Category Archives: games

Watch the November 2025 PlayStation State of Play here

Today marks the date of the latest PlayStation State of Play, but this one will be a bit different from what has come before. This edition is titled **State of Play Japan**, with a sole focus on games developed in Japan and other studios across Asia.

The November 2025 PlayStation State of Play Japan will take place today, November 11, at 2 p.m. PT / 5 p.m. ET. Fans can watch the event live on the official PlayStation YouTube channel.

We know a couple of key details about this special PlayStation event. First, it will run for approximately 40 minutes. Second, the showcase will primarily highlight games from Japan and other Asian studios. This means publishers like Square Enix, Capcom, and Sony Interactive Entertainment are expected to feature prominently.

Don’t miss out on the latest updates and announcements focused on Asian-developed titles—tune in to the PlayStation State of Play Japan today!
https://www.shacknews.com/article/146776/watch-playstation-state-of-play-japan

Kingdom Come: Deliverance 2’s Lead Gameplay Designer has jumped ship to CD Projekt RED

**Kingdom Come: Deliverance 2 Dev Joins CD Projekt RED to Work on The Witcher 4**

Warhorse Studios’ *Kingdom Come: Deliverance 2* has been turning heads this year as an immersive medieval RPG, boasting compelling systems and an engaging story. Now, CD Projekt RED is ramping up excitement for its own medieval RPG, *The Witcher 4*, by bringing a key developer from the Kingdom Come sequel onboard.

Former Warhorse Lead Game Designer Karel Kolmann has made the switch to CD Projekt RED, where he will work as a Senior Quest Designer. This is a significant acquisition for CD Projekt RED, and Kolmann himself shared the announcement on his social media this week.

Kolmann kept the message simple, stating, “I’m happy to share that I’ve joined CD Projekt RED,” in a tweet graphic. However, his LinkedIn profile provides a bit more detail, revealing his new role as Senior Quest Designer at CDPR.

During his eight-year tenure at Warhorse Studios, Kolmann was instrumental in shaping the Kingdom Come series. He contributed as a writer, quest designer, and game designer before stepping into the role of Lead Game Designer. Notably, Kolmann was one of the lead architects behind *Kingdom Come: Deliverance 2’s* Hardcore Mode and its intricate law system.

There’s no doubt that Kolmann’s expertise played a role in many of the features praised in Guides Editor Sam Chandler’s review of *Kingdom Come: Deliverance 2*, making his move to CD Projekt RED an exciting prospect for fans eagerly awaiting *The Witcher 4*.

Stay tuned for more updates on *The Witcher 4* as development continues with fresh talent on board.
https://www.shacknews.com/article/146775/kingdom-come-deliverance-2-karel-kolmann-the-witcher-4-cd-project

Pokemon Pokopia gets March 2026 release date

Pokémon Pokópia, the first-ever Pokémon lifestyle simulation game, was initially revealed in September 2025 with an expected release window set for 2026. Now, Nintendo has officially announced that the game will launch on March 5, 2026.

The release date was shared through a post on X, although no new trailers, screenshots, or additional game details accompanied the announcement. What we do know is that Pokémon Pokópia will be a Switch 2 exclusive, arriving early next year.

In Pokémon Pokópia, players take on the role of Ditto, the shapeshifting Pokémon. While Ditto adopts a human-like form, players will harness Ditto’s unique ability to mimic various Pokémon in order to shape the land, grow crops, and construct buildings. This fresh gameplay concept sets Pokémon Pokópia apart from traditional entries in the franchise.

The game was first revealed during the September 2025 Nintendo Direct and is being developed by Koei Tecmo. As a Switch 2 exclusive, it joins other highly anticipated titles like 007 First Light and Saros, both also set for release in March 2026.

The year 2026 promises to be significant for Pokémon fans worldwide, as the franchise will celebrate its 30th anniversary in February. Pokémon Pokópia is poised to be a major highlight in what looks to be a memorable year for the Pokémon series.
https://www.shacknews.com/article/146773/pokemon-pokopia-release-date

Lumines Arise review: Hip to make squares

Enhance has been making games for many years, but the team cemented its place on the gaming map with its unique blend of puzzle gameplay and stirring musical accompaniment. *Tetris Effect* remains a generation-defining reinvention of a classic franchise. Building on that success, Enhance has now given the same treatment to *Lumines* with their latest release, *Lumines Arise*.

### Make the Beat Drop

*Lumines Arise* follows the series’ formula of creating 2×2 squares of matching patterns, aiming to clear as much of the board as possible. Like the best puzzle games, the speed and intensity ramp up as the game progresses, keeping players on their toes.

