain of balls are slowly going towards you. Thanks to the shield mechanic, you clearly see a path forward. It’s no longer intimidating as the bullets in front of you paint a picture as to how one should engage.</p><p data-rte-preserve-empty="true" class="">You’ll get the full picture once you encounter your first boss, as <em>Saros</em>’ bosses are frantic battles that see you weaving through insane projectiles that never let up. I enjoyed the challenge from each boss, as they felt like puzzles to solve, with each one having multiple phases that add more to the encounter the closer you are to victory. You have to air dash, dodge, shield at certain times, and sometimes parry for a better result, all while shooting at the boss, which is relatively easy as you can hip fire, but also can go for weak points for more damage.&nbsp;</p><p data-rte-preserve-empty="true" class="">Each boss is a spectacle, and I wouldn’t be surprised if a good amount of players might struggle with them, as there were a few fights that required multiple tries from me. The last encounter specifically took me the whole night to figure out. It’s such a highlight for the game, as even my wife was genuinely surprised at what was going on the screen, and how I was able to handle all of those moving pieces.&nbsp;</p><p data-rte-preserve-empty="true" class="">I love how the game doesn’t feel like a frantic panic to survive despite so many things happening at once. When the chaos begins and attempts to overwhelm you, I instantly know what needs to be done, when to dodge, when to raise my shield, the benefits of grappling, and who to target.&nbsp;</p><p data-rte-preserve-empty="true" class="">There’s a decent amount of enemy variety on the many biomes available in the game, and it really pushes me to never stay still. There’s always a new element that forces me to prioritize one after the other, from some enemies shielding others to stationary ones adding projectiles to further pressure the player as they try to get distance from the hordes of enemies. There’s also a system where you can trigger an eclipse that changes the enemy behaviour, essentially making it harder for the player as it also affects pick-ups.</p><p data-rte-preserve-empty="true" class="">I sort of get why Housemarque wanted to rename bullet hell to bullet ballet, as it does feel like there’s a rhythm to it, a set of steps that need to be done to get a smooth flow to coming out alive with the least amount of resources spent. This is where the musical score shines, as it ramps up at the right time. The sounds accompanying the most chaotic encounters mirror the intensity of the battle in a way that made me think of <em>Doom</em> at certain points.</p><h2 data-rte-preserve-empty="true">Death isn’t all that painful</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">Don’t let the word ‘ballet’ throw you. The challenge is very much there as I had my fair share of deaths that set me back. With <em>Saros</em> having roguelike elements, a death brings you back to the game’s hub, and you have to go through the start of a biome all over again until you reach that area’s boss. Upgrades you pick up are lost, and some of the resources used to permanently upgrade Arjun are also lost.</p><p data-rte-preserve-empty="true" class="">But each death never felt like it halted my progress. A death still resulted in my progressing in permanently upgrading Arjun, and at times, I’d even move the story forward. It’s not as punishing as true roguelikes, as the inherent randomness each time you revisit each biome feels minimal.</p><p data-rte-preserve-empty="true" class="">The only essence of it being a roguelike is dying, losing what you picked up, and starting from the beginning, but it’s no longer a steep climb, as <em>Saros</em>’ main hub allows you to teleport to any biome, so don’t expect needing to do three biomes in one go to reach biome 4. You can just do a location at your leisure, beat a boss, and even leave before starting the next section of the game.</p><p data-rte-preserve-empty="true" class="">This makes each run much shorter than for example runs in <em>Returnal</em>, which get relatively longer the more you progress into the game. On average, a run in <em>Saros </em>takes only around thirty minutes. The longest run I’ve done was over an hour and ten minutes, but that’s only because I did a run when I started in biome 1 and went all the way to biome 3 without ever stopping. The player can control the pace, as you don’t have to commit so much time with the game, and death isn’t so painful.</p><p data-rte-preserve-empty="true" class="">This is significant, as I missed the point that <em>Returnal </em>can be a visual overload for players, so multiple runs can be tiring. <em>Saros</em> is in the same boat, so it’s great to see that this game can be taken in bite-sizes, if needed.</p><p data-rte-preserve-empty="true" class="">The randomness of each biome is also to a bare minimum, as you are not left with the possibility of getting an insanely difficult first encounter at the beginning of the run that may leave you feeling like you were cheated out of a run. Each run does go through the same biome layout. What you find in chests and the encounters can differ between each run, but it feels like two to three iterations of a room rather than a random pool of possibilities.</p>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1776937078589_19454" class="">It’s hard to sell this to fans of roguelike games, as I would treat this more of a <em>Doom: The Dark Ages</em> kind of experience where you are pitted against waves of enemies stuck with you. Each run doesn’t mean the chance of creating a unique loadout as much as it feels more like you’re deciding what flavor of gun you’d like to use this time around.</p><p data-rte-preserve-empty="true" class="">That’s due to the upgrades found to be basic in nature. The Artifacts you find in each run can be as basic as base stat increases to getting healed after every kill. Stronger artifacts have better effects, but also drawbacks like increased recoil. The problem is that it doesn’t change your loadout or playstyle all that much, so I had runs where it felt better to not pick any of the ones with drawbacks. I felt strong and capable without them, and in fact I liked the added challenge.</p><p data-rte-preserve-empty="true" class="">The only real decision-making lies in what weapon and power I should be using based on the situation I'm in. There’s a variety of weapons with different iterations for each weapon type, and both the power and weapon you find in a run come with a series of perks that can determine how comfortable you are at certain ranges.&nbsp;</p><p data-rte-preserve-empty="true" class="">There’s a shotgun with a grenade launcher alternate fire, a crossbow that splits into multiple homing projectiles when it hits its target, a lock-on assault rifle, and a rifle that shoots discs that slowly damage enemies as long as it’s attached to them. There are different variations, and choosing between them is the only hard decision in any given run, as they are all good and fun in their own way.</p><h2 data-rte-preserve-empty="true"><strong>Accessibility done without sacrifices</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">In its basic nature, <em>Saros </em>is challenging and fun, but not punishing when compared to <em>Returnal,</em> as that game only had the dodge being the most effective form of defense. What they did to make <em>Saros</em> more flexible for all types of players is adding a system early on where you can tailor your runs by adding modifiers, giving players the ability to make it easier or harder depending on your preferences.</p><p data-rte-preserve-empty="true" class="">Whenever you add a modifier that makes it easier, you also need to add a modifier that negatively affects your runs. You need to find a balance, but the system does a good job for those that want a toned-down experience or a run where if you blink, it’s over. It’s a system that felt like something one would unlock after finishing the game the first time, but I appreciate it being open early on, as you don’t need to engage with it if the base state of the game fits you.</p><p data-rte-preserve-empty="true" class="">There’s a lot I had to adjust before starting the game, as by default aim assist and tracking assist were turned on. There’s a lot I had to adjust to cater to how I play, but it clearly shows that Housemarque wanted the player to be able to tailor their experience based on their preferences, and make the onboarding experience as smooth and inviting as possible. I still don’t know why motion blur is on by default in 2026, though.</p><h2 data-rte-preserve-empty="true"><strong>Carcosa Engulfed by the Sun</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">The world of <em>Saros</em> is bleak but bright with floating rocks, mysterious organic life, and locations of past civilizations and modern ones left abandoned to an inevitability that humanity couldn’t comprehend. The mystery persists throughout, as the many statues and structures are a haunting enigma. The moments where you can pause and take in the scenery are rare, but when you do get the chance, all you grasp is how lost this world is, and how it seems there’s no sense of hope for anyone looking for it.</p><p data-rte-preserve-empty="true" class="">It’s a mostly bright visual spectacle with color palettes hardly straying away from orange, yellow, or brown, so if you’re not keen with that color combination, it’s going to be hard for the eyes for some.</p><p data-rte-preserve-empty="true" class=""><em>Saros</em> has a level design that gives the impression that I'm exploring a series of locations instead of a series of boxed rooms, which is a big upgrade in terms of presentation and level design. There’s tons of platforming that tests your use of the various mechanics, and secrets that’ll require just a bit of effort to unlock that locked gate for an extra chest. You’ll also see obstacles with a series of projectiles blocking your path that’ll call for a bit of finesse to preserve your limited health pool.</p><p data-rte-preserve-empty="true" class="">It’s great exploring side sections the first time, but it loses its appeal at the latter half after multiple runs in the same biomes, as again, the artifacts aren't as impactful as I would have hoped in terms of your run’s overall loadout.&nbsp;</p><p data-rte-preserve-empty="true" class="">Visual detail and technical performance is rock-solid even on a base PS5 (can’t comment on PS5 Pro), with it hitting a consistent 60 fps. I find it unusual to not have the option of higher visual fidelity versus a flat 60 fps, the common visual option most games offer on the PS5. I didn’t experience any issues technically as there was no crash or even any noticeable fps drops, which is impressive for this particular bullet hell game, as I'm not exaggerating as to the amount of simultaneous elements moving all at once.&nbsp;</p><p data-rte-preserve-empty="true" class="">Housemarque has delivered one of the best-feeling action games of 2026. <em>Saros</em> is an absolute blast to play. The gameplay loop is tight, challenging, and spectacular in all the right moments. It's not the deep roguelite its structure implies, isn’t as hardcore as its previous title, and the story won't stick with you, but when the “bullet ballet” clicks, there’s nothing like it, and you’ll be left hoping other studios deliver similar experiences.</p>


  




  



<hr />
  
  <p data-rte-preserve-empty="true" class=""><strong>Verdict: 4 / 5 (Fantastic)</strong></p><h2 data-rte-preserve-empty="true"><strong>PROS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Boss fights are spectacular, and feel like multi-phase puzzles</p></li><li><p data-rte-preserve-empty="true" class="">Bite-sized runs and biome teleportation make it far more accessible and less punishing than <em>Returnal</em></p></li><li><p data-rte-preserve-empty="true" class="">Robust accessibility options and modifier system available from the start</p></li><li><p data-rte-preserve-empty="true" class="">Tight, responsive controls, enjoyable but challenging gameplay, with the shield mechanic being the star</p></li></ul><h2 data-rte-preserve-empty="true"><strong>CONS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Narrative outside of Arjun and Nitya is largely forgettable, leaving most characters as a backdrop</p></li><li><p data-rte-preserve-empty="true" class="">Roguelite elements are too bare-bones to satisfy genre fans as there’s limited build variety and minimal run randomness</p></li><li><p data-rte-preserve-empty="true" class="">Artifacts you pick up rarely change playstyle in any meaningful way</p></li></ul><h2 data-rte-preserve-empty="true"><strong>What I’ve Played&nbsp;</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Took me 16 hours to finish the game</p></li><li><p data-rte-preserve-empty="true" class="">Spent over 20 hours with most of Arjun’s upgrades unlocked</p></li><li><p data-rte-preserve-empty="true" class="">Beat all bosses and tried every weapon iteration</p></li></ul><p data-rte-preserve-empty="true" class=""></p><p data-rte-preserve-empty="true" class=""><em>*This review is based on a PS5 review copy</em></p>


  




  



<hr />
  
  <h3><span><strong>About the Author - </strong></span><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1776937337205-Y98RZ9J40HVDK2QKSBME/SAROS_20260420100205.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Saros Review – The Art of Controlled Chaos</media:title></media:content></item><item><title>PC Game Pass Price Reduced Worldwide, Now Costs PHP 225 in the Philippines</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Wed, 22 Apr 2026 08:00:26 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/pc-game-pass-price-philippines-2026</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69dca138d4ff3877b973a951</guid><description><![CDATA[PC Game Pass is now PHP 225/month in the Philippines, down from PHP 320. 
Here's what changed, what you lose, and whether it's finally worth it for 
Filipino gamers.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true">Microsoft has again <a target="_blank" href="https://news.xbox.com/en-us/2026/04/21/xbox-game-pass-update/?ocid=XGP_soc_omc_xbo_tw_Text_lrn_4.21.A">changed the price for PC Game Pass</a>, but this time it's a reduction, as it's now PHP 225 ($13.99)/month, down from PHP 320 ($16.49)/month.<br><br>New Xbox CEO Asha Sharma expressed that the cost to subscribe to PC Game Pass and Xbox Game Pass Ultimate is "too expensive for too many players." The drawback of the price reduction? No more future Call of Duty titles available on day one for subscribers.</p>


  




  



<center><blockquote class="twitter-tweet"><p lang="en" dir="ltr">Game Pass Ultimate has become too expensive for too many players. Starting today, we’re dropping the price from $29.99 to $22.99/month.<br>Future Call of Duty titles will no longer join Game Pass Ultimate on day one. They will join this tier the following holiday after launch (about…</p>&mdash; Asha (@asha_shar) <a href="https://twitter.com/asha_shar/status/2046619416427950442?ref_src=twsrc%5Etfw">April 21, 2026</a></blockquote> </center>
  
  <p data-rte-preserve-empty="true">A reasonable trade, as most subscribers don't generally keep their subscriptions up for just one game, let alone one released yearly.</p><p data-rte-preserve-empty="true">In October 2025, <a target="_blank" href="https://www.toomuchgaming.net/blog-news/pc-game-pass-philippines-price-increase-to-320">PC Game Pass prices went up significantly overnight</a>, jumping from PHP 175/month to PHP 320/month — a steep increase for those in the Philippines. With it now down to PHP 225/month, the service feels like a more viable option for Filipinos who love to explore and play multiple games.</p><h2 data-rte-preserve-empty="true">Does PC Game Pass fit the Philippine market?</h2><p data-rte-preserve-empty="true">It's hard to tell if Filipinos will embrace PC Game Pass, as those who do explore other games are mostly attached to Steam and prefer owning them. At PHP 320/month, it still felt a bit tight despite me being the right fit for the service, as I'm the kind of guy who loves playing a wide variety of games. But for the majority that tends to stick to one game, in a region that's heavily mobile-focused and loves free-to-play titles, even at a reduced price of PHP 225 is still not a no-brainer.</p><p data-rte-preserve-empty="true">The price decrease does give it a decent argument, though, thanks to its current library. Day-one titles are still a thing for PC Game Pass subscribers, and you have access to most of Xbox's first-party catalog. The service was just recently updated with <em>Hades 2, Replaced, Like a Dragon: Infinite Wealth, Kingdom Come: Deliverance 2</em>, <em>Ansolum,</em> and other bangers in their own right.</p><p data-rte-preserve-empty="true">There's also the Bethesda lineup and the Blizzard lineup to consider as most of their franchises are available on the service, even the newer titles. Even 2025's Game of the Year winner <a target="_blank" href="https://www.toomuchgaming.net/blog-news/clair-obscur-expedition-33-review"><em>Clair Obscur: Expedition 33</em></a> remains available across all versions of the service.</p><p data-rte-preserve-empty="true">Microsoft says it continues to refine the service, and this is a good step forward under the new CEO's leadership. If they're willing to lower the cost by removing features like Call of Duty on day one, dropping Fortnite Crew from Xbox Game Pass Ultimate could be another option, though that hasn't been announced and it remains part of the Ultimate package for now.</p>


  



  

  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1776844802402-7DCISLOZY97KMS9YYGE9/PC+Game+Pass+subscription+price+Philippines+2026+PHP+225+per+month.jpg?format=1500w" medium="image" isDefault="true" width="1024" height="576"><media:title type="plain">PC Game Pass Price Reduced Worldwide, Now Costs PHP 225 in the Philippines</media:title></media:content></item><item><title>Marathon Update 1.0.6 Patch Notes Highlights – Season 1 Mid-Season Update</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Wed, 15 Apr 2026 02:49:43 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/marathon-update-1-0-6-patch-notes</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69dca13d6099cd077b1f23fe</guid><description><![CDATA[Marathon's mid-season update is now live. Here are the biggest changes in 
patch 1.0.6, including weapon nerfs, railgun buffs, Recon Shell changes, 
and the new C.A.R.R.I. event.]]></description><content:encoded><![CDATA[<figure class="
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<p data-rte-preserve-empty="true">Bungie has released their extraction shooter <em>Marathon’s</em> first major update for season 1 that’s meant to shake up the meta and give a fresh spin on the game after being out for over a month. Based on player feedback, nerfs and buffs were implemented, alongside improvements to player onboarding and UI. There’s also a new event  that entices players to play nice. </p>
<p data-rte-preserve-empty="true"><a target="_blank" href="https://www.bungie.net/7/en/News/Article/marathon_update_106">The mid-season update</a> can be read here as it’s a long list of changes, but here are the highlights.</p><h2 data-rte-preserve-empty="true">Marathon Update 1.0.6 Highlights</h2><h3 data-rte-preserve-empty="true">C.A.R.R.I. Event Now Live</h3>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1776221515720_4892">The first event for the game is live and it’s generally meant for players to help other Runners to complete their objectives when grouped, and exfiling together as solo players. Yes, if you cooperate to leave together, you get rewarded.</p><p data-rte-preserve-empty="true">The C.A.R.R.I. event will last until the rest of the season as each exfil can reward you with CyberAcme Commendations, a new material that lets you buy unique items from the new section of the CyberAcmen armory. It’s another batch of gear to buy, but the interesting one here is that you can use this new currency to buy items that increase faction experience for each of the other factions, giving players another opportunity to speed up their progress on a specific faction.</p><h3 data-rte-preserve-empty="true">Solo Progress might be easier and more friendly</h3><p data-rte-preserve-empty="true">I don’t expect <em>Arc Raiders</em> levels of cooperation with the new event, but there might be more VOIP usage in solo after this patch as players can now use the new Mercy Kit item that allows players to revive downed enemy runners. </p><p data-rte-preserve-empty="true">The patch also increased faction reputation gains while playing solo, as it was slower to progress compared to playing with a team. Lastly, they also included a cheap self-revive kit that can be found in raids, which again gives another element to stay alive in case AI takes you down when playing free kits or a cheaper kit.</p><h3 data-rte-preserve-empty="true">New Player Experience Changes</h3><p data-rte-preserve-empty="true">When players start playing the game for the first time, the first map Perimeter will have its beginner version last until Seasonal Level 12, allowing solos to not encounter players until season level 12. They also added five new contracts (quests) that will only be available in Perimeter (beginner) for new and existing players below level 12 to help understand the game’s systems more.</p><p data-rte-preserve-empty="true">UI has been updated as well as icons for Implants, Weapon Chips, and more have been changed to hopefully make it easier to distinguish what it is at first glance. We’ll have to see if that will be the case after a few games.</p><p data-rte-preserve-empty="true">Hopefully this helps as this is one of the biggest pain points for a game this punishing. If you are new and starting out, here’s my <a target="_blank" href="https://www.toomuchgaming.net/blog-news/marathon-beginner-guide-tips">beginner’s guide</a> that will hopefully make things a bit easier for you.</p><h3 data-rte-preserve-empty="true">Thermals gutted, Snipers, Biotoxic Disinjector, and bully SMG Nerfed</h3><p data-rte-preserve-empty="true">This is the spicy section of the update as the most performing weapons have been adjusted. Bully SMG is essentially less reliable at hitting targets as before, which is reasonable considering that this is the go-to weapon for even highly geared players in Cryo. It’s a fantastic gun and it being less accurate gives other guns a chance to look viable. Expect the Copperhead RF and BRRT SMG to make the rounds in raids as these weapons are hardly used due to the Bully existing. </p><p data-rte-preserve-empty="true">Snipers are heavily nerfed for this patch. For one, <strong>rare thermal attachments are removed from the game</strong> entirely, making thermals rare for snipers and other guns as I believe the purple mods with thermals are left. The real kicker is that the Longshot’s rate of fire was nerfed from 90 RPM to 60 RPM, rightfully so as getting hit by the sniper felt like I was getting hit by a single-shot rifle with good rate of fire. They also lessened the accuracy from repeated shots, so don’t expect easy kills now with this rifle. Outland also received a rate of fire nerf from 43 RPM to 39 RPM.</p><p data-rte-preserve-empty="true">The change in snipers alone will change the meta considerably, especially in Dire Marsh.</p><p data-rte-preserve-empty="true">Lastly, the Biotoxic Disinjector, the red weapon you get after beating the boss in CryoArchive, received another wave of nerfs across the board. The grenades it spits out isn’t as effective, and these grenades can now damage the player with the weapon.</p><h3 data-rte-preserve-empty="true">Railguns Improved</h3><p data-rte-preserve-empty="true">Across the board all railguns have been improved as we hardly see them being used, and one of the big reasons is that charging the weapon at full will automatically shoot the charged shot, so it was difficult to time the shot and make it connect. Now, we can hold it indefinitely.</p><p data-rte-preserve-empty="true">The VOO Zeus RG and Ares RG have been buffed with increased base magazine sizes, improved charge times and more. A good change considering it’s more used to sell than use due to its value cost.</p><h3 data-rte-preserve-empty="true">Recon Buffs Could Make the Shell Meta</h3><p data-rte-preserve-empty="true">The changes to the Recon Shell are live in this update and essentially makes it a true wall-hack of a Shell. The Recon’s Echo Pulse can now distinguish which are UESC or enemy players, and Tracker Drones are said to be more reliable now when used.</p><p data-rte-preserve-empty="true">We’ll see, but clearly knowing if there’s an enemy player with Echo Pulse is a game changer in terms of team compositions and possible solo, as solo runs are mostly infested with Assassins staying in the shadows.</p><h3 data-rte-preserve-empty="true">11 New Deluxe (Blue Rarity) Unique Weapons Added</h3><p data-rte-preserve-empty="true">This is one of the most exciting additions to the patch as Perimeter and Dire Marsh now have 11 new rare weapon variations. I’m still not entirely sure what these uniques are, but these types of weapons are essentially weapons with a mod that can’t be removed from the weapon but makes it stand out from the standard versions of that weapon type. </p><p data-rte-preserve-empty="true">There’s more to the new patch, but these are the biggest changes that will likely shake up the game for all players. </p><p data-rte-preserve-empty="true">Want my full thoughts on <em>Marathon </em>after over 100 hours? <a target="_blank" href="https://www.toomuchgaming.net/blog-news/marathon-review">Here’s my review</a>.</p>


