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Hitman Co-op Mode Confirms World of Assassination Still Evolving

Hitman
Hitman

IO Interactive has officially revealed a co-op multiplayer mode for Hitman, showing live gameplay for the first time during the June 2025 IO Showcase. Following the event, Christian Elverdam, chief creative officer, explained the mode’s development and its long-term significance for the franchise. The announcement reinforces IOI’s commitment to the World of Assassination platform, confirming that the trilogy continues to grow even after years of updates and additions.

Christian Elverdam details early prototypes and gameplay shifts.

In a post-show interview, Elverdam discussed the origin of the new co-op concept. He stated that the team had experimented with multiplayer options during the development of earlier titles but chose to wait until they could implement it meaningfully. According to Elverdam, co-op creates fundamentally different gameplay opportunities—“a gazillion ways,” as he put it—for players to approach missions. For example, one player could stay in stealth while the other distracts guards or manipulates the environment. IOI sees these dynamics as a natural evolution of the sandbox experience that defines the series.

Hitman’s World of Assassination continues to expand.

The introduction of co-op is the latest update in IOI’s broader plan for the Hitman: World of Assassination framework. Launched initially as Hitman 3 in January 2021, the game evolved in early 2023 into a unified platform that combined content from Hitman 1 and Hitman 2. With this consolidation came the Freelancer mode—a single-player roguelike system that introduced randomization and progression-based gameplay within familiar levels. The co-op update now continues that trajectory by introducing real-time multiplayer coordination into existing mission structures.

The return of Stone and Knight from Sniper Assassin

Players familiar with Hitman 2 may recognize the Stone and Knight duo from the cooperative Sniper Assassin mode. That earlier experiment allowed two players to work together from a distance, taking down targets with synchronized sniper shots. This new co-op mode, however, expands on that foundation. Rather than limiting players to long-range eliminations, Stone and Knight now operate in full, close-quarters missions. IOI confirmed that these characters would be playable in the upcoming mode, alongside Agent 47, though they are not simply clones. Instead, they will showcase their gear, behaviors, and limitations, including disguise rules and character-specific mechanics.

How disguises and mechanics might work in co-op

One key question raised by the community involves disguises. In the gameplay demo, one player—likely Knight, who appears to be female—is shown dragging a male NPC’s body and is prompted to take the disguise. This led fans to speculate whether the game would allow female characters to wear male disguises or whether new limitations would be introduced in co-op. The disguise system has always been central to Hitman gameplay, so any deviations could significantly affect how players plan and execute missions together.

On Reddit, multiple users debated the implications. Some pointed out that if Knight can wear male disguises, it would break the series’ prior logic. Others argued that co-op gameplay needs flexibility, especially when working within time-sensitive missions or split tasks. IOI has not yet clarified these mechanics in detail, though fans expect an official update closer to release.

Fan reactions to the Hitman co-op mode announcement

Reception from the community has been largely positive. On Reddit and other platforms, players expressed enthusiasm about co-op returning to the franchise. Comments such as “slow clap for IOI” and “I’ve been waiting for this for years” appeared frequently after the reveal. Many fans compared the upcoming mode to Splinter Cell’s cooperative campaign, which allowed players to coordinate complex stealth missions. The general tone suggests long-time players see this as a long-overdue evolution of Hitman’s sandbox design.

Mission availability and co-op limitations at launch

While the reveal generated hype, not all details are available yet. Based on statements from IOI and analysis from community members, the new mode will launch with a limited set of missions. The developers referred to it as “a set of exciting missions,” which likely rules out full campaign co-op across all maps at release. Instead, the co-op content may be launched in waves or as a separate mission thread, explicitly designed for two-player gameplay. That modular approach would align with IOI’s recent updates, such as Freelancer, which focused on standalone systems rather than retrofitting the entire campaign.

Will Hitman co-op support cross-platform play?

Another major question concerns cross-play functionality. Players have asked whether the co-op mode will allow friends on different platforms to join the same session. As of now, IOI has not provided any official confirmation. Similarly, there has been no mention of local co-op or split-screen support. Given the series’ design and technical history, local play appears unlikely. Still, online multiplayer with the cross-platform backing could become essential for broader engagement, especially with next-gen consoles and PC players using different storefronts and services.