In Journey Mode, players navigate through five distinct sections, each requiring a certain number of squares to advance. The game starts off gently but becomes increasingly challenging as the play area shrinks in the later stages.

While the puzzle mechanics alone are a winner, *Lumines Arise* follows in *Tetris Effect*’s footsteps by wrapping the gameplay in a breathtakingly beautiful visual package. Backgrounds feel fully immersive, featuring scenes ranging from a remote beach and snowy cabin to a tropical rainforest with head-bopping chameleons and a bustling neon-lit metropolis.

Each stage pulses and moves in time with the music, making it easy to get lost in the rhythm—sometimes to the point of losing track of gameplay details. Even on Easy difficulty, Journey Mode offers a satisfying challenge, especially for players new to the *Lumines* formula who might think making squares is simple.

### Visuals and Accessibility

Some stages like Mirror Ball or Digital Human amp up the visual effects heavily, creating dazzling but occasionally distracting displays. While these flashy effects are impressive, they can overwhelm, especially by default. Fortunately, Enhance includes a comprehensive set of accessibility options to tone down the intensity and make visuals more subtle. This is particularly helpful in the game’s VR mode.

Accessibility settings also add useful modifiers to reduce game stress. Players can adjust whether blocks fall automatically and enable a No Fail option alongside various difficulty settings that influence game speed.

Camera distance can be tweaked to lessen the intensity of visual effects, aiding players sensitive to sensory overload. The game also offers toggles to disable spiders and snakes, catering to those with related phobias. Additionally, a photosensitivity warning appears at startup to prepare players for the visual experience.

### All Together Now

The core experience in *Lumines Arise* is the Journey Mode, but there are additional ways to enjoy the game. Missions present specific challenges, such as clearing squares within a limited number of moves or completing more unconventional objectives. Some missions feature falling towers or even Tetris-shaped pieces—an enjoyable nod to Enhance’s previous puzzle success.

Another key feature is multiplayer, which offers a handful of modes. Burst Battle is the main competitive mode, where players clear as many squares as possible while sending “garbage blocks” to opponents. Players can customize their preferred background and music tracks here.

The Leaderboard League adds Time Attack challenges and a mode called Dig Down, which tasks players with managing a rising tide of blocks. While these additional modes are entertaining, their limited variety means they can lose appeal over time.

One standout aspect of *Arise*’s multiplayer and overall presentation is its sense of community. Weekend events encourage the entire player base to participate by playing any multiplayer mode. The more completed games, the greater the contribution to a worldwide goal—such as gathering Light to build a giant Vision construct. All participants earn rewards to customize their Pon avatar.

The multiplayer hub, main menu, and even the end of Journey Mode all feature NPC Pon avatars representing every player who has logged in, creating a lively, festive atmosphere that enhances the social experience.

### The Soundtrack: Lumines Arise’s Defining Feature

Music lies at the heart of *Lumines Arise*. The soundtrack by Hydelic spans a vibrant mix of genres including techno, house, rap, and LoFi beats. The tunes synchronize beautifully with the game’s moving Timeline that clears completed squares and the ever-moving backgrounds.

Players aren’t required to play on the beat—instead, the beat plays with them. If a background song speeds up, so does the Timeline, adding an exhilarating toe-tapping challenge.

### Press Play

Like *Tetris Effect* before it, *Lumines Arise* is as much a musical experience as a gaming one. Without its stellar soundtrack, the game wouldn’t work nearly as well. Luckily, it boasts an array of bangers that power both Journey Mode and multiplayer sessions.

Enhance also provides a Playlist mode, allowing players to arrange songs and their associated backgrounds to their personal liking.

As someone more inclined toward Tetris, I hadn’t been a big *Lumines* fan—until now. *Lumines Arise* is an absolute triumph. The visuals are among Enhance’s best, blending the power of Unity with their proprietary Synaesthesia Engine.

The game is wildly fun and surprisingly challenging in spots, but above all, it is a relaxing pleasure. So sit back, unwind, and let the beat drop.
https://www.shacknews.com/article/146765/lumines-arise-review-score

Where to find Mint and Sage at the monastery in Kingdom Come: Deliverance 2

**Where to Find Mint and Sage at the Monastery in Kingdom Come: Deliverance 2**

As you play through the Mysteria Ecclesiae DLC for *Kingdom Come: Deliverance 2*, you’ll need to gather both mint and sage. These ingredients are essential for crafting a new mask that may protect you from the dangerous disease spreading through the monastery.

**How to Locate Mint and Sage**

To find mint and sage, make your way to the monastery gardens on the eastern side of the complex. The easiest route is to start from the library, where Brother Crispin is usually found. Exit through the door on the left side of the library and proceed through the garden area, then head north.