  




  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1776221316327-9G9WAODW8841064UKNZB/Marathon_dzS7ZwvRV2.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Marathon Update 1.0.6 Patch Notes Highlights – Season 1 Mid-Season Update</media:title></media:content></item><item><title>Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 Shinobu Kocho (Infinity Castle) DLC Launches April 17</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Tue, 14 Apr 2026 09:07:58 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/demon-slayer-hinokami-chronicles-2-shinobu-kocho-infinity-castle-april-17</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69ddfd81449d6a56e21417ed</guid><description><![CDATA[SEGA's Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 gets its 
sixth Infinity Castle DLC character Shinobu Kocho on April 17.]]></description><content:encoded><![CDATA[<figure class="
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                <img data-stretch="false" data-image="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/b9dfdfe6-ceac-424b-9b9d-f8bb9c71f1c8/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg" data-image-dimensions="1920x1080" data-image-focal-point="0.5,0.5" alt="" data-load="false" elementtiming="system-image-block" src="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/b9dfdfe6-ceac-424b-9b9d-f8bb9c71f1c8/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg?format=1000w" width="1920" height="1080" sizes="(max-width: 640px) 100vw, (max-width: 767px) 100vw, 100vw" onload="this.classList.add(&quot;loaded&quot;)" srcset="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/b9dfdfe6-ceac-424b-9b9d-f8bb9c71f1c8/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg?format=100w 100w, https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/b9dfdfe6-ceac-424b-9b9d-f8bb9c71f1c8/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg?format=300w 300w, https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/b9dfdfe6-ceac-424b-9b9d-f8bb9c71f1c8/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg?format=500w 500w, https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/b9dfdfe6-ceac-424b-9b9d-f8bb9c71f1c8/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg?format=750w 750w, https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/b9dfdfe6-ceac-424b-9b9d-f8bb9c71f1c8/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg?format=1000w 1000w, https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/b9dfdfe6-ceac-424b-9b9d-f8bb9c71f1c8/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg?format=1500w 1500w, https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/b9dfdfe6-ceac-424b-9b9d-f8bb9c71f1c8/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg?format=2500w 2500w" loading="lazy" decoding="async" data-loader="sqs">

            
          
        
          
        

        
      
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  <p class="">SEGA announced that the next character to be released in the Character Pack for <em>Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2</em> will be Shinobu Kocho (Infinity Castle), as she will be available starting April 17.</p>


  




  








  <iframe scrolling="no" allowfullscreen src="//www.youtube.com/embed/juzKxi5yBs8?wmode=opaque" width="854" frameborder="0" height="480"></iframe>


  
  <p data-rte-preserve-empty="true">Shinobu will be the sixth DLC character to be released in the seven-character pack, as the last one to complete the bundle has yet to be announced. Kaigaku was the first to be released last year on October 30. It was then followed by Zenitsu Agatsuma (Infinity Castle) on December 2, Akaza (Infinity Castle) on December 19, Tanjiro Kamado (Infinity Castle) on February 13, Giyu Tomioka (Infinity Castle) on March 11, and now Shinobu.</p><p data-rte-preserve-empty="true">These are considered the strongest forms of these characters as the Infinity Castle arc is the last for the series, and in the manga, concluding Tanjiro's whole journey and the battle between the Demon Slayer Corps and father of all demons Muzan.</p><p data-rte-preserve-empty="true" class="font-claude-response-body break-words whitespace-normal leading-[1.7]">Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 is an action arena fighting game that launched on August 5, 2025, for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam.</p>


  



  

  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1776157586398-ZL2IYIT398SG9ZQT3G1N/Shinobu+Kocho+%28Infinity+Castle%29+Character+Pack.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 Shinobu Kocho (Infinity Castle) DLC Launches April 17</media:title></media:content></item><item><title>Metro 2039 to Be Revealed on April 16</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Tue, 14 Apr 2026 01:16:45 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/metro-2039-xbox-first-look-april-16</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69dd92c63bf37445c7b06834</guid><description><![CDATA[4A Games and Deep Silver are partnering with Microsoft to reveal Metro 
2039, the fourth mainline entry in the post-apocalyptic FPS series, at an 
Xbox First Look event on April 16.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true" class="">Developer 4A Games and publisher Deep Silver are partnering with Microsoft for an Xbox First Look online event, revealing the fourth mainline entry in the post-apocalyptic Metro series. It's called Metro 2039.</p>


  




  








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  <p data-rte-preserve-empty="true">It's been seven years since Metro: Exodus, a game that still holds up remarkably well and remains one of the series' most-recommended titles for fans of single-player first-person shooters.</p><p data-rte-preserve-empty="true">An Xbox exclusive seems unlikely, but <em>Metro 2039</em> and past titles in the series heading to Game Pass wouldn't be surprising.</p>


  



  

  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1776129367415-THLLN7A7OGKL0B2G80S6/Metro-Announce-Hero-Image-69bae4dfef63e775031a-1024x576.jpg?format=1500w" medium="image" isDefault="true" width="1024" height="576"><media:title type="plain">Metro 2039 to Be Revealed on April 16</media:title></media:content></item><item><title>My Two Weeks Back in The Elder Scrolls Online in 2026</title><category>News</category><category>Opinion</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Mon, 13 Apr 2026 10:26:12 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/two-weeks-back-elder-scrolls-online-2026</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69dca147ccc4c86d877dae96</guid><description><![CDATA[After years away, I returned to The Elder Scrolls Online on PS5 with a 
fresh account and a new mindset. Here's what 60+ hours back in Tamriel 
feels like in 2026.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true">ZeniMax Studios has been working on The Elder Scrolls Online for over 12 years. It's an MMORPG I've jumped in and out of at various points during its life cycle, and with the game's <a target="_blank" href="https://www.toomuchgaming.net/blog-news/the-elder-scrolls-online-2026-seasons-detailed">recent content plan shift in 2026</a>, I decided to return with a fresh account on my PS5 - a new character and a new mindset about what I was hoping to get out of it, and if ESO is worth playing in 2026.</p><p data-rte-preserve-empty="true">I first played the game on Steam and have around three characters maxed out. I've logged over 200 hours, which isn't much considering how long the game has been around, but enough to experience what's there once you hit the level cap. I've never tackled the game's more challenging content like Trials, but I've completed the veteran versions of each dungeon and spent time in the game's PVP offerings.</p><p data-rte-preserve-empty="true">With that out of the way, it's safe to say I'm fairly familiar with ESO to some extent, and for the most part, I enjoyed my time with the game. It just naturally fell out of my usual rotation, and that's not entirely the game's fault. I'm just someone who moves between a lot of different games. But I noticed something the last time I revisited it: I was treating it as an MMO fix.</p><p data-rte-preserve-empty="true">I have a history with MMORPGs thanks to <em>World of Warcraft</em>, <em>Final Fantasy XIV,</em> and <em>Guild Wars 2</em>. Naturally, I treated ESO as a game that would satisfy my itch for chasing the best gear, building the perfect loadout, specializing in a role, then rushing to the endgame to tackle the toughest content.</p><p data-rte-preserve-empty="true">Only now have I realized that's not ESO's strongest element at all. What this game does best is let you treat it like a single-player Elder Scrolls open world experience, so I focused on just that.</p><h2 data-rte-preserve-empty="true">Focused on my adventure in Tamriel</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1776075538926_10631">When PlayStation Plus offered the Gold Collection in March, I took it as an opportunity to approach the game through a completely different lens. I jumped in as a Necromancer with little to no advance reading, and set off to explore Tamriel as a High Elf.</p><p data-rte-preserve-empty="true">What stood out in the first few hours was how populated the game still feels, despite <a href="https://www.toomuchgaming.net/blog-news/elder-scrolls-online-no-crossplay-2026"><u>not offering cross-play support</u></a>. Granted, this was during the height of the PS Plus promotion, so an influx of new players made sense, but there were also veteran players roaming major cities, dueling each other, playing instruments, or just passing through on their way to whatever they had planned for the day.</p><p data-rte-preserve-empty="true">Approaching it more like an open world game, I naturally kept to myself, but the presence of these players going about their business still gave the PlayStation community a sense of life, even during my usual play hours as someone based in the Philippines, where most of this MMO's player base skews toward US time zones. The main chunk of the game's population also lies on PC, mind you.</p><h2 data-rte-preserve-empty="true">The Main Adventure (Week 1)</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true">I ventured off and focused on my first major zone and the game's base main story, a story I've completed multiple times before, so I mostly skipped the dialogue.</p><p data-rte-preserve-empty="true">As I progressed, I noticed leveling was remarkably easy thanks to a 100% experience bonus from an ongoing in-game event. So easy, in fact, that the beginner zone, the first major base zone, and the main story were all I needed to climb to the level cap (level 50) within a week. And that was at my own pace, as ESO is currently my wind-down game before bed, so there was no rushing involved.</p><p data-rte-preserve-empty="true">I made use of experience scrolls from rewards and ran daily randomized dungeons for the additional boost, which gave me more time to appreciate my class' abilities. I settled into a fun loadout of nuking enemies with Necromancer spells before finishing off stragglers with my skeletal mage and staff. I had a plan for this class and it was going pretty smoothly.</p><p data-rte-preserve-empty="true">I was focused on the mage aspect of the class, but I can see the potential in a stamina-based approach, which I'm eager to work toward in the future. That's one of the beauties of ESO: a class isn't locked into a role, it provides a specific flavor or playstyle. I can work towards being a DPS, healer, tank, or a mix of all three.</p><p data-rte-preserve-empty="true">The game also now has subclassing, which lets you swap core skill lines with those from other classes. I started dabbling in this toward the second week and I'm enjoying the flexibility.</p><h2 data-rte-preserve-empty="true"><strong>Level 50 is really just the start</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true">Once week two began, I started to see a routine building up. At max level, there's still a handful of zones filled with their own multi-chained storylines and rewards that entice players to complete the area. Getting my gear to CP 160 (the max gear score in ESO) and earning more skill points to add more flexibility to my character were just two of the goals I had after hitting level 50. At this point, I had spent over 30 hours on the game with this new character, and I still had a laundry list of things to work on.</p><p data-rte-preserve-empty="true">I then started exploring Summerset, one of the game's expansions, which came with its own set of rewards. I unlocked the Psijic Order skill line and found that each expansion has its own daily quests with enticing rewards. The next 20 hours were spent focused on this single expansion zone while keeping up with the daily routines I had built for myself. Expansions are massive in scale, and to think I still have a couple more accessible to me feels daunting.</p><h2 data-rte-preserve-empty="true"><strong>The Live Service Side of Things</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true">Regardless of how I was treating it as an open world game, it's hard to avoid the live service features designed to keep players logging in. The Jubilee event rewarded me with a cake tool that earns 300 Trade Bars each day, a valuable currency for purchasing cosmetics. On top of that, there's a daily dungeon bonus for queuing with random players, daily mount upgrades that improve speed, stamina, and inventory space, and Tamriel Tomes, one of the game's newer reward systems that functions like a battle pass, where simply logging in earns you points toward it.</p><p data-rte-preserve-empty="true">I'm not faulting these systems for existing, but a routine formed quickly, one where skipping them feels like leaving experience and gold on the table. Both still matter past level 50, as experience earns you Champion Points for further character progression, and gold fuels just about everything else.</p><p data-rte-preserve-empty="true">At this point, I was slowly failing to treat it as just an open world game. That's just how I am, but none of this is required to enjoy ESO as a single-player experience. The amount of content and quests available stands entirely on its own.</p><p data-rte-preserve-empty="true">Even those looking for solo challenges outside of group content are well served. Daily quests in expansions send you after world bosses, and they can be genuinely tough alone, as each one has a set of mechanics that force you to adapt on the fly. I had one boss that took me 20 minutes to beat. My experience and gear were clearly showing, but I came out the other side having completed the quest. Tough and rewarding in equal measure.</p><p data-rte-preserve-empty="true">The bigger surprise came a few minutes later. After finishing, I stuck around to sort through my inventory. The same boss respawned quickly, and while I left it alone, another player came along and went in solo, taking the boss down in under two minutes. An eye-opener. With enough time invested, I could build my character to be just as capable.</p><h2 data-rte-preserve-empty="true"><strong>The Elder Scrolls Online is a massive Open World Game</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1776075538926_18135">As I write this, I'm over 60 hours in and I don't see myself stopping anytime soon. I've only explored four zones (one of which is an expansion) and that honestly feels like about 10% of what the game has to offer. It's a big game, one that keeps expanding the list of things I can do on any given day. </p><p data-rte-preserve-empty="true">Every new expansion I move into means another set of daily quests, new world bosses, and gear and encounters worth testing myself against. The stories are typical Elder Scrolls fare (subjective by nature), but ESO is a genuine treasure trove of storylines. I've encountered characters and quests worth lingering over, and plenty more that earned the skip button.</p><p data-rte-preserve-empty="true">My first two weeks put me in a good position to really feel how ZeniMax will be delivering new content through their seasonal plan. Season Zero is live, but so far I've only experienced the new battle pass system. I'll be sharing my thoughts on that in the coming days. The new Night Market zone goes live on April 29 and runs until June 17, and I'll be following up on how it feels as a newer player once it does.</p><p data-rte-preserve-empty="true">It's impressive what ZeniMax has built here. I understand now why this game has stayed active for over a decade. It's not a groundbreaking experience that redefines the MMO genre, but it leans hard into its strengths, as the developers continue to balance solo play, MMO-style content, and PVP in a way that few games manage. And I haven't even touched PVP yet.</p><p data-rte-preserve-empty="true">Despite having the Gold Road Collection, I only touched the Summerset expansion. A player with just the base game will have a similar experience. Had I not had the collection, I would likely have gone to the Morrowind expansion, which is now part of the base game anyway, plus <em>Orsinium</em>, <em>Thieves Guild</em>, <em>Dark Brotherhood</em>, and <em>Imperial City, </em>previous paid DLCs now just added to the main game for all players.</p><p data-rte-preserve-empty="true">It's a monster of a game with a lot to offer, and easily the best recent Elder Scrolls experience available while we wait for the next mainline entry from Bethesda. That wait will take years based on how long they are taking in creating <em>The Elder Scrolls 6,</em> but that's fine. We have ESO.</p>


  




  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1776075953816-NZIHFR1D7FTNFWS2H95J/The+Elder+Scrolls+Online_20260409220733.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">My Two Weeks Back in The Elder Scrolls Online in 2026</media:title></media:content></item><item><title>Marathon 1.0.5.3 Update Nerfs Knife Damage and Bubble Shield Effectiveness</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Wed, 08 Apr 2026 02:04:38 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/marathon-update-1-0-5-3-knife-nerf-bubble-shield</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69d5b23488502d54e99045e0</guid><description><![CDATA[Bungie's latest Marathon update nerfs knife damage and reduces Bubble 
Shield effectiveness, targeting two of the game's most dominant 
close-quarters tools.]]></description><content:encoded><![CDATA[<figure class="
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  <p class="">Bungie has rolled out another round of maintenance for their extraction shooter Marathon, this time with <a href="https://www.bungie.net/7/en/News/Article/marathon_update_1053" target="_blank">update 1.0.5.3</a>, which mostly addresses knife dominance in close quarters and the effectiveness of Bubble Shields.</p>


  




  