Co-op mode joins broader IOI development slate.

The reveal of co-op gameplay comes at a time when IO Interactive is expanding its development focus. During the same June 2025 showcase, the studio teased a James Bond-themed DLC titled “First Light.” This indicates IOI is managing parallel projects while maintaining active development on Hitman. The decision to continue building Hitman’s ecosystem shows that the studio views the World of Assassination framework as more than a trilogy—it’s now a long-term platform capable of hosting new characters, missions, and experimental mechanics.

Platform availability for the Hitman trilogy

Currently, Hitman: World of Assassination is available on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Windows. On June 5, 2025, the trilogy also became available for the Nintendo Switch 2. That port allows players to access the entire World of Assassination experience, although performance and features vary depending on the hardware. IOI’s continued platform support suggests they aim to make upcoming content, including co-op, available across all systems. However, release schedules and feature parity may differ between platforms.

Long-term plans and timing for Hitman co-op

Elverdam declined to give a firm release date for the co-op mode. Instead, he emphasized that IOI would continue supporting World of Assassination “until we’re done figuring out what this can be.” That phrasing suggests the mode may launch in a beta or limited form, with features being rolled out progressively. Given IOI’s approach to Freelancer mode, a soft launch followed by community-driven iteration seems likely. For more game reviews and news, stay tuned to our website. Looking for more? Visit our YouTube channel for in-depth guides, exciting gameplay, and the latest updates!

Pensioner Gamers Enter the Market as UK Studios Expand

Pensioner Gamers
Pensioner Gamers

Estimated reading time: 3 minutes

Studios across the East of England are preparing for a demographic shift — the rise of pensioner gamers. More than 50 years after video games entered UK homes, the first generation of lifelong players is reaching retirement age. Gamers who grew up in the 1970s and 1980s are seeking games that cater to their evolving tastes and preferences. Studios in cities like Norwich are rising to meet the demand. They now compete alongside more established names, such as Jagex, Ninja Theory, and Frontier Developments, all based in Cambridge.

Pensioner Generation Was Shaped by Games

Nick Poole, CEO of Ukie — the UK’s video games trade body — highlighted the cultural impact of games. He called the past 50 years “incredible,” and described the emerging group of pensioner gamers as a major milestone. “We couldn’t have predicted this,” Poole said. “The way video games have shaped lives is astonishing.” He credits part of gaming’s modern popularity to the “crossover” with television and film. Hits like The Last of Us and Fallout adapted game worlds into widely successful TV series. “If you love the world and played the game, you’ll want to keep living in it,” he added.

Frontier Developments Grew With the Industry

Frontier Developments in Cambridge has watched the shift unfold from the inside. Game director Rich Newbold joined the studio in the early 2000s. At the time, the team had only 70 employees. “We’ve been around for 30 years,” Newbold said. “We started on a farm in Ely. Now we have about 600 people.” Frontier creates titles like Planet Coaster 2, Planet Zoo, and F1 Manager. The games let players explore space, manage teams, or build theme parks and zoos. Newbold saw interest grow most sharply during the COVID pandemic. “People started to prioritize leisure differently,” he said. “Video games bring joy, but also help meet that need.”

Games Industry Growth in the East of England

Data from Ukie shows significant expansion in the region. In 2016, approximately 2,400 people worked in the gaming industry in the East. By 2024, that number grew to 3,105. The number of game companies rose to 160. The region’s contribution to the UK economy also increased, reaching £212 million — up from £122 million in 2016.

Young Developers Enter a Crowded Space

Iz Head, 23, is part of the next wave of developers. They co-founded Moss Monkey while finishing their final year at Norwich University of the Arts. The idea came after their mother suggested that gaming could be a career. “The scene here is growing fast,” they said. “There are tons of new studios and games coming through. I love being part of it.” Their studio’s project, Outclaw, follows a mischievous spirit cat named Giblet that travels the world causing chaos. But development hasn’t been easy. “We’ve spent a lot of time applying for grants,” Head explained. “There were moments when I considered taking a part-time job. But that would double the time it takes to launch the game.”