Eventually, you’ll reach several herbal patches being tended by a monk. While the monk won’t be overly talkative—he’ll just warn you about being outside during the lockdown—this is the area where you’ll find what you need.

– **Mint** is located in a patch to the right. It appears as an all-green herb.
– **Sage** can be found further north on the left side and is identified by its purple and green coloration.

**Tips for Gathering Herbs**

When you’ve collected the mint and sage, it’s safest to return to the library the way you came. If you continue north, you’ll encounter private gardens and a rotating patrol of guards, increasing your risk of getting caught.

There should be plenty of sage and mint available in these gardens for your requirements. With these herbs, you’ll be able to craft your own plague mask and provide one for Brother Crispin as well.

Good luck, and stay safe as you navigate the monastery during this perilous time!
https://www.shacknews.com/article/146752/where-to-find-mint-sage-at-monastery-sedletz-kingdom-come-deliverance-2

How to find Albich of Uniczow in Kingdom Come: Deliverance 2

Your first quest in the *Mysteria Ecclesiae* DLC for *Kingdom Come: Deliverance 2* is called **The Royal Physician**, and it sets you on the trail of Albich of Uniczow. As you might expect from Warhorse Studios’ epic adventure, there will be a bit of drama along the way.

## How to Find Albich of Uniczow in Kingdom Come: Deliverance 2

To find Albich, the first thing you need to do is make your way to Kuttenberg. Follow the quest marker to the apothecary just off the main street and go inside.

Head down the main hall to the back of the building, where you will find Oswald Torwart near the rear on the ground floor. Talk to him; he will inform you that Albich is nearby and send you to the next building.

If you step out the front, you’ll notice two angry men shouting at the door, looking for Albich. There isn’t much you can do for now, so instead, walk back into the apothecary. Go down the hall, exit out the back into the alley, then turn left.

Walk past two houses until you see a stone archway. Head inside there.

You will find Albich upstairs, tending to a patient. Talk to him and give him the letter you have. Soon after, the two men will appear at the back of the house, demanding to speak with him.

Go downstairs and help Albich deal with the angry pair. You will get some dialogue options—choose the one that best suits your stats. However, there is still a good chance you’ll need to fistfight the two men regardless of your choice.

Once the troublemakers have been sent on their way, talk to Albich again. Agree to go to the monastery with him, and you will be on your way to the next stage of your quest.
https://www.shacknews.com/article/146685/where-to-find-albich-of-uniczow-kingdom-come-deliverance-2

Dispatch Season 1’s success makes Season 2 a real question for AdHoc Studio

AdHoc Studio is a late success story for a smaller developer in 2025, having achieved sales of over 1 million copies with its new narrative title, *Dispatch*.

Season 1 of *Dispatch* wraps up this Wednesday, but the game is already the talk of the internet, with players raving about its diverse characters and memorable moments. Given the strong performance of the first season, a second season now seems more likely, according to the developers.

Nick Herman, co-founder of AdHoc Studio and co-director of *Dispatch*, discussed the possibility of a Season 2 during an appearance on the *Friends Per Second* podcast, as reported by GamesRadar. Herman shared some insight into the game’s unexpected early success:

> “Just to give you a timeline of events, it was just a little under a week ago that *Dispatch* first released, which is to say that when the game launched, AdHoc Studio had no idea what to expect. But this far in, with an Overwhelmingly Positive review rating and over 1 million units sold in ten days, the game has fared extraordinarily well.”

Part of the game’s success can be attributed to its ability to capture the classic Telltale-style narrative gameplay while also respecting players’ time. Senior Editor Ozzie Mejia noted that *Dispatch* manages to deliver engaging storytelling without unnecessary filler, which has resonated well with fans.

With such a promising start, fans of *Dispatch* have plenty of reasons to be excited about what AdHoc Studio has in store next.
https://www.shacknews.com/article/146764/dispatch-season-2-adhoc-studio

Battlefield 6 Update 1.1.1.5 patch notes adjust vehicle spawns & Redsec battle royale

Battlefield 6 Update 1.1.1.5 Patch Notes: Improvements to Redsec Match Flow, Squad Revives, and End-of-Round Transitions

Electronic Arts and Battlefield Studios have prepared one of the first major patches for Battlefield 6 since the launch of its free-to-play Redsec battle royale module. Update 1.1.1.5 brings a variety of fixes across the game, with a significant focus on balancing and improving key aspects of Redsec, including match flow, squad revives, and round transitions.

Release Schedule

The Battlefield 6 Update 1.1.1.5 is set to launch on November 11, but the patch notes have already been made available. Alongside a number of broader fixes affecting the game’s other modes, many changes specifically target the Redsec experience.