  
  <p data-rte-preserve-empty="true">Beyond wider concerns like cheating in Ranked, melee damage has been a major talking point in the community, as no one feels safe when a player closes in with a knife, even without gear that boosts its damage. Blue shields can still be taken out with a couple of hits, and purple shields aren't all that safe if caught off guard.</p><p data-rte-preserve-empty="true">This led players to run triple Assassin teams, as I've experienced firsthand these groups roaming buildings with narrow corridors, going stealth or smoking the area, then slicing through anyone who gets too close. A shotgun or keeping your distance easily counters these tactics, but the knife hits hard enough that it feels like a genuine close-quarters option rather than a last resort. Thankfully, this change only affects damage to other players. Melee remains to be a solid choice to shred most UESC bots quietly.</p><p data-rte-preserve-empty="true">The other major change targets the Bubble Shield, one of the best tools for defensive and offensive engagements alike. This protective dome is so effective it makes any shotgun more lethal than it should be, even melee benefits from it, and when a team downs a player, they can secure the kill by dropping a Bubble Shield around the downed body to force a 2v3 situation.</p><p data-rte-preserve-empty="true">The nerf gives it 33% less health, and its rarity has been bumped from blue to purple, making it a more valuable and harder-to-find item going forward.</p><p data-rte-preserve-empty="true">Decent changes overall. Melee and Bubble Shields aren't gone from the meta from what i’m seeing, they're just less oppressive moving forward.</p><p data-rte-preserve-empty="true">Here’s the full patch notes.</p><h2 data-rte-preserve-empty="true" data-indent="1"><strong><em>Marathon Update 1.0.5.3</em></strong></h2><h2 data-rte-preserve-empty="true" data-indent="1"><strong><em>Combat</em></strong></h2><h4 data-rte-preserve-empty="true" data-indent="1"><strong><em>Knife</em></strong></h4><ul data-rte-list="default"><li data-indent="1"><p data-rte-preserve-empty="true"><em>Reduced the maximum lunge distance by ~10% and trimmed down the targeting angle by ~20%.</em></p></li></ul><h4 data-rte-preserve-empty="true" data-indent="1"><strong><em>Bubble Shield</em></strong></h4><ul data-rte-list="default"><li data-indent="1"><p data-rte-preserve-empty="true"><em>Increased rarity from Deluxe (blue) to Superior (purple)</em></p></li><li data-indent="1"><p data-rte-preserve-empty="true"><em>Reduced bubble HP by 33%</em></p></li><li data-indent="1"><p data-rte-preserve-empty="true"><em>Removed vulnerability to Volt Weapon damage</em></p></li><li data-indent="1"><p data-rte-preserve-empty="true"><em>Increased resistance to UESC damage by 17%</em></p></li></ul><h2 data-rte-preserve-empty="true" data-indent="1"><strong><em>Runners</em></strong></h2><h4 data-rte-preserve-empty="true" data-indent="1"><strong><em>Stats</em></strong></h4><ul data-rte-list="default"><li data-indent="1"><p data-rte-preserve-empty="true"><em>Melee Damage</em></p><ul data-rte-list="default"><li><p data-rte-preserve-empty="true"><em>Reduced bonus damage provided by the Melee Damage stat from a maximum of 100% to a maximum of 50% against enemy Runners. Damage against non-Runner targets is unchanged.</em></p></li><li><p data-rte-preserve-empty="true"><strong><em>DEVELOPER NOTE:</em></strong><em> Melee in Marathon is intended to be a high-risk but potent method to contest close-quarters weapons like shotguns and submachine guns. However, the breakpoints for quick melee kills show up too early in the Melee Damage stat progression, which means additional investment into a build isn't required to get the maximum effective output. We don't want to compromise on having melee feel powerful, but believe that getting to that maximum output should be the result of meaningful buildcrafting and upgrade progression. Our goal for this change and the knife lunge changes above are that the knife remains a powerful backup tool, but requires more thoughtful play - both in and out of run - to be most effective.</em></p></li></ul></li></ul><h4 data-rte-preserve-empty="true" data-indent="1"><strong><em>Thief</em></strong></h4><ul data-rte-list="default"><li data-indent="1"><p data-rte-preserve-empty="true"><em>Fixed additional Grapple-related slide cancel movement exploits.</em></p></li></ul><h2 data-rte-preserve-empty="true" data-indent="1"><strong><em>Vault and Armory</em></strong></h2><ul data-rte-list="default"><li data-indent="1"><p data-rte-preserve-empty="true"><em>Fixed an issue causing the Vault and Armory to sometimes appear to be empty.</em></p></li><li data-indent="1"><p data-rte-preserve-empty="true"><em>Fixed an issue causing the Armory item refreshes and free daily items to not appear consistently.</em></p></li></ul><h2 data-rte-preserve-empty="true" data-indent="1"><strong><em>Contracts</em></strong></h2><h4 data-rte-preserve-empty="true" data-indent="1"><strong><em>Traxus</em></strong></h4><ul data-rte-list="default"><li data-indent="1"><p data-rte-preserve-empty="true"><em>Removed “in a single run” condition from Traxus Return On Investment 4/5.</em></p></li></ul><h2 data-rte-preserve-empty="true" data-indent="1"><strong><em>Zones</em></strong></h2><h4 data-rte-preserve-empty="true" data-indent="1"><strong><em>Cryo Archive</em></strong></h4><ul data-rte-list="default"><li data-indent="1"><p data-rte-preserve-empty="true"><em>Fixed an issue that would cause an exfil countdown to reset if the 1st crew member to enter left the circle, even if the other crew members were in the circle.</em></p></li></ul><p data-rte-preserve-empty="true">New to <em>Marathon? </em>We have a <a target="_blank" href="https://www.toomuchgaming.net/blog-news/marathon-beginner-guide-tips">beginner’s guide</a> that will hopefully ease your time with the game’s initial hours. We also have a full review as <a target="_blank" href="https://www.toomuchgaming.net/blog-news/marathon-review">I gave it a 3.5/5</a> after spending over 100 hours with the game since launch.</p>


  



  

  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1775613818634-LC9HQHGZGYRN8O9QLH5L/Marathon_YMryrG1Iac.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Marathon 1.0.5.3 Update Nerfs Knife Damage and Bubble Shield Effectiveness</media:title></media:content></item><item><title>Marathon Review – Not for the Faint of Heart</title><category>News</category><category>Reviews</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Mon, 06 Apr 2026 03:27:53 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/marathon-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69d3069957c1da236f1c018a</guid><description><![CDATA[Marathon is Bungie's ambitious extraction shooter set in the world of the 
classic trilogy. With over 100 hours played, here's our full review of what 
works, what doesn't, and who it's really for.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true" class="">I’ve spent over 100 hours on <em>Marathon</em>, Bungie’s newest game since <em>Destiny 2</em>, and they delivered an extraction shooter that is addicting despite its high risk concept. Blink and your run is over, but win and you’ll feel like you’re at the top of the world. It’s hard to get into,&nbsp; but once you get over <em>Marathon’</em>s initial hump, you’ll appreciate its satisfying gunplay, impressive level design, and a gameplay loop that keeps me going for more.</p><p data-rte-preserve-empty="true" class="">The gameplay loop is the usual extraction shooter concept, as you load in solo or with a team with a set loadout, complete a certain task, loot valuable items, and extract alive. Die in any way and you lose everything you brought with you.</p><h2 data-rte-preserve-empty="true">Durandal is watching</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">Players take on the role of Runners, individuals that work for various companies that fuel their ability to throw their subconscious into disposable bodies called Shells to infiltrate key locations in Tau Ceti IV, a planet that was in the process of being the next habitable home for humanity. It’s all about gaining resources, and more importantly figuring out what happened, as Earth has lost contact with the settlers already in Tau Ceti, as well as to Marathon, the gigantic colony ship that ferried over 24,000 humans to the new planet.&nbsp;</p><p data-rte-preserve-empty="true" class="">What happened is better known to those who played the original <em>Marathon </em>trilogy of games (also developed by Bungie), as this extraction shooter is set 100 years afterwards. For those unfamiliar, it’s a mystery tucked away within audio logs and reports unlocked when doing specific challenges and quests in this new game.</p><p data-rte-preserve-empty="true" class="">I wanted to know more about the Marathon ship, the antagonist AI Durandal, and the security officer player character from the original trilogy. It’s a sad way to re-introduce this fleshed-out world, as I dove in with zero knowledge about the series, but realized early on how interesting <em>Marathon</em>’s backstory really is, making me wish that a remake of the original game was in the cards.</p><p data-rte-preserve-empty="true" class=""><em>Marathon’</em>s rich story is paired with an art style that’s loud and immediately striking, but not always in a good way. Environments and characters feel like they’ve been splashed with paint, highlighting clashing colors and chaotic visuals that can be overwhelming at first. It’s the kind of presentation players will either love or completely hate.</p><p data-rte-preserve-empty="true" class="">I lean toward the latter. While it gives <em>Marathon</em> a strong identity, it also adds unnecessary friction to a genre that’s already hard to get into. That said, there are standout elements, as the faction designs and the distinct look of each Shell help anchor the chaos and give the game some clarity in places where it matters.</p><p data-rte-preserve-empty="true" class="">The art is subjective, as the real struggle in <em>Marathon </em>is the player’s onboarding. <a target="_blank" href="https://www.toomuchgaming.net/blog-news/marathon-server-slam-impressions-first-hours-problem">The initial Server Slam</a> was my first taste of the game. And it was clear on my first day that there’s a lot of friction players will have to endure to get to the good stuff.</p><h2 data-rte-preserve-empty="true"><strong>The New Player Experience will be a Struggle</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">The UI and inventory system is <em>Marathon’s </em>weakest element, as it can be intimidating at first glance to know what is valuable to pick up and bring back home. For example, when you find an Implant (an item that increases your Runner’s stats),&nbsp; you’ll have to hover on the item to understand what it does. For a beginner, that’s too much information to take in, especially when you find a new item during a run with the possibility of a player ready to ambush your team.&nbsp;</p><p data-rte-preserve-empty="true" class="">Before a match, going through the management system and factions took a bit of getting used to as well, from all the weapon attachments, the understanding of salvage items, consumables, to what Cores can do for each Shell. It’s overwhelming, making the first hours of <em>Marathon</em> a hard sell to those not familiar with the <em>Escape from Tarkov </em>journey. This is also not my first extraction shooter, so if I felt annoyed by navigating its systems, what more for someone completely new to this type of game?</p><p data-rte-preserve-empty="true" class="">Server Slam was a blessing, as these pain points were left behind that weekend, and on launch day, I knew what to expect. With experience under my belt, my focus was no longer spent absorbing everything about the game but just playing it, and I was having a blast.</p><h2 data-rte-preserve-empty="true"><strong>Bungie still delivers top-notch shooting</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">I’m a big fan of Bungie’s gunplay. From <em>Halo</em> to <em>Destiny</em>, it always felt snappy and satisfying. I didn’t simply play <em>Destiny 2</em> for years just for the loot grind, it’s also because it was just fun to shoot things in a Bungie game, and that’s still the case in <em>Marathon.</em></p><p data-rte-preserve-empty="true" class=""><em>Marathon </em>comes with a solid roster of guns covering short-, mid-, to long-range encounters. The WSTR shotgun feels powerful and is something you can trust in narrow passages, and the LMGs in the game feel weighted but pack a punch to hold a line through their built-in shields and bigger ammo counts. Sniper rifles feel great to shoot (though a bit overtuned), and most of the rifles and guns have distinct properties and rate of fire to stand out. There’s only a handful that fall on the tail-end in terms of effectiveness, but the spread of viable weapons add value to the looting of the game, as it’s exciting to find a Longshot sniper rifle or any shotgun in this game.&nbsp;</p><p data-rte-preserve-empty="true" class="">With <em>Marathon </em>being an extraction shooter, the tension is at an all-time high as gun fights feel simultaneously arcade-y and tactical. Players with better gear have an advantage, but lower-geared players with better positioning can come up at the top. The heat system also grounds player movement, as any movement action like jumping, sliding, or using Runner skills will increase your Heat meter. When it maxes out, you are a sitting duck, as all you can do is mostly walk. This vulnerability gives room for rewarding good decision-making and better planning. Bungie then added a class system to provide another layer to the gunplay, as players can pick Shells that have a set of skills and passives that cover a specific role.</p><p data-rte-preserve-empty="true" class="">Team play and understanding the environment are also key, and the game’s audio design has done a fantastic job at allowing players to naturally react based on sound alone. I can tell aurally if a player triggered an air drop event, or if someone tried to enter the tox room, a special loot room filled with toxic gas that slowly eats away at your health. I know if a player is below me, walking in water, and what kind of Shell they are using due to the unique sounds of their skills. It’s not in the same audio design quality as <em>Hunt Showdown, </em>but it’s definitely close, as I feel crippled without proper earphones.</p><h2 data-rte-preserve-empty="true"><strong>The Solo and team play experience</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class=""><em>Marathon</em> comes with the ability to play with a team of three, a team of two, or solo. In teams, firefights can end in an instant or drag on with proper communication. I've played with friends and it's the best way to experience the game, as <em>Marathon</em> feels more tuned for team engagements. Don't expect much from random players, as like any game that matches you with people you don't know, the experience can be painful as they hardly coordinate or work with you. It can be exceptionally hard in the Asia or Oceanic regions due to the language barrier.</p><p data-rte-preserve-empty="true" class="">For solo, it’s more of a survival horror game than anything.</p><p data-rte-preserve-empty="true" class="">When I was playing alone, the starting days felt tame. You could tell when someone was around, as we have players figuring things out on their own terms. But as the weeks go by we now have experienced solo players just creeping about, avoiding unnecessary noise, and preparing ambushes for incoming players. There are games where I barely hear anything out of the ordinary, and when I find someone it feels like we were both startled by seeing each other.&nbsp;</p><p data-rte-preserve-empty="true" class="">It’s a tense experience, as it should be. This is how most of the solo experience tends to be in extraction shooters. Going in solo matches you with other solo players, but those who want to challenge themselves can go with the Rook Shell, where they come in during the tail-end of a match filled with teams, as they are tasked to extract with any goodies, and have a set loadout to fight against 3-man teams still alive in the raid. Both are fantastic experiences, but solo players won’t get the full <em>Marathon </em>experience, as you can’t jump into the endgame map Cryo Archive alone, as you need to go in with friends or a group of random players.</p><p data-rte-preserve-empty="true" class="">As much as it sounds punishing insofar as dying means losing all current equipment, <em>Marathon </em>is actually quite forgiving due to the Faction quests and their rewards. Progressing through the six available factions will provide players with upgrades like higher overall heat capacity, more stash space, the ability to buy better shields, or access to free items and sponsored kits for a reasonable price. The higher I get in each faction, the more accessible the better loadouts become.&nbsp;</p><p data-rte-preserve-empty="true" class="">Blue shields and bigger backpacks become common for me as the weeks go by, and with players also progressing and having access to better items, the power level naturally increases as the days go by, which is clear and evident as the game ages.</p><p data-rte-preserve-empty="true" class="">There’s even a barter system that allows players to get ammo, weapons, or specific guns by trading certain items you commonly find in any map. Progressing through Factions makes me feel like losing gear isn’t so painful anymore, as I always have alternatives, and multiple losses are mostly covered by one big win.</p><h2 data-rte-preserve-empty="true">Bungie Created a Solid Shooter for A Small Audience</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1775441488796_14166" class="">With <em>Destiny 2</em> at an all-time low, most of Bungie’s attention went to <em>Marathon, </em>another sci-fi title that will barely attract a solid casual audience, but will definitely turn the heads of the masochist, players that get the thrill of the fight where adrenaline goes on an all-time high. This game will make you shake, give you sweaty hands, and some might say it can be a horror game at certain moments.&nbsp;</p><p data-rte-preserve-empty="true" class="">As much as people are wondering why Bungie went for a niche subgenre, one thing for sure is that they nailed why it’s now loved by many.</p><h2 data-rte-preserve-empty="true">Masters in Map Design</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class=""><em>Marathon</em>’s difficulty gave me the impression that it can be treated as a roguelike of sorts. It launched with four maps, and each one feels relatively harder than the next, as if I'm going through a challenging mountain climb. Each map feels good to jump into and play even after spending hours on each one. Perimeter is the first and most straightforward of the bunch, while Dire Marsh is more complex, with fog elements and open spaces that give snipers and other long-range weapons a place to shine, while providing narrow spaces to allow other weapons to flourish.</p><p data-rte-preserve-empty="true" class="">The third is Outpost, a smaller but condensed map that revolves around teams working towards getting access to the Pinwheel, the structure at the middle of the map that has multiple entry points with each entrance meeting at the center. It’s an intense race to who will get inside and escape with all the goodies.</p><p data-rte-preserve-empty="true" class="">The endgame is Cryo Archive, the last available map that’s not on Tau Ceti, but on the <em>Marathon</em> ship itself. It’s only available on weekends and requires a minimum gear value to enter, forcing players to bring their best gear for an attempt at earning the game’s top gear.</p><p data-rte-preserve-empty="true" class="">This is the most demanding and difficult map I have ever experienced from Bungie. I’ve played and overcome many of <em>Destiny 2’s </em>biggest and most challenging raids that required 6 players to coordinate in order to complete a series of encounters. Cryo Archive is more difficult than any of those, as this is multiple teams going in with their best gear, all with different objectives, working towards opening any of the seven locked vaults in the map. Each of these vaults has unique mechanics and requirements to unlock. They need a coordinated team, and none of them are easy. You then top that off with other teams coming in to mostly shoot on sight.</p><p data-rte-preserve-empty="true" class="">It’s exhilarating and something Bungie should be proud of, as the feeling I had when going through a run, unlocking vault puzzles, all the while hearing a team nearby ready to engage us gets my heart racing every time.</p><p data-rte-preserve-empty="true" class="">I have only scratched the surface of what Cryo Archive has in store for me, as I’ve only extracted safely a few times and have only looked inside one vault (didn’t open it, killed the team that did). There’s even a boss encounter at the final vault that I have yet to complete.&nbsp;</p><p data-rte-preserve-empty="true" class="">Cryo Archive is exceptional in terms of being the endgame, as it’s the final leg in the game for now. It’s an experience that requires planning and preparation before making each attempt. I compare the map to someone literally climbing a mountain. You can’t just go and do it. You need to prepare, gather your friends, and get enough resources to see if you can make it to the top. Some will make it there faster than others, but the end goal is clear.</p><p data-rte-preserve-empty="true" class="">Despite its complexity and difficulty, I'm not a fan of it being only available at certain times, as I believe players shouldn’t navigate their life around a game’s schedule. As of this writing, Cryo Archive will be available on Thursdays to Sundays, while the rest of the days, the game’s Ranked mode will be active in its absence. I understand that people need time to gather resources, and that the game’s item economy will be overbloated faster, but time is gold, and not everyone can play on the weekends. That’s just the fact, and it’s yet another pain point that narrows <em>Marathon’s </em>audience to specific players.&nbsp;</p><p data-rte-preserve-empty="true" class="">Despite the many losses and frustrations, I have come to appreciate what Bungie has delivered in <em>Marathon. </em>It launched with solid performance across the board, with very little issues that would frustrate its player base. I’m playing on the PC and running the game on an old system running an old RTX 2060, but it runs and looks smooth at 60 frames per second, making it a game accessible for PC owners that don’t have top-end specs.</p><p data-rte-preserve-empty="true" class="">Devs are reacting rather quickly by patching exploits and issues that could sour the ever-growing meta of the game, and I find myself itching to jump to get myself ready for yet another run at Cryo.</p><h2 data-rte-preserve-empty="true">A Fantastic Shooter that asks a lot from players</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">Despite all of my praise, this game is a hard sell, as it’s a game for those who’ve already understood the thrill of extraction shooters. It’s not as overly complicated as <em>Escape from Tarkov, </em>as that remains to be the ultimate hardcore extraction shooter experience, but <em>Marathon </em>isn’t the casual experience seen in <em>Arc Raiders.</em> It sits comfortably in the middle, leaning more toward<em> Tarkov</em>, as it’s one of the more punishing shooters out there.</p><p data-rte-preserve-empty="true" class="">I commend Bungie for aiming at a specific experience. If you’re into extraction shooters and are coming from one and looking for something different, this fits the bill perfectly. This isn’t a shooter that was watered down, nor does it feel rushed and underbaked. Everything feels polished and ready for consumption. The team knew what kind of game they wanted to make and they stuck with it, absorbed player feedback, and launched with a game capable of capturing a solid player base. As you play more of the game and understand its look and systems, you’ll see the where you need to be and it’s a goal many still cling to reach one day, as the Cryo Archive map has created this ultimate goal that’s worth pursuing.</p><p data-rte-preserve-empty="true" class="">But I can't stress this enough - this is a game made for a specific kind of player. Players that love the thrill of a gun fight, the challenge of losing it all, and the rewards that come with proper planning and smart decision making, as <em>Marathon</em> delivers a level of tension hardly seen in shooters.</p>