Support for Start-Ups Could Be Stronger, Says Studio Founder

Mark Backler runs Sketchbook Games in Norwich. His studio’s latest project, Lost Words, is based on a book by Rhianna Pratchett, daughter of Terry Pratchett. The game tells the story of a girl processing trauma through a fantasy world. Backler wants better conditions for smaller studios. “There’s support out there, but we’re behind countries like France and Canada,” he said. “They offer serious tax relief and infrastructure. Competing with the US or Japan is hard without that.”

Pensioner Gamers Will Push New Frontiers

Backler believes the next decade could redefine the games sector. “As games get more complex, more roles will open up,” he said. “It’s not just about coding anymore.” He lists storytelling, audio design, music composition, production, and marketing as essential jobs in game development. But he also sees room for future experts. “Who knows,” he said. “We might need economists or even architects in games soon.” For more game reviews and news, stay tuned to our website. Looking for more? Visit our YouTube channel for in-depth guides, exciting gameplay, and the latest updates!

Ghost of Yotei: State of Play Gameplay Showcase Set for July

Ghost of Yotei
Ghost of Yotei

Estimated reading time: 4 minutes

Set to launch on October 2, 2025, Ghost of Yotei is an eagerly anticipated PlayStation 5 exclusive from Sucker Punch Productions, the acclaimed studio behind Ghost of Tsushima. Sony has confirmed a dedicated State of Play presentation in July 2025, which will offer a comprehensive deep dive into the game’s evolved gameplay mechanics and stunning visual enhancements.

A New Journey in Feudal Japan: Atsu’s Vengeance

Ghost of Yotei transports players to the year 1603, approximately 329 years after the events of Ghost of Tsushima. This standalone sequel introduces Atsu, a rōnin seeking vengeance against the Yotei Six for killing her family. The story unfolds near Mount Yotei in Ezo, now known as Hokkaido in modern Japan. The setting contrasts with the original, featuring grasslands, snowy tundras, and harsh wilderness beyond the shogunate’s control in 1603. Atsu is voiced by Erika Ishii in English and Fairouz Ai in Japanese. Her journey begins with revenge but evolves as she forms new bonds and searches for peace. She travels with a wolf companion, suggesting a significant role for the animal in gameplay and story.

Enhanced Gameplay for the PlayStation 5

Sucker Punch built Ghost of Tsushima for the PlayStation 5. It fully uses the console’s power, promising a true next-generation experience. Players can expect a much better and expanded combat system. Jin isn’t limited to one katana. Confirmed weapons include dual katanas, the kusarigama, odachi, a rifle, and a spear called the “Yachti.” New combat abilities like unblockable strikes and disarming enemies will be available. Players must find “weapon sensei” NPCs to unlock these skills. This adds realism and progression to the game. The game will also have improved stealth, allowing more creative combat approaches.

Ghost of Yotei moves away from the linear structure of Ghost of Tsushima. Players can now pursue the Yotei Six in any order. This non-linear design gives more freedom and control over progression. The open world also lets players set up camp anywhere to rest or resupply. New mechanics include shifting into Atsu’s younger self to relive key past events. These interactive flashbacks blend narrative with gameplay in a seamless way. Familiar features, such as onsen baths and shrine visits, return. Additionally, a new Sumi-e painting mini-game deepens cultural immersion. Coin pouches found across the world unlock “Zany Hajiki,” a game of skill tied to exploration.

Visual Fidelity and Immersive World

Ghost of Yotei boasts significant visual improvements, showcasing the power of the PS5 with stunning graphics and seamless performance. The game features expansive sightlines that allow players to gaze across vast environments, dynamic weather systems, and realistic vegetation movement, all of which contribute to a more immersive and believable world. The skies will feature twinkling stars and auroras, enhancing the atmospheric experience. The PS5’s ultra-high-speed SSD will ensure near-instantaneous load times, facilitating quick travel across the vast map. Furthermore, the game will utilize the DualSense wireless controller’s haptic feedback and adaptive triggers to bring Atsu’s combat and environmental interactions to life, along with Tempest 3D AudioTech for an immersive sound experience.