Major Fixes and Updates in 1.1.1.5

  • Fixed an exploit allowing players to ascend and access unintended areas by standing on the XFGM-6D Recon Drone and hitting it with the Sledgehammer.
  • Resolved an issue where Lock-Guided Missiles were not properly countered by enemy flares and countermeasures.
  • Fixed vehicle spawning problems occurring in Breakthrough and Conquest modes.
  • Addressed multiple Battle Royale issues impacting match flow, squad revives, and End-of-Round transitions.
  • Improved progression, audio, and UI elements to boost clarity, reliability, and overall immersion.

Detailed Changelog

Player

  • Corrected dispersion issues where weapon spread was higher than intended when transitioning from sprinting to aiming down sights (ADS).
  • Fixed scaling of dispersion with movement speed to better reflect actual player speed, rather than always assuming maximum movement speed for the stance.
  • Tuned landing animations to reduce excessive camera and weapon movement during and after landing, enhancing visual stability when aiming down sights.
  • Resolved instances where ADS aim could be misaligned after sliding.

Vehicles

  • Fixed Lock-Guided Missiles not being correctly countered by enemy flares and countermeasures.

Gadgets

  • Patched an exploit that allowed players to reach unintended areas via the XFGM-6D Recon Drone and the Sledgehammer interaction.

Maps & Modes

  • Fixed vehicle spawn issues in Breakthrough and Conquest.
  • Corrected an error where matches sometimes started with all sectors and objectives active simultaneously.
  • Fixed an issue in Strikepoint mode on the Siege of Cairo map, where destruction did not reset at halftime.

UI & HUD

  • Updated Vehicle Customization to properly display unlock criteria for locked Anti-Air Vehicle presets.

Progression

  • Fixed the shotgun weapon challenge “Kill 5 Enemies With a Shotgun Without Reloading” to ensure it completes correctly.
  • Resolved a bug where progress on the “Engineer Specialist 3” assignment was not saving properly.

Portal

  • Fixed “SpawnLoot” not spawning Ammo or Armor as intended.
  • Corrected an issue where players with community creation privileges set to Block could still access user-generated Community Experiences when the party leader hosted a match.

Audio

  • Fixed an issue where activating the BF PRO Radio Channel via the Commo Rose did not play any audio.

Redsec (Battle Royale Mode)

  • Fixed an issue where Battle Royale (Quads) matches failed to end after the last team was eliminated.
  • Resolved a bug where being killed immediately after a mobile respawn could inadvertently eliminate the entire squad instead of reviving remaining teammates.
  • Fixed cases where players became stuck in a top-down map view following redeployment.
  • Corrected an issue where players retained their Second Chance after redeploying and did not transition to the End of Round screen after subsequent elimination.

Redsec UI & HUD

  • Fixed a display issue where all squad members showed the same highlighted stat on the Squad Placement screen.

Redsec Progression

  • Fixed the “Battle Royal Master Challenge 4” so that progress is now tracked correctly.

That covers the Battlefield 6 Update 1.1.1.5 patch notes. Stay tuned to our Battlefield 6 topic for more news, updates, and in-depth guides to the game.


TJ Denzer – Senior News Editor

TJ Denzer is a passionate gamer and writer, having joined Shacknews in late 2019 and risen to Senior News Editor. Beyond news coverage, he contributes to various livestream projects including Indie-licious, Shacknews Stimulus Games, and the Shacknews Dump. Reach him at tj.denzer@shacknews.com or find him on BlueSky at @JohnnyChugs.

https://www.shacknews.com/article/146761/battlefield-6-update-1115-patch-notes

N7 Day 2025’s only announcement was that the next Mass Effect game is still happening

The next Mass Effect game—presumably Mass Effect 5, though it remains untitled at this time—was announced back in 2020. However, BioWare hadn’t had the best run leading up to that announcement, and unfortunately, the situation hasn’t improved much since then.

Despite these challenges, BioWare and Electronic Arts didn’t let N7 Day pass without addressing the status of the upcoming game. During N7 Day 2025, BioWare published a blog post reassuring fans that the next Mass Effect installment is still very much in development. The team remains committed to its release and is actively working on the project.

According to the blog, while we might not see significant news or updates on the game in the near future, the developers are continuing to prepare new Mass Effect-related content. This includes new merchandise and crossover content for other EA franchises, keeping the Mass Effect universe alive and engaging for fans in the meantime.

Though details remain scarce, BioWare’s message serves as a reminder that the future of Mass Effect is still bright, even if the road ahead requires patience.
https://www.shacknews.com/article/146753/n7-day-2025-mass-effect-5-game-still-in-development