  




  



<hr />
  
  <p data-rte-preserve-empty="true" class=""><strong>Verdict: 3.5 / 5 (Great)</strong></p><h2 data-rte-preserve-empty="true"><strong>PROS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">A Satisfying take on the extraction shooter genre</p></li><li><p data-rte-preserve-empty="true" class="">Snappy gun play and an overall challenging gameplay loop</p></li><li><p data-rte-preserve-empty="true" class="">One of Bungie’s best map designs</p></li></ul><h2 data-rte-preserve-empty="true"><strong>CONS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Intimidating onboarding for newcomers</p></li><li><p data-rte-preserve-empty="true" class="">Content like Ranked and Cryo Archives are only available at certain times</p></li><li><p data-rte-preserve-empty="true" class="">Bold art direction that won't appeal to everyone</p></li></ul><h2 data-rte-preserve-empty="true"><strong>What I’ve Played&nbsp;</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Reached level 70 this season and have explored all three maps extensively</p></li><li><p data-rte-preserve-empty="true" class="">Have all Factions over level 15, with two maxed out</p></li><li><p data-rte-preserve-empty="true" class="">Experienced Ranked and have done multiple runs of Cryo Archive in two separate weekends</p></li></ul><p data-rte-preserve-empty="true" class=""><em>*This review is based on a Steam review copy provided to the reviewer</em></p>


  




  



<hr />
  
  <h3 data-rte-preserve-empty="true"><strong>About the Author - </strong><a target="_blank" href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16"><strong><u>Carlos Hernandez</u></strong></a></h3><p data-rte-preserve-empty="true" class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1775441457190-D0BN3S5W2L4DDTYTPA01/Marathon_G8AllQwHEo.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Marathon Review – Not for the Faint of Heart</media:title></media:content></item><item><title>The Elder Scrolls Online Will Not Get Cross-Play in 2026</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Wed, 01 Apr 2026 00:33:39 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/elder-scrolls-online-no-crossplay-2026</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69cc627f2f4c814138280a46</guid><description><![CDATA[The Elder Scrolls Online confirms cross-play won’t arrive in 2026, though 
development is ongoing. Here’s what the devs said.]]></description><content:encoded><![CDATA[<figure class="
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  <p class="">During the reveal of <em>The Elder Scrolls Online’s</em> planned content for the rest of 2026, the developers confirmed that cross-play will not be coming to the MMORPG this year.</p>


  




  



<center><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen src="https://www.youtube.com/embed/itUbAx7_KbE?si=BMxSFPGotgaEwwxU&amp;start=3437&amp;wmode=opaque" width="560" data-embed="true" frameborder="0" title="YouTube video player" height="315"></iframe></center>
  
  <p data-rte-preserve-empty="true">At around the 57-minute mark (shown above), the devs clarified that while it’s not happening in 2026, work is ongoing. <em>“I think it’s important to say cross-play is not coming in 2026,”</em> says Player Experience Improvements Lead Kira Ross Schlitt.</p><p data-rte-preserve-empty="true"><em>“We are working on it, we are making good progress on this, and this is something that is really important to us. We also want to make sure that we do it in a way that feels good.”</em></p><h3 data-rte-preserve-empty="true">Cross-Play Still One of ESO’s Most Requested Features</h3><p data-rte-preserve-empty="true">It’s been one of the most requested features for years within the ESO community. The game is now 12 years old, with console and PC players still separated from each other. While both platforms maintain a healthy player base, especially on PC, cross-play would still bring clear benefits.</p><p data-rte-preserve-empty="true">Reducing queue times for certain activities and boosting population in quieter zones are the obvious wins. But it’s a massive undertaking, essentially connecting two ecosystems, two mega servers(NA and EU) that need to function together seamlessly at all times.</p><p data-rte-preserve-empty="true">The team made it clear that cross-play isn’t arriving anytime soon and did not provide any indication of a 2027 window either.</p><p data-rte-preserve-empty="true">Cross-play may not be happening yet, but ZeniMax still has <a target="_blank" href="https://www.toomuchgaming.net/blog-news/the-elder-scrolls-online-2026-seasons-detailed">plenty lined up for ESO in 2026</a>. The MMORPG will begin its seasonal content rollout, with Season 0 launching this week. Here’s everything you need to know about seasons and what’s planned or teased for the first three.</p>


  



  

  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1775003542098-0Z3D9QYRX0LDNY536SF3/brave_NAOpYqFp3A.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">The Elder Scrolls Online Will Not Get Cross-Play in 2026</media:title></media:content></item><item><title>The Elder Scrolls Online 2026 Seasons Detailed</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Tue, 31 Mar 2026 19:31:40 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/the-elder-scrolls-online-2026-seasons-detailed</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69c6436ade0c774ccd8f15f9</guid><description><![CDATA[Here’s everything you need to know about The Elder Scrolls Online in 2026 
as ZeniMax have more information about season 0, season 1, and teases the 
return of Skyrim in early 2027 in a more chilly climate.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true">ZeniMax Online Studios hosted The Elder Scrolls Online 2026 Seasons direct, a showcase that breaks down what to expect from the MMORPG this year, and it’s all starting with Season 0, <a target="_blank" href="https://www.toomuchgaming.net/blog-news/elder-scrolls-online-2026-roadmap-seasons">which has already been detailed</a> at the start of the year as the game is shifting from major expansion to small but consistent content update through seasons.</p><p data-rte-preserve-empty="true"></p><h2 data-rte-preserve-empty="true"><strong>The Elder Scrolls Online 2026 Seasons Direct</strong></h2><p data-rte-preserve-empty="true">The shift isn’t anything ground-breaking if you’re familiar with typical live-service systems, as they are doing what I considered staple features to be expected in live service games as it feels like ZeniMax finally caved, as seasons simply bring a battle pass with no new paid major expansions, but new content being free to all players who own the game. </p>


  



  

  








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  <h2 data-rte-preserve-empty="true">Season 0 Starts this April</h2>


  



  

  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true">The first season of 2026 will launch simultaneously on PC and consoles on April 2 and will <strong>conclude on July 8, 2026</strong>, as each season is said to last around three months.</p><p data-rte-preserve-empty="true" class="">For season 0, which is called Dawn and Dusk, introduces a new limited-time event zone called <strong>The Night Market</strong>, located in Fargrave within the Oblivion realm. This marks ESO’s first-ever event zone and will be available for seven weeks, featuring challenging PvE encounters and exclusive rewards.</p><p data-rte-preserve-empty="true" class="">Players will choose one of three unique factions and experience new stories, characters, quests, and even new in-game home rewards tied to the event.</p><p data-rte-preserve-empty="true" class="">Because The Night Market is limited-time content, ZeniMax confirmed that similar event zones will return in future seasons depending on the reception. This gives players another chance if they missed the event or want to experience it again with a different faction.</p><h3 data-rte-preserve-empty="true">Overland Difficulty Options</h3><p data-rte-preserve-empty="true">This new feature allows any player to pick 1 of 4 difficulties to increase the difficulty of the world content in exchange for more experience and gold gain. Right now it seems like the system is simply just tuning the amount of damage enemies take and how much you receive, but the developers state that it’s built in a way that new monster abilities and other additions can be added in the near future.</p><p data-rte-preserve-empty="true">This feature won’t go live the moment the season starts as it’s set to launch on June 8.</p><h3 data-rte-preserve-empty="true">Season 0 PVP Rewards System</h3><p data-rte-preserve-empty="true">A new reward system called Veterancy will be added in Cyrodiil, the Imperial City, and battlegrounds. The new system is based on the player’s accumulation of alliance points and experienced points in these areas, as leveling your Veterancy will reward players with titles, perks, and weapon cosmetics.</p><p data-rte-preserve-empty="true">Rewards are expected to be updated every six months.</p><h3 data-rte-preserve-empty="true">Season 0 Events</h3><p data-rte-preserve-empty="true">Season 0 will feature three events, the <strong>anniversary Jubilee</strong> happening from the start of season 0, April 2, until April 15.</p><p data-rte-preserve-empty="true">Then, the start of the <strong>Night Market begins on April 29 and will run until June 17</strong>. The season will then end with the return of the <strong>Zeal of Zenithar </strong>events happening from June 24 until July 8. </p><h2 data-rte-preserve-empty="true">Season 1</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1774951039976_7498">Season 1 will focus on the Thieves Guild, as it will be a continuation of the original Thieves Guild Story. </p><p data-rte-preserve-empty="true">The idea of sneaking around will be improved as there will be more hiding spots for players, and we’ll soon get an item called the Somnel Powder, which simply allows players to stun NPCs and guards.</p><p data-rte-preserve-empty="true">But it’s not all about being stealthy as season 1 will feature a new questline that involves Sheogorath, a more unpredictable and light-hearted story that takes six quests to complete.</p><h3 data-rte-preserve-empty="true">Favors and Rumors System</h3><p data-rte-preserve-empty="true">One of the major changes is the introduction of the Favors system, which will serve as another daily activity players will engage in. These daily quests are tied to well-known characters that progress each day. At the end of it, you’ll be given a unique reward.</p><p data-rte-preserve-empty="true">The MMORPG will also be getting Rumors, a vague quests system that sounds like a treasure map. You are given a clue and it’s up to you to figure it out as the game will not help you out. The only thing the game will do for you is track the clues you’ve picked up on that specific rumor. Some rumors are said to have multiple endings.</p><p data-rte-preserve-empty="true">This is ZeniMax’s continued push towards appeasing to the players that treat this game as a single player game.</p><h3 data-rte-preserve-empty="true">Dynamic World Events</h3><p data-rte-preserve-empty="true">But the team didn’t leave those who like to play with others hanging as season 1 is the start of the team adding world events on various zones in the world that have unique objectives, with those featuring multiple stages. It’s pretty vague as I’m not sure where these new dynamic world events will be available, but it looks like the team is preparing to populate the world with a variety of these Dynamic World Events.</p><h3 data-rte-preserve-empty="true">Sage’s Vault</h3><p data-rte-preserve-empty="true">This new content is probably the one feature i’m looking forward to as this requires players to look for Nowhere Keys that can drop at key events in the game. When you pick one up, you can enter the Sage’s Vault and go through three unique wings that is filled randomized rooms with unique puzzles and challenges. This isn’t like a dungeon and will not require end-game gear sets or specific roles. This feels like the player actually dungeon delving as some sections will have traps to overcome and sections that require a bit of a stealthy touch or jumping.</p><p data-rte-preserve-empty="true">They consider the Sage’s Vault a big puzzle that slowly opens up the more the player explores each of the vault’s rooms, and I like how there are unique content that isn’t tied to those that have been playing for years as this is something that anyone can attempt.</p><h2 data-rte-preserve-empty="true">New Event in the Future - Underwater Content?</h2><p data-rte-preserve-empty="true">This part of the direct got my head scratching as they revealed a new event that allows players to go through underwater adventures with puzzles and combat encounters  on the ocean floor. They teased ship battles and deep sea fishing, but this is the closest we will get to new zones as they consider this an experiement for the developers.</p><p data-rte-preserve-empty="true">More on this soon.</p><h2 data-rte-preserve-empty="true">Solo Dungeons is Coming in Season 2</h2><p data-rte-preserve-empty="true">One of the most requested features is being able to solo dungeons in <em>The Elder Scrolls Online, </em>and they are finally implementing it in season 2 starting with two dungeons: <strong>Moon Hunter keep and March of Sacrifices</strong>.</p><p data-rte-preserve-empty="true">These dungeons will be designed to be done solo or with companions, as ZeniMax aims to slowly add more solo dungeons in the future. Solo Dungeons will also come with dungeon filters to add more challenge for players looking for it. There will be rewards attached to the solo versions of these dungeons like new monster masks and more.</p><h2 data-rte-preserve-empty="true">New Trial - Crimson Veldt</h2><p data-rte-preserve-empty="true"><em>The Elder Scrolls Online </em>is finally getting a new Trial called the Crimson Veldt. It’s set in the section of Hircine’s Hunting Grounds and will feature a hard mode. Beyond this, not much was shared during the direct.</p><h3 data-rte-preserve-empty="true">The Elder Scrolls Online coming to Xbox and PC Game Pass this June</h3><p data-rte-preserve-empty="true">It was confirmed that the<em>The Elder Scrolls Online </em>will be coming to Game Pass earlier this year, but the direct revealed the exact date it’s dropping on the subscription service - June 2. This is for box Xbox and PC Game Pass.</p><h2 data-rte-preserve-empty="true">Winter is coming to Skyrim</h2><p data-rte-preserve-empty="true">ZeniMax ended the presentation to reveal that blizzard weather effects on portions of Skyrim are coming, as it will be the central theme for the first season of 2027 which will introduce something called the Excursion zone.</p>


  




  



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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1774951442269-PNLDLJ1U2VSPDTQ7BJ2D/assets_2025_12_1765303712_ESO_Seasons_NightMarket_SorrowsFriendCombat.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">The Elder Scrolls Online 2026 Seasons Detailed</media:title></media:content></item><item><title>Denshattack! Demo - Impressions (Nintendo Switch 2)</title><category>News</category><category>Opinion</category><dc:creator>Joseph Choi</dc:creator><pubDate>Tue, 31 Mar 2026 13:29:52 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/denshattack-switch-2-impressions</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69cbb938bc3dbd64dbb01b40</guid><description><![CDATA[Denshattack! is a game definitely worth checking out if you’re into 
fast-paced arcadey titles like Sonic Adventure 2, Tony Hawk’s Pro Skater, 
Bomb Rush Cyberfunk, Olli Olli World, or Sunset Overdrive. ]]></description><content:encoded><![CDATA[<figure class="
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  <p class="">It’s the rare combination of visually stylish, humorously zany, and fun to play that always hooks me, whether it’s a game like <em>Bomb Rush Cyberfunk</em>, <em>Jet Set Radio</em>, <em>The Wonderful 101</em>, or <em>No More Heroes</em>. When I saw <em>Denshattack! </em>teased in the latest Nintendo Indie World showcase, I was definitely intrigued. This is a game where you control a train engine that can drift-boost around corners, rail-grind, pull off insane mid-air flips, hop between tracks like Sonic the Hedgehog, and even go off-rails to ride up a half-pipe and land into the game’s equivalent of a manual.</p><h2><strong>Is This A Sequel to Weathering With You?</strong></h2>


  




  














































  

    
  
    

      

      
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  <p class="">I was floored by the concept - you’ll be racing trains on insane courses in a post-apocalyptic Japan so ravaged by the ‘climate crisis’ that most people are living in domes. You start off as Emi, a delivery driver who, upon being told that there’s actual “Denshattackers” who drive trains as well and insanely as she does, decides to embark on a journey to meet and challenge the best of the best. Apparently, this will lead to some sort of an underground rebellion of some sorts. I don’t really care about the story, as I’m here for the vibes and gameplay.</p><p class="">What really stands out here is the speed and creativity of the insanely eye-popping levels. The demo doesn’t disappoint, as you’ll be flipping, boosting, grinding, and rail-hopping through a variety of locales in what appears to be a generous 3-track slice of the main game, plus a trick arena for practice and high score runs that’s littered with collectibles. Some of the things that happen to your train defy explanation. At one point, you’ll land atop a ferris wheel and be rolling through the channel, picking up crashed satellites along the way. On another map, you’ll descend into a volcano and be picking forks in the tracks between pyroclastic flows and crashing boulders.</p><h2><strong>If At First You Don’t Succeed… Restart!</strong></h2>


  




  














































  

    
  
    

      

      
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  <p class="">While the game can sometimes feel straightforward over multiple runs, it’s all about speed, style, and precision, and there are alternate pathways that can lead to branching lines. I imagine that later circuits will probably have many major forks and/or remixes and even alternate endpoints. You can also pick between different trains with varying specialties and customize your ride with art and colors. There are apparently multiple characters as well, though it’s not clear whether you’ll be able to take charge of others beyond Emi, Madoka, and Yoshie.</p><h2><strong>Could Use A Few More ‘Challenges’</strong></h2>


  




  














































  

    
  
    

      

      
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  <p class="">There is a scoring system and each level has ‘challenges’ to overcome, but I was pretty quickly able to complete most of these. My hope is that levels get remixed versions, and additional challenges down the line. But from what I’ve seen here, I’m already pretty sold on the concept and will pick this up on release if I can find the time to play it.</p><p class="">Barcelona-based developers Undercoders have done a great job at optimizing this game for Switch 2. It runs flawlessly in both docked and handheld mode. <em>Denshattack! </em>is a game definitely worth checking out if you’re into fast-paced arcadey titles like <em>Sonic Adventure 2</em>, <em>Tony Hawk’s Pro Skater</em>, <em>Bomb Rush Cyberfunk</em>, <em>Olli Olli World</em>, or <em>Sunset Overdrive</em>.&nbsp;</p>


  




  








  <iframe scrolling="no" allowfullscreen src="//www.youtube.com/embed/WEf0xr0GLgo?wmode=opaque" width="854" frameborder="0" height="480"></iframe>