Collector’s Edition and Anticipation

Sony has announced a Collector’s Edition for Ghost of Yotei, specifically targeting dedicated fans. In addition to the base game, this premium package includes a physical replica of Atsu’s Ghost mask. Moreover, it features a sash, tsuba (sword guard), art cards, a Zeni Hajiki coin game with a pouch, and a papercraft ginkgo tree. On the digital side, players will receive exclusive content such as “The Snake Armour,” the Digital Deluxe Armour Dye, and a matching horse and saddle. Furthermore, it includes a unique sword kit, an in-game charm, and an early unlock for Traveler’s Maps.

The upcoming July State of Play is highly anticipated, as it promises to deliver a detailed look at Ghost of Yotei‘s gameplay, offering crucial insights into Atsu’s journey, the challenges she faces, and the innovative features that await players in this ambitious sequel. For more game reviews and news, stay tuned to our website. Looking for more? Visit our YouTube channel for in-depth guides, exciting gameplay, and the latest updates!

Elden Ring: Nightreign – A Risky Rebirth

Elden Ring Nightreign Night Revenant Quest Cinematics picture
Elden Ring Nightreign Night Revenant Quest Cinematics

Estimated reading time: 1 minute

Elden Ring: Nightreign doesn’t pretend to be Elden Ring 2, and that’s probably the most important thing to know before diving in. FromSoftware has ditched the seamless open world in favor of tightly contained, roguelike-style sessions that push you to survive, die, and adapt over and over. That’s forcing long-time fans to recalibrate their expectations completely, and not everyone is on board. What we’ve got here is a Soulslike filtered through survival co-op mechanics and structured into repeatable sessions—a kind of “Death Royale” experiment that offers an adrenaline-spiked twist on familiar combat traditions.

Procedural Monotony vs Focused Chaos

Let’s get something out of the way: the procedural maps? They get old. Not instantly, not within the first two or three runs, but soon enough, you start noticing the square-ish algorithms underneath. The layouts begin to echo themselves, and even the so-called randomized events start arranging themselves into expected routines. This isn’t Immersive World Design™—this is an arena populated with monsters and checkpoints. Some corners are beautiful, sure, thanks to FromSoft’s signature lighting and atmosphere. But this isn’t about discovering lost lore hidden behind every rock. This is about killing your way through sentient architecture designed to chew you up and spit you out before the night’s over.

The paradox is that the predictability doesn’t kill the tension. The timer, the enclosed arena, the knowledge that a boss waits for you once night falls—all of that keeps things taut. But it’s not Elden Ring’s brand of wonder or slow-burn discovery. This is a sprint, not a long hike. And that’s exactly how it’s meant to be.

Nightreign Co-op Gambles and Team Tension

You’re always dropped in as part of a team of three, and let me tell you: trio structure might be the game’s boldest gamble. Not allowing duos at launch is what hurts most—and FromSoft knows it. They’ve already said they’re patching in two-player squads, and they can’t do it fast enough. Playing with randoms is an exercise in masochism, especially when your fragile survival hinges on one teammate remembering how resurrection works and another not YOLO-rushing into a boss’s AoEs. If you’re lucky enough to have competent friends, the game becomes brilliant. Team synergy blooms, clutch revives get your heart pumping, and the combat turns from chaos into ballet.

The real turning point came when I gave up matchmaking and started solo. Not because I wanted to be a lone wolf, but because it was the only way to actually absorb the systems and figure out how things worked. Once I had a few successful runs alone, re-entering group play felt like a reawakening: the mechanics clicked, the pacing made sense, and I stopped feeling like I was dragging dead weight behind me. This is a session-based Soulslike that requires you to earn your competency, and punishes you harshly if you underestimate the curve.

Nightreign: Combat That Still Bleeds FS DNA

The action feels uncompromising. Enemies hit like trucks, bosses can eliminate you in seconds, and parries or dodges still need to be tight and well-timed. There’s a rawness in how it plays, but it’s familiar in feel even as its context changes entirely. You’re constantly leveling up through the course of a run—maybe hitting level 13 before it all resets—and those temporary stats force you to think tactically rather than grind endlessly.

Resetting after each session might sound punishing, but it actually liberates the flow. There’s no “farm rats for five hours” problem; you either step it up or get clobbered. The true tension, though, comes from a system where the session isn’t over until all three players are dead. As long as one survives and reaches a resurrection point, there’s still a chance. Some of my most thrilling moments came from desperate revive runs or late-game comebacks. It’s drama in pure form—even if it also breeds some rage when randoms screw it up.