<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=57f8132df5e231f7e7a44730" target="_blank"><span><strong>Joseph Choi</strong></span></a></h3><p class="">Filipino-American gamer, professional shepherd and farmer, author, and filmmaker/videographer living in Central California. First consoles were the Game Boy and Sega Genesis, and I've been gaming since then, with a focus on Nintendo and Sony consoles. </p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1774963671905-0VUBTFIWDDK0I86F5PI0/IMG_1088.JPG?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Denshattack! Demo - Impressions (Nintendo Switch 2)</media:title></media:content></item><item><title>Ball X Pit Review: The Most Addictive Game I’ve Played In Years</title><category>News</category><category>Reviews</category><dc:creator>Joseph Choi</dc:creator><pubDate>Mon, 30 Mar 2026 05:48:13 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/ball-x-pitt-switch-2-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69ca07e0bcefc343fb4b7618</guid><description><![CDATA[A cross between Vampire Survivors, Arkanoid, Space Invaders, and the 
base-building elements of Actraiser Renaissance, Ball x Pitt is the perfect 
combination of old-school charm and difficulty, creating a unique fusion of 
so many seemingly disparate gameplay elements into something more than the 
sum of its parts.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true" class="">I’m a little late to the party on this one. A longtime online friend of mine showed me some of his endgame-level gameplay of <em>Ball X Pit</em>, a cross between <em>Vampire Survivors, Arkanoid, Space Invaders, </em>and the base-building elements of <em>Actraiser Renaissance </em>that’s basically an arcade twin-stick vertical scrolling shooter roguelite dungeon-crawler (try saying that five times fast!) that sees you clearing levels with fusible abilities wielded by characters with diverse, game-changing skills. I had never imagined anything like it, and just seeing a few seconds of gameplay was enough to get me to check this one out as it seemed right up my alley. It turns out that I picked the right time to dive in, too, as The Regal Update dropped in late January, bringing a lot of new content.</p><h2 data-rte-preserve-empty="true"><strong>Balls to the Wall Action</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">The premise of <em>Ball X Pit </em>is exceptionally simple, but success in this game is a matter of careful planning, picking the right upgrades for each run, and dogged persistence, which often necessitates bullet hell reflexes combined with precision shooting. In practice, it’s super easy to pick up and play and far less complex than it sounds. That is, until you realize that you’re hours deep into mixing and matching your abilities, as you often have a choice between Fusion (combining the effects of two special balls), Fission (straight upgrades), and Evolution (combining two level 3 balls to make a wholly new ability). You can also opt to fill up your slots with special balls and passives and use your upgrades to gain harvests for your town.&nbsp;</p><p data-rte-preserve-empty="true" class="">That’s right, there are two types of balls - special balls (the ones that can be upgraded and fused) and baby balls (the small white ones which can be spawned and upgraded separately thanks to certain abilities). Certain builds will focus on special balls and their effects, while others may rely on the sheer magnitude of constantly spawning baby balls overwhelming your foes. I like a combination of the two. Catching balls will allow you to toss them back out immediately, but if you miss your catch, they’ll bounce off the wall behind you, likely go for another round, disappear, and be subject to a short cooldown. So if you want to min-max, you’ll try to catch as many special balls as you can while doling out the damage.</p><h2 data-rte-preserve-empty="true"><strong>It’s Like Playing Five Types of Games Simultaneously</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class=""><br>Like the indie hit <em>Vampire Survivors</em>, you’ll be progressing slowly, over many playthroughs, dying to an endless swarm of enemies as the game takes its time doling out upgrades and new characters. But unlike <em>Vampire Survivors</em>, your foes come in a steady swarm from the top of the screen down to the bottom, and you can’t run from them, as any enemy that touches the bottom screen will continuously damage you until one of you is killed. Foes also hurt you from proximity, and many will fire projectiles. Each level has a set progression, and you can plan accordingly. No effort is wasted. Whether you survive to the end of the gauntlet (approximately 15 minutes on the slowest speed, 12 on the middle, and 10 on the fastest) or not, you’ll keep the EXP and gain whatever rewards you’ve found, which can then be used to build up your base and harvest resources for further upgrades.</p><p data-rte-preserve-empty="true" class="">Yes, there is a home base, and in between runs you’ll take a massive elevator to and from the eponymous pit that houses the demonic forces you’ll be mowing down, in eight levels far below the ruined city of Ballbylon. You can increase stats across the board, provide passive buffs, and more through building structures and harvesting resources. Planning for the harvesting part is a big part of the fun, as you “launch” workers at your structures. So if you want to mine a ton of gold while simultaneously building several buildings, you’d do well to reposition your structures into a closed corridor before launch, as your gatherers pick up speed with every bounce. It’s fun to watch them ricochet, and even more fun to see your city grow into a rebuilt New Ballbylon.</p><p data-rte-preserve-empty="true" class="">As of the latest update, there are 16 characters, and every one is worth using as they each have unique abilities that often drastically change their playstyle. Later on, you can even send two characters in simultaneously, which combines their abilities. My favorite warrior, The Falconer, fires balls from falcons on either side of the screen. The Juggler is also a top pick of mine - he launches balls by lobbing them in the air, so you can aim precisely where your shots land and even get behind enemy lines. Early on there’s The Disgraced Deputy, who auto-fires while moving at full speed, but shoots scattered shots (can’t aim precisely). The Cohabitants are a couple that shoots mirrored images of each ball at half damage - a great combination for certain levels. The Cogitator is great if you don’t want to think about upgrades, as he picks all of them for you. There’s even The Radical, who will simply play the game for you and select upgrades. He’s great if you just want to sit back and let the game play itself, or just see what choices a CPU would make.&nbsp;</p><h2 data-rte-preserve-empty="true"><strong>Hours of Your Life Will Vanish Forever</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" class="">With 17 base balls and 42 evolved balls, there’s well over a thousand possible combinations thanks to the Fusion system, with 97 confirmed evolution options, including balls that can be upgraded multiple times. As I’ve been mostly focused on challenging myself on the Endless levels (at some point, you can play through levels to your heart’s content after beating the boss, and tackle increasingly tough foes), I didn’t really get super deep into micromanaging specific builds, and even though I’ve spent nearly 40 hours on this game already, I can and will probably spend many hours more experimenting.</p><p data-rte-preserve-empty="true" class="">My complaints are very few. The music generally rocks. But I wish that there was more variety in the music, and that the tracks were longer and would evolve more during your gameplay of any given stage. I also wish that the world and lore were more fleshed out. Even when I rolled credits, I wasn’t sure what was happening or why I should care beyond my sheer love for the gameplay loop. Some lore drops or journals to discover would have gone a long way.&nbsp;</p><p data-rte-preserve-empty="true" class="">The Nintendo Switch 2 version of the game is a major upgrade to the Switch version. While it is locked to 60fps when docked, it has an uncapped 90fps in handheld mode. The textures are also much crisper, and HDR is supported. Unfortunately, it does not support Mouse mode on the Joy-Cons. But I couldn’t imagine playing the game any other way than by using dual sticks.</p><p data-rte-preserve-empty="true" class="">I can’t really say whether or not any given person would fall down the rabbit hole of this game the way that I did, but I do know that for the asking price of $14.99, this was not only absolutely worthwhile for me, but it’s one of the most addictive games I’ve played in years. I called up a close friend of mine and got him addicted to it, too. I hope he can forgive me. <em>Ball X Pit </em>makes for the perfect combination of old-school charm and difficulty, creating a unique fusion of so many seemingly disparate gameplay elements into something more than the sum of its parts.</p>


  




  



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  <p data-rte-preserve-empty="true"><strong>Verdict: 4.5 / 5 (Fantastic, Near Exceptional)</strong></p><h2 data-rte-preserve-empty="true"><strong>PROS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">Insanely addictive puzzle-shooter-roguelite gameplay</p></li><li><p data-rte-preserve-empty="true">Fun bullet hell bosses and eight unique levels</p></li><li><p data-rte-preserve-empty="true">Plenty of unique builds and item combinations make for endless variety</p></li><li><p data-rte-preserve-empty="true">Maximizing the base building is addictive and fun in and of itself</p></li></ul><h2 data-rte-preserve-empty="true"><strong>CONS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">The soundtrack can get repetitive over time</p></li><li><p data-rte-preserve-empty="true">No lore, story, or background as to this strange world<strong>&nbsp;</strong></p></li></ul><h2 data-rte-preserve-empty="true"><strong>What I’ve Played&nbsp;</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">40 Hours of Ball-Busting Badassery</p></li><li><p data-rte-preserve-empty="true">Unlocked all characters and levels</p></li><li><p data-rte-preserve-empty="true">Unlocked most of the city map</p></li></ul>


  




  



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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=57f8132df5e231f7e7a44730" target="_blank"><span><strong>Joseph Choi</strong></span></a></h3><p class="">Filipino-American gamer, professional shepherd and farmer, author, and filmmaker/videographer living in Central California. First consoles were the Game Boy and Sega Genesis, and I've been gaming since then, with a focus on Nintendo and Sony consoles. </p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1774849522908-TB0SY16K06ZKX7H9QA2H/ss_710d59f069b225e17b2d446fb714da0aa2d34688.1920x1080.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Ball X Pit Review: The Most Addictive Game I’ve Played In Years</media:title></media:content></item><item><title>Asian Board Games Festival to Debut in the Philippines in May 2026</title><category>News</category><dc:creator>Miguel Mendoza</dc:creator><pubDate>Fri, 27 Mar 2026 13:23:21 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/asian-board-games-festival-philippines-2026</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69c68185af349c303c911321</guid><description><![CDATA[The Asian Board Games Festival Philippines 2026 makes its debut this May 
2–3 in Pasig, bringing over 50 exhibitors from across Asia. Try and buy 
tabletop games for free, meet creators, and celebrate Asian-made games 
while supporting a good cause.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true" class="">The Asian Board Games Festival (ABGF) will be having its debut in the Philippines on May 2-3, 2026 at the Bayanihan Center in Kapitolyo, Pasig City. It’s a free event for those in Manila where tabletop game designers and publishers from across Asia will be featuring their games for Filipinos to try out for free at the event with no charge for admission. First organized in Singapore back in 2019 by the Singaporean board game publisher, <a href="https://www.origame.co/"><u>Origame</u></a>, ABGF is an event where the public can play and buy games and works of local and visiting Asian game designers and publishers.</p>


  




  




  
  <h2 data-rte-preserve-empty="true">What to Expect at ABGF Philippines 2026</h2>


  



  

  




  
  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1774617665427_6113" class="">When you hear “tabletop”, it’s difficult not to automatically gravitate your thoughts to games like <em>Dungeons &amp; Dragons</em>, <em>Warhammer</em> or <em>Magic: The Gathering</em>. ABGF was put together with the intent to put a spotlight on tabletop games created by Asians, displaying their talent front and center in a niche mostly occupied by western releases. ABGF was also made to create awareness and a community within Asia itself by sharing and experiencing each other's creations first hand. Aside from Singapore, ABGF has held events in Malaysia and Taiwan. This year it is making itself known in the Philippines with the help of <a href="https://www.instagram.com/larong_atin/"><u>Larong Atin</u></a>, a local game publisher established by <a href="https://www.ludusproducts.com/collections/larong-atin"><u>Ludus Distributors</u></a>.</p><p data-rte-preserve-empty="true" class="">ABGF will feature over 50 exhibitors from 10 countries across Asia. Aside from being able to try games for free at the event, you can also of course purchase games while you’re there. As an added value experience, you can opt to also purchase a ABGF Philippines <strong>Play Passport</strong>. Part of a long-held tradition by the original ABGF. Attendees with the Play Passport can acquire a stamp from publishers after trying and/or purchasing games. Collecting enough stamps will reward you with extra goodies and prizes.</p><h2 data-rte-preserve-empty="true">ABGF Press Event</h2><p data-rte-preserve-empty="true" class="">I attended the press event for this year’s ABGF, and got to hear some words from members of the Philippine Marine Corps, expressing their support and excitement for the event as they are avid gamers who have even formed a War Gaming Facility in Fort Bonicafio. They use both physical and digital games as a means to both teach and strategize simulations and contingency scenarios in a safe space.</p>


  




  














































  

    
  
    

      

      
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  <p class="">Those present at the briefing was told of the plans that involve Filipino created comic book superhero, Combatron. A figure of Combatron, only 100 of which are made, will be featured at the event along with a demo of an upcoming tabletop miniatures game to which has a tentative release date as of this writing. The creator of Combatron, Berlin Manalaysay, will also be debuting their new <strong><em>Death Metal Comic</em></strong> at ABGF PH.</p><h3>How much will cost to attend the 2026 Asian Board Games Festival?</h3><p class="">A<strong>dmission is free. </strong>10% of proceeds earned by the event and participating parties will be donated to the <a href="https://kythe.org/"><span>Kythe Foundation</span></a>, a non-profit organization aimed towards improving the quality of life among hospitalized children with cancer and other chronic illnesses.</p>


  




  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=58b676e1a5790aa37a652e27"><strong>Miguel Mendoza</strong></a></h3><p class="">Primarily known for creating and managing video content for TMG, Migoy can also be found writing a review and/or article here and there. Has a great fondness for giant robots and masked superheroes. He is commonly seen yelling at a microphone while playing videogames.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1774617566125-U0U7PQ3NVSMHWCOCOMEY/01-4.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Asian Board Games Festival to Debut in the Philippines in May 2026</media:title></media:content></item><item><title>Stranger Than Heaven Game Set in Yakuza Universe Across Five Eras</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Fri, 27 Mar 2026 07:40:39 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/stranger-than-heaven-yakuza-universe-five-eras</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69c62cd9efb3693be3dd24ba</guid><description><![CDATA[RGG Studio's new Stranger Than Heaven game is set in the Yakuza universe 
game, spanning five eras from 1915 to 1965.]]></description><content:encoded><![CDATA[<figure class="
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  <p class="">During the 2026 Xbox Partner Preview for March, Sega gave us a solid look at the new title from Ryu Ga Gotoku Studio, titled <em>Stranger Than Heaven</em>. It features similar Yakuza / Like a Dragon-style brawler gameplay and is interestingly set across five eras in five different cities.</p><p class="">The game spans the years 1915, 1929, 1943, 1953, and 1965. The 1965 tease clearly confirms the game is set in the Yakuza universe, as you can spot a shot of Kamurocho in the 1960s.</p><p data-rte-preserve-empty="true" class=""></p>


  




  








  <iframe scrolling="no" allowfullscreen src="//www.youtube.com/embed/hgrJrXFQ8v8?wmode=opaque" width="854" frameborder="0" height="480"></iframe>


  
  <p data-rte-preserve-empty="true">RGG can’t quite get away from telling stories in this world, but you have to give them credit for finding creative ways to expand the same universe. The tone of <em>Stranger Than Heaven</em> also feels a bit more brutal. While the series has never shied away from violence, this looks like a shift away from the usual over-the-top, sometimes silly weapon-based combat.</p><p data-rte-preserve-empty="true">It’s also great to see what looks like a fresh batch of characters. That said, it wouldn’t be surprising if some end up being tied to legacy characters, possibly as ancestors to key figures from the original Yakuza series. Exploration should also be a major highlight, as five eras mean a clear evolution of fashion, technology, and city design. The 1915 setting already looks drastically different compared to the 1960s.</p>


  



  

  














































  

    
  
    

      

      
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  <h2 data-rte-preserve-empty="true" id="yui_3_17_2_1_1774597032962_4419">Stranger Than Heaven Special Look This May</h2><p data-rte-preserve-empty="true">Despite this being the best look at the game so far, it’s still very much a tease. Sega and Ryu Ga Gotoku Studio are set to reveal more through a special showcase in collaboration with Xbox on May 7 at 7 AM UTC+8.</p><p data-rte-preserve-empty="true">The presentation is expected to offer a deeper dive into the game, though details on what exactly will be shown remain under wraps.</p>


  




  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1774951808799-R1Q0VYG8XVBN80A3DKWD/01en+%281%29.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Stranger Than Heaven Game Set in Yakuza Universe Across Five Eras</media:title></media:content></item><item><title>Dragon Quest VII Reimagined Review – An Appreciation of the Past</title><category>News</category><category>Reviews</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Wed, 25 Mar 2026 04:27:13 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/dragon-quest-vii-reimagined-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69c3589278c60e58f003eb1d</guid><description><![CDATA[Fans of the series will love what has been done here, as this is yet 
another example of how remakes can succeed without relying on over-the-top 
visual flair. It’s a perfect game for anyone looking to experience a 
classic that shaped the RPGs of today.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true"><em>Dragon Quest </em>is a series that has been going on for decades. The high-fantasy JRPG franchise has inspired millions and is one of the solid backbones of inspiration for developers who have created RPG titles for generations.</p><p data-rte-preserve-empty="true">Among its most devoted fans, <em>Dragon Quest VII</em> is arguably one of the series’ best entries, and Square Enix has brought this classic to the present with<em> Dragon Quest VII Reimagined.</em> This remake not only retains the magic, but also respects the original art direction provided by Akira Toriyama (<em>Dragon Ball</em>) and the simplistic gameplay, while adding quality-of-life features to make the game more palatable for today’s players.</p><p data-rte-preserve-empty="true">This remake is one of those projects that isn’t meant to reinvent the classic. As the title suggests, it’s literally a reimagining. This isn’t a radical shift compared to what Square Enix did with<em> Final Fantasy VII Remake</em>, as this feels more like an attempt to preserve the original JRPG blueprint.</p><h2 data-rte-preserve-empty="true"><strong>A Kid’s Thirst for Adventure…</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true">You play as a silent protagonist, a fisherman’s boy just itching for a quest. Your friends, Kiefer and Maribel, stumble across a secret that allows them to teleport to the past on a lost island. Their efforts to resolve the island’s issues result in that area being restored in their present time. Thus begins a journey to restore the lost islands, rebuilding the world one landmass at a time.</p><p data-rte-preserve-empty="true">Each island you visit feels like an episode of an anime series, a collection of isolated stories with their own sets of characters and conclusions. You’ll find a town with its citizens turned into stone, an island on the brink of a volcanic eruption that could destroy everything around it, and a town whose citizens randomly turn into farm animals at certain times. It can be hit or miss for players, as some stories caught my attention more than others. For example, I felt compelled to find out why folks in a town were randomly turning into animals, while in another story, I wasn’t all that interested in the town’s ritual of tossing hats as tribute to “calm” a volcano sitting dangerously close to their main town.</p><p data-rte-preserve-empty="true">While time-traveling is never a concept I get too excited about due to its complexity, I do see the enjoyment in the aftermath of each island when I get to visit it in the present after it’s been restored. It’s a rewarding journey, as the game starts with one landmass, and your progression slowly opens up the game’s overall world map.</p><h2 data-rte-preserve-empty="true"><strong>…And Every Adventurer Needs A Crew</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1774410165671_16796">Thankfully, your party is a fun bunch of characters that does the heavy lifting in terms of personality. With the main character limited to nodding either up or sideways, Maribel’s loud and bossy nature and Kiefer’s heroic antics stand out and clash well. You then mix in the wolf boy Ruff, the legendary hero Sir Mervin, and the dancer Aishe, and you have an unusual group of characters that grows on you as you start to enjoy their interactions.</p><p data-rte-preserve-empty="true">Some might find Maribel’s personality annoying (I did), but she gradually shows a more caring side when it matters. She doesn’t express it openly, but her bossy nature starts to come across as concern in its own way.</p><p data-rte-preserve-empty="true">I enjoyed the cast enough that I wished they interacted more, as some stories have most of the characters becoming part of the background. At times, the island stories take center stage, and you simply come in as the solution to the problem, nothing more.</p><p data-rte-preserve-empty="true">But Square Enix’s efforts in injecting some likable traits into these characters pays off in the end, as the overall story follows a typical JRPG narrative, with these kids (minus Sir Mervin) working together to save the world. The funny thing is that I see almost all the JRPG tropes here, but I don’t find that an issue considering that this series is where those tropes started, and they always pull it off well.</p><h2 data-rte-preserve-empty="true">Solid turn-based combat without any bells or whistles</h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true" id="yui_3_17_2_1_1774409923745_48698">When it comes to <em>Dragon Quest VII Reimagined</em>, it’s back to basics - a turn-based combat system where players and enemies go at it one at a time. There are no gimmicks here, as each character has a set of skills and abilities based on their chosen vocation, you can have a maximum of four characters in a party, and each one has this game’s version of a <em>FFVII </em>Limit Break that’s meant to be a character’s trump card to turn the tide.</p><p data-rte-preserve-empty="true">Thankfully, this is where the remake shines, as the game’s combat is no longer done in a first-person perspective where you don’t see your party’s actions. It’s now a JRPG where you can see each character performing their actions, getting hit, and using their signature skills. I was never a fan of that perspective, as it’s one of the reasons why I avoided <em>Dragon Quest</em>’s earlier games, so it’s a welcome change.</p><p data-rte-preserve-empty="true">The game’s vocation system provides the only real sense of complexity, as each character can take on a specific class. This version of the game introduces the ability to later equip two at the same time, giving each character more abilities and interesting combinations, allowing them to specialize in specific roles within the group.</p><p data-rte-preserve-empty="true">This overhauled system adds more depth and encourages experimentation. For example, I could make the main character focus on physical damage with healing properties, build Maribel into a magic user, or have Aishe deal damage based on her Charm stat while providing both negative and positive buffs during combat.</p><p data-rte-preserve-empty="true">Equipment is also simple, as each character can equip a weapon, two armor pieces, and two accessories. I did come across interesting item combinations, such as making someone a pure powerhouse at the cost of no longer having MP, or ensuring that critical hits occur more often during attacks.</p>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true">What I like about this system is that anyone can pick it up the moment they start playing. The character designs and score are charming and approachable, to the point that my wife started enjoying watching me play and eventually felt eager to try combat herself. She hardly plays JRPGs, but began handling combat for me when she had free time, and she was clearly having a good time.</p><p data-rte-preserve-empty="true">That interaction gave me an appreciation for this remake’s existence, as newcomers regardless of age can jump in and enjoy the game at their own pace. Nothing about it is intimidating or confusing. It’s straightforward. What you see is what you get, and the changes made don’t betray the game’s original vision. If anything, they make it easier to take in. For example, I don’t think I could play the game at normal speed anymore after experiencing it at double animation speed during combat.</p><p data-rte-preserve-empty="true">Even going through each dungeon is simplistic in design. There are no elaborate mazes or puzzles that would rival something like the Water Temple from <em>The Legend of Zelda: Ocarina of Time</em>. Dungeons are quick and easy, and enemies are visible, so you can choose when to engage.</p><p data-rte-preserve-empty="true">The combat can be challenging, but not to the point that it makes me sweat, especially during boss fights. This is probably my fault, as I tend to over-level when playing RPGs. I naturally make sure I’m a few levels higher before moving on and that I’ve explored every nook and cranny with every chest opened. I went overboard to the point where one of the final boss’s phases ended so quickly that I never saw what it could do, as it never even got a turn.</p><h2 data-rte-preserve-empty="true"><strong>Simple but effective presentation</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true"><em>Dragon Quest VII Reimagined</em>’s overall presentation is charming and inviting. Akira Toriyama’s art direction is well-represented with the game’s new 3D approach, featuring doll-like character models. Enemies look fantastic in their anime-inspired designs, and it feels like the developers took the time and effort to respect the nuances inherent in the original art style.</p><p data-rte-preserve-empty="true">The world looks gorgeous, as each location has been carefully recreated in this new 3D approach. While the game’s writing can feel outdated, the voice acting added to this version does an excellent job of bringing the material to life. Some performances feel campy, but that’s part of the charm, as <em>Dragon Quest</em> is one of those classic JRPG series that thrives on that tone.</p><p data-rte-preserve-empty="true">This version of the game also retains the original musical score, a style that feels like a staple for the series, but one that never quite clicked for me, even after spending over 50 hours playing. I never felt much from the music. No strong sense of excitement, sorrow, or joy. It all felt one-note compared to other JRPG classics which feature soundtracks that elevate their encounters. The normal combat music is a great example, as it’s the one you hear most of the time. It’s fitting, but unremarkable.</p><h2 data-rte-preserve-empty="true"><strong>A Lovingly-Rendered Reimagining of a Timeless Classic</strong></h2>


  




  














































  

    
  
    

      

      
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  <p data-rte-preserve-empty="true">I took my time with<em> Dragon Quest VII Reimagined</em>, as it’s an experience that isn’t meant to be rushed. <a target="_blank" href="https://www.toomuchgaming.net/blog-news/dragon-quest-vii-reimagined-early-impressions-30-hours">It’s a slow burn </a>but it slowly clicked that sooner or later I started looking forward to picking up where I left off. I treated it as a way to wind down after a long day, spending a couple of hours unlocking a new island, almost like settling in to watch an episode or two of a favorite show. It’s satisfying to see the world map slowly fill with new islands and to watch the bigger picture unfold, especially with an unusual cast of characters led by a silent 16-year-old who ends up being the world’s only hope.</p><p data-rte-preserve-empty="true">To some, <em>Dragon Quest VII</em>’s simplicity might be a turn-off, but I do appreciate games like this that bring classic titles into modern times. This is the kind of game that could serve as a kid’s entry point into the JRPG genre.&nbsp;</p><p data-rte-preserve-empty="true">Sometimes, simple is good, and sometimes it’s all you need to inspire players to explore similar experiences. We live in a world that demands instant gratification, and we’ve become a society where patience for learning something new can be paper-thin, depending on our tolerance. This remake can easily be a launch point for a new generation, given time to grow on them.</p><p data-rte-preserve-empty="true">Fans of the series will love what has been done here, as this is yet another example of how remakes can succeed without relying on over-the-top visual flair. It’s a perfect game for anyone looking to experience a classic that shaped the RPGs of today. This reimagining does a good job of showing why this title is so beloved by fans, and if you let it, you might come away as a new fan. Not just of Dragon Quest, but of JRPGs as a whole.</p>


  




  



<hr />
  
  <p data-rte-preserve-empty="true" class=""><strong>Verdict: 4.5 / 5 (Great)</strong></p><h2 data-rte-preserve-empty="true"><strong>PROS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true" class="">Faithfully preserves the original story, art style, and charm of<em> Dragon Quest VII</em></p></li><li><p data-rte-preserve-empty="true" class="">Equipping two Vocations at once gives more depth and options in combat</p></li><li><p data-rte-preserve-empty="true" class="">Quality-of-life features like increased battle speeds, auto battle, and better quest markers for progression</p></li></ul><h2 data-rte-preserve-empty="true"><strong>CONS</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">Music and soundtrack didn’t personally resonate</p></li><li><p data-rte-preserve-empty="true">Some island stories can feel hit-or-miss</p></li></ul><h2 data-rte-preserve-empty="true"><strong>What I’ve Played&nbsp;</strong></h2><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">Finished the game after over 60 hours</p></li><li><p data-rte-preserve-empty="true">Unlocked all major islands</p></li><li><p data-rte-preserve-empty="true">Over level 55 with all characters</p></li></ul>


  




  



<hr />
  
  <h3 data-rte-preserve-empty="true"><strong>About the Author - </strong><a target="_blank" href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16"><strong><u>Carlos Hernandez</u></strong></a></h3><p data-rte-preserve-empty="true" class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1774412782036-F31H9ACIW80VNEEU77EN/DRAGON+QUEST+VII+Reimagined_20260215220801.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Dragon Quest VII Reimagined Review – An Appreciation of the Past</media:title></media:content></item><item><title>Epic Games Lays Off Over 1,000 Jobs Due to Fortnite Engagement Drop</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Tue, 24 Mar 2026 23:58:57 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/epic-games-layoffs-fortnite-engagement-drop</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69c3171bae0b1a380ec4dbc8</guid><description><![CDATA[Epic Games lays off over 1,000 employees following a decline in Fortnite 
engagement, alongside shutdowns of several game modes.]]></description><content:encoded><![CDATA[<figure class="
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  <p data-rte-preserve-empty="true">Epic Games has <a target="_blank" href="https://www.epicgames.com/site/en-US/news/todays-layoffs">laid off over 1,000 employees</a>, specifically those focused on their free-to-play game Fortnite, due to the “downturn in Fortnite engagement that started in 2025.”</p><p data-rte-preserve-empty="true">CEO Tim Sweeney made the announcement and didn’t mince words, stating that the major layoffs were due to declining revenue, with these cuts meant to keep the company profitable.</p><p data-rte-preserve-empty="true">This is the full note sent to Epic employees by Tim:</p><p data-rte-preserve-empty="true" data-indent="1"><em>Today we’re laying off over 1000 Epic employees. I'm sorry we're here again. The downturn in Fortnite engagement that started in 2025 means we're spending significantly more than we're making, and we have to make major cuts to keep the company funded. This layoff, together with over $500 million of identified cost savings in contracting, marketing, and closing some open roles puts us in a more stable place.<br></em></p><p data-rte-preserve-empty="true" data-indent="1"><em>Some of the challenges we're facing are industry-wide challenges: slower growth, weaker spending, and tougher cost economics; current consoles selling less than last generation's; and games competing for time against other increasingly-engaging forms of entertainment.<br></em></p><p data-rte-preserve-empty="true" data-indent="1"><em>And some of our challenges are unique to Epic. Despite Fortnite remaining one of the most successful games in the world, we’ve had challenges delivering consistent Fortnite magic with every season; we're only in the early stages of returning to mobile and optimizing Fortnite for the world's billions of smartphones; and in being the industry's vanguard we have taken a lot of bullets in a battle which is only in the early days of paying off for ourselves and all developers.<br></em></p><p data-rte-preserve-empty="true" data-indent="1"><em>Since it's a thing now, I should note that the layoffs aren't related to AI. To the extent it improves productivity, we want to have as many awesome developers developing great content and tech as we can.<br></em></p><p data-rte-preserve-empty="true" data-indent="1"><em>What we now need to do is clear: build awesome Fortnite experiences with fresh seasonal content, gameplay, story, and live events; accelerate developer tools with greater stability and capability as we evolve from Unreal Engine 5 and UEFN to Unreal Engine 6. And we'll be kicking off the next generation of Epic with huge launch plans towards the end of the year.<br><br>This isn't our first time being here. Epic survived upheavals in 1990's with the move from 2D to 3D with Unreal 1; in the 2000's building console games with Gears of War; and in 2012 moving to online gaming with Paragon and Fortnite. Each time, we rebuilt our foundations and earned a renewed leadership position.<br><br>Market conditions today are the most extreme we've seen since those early days, with massive upheaval in the industry accompanied by massive opportunity for the companies that come out as winners on the other side. That's what we're aiming to do for our players, and we aim to bring other like-minded developers in the industry along on the journey to build an increasingly open and vibrant future of entertainment together.<br><br>At Epic, we pride ourselves in only hiring the industry's best, so it is very painful to part with so many talented people. The folks impacted by the layoffs will receive a severance package that includes at least four months of base pay, with more based on tenure. We’re also extending Epic-paid healthcare coverage.<br><br>For example, in the U.S., they’ll receive paid coverage for 6 months. We’ll also accelerate their stock options vesting through January 2027 and extend equity exercise options for up to two years.<br><br>We'll have a company meeting Thursday to talk about the roadmap in more detail.</em></p><h2 data-rte-preserve-empty="true">Fortnite’s Rocket Racing, Ballistic, &amp; Festival Battle Stage Shutting Down</h2><p data-rte-preserve-empty="true">Epic also revealed that Fortnite’s game modes Rocket Racing, Ballistic, and Festival Battle Stage are all shutting down as they have “failed to build something awesome enough to attract and retain a large player base.”</p>


  




  



<center><blockquote class="twitter-tweet"><p lang="zxx" dir="ltr"><a href="https://t.co/oT6KJ9RgcD">https://t.co/oT6KJ9RgcD</a></p>&mdash; Fortnite Status (@FortniteStatus) <a href="https://twitter.com/FortniteStatus/status/2036451164347109440?ref_src=twsrc%5Etfw">March 24, 2026</a></blockquote> </center>
  
  <p data-rte-preserve-empty="true">Fortnite Ballistic and Festival Battle Stage will be removed from the game on April 16 during the game’s 40.20 update, while Rocket Racing will remain available until October 2026.</p><p data-rte-preserve-empty="true">With the layoffs, more changes like the removal of these game modes will likely follow, as the free-to-play game experiences a natural decline in players compared to its peak as a worldwide phenomenon around 2018.</p><p data-rte-preserve-empty="true">Fortnite Ballistic was first introduced as an early access game mode in 2024, alongside Festival Battle Stage and Rocket Racing. This was Epic’s attempt to go beyond the game’s battle royale fame and expand its reach to players with different interests. Unfortunately, things didn’t pan out.</p><p data-rte-preserve-empty="true">This news isn’t a surprise. Epic Games grew rapidly and capitalized on that success, attempting to sustain it by expanding and pushing out different types of content. But 1,000 jobs lost is still an enormous number and puts into perspective the amount of manpower they invested to keep up with demand at the time.</p><p data-rte-preserve-empty="true"></p>


  




  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1774396505453-ZTZMNTCPDDEUMUWCR8U8/rocketracing-launchtile-1920x1080-4c78a6359538.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Epic Games Lays Off Over 1,000 Jobs Due to Fortnite Engagement Drop</media:title></media:content></item><item><title>Resident Evil Requiem Switch 2 Review: Leon and Grace Play a Best-of RE Mixtape</title><category>News</category><category>Reviews</category><dc:creator>Joseph Choi</dc:creator><pubDate>Tue, 24 Mar 2026 09:32:26 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/resident-evil-requiem-switch-2-review</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69c25745c0131f6997f33ec3</guid><description><![CDATA[Resident Evil Requiem delivers in every way that counts. It’s terrifying 
when it needs to be, provides compelling characters, drops them into 
unforgettable settings, and keeps you on your toes with gripping combat.]]></description><content:encoded><![CDATA[<figure class="
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  <p class="">Call me a lapsed <em>Resident Evil </em>fan. Life got in the way, and I haven’t taken the plunge into the depths of my favorite survival horror series ever since <em>Resident Evil 5 </em>way back on the PS3. So I was simply unprepared for the level of quality and care that went into the franchise’s latest offering, <em>Resident Evil Requiem</em>, which is an unholy marriage of the slower, methodical <em>RE2 </em>gameplay with the action-packed zombie blasting power fantasy of the <em>RE4 </em>variety. Divided into two halves and featuring dual protagonists, this seemed like a winning formula to bring many of the series’ best elements together into a polished experience. But with over 20 titles in the <em>RE </em>canon, there’s always the danger of repetition, and of relying too much on nostalgia at the expense of new ideas. As a returning fan of the older games, I was cautiously optimistic, and <a href="https://www.toomuchgaming.net/blog-news/resident-evil-requiem-switch-2-impressions"><span>my first impressions were filled with praise</span></a>.</p><h2><strong>The Beginning of the End?</strong></h2>


  




  














































  

    
  
    

      

      
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  <p class="">The story this time around sees you taking control of a stuttering FBI agent, Grace Ashcroft, who’s sent on a mission to investigate a mysterious death at an abandoned hotel. Grace isn’t fast, can hardly hold a firearm without wobbling at first, and has a very limited inventory. She doesn’t even have a dedicated melee move aside from pushing down stunned zombies. Thanks to the excellent vocal and motion-capture performance by Angela Sant’Albano that conveys her vulnerability and terror at each happening, playing as Grace is appropriately terrifying. It’s especially effective given the circumstances and horrific creatures Grace must deal with.&nbsp;</p><p class="">I am loath to spoil anything but the most basic of the story beats, but suffice to say that both Grace and an older but no less badass Leon Kennedy come face-to-face with Victor Gideon, a former T-virus researcher who worked under the now-late Oswell E. Spencer. Gideon is large, powerful, and smart. He’s a formidable foe with no moral scruples and whose actor gives an appropriately outsized performance. While you’ll get a couple of short chances to play Leon in the game’s first half, the bulk of the gameplay is dedicated to Grace, who’ll be spending a lot of time navigating one the best self-contained sections in the entire <em>Resident Evil </em>franchise, the Rhodes Hill Chronic Care Center.&nbsp;</p><h2><strong>One Hell of A Haunted Hospital</strong></h2>


  




  














































  

    
  
    

      

      
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  <p class="">After the game’s opening hour or so, starting out as Grace at Rhodes Hill is a seriously heart-pounding affair. You’re severely underpowered with very few items at your disposal, and some of the zombies you’ll be dealing with have unique aspects to their behavior that will need to be accounted for. I can’t tell you how many times I discovered better ways to do things or had a flash of inspiration mid-encounter and stopped to reload a past save. While you are searching for artifacts and an escape here and utilizing environmental clues, there unfortunately aren’t many <em>real </em>puzzles to be had. &nbsp;<br><br>The game rewards those who play it smart, and is for the most part very accommodating to multiple playthroughs (a couple of longer forced flashbacks aside). Grace does have a coup de grâce in the form of the Requiem pistol, a veritable hand cannon gifted to her by Leon. Ammo for the Requiem is very hard to come by, so it’s recommended to save it for only the most dire of circumstances. Grace gains the ability to craft utilizing blood, which is an ingenious way to incentivize backtracking and taking out foes carefully. Later on, dispatched foes can return even tougher than before. It is no exaggeration to say that Rhodes Hill provided some of the best and most effective survival horror gameplay I’ve ever played.</p><h2><strong>No One Quips Quite Like Old Man Leon</strong></h2>


  




  














































  

    
  
    

      

      
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  <p class="">The second half of <em>Resident Evil Requiem </em>puts you in charge of Leon in Raccoon City, and that’s where the game’s fear factor fades in service of an action-packed power fantasy. Instead of managing inventory and counting bullets, you’ll be taking charge of the situation with heavy arms such as shotguns, rifles, machine guns, grenades, and Leon’s trusty hatchet, which can parry and sneak attack, but needs to be kept sharp to be effective. Of course, headshots are still the name of the game, and all bosses do have obvious weak points. Sometimes it’s the environmental elements that need to be mastered, which greatly rewards repeat playthroughs.</p><p class="">Both Leon and Grace have the ability to ‘craft’ and upgrade their loadouts from drops. While Grace can make items that give her permanent buffs, Leon can buy and repair body armor, snag bullets and Med Injectors, as well as modify and upgrade his stash of weapons. The game defaults to a first-person POV for Grace and a third-person POV for Leon. I get motion sickness from first-person games, so I opted mostly for third-person with Grace, but there was one lengthy section that was quite dark, so I opted to go first-person for a while. One of my biggest wishes for games like this is an FOV slider, so I can determine how far back I want the camera to be and how little I want it to move. I understand that some may see it as a bit of a cheat, but to me it is an accessibility issue, and I don’t really care if it affects performance.&nbsp;</p><h2><strong>Play This On Your Strongest Possible System</strong>&nbsp;</h2>