Bosses, for what it’s worth, feel right at home. Many shapes are reused—veterans will catch a few familiar silhouettes borrowed from past FromSoft titles—but mechanically, they’re no joke. Some of these fights are designed with this new session loop in mind, pushing DPS checks and coordinated movement to the limit. There are fewer “zone-end” nostalgia fights and more encounters designed to be gauntlets, endurance tests with rotating conditions instead of scripted stories.

A New Genre in the Making?

Let’s not dance around it: NightReign is a prototype. A playable testbed. It’s FromSoft seeing how far their Souls DNA can stretch before it snaps, and the gamble mostly works. More impressively, it might just be the start of a whole new genre wave. We’ve already had haphazard attempts to merge Soulslike mechanics with roguelikes, multiplayer runs, and even PvPvE showdowns. But this? This feels surgically assembled, as if someone carefully studied genre trends and attempted to blend them into a cruel, yet elegant, formula.

That doesn’t mean it nails everything. Cosmetic variety is thin. The metagame is skeletal—the rings you unlock across runs offer marginal bonuses at best, and there’s not yet a real incentive to grind out dozens of sessions unless you’re chasing mastery. No game-breaking builds, no perfect OP route; just short-term optimization. That minimalism feels clean, but it won’t satisfy fans who crave depth, layered over weeks of gameplay. Right now, the long tail is all about skill refinement rather than power accrual.

Performance and Style: Nicely Locked-In

Technically, NightReign is rock solid. I’m running the game on ultra at a locked 170 FPS most of the time. Even when the screen explodes in particle soups during chaotic boss phases, it’s barely dipping into the low 120s. The code feels stable. Crashes and fatal bugs haven’t been an issue on my end.

The visual art style remains classic FromSoftware—less about photorealistic tech and more about evoking a powerful mood. Effects are particularly strong, especially lighting arcs in nighttime scenes or particle fog in corrupted zones. Boss animations are fluid and grotesque in equal measure. It’s unmistakably their work, even if the dreamlike, painterly elegance of Elden Ring is replaced with tighter, more contained nightmare logic.

Audio’s great too. Sparse voice lines, eerie orchestral swells, and instantly recognizable audio tells for big attacks. Nothing trailblazing, but it all comes together to do what FromSoft always nails—build moment-to-moment immersion that never breaks the tension.

The Missing PvP Tooth

For now, it’s PvE only. No invaders, no try-hard duelists, no gank squads. That’s bound to frustrate some factions of the fanbase, but honestly, I think it’s a smart call. This game’s structure can barely support balanced co-op, let alone balanced PvP. Still, it’s coming down the line, and that gives hope for evolved formats—maybe even structured arenas or temporary invasion skirmishes. If implemented smartly, it could add one of the last missing hooks for longevity. But it needs to be carefully separated from the core PvE loop. Inject it too freely, and the whole structure might crumble.

The Steep Cliff That Filters the Fakers

Let’s be honest: the difficulty curve is steep—and steeper still if you’re not paired with friends. This game does not ease you in. There’s no handy Soulsborne equivalent tutorial cave with a mild boss at the end. You’re tossed into the loop cold, with just enough interface guidance to know which button swings a sword. For the first ten runs, you’ll probably feel like you’re flailing underwater. But it’s by design.

That trial is what filters players. After losing again and again to early encounters and having teammates bail mid-fight or disappear entirely, it became crystal clear: you either adapt or get out. There’s no XP safety net, no persistent health buff to lean on. You execute better, or you die sooner. But once you start clicking with its rhythm—and once the community filters out the casuals—the runs get better. Tighter. Way more cooperative. That payoff feels earned, and it fuels replay more than artificial grind ever could.

So, What Is NightReign Actually Offering?

It’s not more Elden Ring. It’s not a sequel. If anything, NightReign is a sharp left turn nobody expected, a standalone dive into experimental structure with Soulsborne mechanics stapled to an entirely different blueprint. A mistake? Not necessarily. Misjudged in some launch decisions? Definitely. But it’s also a rejuvenating risk that proves FromSoft isn’t afraid to break its own mold.