  




  














































  

    
  
    

      

      
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  <p class="">I snagged <em>Resident Evil Requiem </em>on the Nintendo Switch 2 as a part of the incredible limited-time deal that bundled<em> RE7</em>,<em> RE8</em>, and <em>RE9</em> together for $90. I was also curious as to how well the Switch 2 would handle such an intensive game, especially since it was targeting 60fps, with occasional dips into the 40s and even mid-to-high 30s. A part of me was wishing for an option for a performance mode that locked the framerate to 40 or even 30, but honestly, I was often so caught up in survival that I wasn’t really paying attention or noticing frame drops. While the first half of the game fares very well in almost every scenario, there’s a heck of a lot more dynamic lighting and particle effects during Leon’s section that felt unoptimized; it’s mostly noticeable while moving the camera around, which tends to happen in corridors. Perhaps this is something that can be fixed in a patch.&nbsp;</p><p class=""><br>Overall, I was very impressed by the game’s performance, as close-ups conveyed character very nicely, the cinematics and lighting were far beyond what I’d expected to be possible from Switch 2, and on my 52” 4K TV, I could hardly tell that the game was upscaled with DLSS until I looked carefully at the screenshots afterwards. While Grace’s hair can appear wiry and there’s occasional graininess, there’s a minimum of dithering, and shadows and textures hardly ever appear blocky, even in handheld mode. This was more consistently pretty and visually ambitious than something like <em>Final Fantasy VII Remake Intergrade, </em>which I played recently on Switch 2. Models and textures are more consistent here, if not perfect. Boss battles never felt cheap or ruined by the game’s hiccups, and I personally never felt like the performance was affecting my gameplay. Even so, if portability is not a factor, I would definitely pick this game up on PC or PS5 Pro.&nbsp;</p><h2><strong>Not Perfect, But There’s So Much to Love Here</strong></h2>


  




  














































  

    
  
    

      

      
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  <p class="">Perhaps the biggest complaint I have about <em>Resident Evil Requiem </em>as it currently stands is the lack of a Hardcore mode. There’s Casual, which is the ‘game journalist’ difficulty, then Normal (Modern), Normal (Classic), and once you beat the game for the first time, Insanity. Insanity is just far too punishing to be fun for anyone but true masochists. You’ll die in two hits if you’re lucky, and zombies move quickly and erratically, making aiming really tough. The two Normal difficulties have dynamic scaling, where they’ll get easier or harder depending on how poorly you’re doing and how many times you die. So if you’re blazing a trail and doing great, the game will grow gradually more challenging until you die. But the next time you try, it’ll be a little easier. I really love that concept, but I would also love to see it applied to a slightly higher difficulty, something in between the Normal and Insanity levels, like what Hardcore used to be. Normal (Classic) does gatekeep typewriter ribbons and even challenges you with creating your own. It also has the potential to be a tad tougher than a Normal (Modern) playthrough via its slightly more difficult level of dynamic scaling.</p><p class="">I have a few other minor quibbles with <em>Resident Evil Requiem. </em>At release, we don’t yet have a Mercenaries mode.<em> </em>Also, the first half with Grace is a 10/10 experience, and it provides hands-down one of the best survival horror experiences I’ve ever had. It’s grounded, carefully-crafted, and you never feel safe. However, once Leon subs in, the game shifts radically in tone and gameplay to typical third-person shooter gameplay in well-lit city sections and with generally less enemy variety (bosses aside), and I was left missing the tension in the Grace sections. There are many standout moments in Leon’s half and it is still very solid, complete with enjoyable throwbacks to older titles, but the game never achieves that level of dread again, even when you switch back to Grace later on. It plays more like a highlight reel of Leon’s greatest hits, complete with a silly chase sequence.</p><p class="">There’s no shame in saying that this game peaks in the first half, especially since the second half is lots of fun in its own right, and stronger than most games. It’s also funny to me how the story and setting alternates between serious and ludicrous, in typical <em>RE </em>fashion, but the added realism of the grounded stuff makes the silly moments more jarring.</p><h2><strong>CAPCOM’s flagship franchise is still running strong</strong></h2>


  




  














































  

    
  
    

      

      
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  <p class="">I am beyond happy that <em>Resident Evil </em>is still chugging along strongly even after 24 games and three decades of quality titles. Even when it covers familiar ground, it manages to iterate in ways that are surprising and challenging, with the RE Engine powering up the performance to provide cinematic-quality cut-scenes and unforgettable moments where you feel like you’re in a literal hellscape.&nbsp;</p><p class=""><em>Resident Evil Requiem </em>delivers in every way that counts. It’s terrifying when it needs to be, provides compelling characters, drops them into unforgettable settings, and keeps you on your toes with gripping combat. Story-wise, much is revealed in this game, and it seems like the threads are wrapping up. But like the dreaded T-virus, I hope that <em>Resident Evil </em>continues to grow, evolve, and surprise for another thirty years or more.</p>


  




  



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  <p class=""><strong>Verdict: 5 / 5 (Fantastic)</strong></p><h2><strong>PROS</strong></h2><ul data-rte-list="default"><li><p class="">Some of the best survival horror gameplay of all time in the Rhodes Hill Chronic Care Center</p></li><li><p class="">Both the slow, methodical <em>RE2 </em>gameplay and the fast-paced, brutal <em>RE4 </em>gameplay are adequately represented</p></li><li><p class="">Grace and Leon make great protagonists that you want to root for, and Victor Gideon is a strong antagonist</p></li></ul><h2><strong>CONS</strong></h2><ul data-rte-list="default"><li><p class="">No Hardcore difficulty between Normal and Insanity</p></li><li><p class="">No FOV slider, and no ability to pick a locked frame rate</p></li><li><p class="">Lack of a Mercenaries mode (so far)</p></li></ul><h2><strong>What I’ve Played&nbsp;</strong></h2><ul data-rte-list="default"><li><p class="">Beat the game on Normal (Modern) difficulty in 15 hours</p></li><li><p class="">Finished 35/50 Challenges</p></li><li><p class="">Played a little bit of Insanity mode</p></li></ul>


  




  



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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=57f8132df5e231f7e7a44730" target="_blank"><span><strong>Joseph Choi</strong></span></a></h3><p class="">Filipino-American gamer, professional shepherd and farmer, author, and filmmaker/videographer living in Central California. First consoles were the Game Boy and Sega Genesis, and I've been gaming since then, with a focus on Nintendo and Sony consoles. </p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1774344633469-ZSBT8DB1OJ65MZ31AB5R/IMG_0029.JPG?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Resident Evil Requiem Switch 2 Review: Leon and Grace Play a Best-of RE Mixtape</media:title></media:content></item><item><title>Marathon Cryo Archive Map Detailed, Will Be Unlocked on Weekends</title><category>News</category><category>Guides</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Fri, 20 Mar 2026 03:15:33 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/marathon-cryo-archives-requirements-unlock-schedule</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69bca14f33b7493784b7753a</guid><description><![CDATA[Marathon’s Cryo Archives is a high-risk endgame map with strict 
requirements and weekend-only access. Here’s how to unlock it and what to 
expect.]]></description><content:encoded><![CDATA[<figure class="
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  <p class=""><a href="https://www.bungie.net/7/en/News/Article/cryo_archive_overview" target="_blank">Bungie is ready to open the doors</a> of the Cryo Archive, <em>Marathon</em>’s 4th map that features raid-like mechanics and requires a lot of sacrifices from players as this endgame map has requirements to enter and will only be available during the weekends.</p>


  




  








  <iframe scrolling="no" allowfullscreen src="//www.youtube.com/embed/SW8VRcMy5vU?wmode=opaque" width="854" frameborder="0" height="480"></iframe>


  
  <h2 data-rte-preserve-empty="true">How do you Unlock Cryo Archives?</h2><p data-rte-preserve-empty="true">Cryo Archives officially launches on March 20. There’s no special unlock requirement beyond meeting the entry conditions. You simply need to have them ready before queueing during the weekend.</p><p data-rte-preserve-empty="true">Cryo Archives goes live for the first time on March 20 at 10 AM PT and will reopen every Friday at the same time.</p><p data-rte-preserve-empty="true">It will then close every Monday at 10 AM PT.</p><p data-rte-preserve-empty="true">In short, unlocking Cryo Archives in <em>Marathon</em> comes down to meeting the level, faction, and loadout requirements before the weekend reset.</p><h2 data-rte-preserve-empty="true">What Are The Requirements To Enter Cryo Archives?</h2><p data-rte-preserve-empty="true">To enter Cryo Archives, players must meet the following requirements:</p><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">At least Level 25</p></li><li><p data-rte-preserve-empty="true">All Factions unlocked</p></li><li><p data-rte-preserve-empty="true">A loadout value of 5,000 to queue</p></li></ul><p data-rte-preserve-empty="true">The loadout value requirement is the big kicker here, as Bungie is asking you to bring your best possible gear. For context, my average loadout value per run sits around 2,000 to 3,000, and I’ve spent over 60 hours in the game so far. That gives me the impression that how efficiently you farm during the weekdays will directly determine how many attempts you’ll realistically get at the endgame map, whether solo or with a group.</p><p data-rte-preserve-empty="true">The silver lining is that all players will receive a one-time Cryo Archive-sponsored kit from the in-game vendor, giving everyone a risk-free attempt for the weekend. It’s still unclear whether this sponsored kit is a daily offer or a one-time claim for the entire weekend.</p><h3 data-rte-preserve-empty="true">Cryo Archives Is Only Available During The Weekends</h3><p data-rte-preserve-empty="true">It sounds punishing, but the marketing, trailers, and overall concept point toward a roguelike loop, where you die repeatedly but gradually build enough to have a solid run in the final map. That’s how I’m treating it. Each map gets more difficult but also more rewarding. Despite losing plenty of gear over time, I’ve still come out ahead overall.</p><p data-rte-preserve-empty="true">The bigger issue is that Cryo Archives is only available on weekends. The same goes for Ranked, which also comes with its own loadout requirement.</p><p data-rte-preserve-empty="true">These two pieces of content are high-risk by design, making <em>Marathon</em> far from a casual game. You need to commit time to find success here. But what happens to players who can’t play on weekends? It’s a fair concern.</p><p data-rte-preserve-empty="true">This approach mirrors how <em>Destiny 2</em> handled its high-end PvP mode, Trials, which was also limited to weekends. It’s a design choice I was never fond of. It ends up feeling like you’re scheduling your time around a game rather than playing it on your own terms.</p><p data-rte-preserve-empty="true">The game director of <em>Marathon</em> shed some light on the decision, confirming that the team will be closely monitoring this weekend. They’re aware of the concerns, particularly around limited availability, and are already considering adjustments such as staggered open times or changes to loadout value requirements.</p>


  




  



<center><blockquote class="twitter-tweet"><p lang="en" dir="ltr">Cryo and Ranked are coming and we&#39;re excited to see players battle it out over Tau Ceti and traverse into the big scary moon-like ship in the sky. We&#39;ve put out a few posts about Cryo, poured through the variety of comments and feedback we&#39;ve seen so far, and wanted to take some…</p>&mdash; Ziegler (@Ziegler_Dev) <a href="https://twitter.com/Ziegler_Dev/status/2034756697353531394?ref_src=twsrc%5Etfw">March 19, 2026</a></blockquote> </center>
  
  <h2 data-rte-preserve-empty="true">What’s Inside Cryo Archives in Marathon? (Loot, Vaults, and Rewards)</h2><p data-rte-preserve-empty="true">The endgame map will feature seven vaults containing some of the best items available in the game. These include gear you won’t find anywhere else, such as unique gold weapons, along with a secret that Bungie has yet to fully reveal.</p><p data-rte-preserve-empty="true">These vaults are naturally locked and will require vault keys, which can be obtained from the other maps and inside the endgame map as well.</p><p data-rte-preserve-empty="true">Cryo Archives will also introduce unique contracts through the faction CyberAcme. There will be seven available each weekend, resetting when the map opens on Friday. Bungie says these contracts reward players with high-rarity items, including locked room keys, vault keys, rare materials, and high-value gear.</p><p data-rte-preserve-empty="true">The game’s Codex has also been updated with new rewards, such as Shell skins, which you can unlock as you progress through the map.</p><p data-rte-preserve-empty="true">Cryo Archives will also host one of the first confirmed alien encounters, and it’s with the alien race known as the S'pht, specifically the Compiler, a familiar enemy type from the original <em>Marathon</em> games. This marks the first proper alien encounter in the new game, which is notable given how central they were in the series’ past.</p><p data-rte-preserve-empty="true">All things considered, this further cements <em>Marathon</em> as a niche live-service game. It’s clearly built for players who actively seek a challenge and enjoy the tension of extraction shooters. This isn’t something you casually recommend to just anyone, because if the loop doesn’t click, it really doesn’t click.</p><p data-rte-preserve-empty="true">Starting <em>Marathon? </em><a target="_blank" href="https://www.toomuchgaming.net/blog-news/marathon-beginner-guide-tips">Here’s a quick beginner’s guide</a> to hopefully ease your first hours as the game’s first impression isn’t the best.</p><p data-rte-preserve-empty="true">You can also check out my <a target="_blank" href="https://www.toomuchgaming.net/blog-news/marathon-first-weekend-impressions">first weekend</a> with the game as, again, first impressions matter.</p>


  




  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/png" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1773976316270-FQ1EOWH0SHPRC09LQELX/brave_2aC8zqH6FI.png?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Marathon Cryo Archive Map Detailed, Will Be Unlocked on Weekends</media:title></media:content></item><item><title>Shinobi: Art of Vengeance is Getting a SEGA Villains Stage this April</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Thu, 19 Mar 2026 11:54:34 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/shinobi-art-of-vengeance-sega-villains-dlc-april</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69bbdf0f3f265a5179059e2a</guid><description><![CDATA[Shinobi: Art of Vengeance gets a SEGA villains DLC this April featuring 
Majima, Eggman, and Death Adder, plus a free Hardcore mode update.]]></description><content:encoded><![CDATA[<figure class="
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  <p class="">Sega has revealed that its action platformer <em>Shinobi: Art of Vengeance</em> will receive a new DLC pack featuring iconic SEGA villains on April 3 for PS5, PS4, Xbox Series, Xbox One, Switch, and PC.</p>


  




  








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  <p data-rte-preserve-empty="true">It’s a fun crossover for the game, as the DLC introduces three major SEGA villains as boss encounters: Yakuza’s Goro Majima, Golden Axe’s Death Adder, and Sonic’s Dr. Eggman.</p><h2 data-rte-preserve-empty="true">What’s Included in the SEGA Villains DLC?</h2><p data-rte-preserve-empty="true">The DLC package contains:</p><ul data-rte-list="default"><li><p data-rte-preserve-empty="true">5 crossover stages</p></li><li><p data-rte-preserve-empty="true">3 SEGA bossses (Goro Majima, Dr. Eggman, Death Adder)</p></li><li><p data-rte-preserve-empty="true">2 Boss Rush modes that also features the new DLC bosses</p></li><li><p data-rte-preserve-empty="true">3 additional Ninpo</p></li><li><p data-rte-preserve-empty="true">3 new outfits</p></li><li><p data-rte-preserve-empty="true">6 new music tracks</p></li></ul><p data-rte-preserve-empty="true">This DLC is included in the Digital Deluxe Edition of <em>Shinobi: Art of Vengeance</em>, meaning owners of that version will automatically gain access when it launches this April.</p><p data-rte-preserve-empty="true">The DLC becomes accessible in the main game after completing the fourth zone.</p><h2 data-rte-preserve-empty="true">Free Update Also Launching Alongside Paid DLC</h2><p data-rte-preserve-empty="true"><em>Shinobi: Art of Vengeance</em> is also receiving a substantial free update on April 4, launching alongside the paid DLC.</p><p data-rte-preserve-empty="true">The update introduces a new Hardcore mode aimed at veteran players. This mode changes enemy placements and features stronger boss attacks, offering a more demanding experience. Players will also be able to adjust recovery frames based on their preferences, giving more control over gameplay feel.</p><p data-rte-preserve-empty="true">SEGA has confirmed additional quality-of-life improvements, though specific details have yet to be revealed. Expect more information closer to the update’s release.</p><p data-rte-preserve-empty="true">We gave <a target="_blank" href="https://toomuchgaming.net/blog-news/shinobi-art-of-vengeance-review"><em>Shinobi: Art of Veangeance</em> a 4/5</a>.  Miguel Mendoza noted in his review that the game delivers a “mixture of multiple mechanics and ideas from both modern and classic game design philosophies. From the familiar arcadey side-scrolling adventure to the tight and stylish action combat, plus the sometimes crazy difficult platforming sections in the special Rift stages, it’s a familiar yet refreshing experience all around.”</p>


  




  