And here’s the real wildcard: this pace, this reset loop, this stripped-core focus? It might be the formula that other devs copy next. The first real contender for a “session Soulslike” genre. Think about that term a few times. That’s what’s being born here.

About the Game

Title: Elden Ring: Nightreign
Type of Game: Action Role-Playing Game (Roguelike, Co-op Survival)
Developer: FromSoftware
Publisher: Bandai Namco Entertainment
Release Date: May 30, 2025
Platforms: PlayStation 4, PlayStation 5, Xbox Series X|S, PC Game
Platform reviewed on: PC Game

Where to Purchase Elden Ring: Nightreign

  • PC Game: Experience the latest chapter in the Elden Ring universe by purchasing Elden Ring: Nightreign on the Steam Store
  • PlayStation: Embark on your journey through the Lands Between by acquiring the game on the PlayStation Store, compatible with both PS4 and PS5
  • Xbox: Join the battle against the Nightlords by getting the game from the Microsoft Store, available for Xbox One and Xbox Series X/S
  • Bandai Namco Store: For exclusive editions and merchandise, including the Collector’s Edition with additional DLC and collectibles, visit the Bandai Namco Store

Elden Ring: Nightreign – Patch Notes Version 1.01.1

Elden Ring Nightreign
Elden Ring Nightreign

The treacherous landscapes of the Lands Between are constantly evolving, and with the recent launch of Elden Ring: Nightreign, FromSoftware is already hard at work refining the experience. The first official update, Patch 1.01.1, has now arrived, bringing with it crucial bug fixes, quality-of-life improvements, and subtle balance changes designed to enhance your journey, especially for solo adventurers. Check out our YouTube channel to see our adventures in the Lands Between!

Released on June 2, 2025, this patch is available on all platforms. That includes PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC (Steam). To access online features and stay ready for upcoming challenges, update your game to the latest version.

How to Verify Your Game Version

Checking if the update has been successfully applied is straightforward. Navigate to the title screen of Elden Ring: Nightreign, and you will find the version numbers displayed in the lower right corner:

  • App Version: 1.01.1
  • Regulation Version: 1.01.1

If these numbers match, you’re all set to dive back into Nightreign with the latest improvements.

Key Changes in Patch 1.01.1

Some early community discussions speculated about major combat overhauls. Instead, patch 1.01.1 focuses on improving the early game. It also offers better support for players tackling the game solo.

Enhancements for Solo Players:

  • Automatic Revival: To assist solo Tarnished in overcoming formidable foes, players will now benefit from one automatic revival per night boss battle. This new lifeline offers a crucial second chance during intense encounters.
  • Increased Rune Gains: Expeditions undertaken solo will now yield greater rune rewards. This adjustment ensures that playing alone remains a rewarding path to character progression.

General Balance Adjustments:

  • Improved Relic Acquisition: The update increases the drop rate of high-rarity Relics from Day 3 Expeditions, making it more feasible to acquire valuable gear.
  • Scenic Flat Stone Boost: The probability of obtaining high-rarity Relics from Scenic Flat stones has also been increased, further enhancing your chances of finding powerful items.

Critical Bug Fixes and Technical Corrections:

This patch addresses several reported issues, contributing to a more stable and seamless gameplay experience:

  • Attack Behavior Fixes: Various bugs related to the behavior and specifications of certain enemy attacks and player actions have been resolved.
  • Spell and Incantation Reliability: Issues where some spells and incantations failed to deal damage under specific conditions (e.g., when used with certain items or buffs) have been corrected. This includes fixes for abilities like the “Black Blade” incantation, ensuring their effects trigger as intended.
  • Localization Improvements: Several mistranslations and layout problems across various language settings have been addressed, ensuring text displays correctly in all supported languages.

Looking Ahead: Future Support for Elden Ring: Nightreign

FromSoftware has a strong track record of supporting their titles post-launch, and Elden Ring: Nightreign is no exception. The game focuses entirely on co-op and PvE content. Players can expect regular updates, balance changes, and bug fixes. These will continue to refine the experience. For official news and community updates, follow FromSoftware on social media or join the official Discord server. Get ready to face the Nightreign, Tarnished – your adventure continues! For more game reviews and news, stay tuned to our website.