<hr />
  
  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1773921215868-IMU30GFVSNJJDZ3PP87W/kvEN.jpg?format=1500w" medium="image" isDefault="true" width="800" height="450"><media:title type="plain">Shinobi: Art of Vengeance is Getting a SEGA Villains Stage this April</media:title></media:content></item><item><title>Marathon’s 1.0.5 Update Nerfs Best Weapon to Prepare for 4th Map</title><category>News</category><dc:creator>Carlos Hernandez</dc:creator><pubDate>Wed, 18 Mar 2026 06:52:07 +0000</pubDate><link>https://www.toomuchgaming.net/blog-news/marathon-1-0-5-update-wstr-shotgun-nerf-cryo-archive</link><guid isPermaLink="false">56d5457d8259b57a20245e80:56d54601e32140fc7fd2ec38:69ba416058d9cb144b6de749</guid><description><![CDATA[Marathon’s 1.0.5 update nerfs the WSTR Combat Shotgun, adjusts audio, and 
teases the Cryo Archive endgame map. Here’s what changed.]]></description><content:encoded><![CDATA[<figure class="
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  <p class="">Bungie brought its extraction shooter down for the second time since launch for maintenance, rolling out the 1.0.5 update in preparation for the game’s fourth map, Cryo Archive, and the upcoming ranked system. The headline change here is the nerf to the WSTR Combat Shotgun, easily the best weapon in the game.</p><h2>Why was the WSTR Combat Shotgun so good?</h2><p class="">During the Server Slam and at launch, players quickly realized how dominant the WSTR Combat Shotgun is at close range. This is Marathon’s double-barrel shotgun, with only two shots before needing to reload, but those two shots are usually enough.</p><p class="">At close to even mid-range, landing both shots often results in an instant kill.</p><p class="">Against green shields, it’s almost always a guaranteed down if both shots connect. In some cases, pellet spread hitting the head can even delete players with blue shields. It’s so strong that I found myself dropping key materials just to pick it up whenever I saw one. Even at 2,500 credits, it’s A no-brainer to bring one with you if you’re bringing out a serious loadout.</p><p class="">With patch 1.0.5, Bungie clearly agrees. The weapon is still deadly, but now it’s being pushed to it’s intended role of being a true point-blank monster rather than something that dominates beyond its intended range.</p><h2>Is Cryo Archives Now Out thanks to the 1.0.5 Patch?</h2><p class="">Nope. The 1.0.5 patch doesn’t unlock Cryo Archive yet.</p><p class="">Instead, it quietly adds the map into the game files in preparation for its eventual release. Bungie has been teasing this endgame location since launch, even going as far as saying in the patch notes: <em>“Good luck getting there.”</em></p><p class="">Right now, no one knows exactly how it will unlock, but the community is getting really close.</p><p class="">Some believe it’s tied to the ongoing <a href="https://cryoarchive.systems/cargo" target="_blank">ARG puzzle the community is working on</a>. Others think it’s simply on a timer and could drop sometime this week.</p><p class="">At this point, it’s all speculation, and that’s clearly intentional. Bungie wants players guessing.</p><h3>Cryo Archive Requirements</h3><p class="">What we <em>do</em> know are the requirements to queue for Cryo Archive once it goes live:</p><ul data-rte-list="default"><li><p class="">Reach at least level 25</p></li><li><p class="">Unlock all six factions (CyberAcme, NuCaloric, Traxus, MIDA, Arachne, Sekiguchi Genetics)</p></li><li><p class="">Queue with a loadout value of at least 5,000 credits</p></li></ul><p class="">That last requirement cements it as a true endgame activity. Sponsored free kits won’t be available here. As for Rooks, it’s still unclear if solo players will be allowed to jump in and bother full teams.</p><h2>1.0.5 <a href="https://www.bungie.net/7/en/News/Article/marathon_update_1_0_5" target="_blank">Update Patch Notes</a></h2><h3><strong><em>Item Economy</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>Added three new random-rolled implant perks that can only be found on implants looted from Cryo Archive:</em></p><ul data-rte-list="default"><li><p class=""><em>Covert Recovery: While in smoke, your self-repair speed is increased and you use healing consumables faster.</em></p></li><li><p class=""><em>Freeloader: Defeating an enemy with a knife attack grants a small amount of tactical and prime ability energy.</em></p></li><li><p class=""><em>Panic Response: While at low health, using a healing consumable grants the effects of Cardio Kick for a short duration.</em></p></li></ul></li><li><p class=""><em>Added three new mods that can only be looted from Cryo Archive:</em></p><ul data-rte-list="default"><li><p class=""><em>Punishment</em></p><ul data-rte-list="default"><li><p class=""><em>This weapon deals significantly increased damage against [REDACTED] combatants.</em></p></li></ul></li><li><p class=""><em>Testament</em></p><ul data-rte-list="default"><li><p class=""><em>Aiming down sights for a short duration increases this weapon's range and aim assist by a massive amount.</em></p></li></ul></li><li><p class=""><em>Hurricane</em></p><ul data-rte-list="default"><li><p class=""><em>While airborne, this weapon has increased stability and greatly reduced accuracy penalties.</em></p></li></ul></li><li><p class=""><em>Sponsored Kits</em></p><ul data-rte-list="default"><li><p class=""><em>Rook no longer gets a surplus Sponsored Kit upon death.</em></p></li></ul></li></ul></li></ul><h3><strong><em>Combat</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>Players can now activate exfil beacons while downed. Good luck.</em></p></li><li><p class=""><em>Decreased camera shake intensity from incoming melee and knife attacks.</em></p></li><li><p class=""><em>Increased post-run spectator camera timeout from 30 seconds to 120 seconds.</em></p></li><li><p class=""><em>Fixed an issue where a player could have a finisher used on them right as they were completing a self-revive or being revived, immediately downing them again.</em></p></li><li><p class=""><em>Fixed instances of revive timer lockout shaders appearing on enemy Runner’s body bags.</em></p></li><li><p class=""><em>Fixed instances where ability activations could become desynced with the server.</em></p></li><li><p class=""><em>Adjusted the Hacked status screen effect to be lower intensity and have slower glitch crawl effect.</em></p></li></ul><h3><strong><em>Runners</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>Assassin</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue where Assassin’s smoke puck would not change appearance based on the equipped Runner shell style while activating Shadow Dive.</em></p></li></ul></li><li><p class=""><em>Thief</em></p><ul data-rte-list="default"><li><p class=""><em>Pickpocket Drone can no longer loot players who are in the active exfil animation.</em></p></li><li><p class=""><em>Fixed an issue where Pickpocket Drone’s on-screen button prompt wouldn’t update to match a player’s changed keybind or controller button mapping.</em></p></li><li><p class=""><em>Fixed an issue where high-speed grapples could affect network stability.</em></p></li></ul></li><li><p class=""><em>Triage</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue where being close to max heat could prevent players from using the Battery Overcharge ability.</em></p></li></ul></li><li><p class=""><em>Rook</em></p><ul data-rte-list="default"><li><p class=""><em>Removed Rook’s Runner Level requirement. Rook can now be used at Runner Level 0.</em></p></li></ul></li><li><p class=""><em>Implants</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue where Graceful Landing V5’s unique trait could be activated by Vandal’s Microjets from flat ground.</em></p></li><li><p class=""><em>Fixed an issue where Graceful Landing V5’s unique trait was not scaling detonation damage correctly for longer falls.</em></p></li></ul></li></ul><h3><strong><em>UESC</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>Fixed an issue where UESC would repeatedly use the same ladder.</em></p></li><li><p class=""><em>Fixed a number of issues that could cause AI to freeze in place or become unresponsive.</em></p></li></ul><h3><strong><em>Contracts and Events</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>Improved the visual clarity of contract and activity waypoint icons.</em></p></li><li><p class=""><em>Crews carrying both Coordinate Datapads must now bring both of them to the location of the cache before the loot is revealed. Previously, any crew member being present at the location would reveal the loot.</em></p></li><li><p class=""><em>Fixed some scenarios where the MIDA Order/Chaos 1/1, Traxus Return on Investment 3/5, and Traxus Liaison could prevent players from completing the contract.</em></p></li><li><p class=""><em>Fixed an issue where the UI could become out of sync between crew members on the same contract during a run.</em></p><ul data-rte-list="default"><li><p class=""><em>Perimeter Intercept dropships should no longer clip through the environment in South Relay.</em></p></li><li><p class=""><em>Tripwires places in Overflow hallways should no longer be floating in mid-air.</em></p></li><li><p class=""><em>Fixed an issue where DCON would not show up on the overhead map when on a contract that requires it.</em></p></li></ul></li><li><p class=""><em>Dire Marsh</em></p><ul data-rte-list="default"><li><p class=""><em>UESC dropships that arrive during the Lockdown event in the northeast corner of Algae Ponds will no longer fly in through player space, killing players in their path.</em></p></li><li><p class=""><em>Pinging the Stabilization Device and Anomalous Matter on the overhead map will now show a string in the crew feed, notifying your crewmates.</em></p></li><li><p class=""><em>Fixed an issue for the Traxus Liaison Contract where the Commander would despawn if a crew didn’t engage and kill it in time.</em></p></li></ul></li><li><p class=""><em>Outpost</em></p><ul data-rte-list="default"><li><p class=""><em>Encounters spawning on the roof of Flight Control have been improved and should now correctly engage players.</em></p></li></ul></li></ul><h3><strong><em>User Interface and Experience</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>Achievements</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue where players would not get the “Welcome to Tau Ceti” achievement.</em></p></li></ul></li><li><p class=""><em>Armory</em></p><ul data-rte-list="default"><li><p class=""><em>Item tooltips in the Armory now primarily show the purchase cost instead of the value the item sells for.</em></p></li></ul></li><li><p class=""><em>Codex</em></p><ul data-rte-list="default"><li><p class=""><em>New Codex challenges added for Ranked and Cryo Archive. A “NEW” indicator will appear on Codex categories containing challenges added in Patch 1.0.5.</em></p></li><li><p class=""><em>Fixed an issue where inspecting an item in the Codex could display flickering text.</em></p></li><li><p class=""><em>Fixed an issue where “Acquired Items” challenges in the Codex indicated that the challenge could be completed by simply picking up the item. Challenges now accurately state that successful exfil with the item(s) is required.</em></p></li><li><p class=""><em>Fixed an issue where the WSTR Shotgun Codex challenge incorrectly noted that it could be completed by downing a Runner. Updated the text to indicate that a full elimination is required.</em></p></li><li><p class=""><em>Fixed an issue where the Thief Codex challenge “Shattered Hopes” incorrectly tracked combatants. This challenge has been updated to track Runners only.</em></p></li><li><p class=""><em>Fixed an issue where the Thief Master Codex challenge “No Target too Great” was only tracking Wardens. This challenge will now track Wardens and Commanders.</em></p></li><li><p class=""><em>Fixed an issue where the Destroyer Codex challenge “Close the Gap” would not complete when downing a Runner too close to the initial Thruster activation.</em></p></li><li><p class=""><em>Fixed an issue where claiming Seasonal Level rewards from the Codex could displace items in the overflow, causing them to be lost. Challenges granting gear rewards will now check for items in overflow and prevent claiming until the overflow has been emptied.</em></p></li><li><p class=""><em>Fixed an issue where inspecting non-weapon items in the Codex would display a “Compatible Weapons” string.</em></p></li></ul></li><li><p class=""><em>In-Run</em></p><ul data-rte-list="default"><li><p class=""><em>Improved the overall legibility of the Revive prompt.</em></p></li><li><p class=""><em>Some waypoints will now fade when aiming down-sights (ADS).</em></p></li></ul></li><li><p class=""><em>Items</em></p><ul data-rte-list="default"><li><p class=""><em>Exfilling with a Temporal Fragment will produce variable rewards depending on your seasonal Runner Level.</em></p></li></ul></li><li><p class=""><em>Lobby</em></p><ul data-rte-list="default"><li><p class=""><em>Loadout will now show a banner warning you that you have overflow items.</em></p></li><li><p class=""><em>Added a shortcut for “i” or “start” to open the Loadout menu.</em></p></li><li><p class=""><em>Added a shortcut for “tab” or “options” to open the Loadout menu while preparing for a run.</em></p></li><li><p class=""><em>Updated Missing Equipment warning to clarify that players are missing Health or Shield consumables.</em></p></li><li><p class=""><em>Fixed an issue preventing commonly found items from being shown when selecting map regions.</em></p></li></ul></li><li><p class=""><em>Ping System</em></p><ul data-rte-list="default"><li><p class=""><em>Activity icons pinged from the overhead map will more reliably show their waypoints.</em></p></li></ul></li><li><p class=""><em>Rewards Pass</em></p><ul data-rte-list="default"><li><p class=""><em>Premium Rewards Pass Voucher items should no longer appear in your inventory.</em></p></li></ul></li><li><p class=""><em>Run Report</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue where the Runner Level Up rewards screen was sometimes blank.</em></p></li></ul></li><li><p class=""><em>Social</em></p><ul data-rte-list="default"><li><p class=""><em>Added the Ranked tab into the Runner Connections panel so that you can see how you stack up against your connections.</em></p></li><li><p class=""><em>Fixed an issue where Runner Connections were not showing properly when scrolling if players had a large number of friends.*</em></p></li></ul></li><li><p class=""><em>Store</em></p><ul data-rte-list="default"><li><p class=""><em>Updated incorrect item rarity for the Luxe Palace, Overdrive-TSL, and Cyber Red Runner Shells from Deluxe to Superior.</em></p></li></ul></li><li><p class=""><em>Vault</em></p><ul data-rte-list="default"><li><p class=""><em>Consumables, Ammo, Salvage, and Grenades now have larger stack sizes in the Vault.</em></p></li><li><p class=""><em>Added filter tabs for keys and backpacks.</em></p></li></ul></li><li><p class=""><em>Voice Chat</em></p><ul data-rte-list="default"><li><p class=""><em>Added an option for consoles and gamepads to support Crew Voice Push-To-Talk while in a run. This only applies to runs; the lobby will still utilize an open mic.</em></p></li><li><p class=""><em>Adding an additional Push-To-Talk option, “Tap”. When set, tapping the Proximity or Crew Chat button(s) will open the mic until you’re done speaking or tap the button(s) again.</em></p></li><li><p class=""><em>Fixed a number of issues causing voice chat interruptions and inconsistencies.</em></p></li></ul></li><li><p class=""><em>Weapon Customization</em></p><ul data-rte-list="default"><li><p class=""><em>Optimized sticker and charm placement on a handful of weapons.</em></p></li></ul></li></ul><h3><strong><em>Stability</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>Fixed an issue causing crashes when opening up the map while on Perimeter.</em></p></li><li><p class=""><em>Added AMD Anti-Lag 2 Low Latency to Video Settings.</em></p></li></ul><h3><em>Weapons and Equipment</em></h3><ul data-rte-list="default"><li><p class=""><em>Ammo Crate</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue where Ammo Crates could not be interacted with when placed close to walls or terrain.</em></p></li></ul></li><li><p class=""><em>Cardio Kick</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue where normal and depleted versions of Cardio Kick’s status icon appeared separately in the HUD.</em></p></li></ul></li><li><p class=""><em>Claymore Mine</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue that prevented Claymores from taking splash damage when attached to other objects.</em></p></li></ul></li><li><p class=""><em>Knife</em></p><ul data-rte-list="default"><li><p class=""><em>Knife cosmetics will no longer unequip after failing to exfil.</em></p></li></ul></li><li><p class=""><em>V75 Scar</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue with the Ram-Page Mag that was causing bullets to ricochet off turrets, despite dealing damage.</em></p></li></ul></li><li><p class=""><em>WSTR Combat Shotgun</em></p><ul data-rte-list="default"><li><p class=""><em>Reduced leftward motion in firing recoil.</em></p></li><li><p class=""><em>Increased duration of spin ready required before it can be interrupted by weapon fire.</em></p></li><li><p class=""><em>Redistributed damage falloff. It now retains near-max damage at point-blank range but falls off much more quickly.</em></p></li><li><p class=""><em>Reduced aim assist cone size and reduced the influence of aim assist on pellet spread as they travel.</em></p></li></ul></li><li><p class=""><em>Misriah 2442</em></p><ul data-rte-list="default"><li><p class=""><em>Reduced leftward motion in firing recoil.</em></p></li></ul></li><li><p class=""><em>BR33 Volley Rifle</em></p><ul data-rte-list="default"><li><p class=""><em>Lockout Muzzle Brake Prestige mod now also suppresses weapon fire in addition previous effects.</em></p></li></ul></li><li><p class=""><em>Longshot</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue with the gold mod resetting its counter incorrectly and disappearing from the buff tray display.</em></p></li></ul></li></ul><h3><strong><em>Mods</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>Drag &amp; Drop can now be used to remove weapon mods from weapons.&nbsp;</em></p><ul data-rte-list="default"><li><p class=""><em>Dragging a mod attached to a weapon into the backpack or Vault will now remove the mod and place it into that inventory rather than moving the entire weapon&nbsp;</em></p></li></ul></li></ul><ul data-rte-list="default"><li><p class=""><em>Chips</em></p><ul data-rte-list="default"><li><p class=""><em>Endless Runner</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue with the Superior rarity version having an incorrect string.</em></p></li></ul></li><li><p class=""><em>Opportunist*</em></p><ul data-rte-list="default"><li><p class=""><em>Added a 3.5 second cooldown to the perk activation.</em></p></li><li><p class=""><em>DEVELOPERS NOTE: The WSTR videos were indeed funny.&nbsp;</em></p></li></ul></li></ul></li><li><p class=""><em>Optics</em></p><ul data-rte-list="default"><li><p class=""><em>Thermals</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed an issue where thermals were not highlighting invisible UESC combatants, ticks, and tick nests.</em></p></li></ul></li></ul></li><li><p class=""><em>Generators</em></p><ul data-rte-list="default"><li><p class=""><em>Fixed a tooltip display issue that incorrectly labeled the decreased charge time as increased charge time.</em></p></li></ul></li><li><p class=""><em>Magazines</em></p><ul data-rte-list="default"><li><p class=""><em>Cloudfeather Chamber was missing its Weight Reduction stat bonus, making it too similar to Turbo Chamber. It now correctly grants a bonus to Weight Reduction.</em></p></li></ul></li><li><p class=""><em>Barrels</em></p><ul data-rte-list="default"><li><p class=""><em>Suppressors</em></p><ul data-rte-list="default"><li><p class=""><em>Removed the health display scramble and the 2D damage indicator effects that happened to victims shot by a weapon with a suppressor attachment.</em></p></li></ul></li><li><p class=""><em>DEVELOPERS NOTE: We may revisit this in the future but for now we believe this muddied the gameplay language too much and the benefit of a quieter weapon is attractive enough for these mods.</em></p></li></ul></li></ul><h3><strong><em>Zones</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>Cryo Archive</em></p><ul data-rte-list="default"><li><p class=""><em>Cryo Archive has been added to the game. Good luck getting there.</em></p></li></ul></li></ul><h3><strong><em>Audio</em></strong></h3><ul data-rte-list="default"><li><p class=""><em>UESC spawn-in animation will now play all of the associated audio.</em></p></li><li><p class=""><em>Lowered the range that you can hear other players in combat.</em></p></li></ul><p class="">With how Marathon has been going since launch, I’m honestly surprised at how exciting all of this feels as we inch closer to the eventual release of Cryo Archive. This kind of slow build is a Bungie staple, and it’s clearly working, as players who are invested are paying attention and getting their vault ready for what’s next.</p><p class="">My thoughts on the game haven’t changed much from <a href="https://www.toomuchgaming.net/blog-news/marathon-first-weekend-impressions" target="_blank">the first weekend</a> to the second. With over 70 hours played and now past level 50 this season, I’m still enjoying my time with this extraction shooter, whether I’m running solo or with a team.</p>


  




  



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  <h3><strong>About the Author - </strong><a href="https://www.toomuchgaming.net/blog-news?author=56d5457be32140fc7fd2ea16" target="_blank"><span><strong>Carlos Hernandez</strong></span></a></h3><p class="">Carlos Hernandez is the founder and Editor-in-Chief of <em>Too Much Gaming</em>, where he writes about video games, reviews, and industry news. A lifelong gamer, he would do anything to experience <em>Final Fantasy Tactics</em> for the first time again and has a love/hate relationship with games that require hunting for new gear to improve your character.</p>]]></content:encoded><media:content type="image/jpeg" url="https://images.squarespace-cdn.com/content/v1/56d5457d8259b57a20245e80/1773816593091-9TF9D0B3HEFUSFE8VIWA/Marathon_Mno0rdFFY8.jpg?format=1500w" medium="image" isDefault="true" width="1500" height="844"><media:title type="plain">Marathon’s 1.0.5 Update Nerfs Best Weapon to Prepare for 4th Map</media:title></media:content></item></channel></rss>