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“Join the Queue to Purchase a Sold-Out Steam Controller”

Been a bit of a week for the Steam Controller, ‘ey? It launched earlier this week sans console, only for Valve and everyone else to find that it pretty much immediately sold out. Tech scarcity? Who could have seen that one coming, even for something as simple as a controller! That then resulted in some naughty people flogging them on eBay for at least double the price, but worry not intrepid purchaser, for Valve have shared details on how they plan to dole out the controller going forward.

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Forthcoming Yakuza Prequel Game Showcases the Image of Deceased Actor Who Died 12 Years Prior

**Xbox and Sega Reveal Information on ‘Stranger than Heaven’ Amid Debate Over Bunta Sugawara’s Image**

On Wednesday, Xbox and Sega conducted a broadcast to announce new information regarding their forthcoming game, *Stranger than Heaven*, a prequel in the cherished Yakuza series. The presentation featured thrilling insights about the game, yet it has also ignited considerable debate due to RGG Studio’s choice to utilize the image of the late actor Bunta Sugawara, who died in 2014.

In a news release pertaining to the game, Sega affirmed that Bunta Sugawara would be part of *Stranger than Heaven*. The company declared, “In STRANGER THAN HEAVEN, the late and iconic actor Bunta Sugawara has a role. SEGA secured official permission from his family, and, with resources provided by Toei Company, Ltd.—which produced a number of Mr. Sugawara’s films, including the *Battles Without Honor and Humanity* series—RGG Studio designed his CG character using archival footage and photographs from that era.” This was accompanied by the announcement that actor Takashi Ukaji would lend his voice to Sugawara’s character, expressing a strong connection to the legendary actor.

Bunta Sugawara is celebrated for his performance in the five-part film saga *Battle Without Honor and Humanity*, which played a key role in shaping the modern yakuza film genre in the 1970s and has greatly impacted the *Like a Dragon* video games. Takashi Ukaji, recognized for his roles in franchises like *Ultraman*, *Kamen Rider*, and *Fist of the North Star*, will be making his video game debut with this character.

Nevertheless, the choice to use the likeness of a deceased person for a video game has sparked ethical concerns. Critics claim this is the first occasion in which RGG Studio has incorporated the likeness of a deceased individual in their titles, igniting discussions about the ramifications of such a decision. Although RGG Studio clarified that generative AI was not employed in crafting Sugawara’s likeness, many express discomfort regarding the potential commercialization of his legacy. Some believe that if the aim is to pay tribute to Sugawara’s remarkable career, it would be more fitting to highlight his extensive body of work rather than to depict him posthumously in a commercial venture.

As the launch date for *Stranger than Heaven* draws near, the reaction to Sega and RGG Studio’s contentious choice remains under examination, emphasizing the fragile balance between honoring a legacy and commodifying it in today’s entertainment climate.

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First Look at Hunter: The Reckoning – Deathwish and Reveal of Werewolf: The Apocalypse – Rageborn Expand the World of Darkness Universe

Lucky you! You’ve got a look at two World of Darkness games in one today (that’s the Vampire: The Masquerade universe, for those asking). First is one we already knew about, Hunter: The Reckoning – Deathwish (is it also a World of Darkness requirement for the secondary subtitle to always be followed by a hyphen?), which received less of a gameplay deep dive and more of a light splash. The second is the reveal of Werewolf: The Apocalypse – Rageborn (see what I mean?), a metroidvania where, as the name suggests, you’re a werewolf!

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How to Empty the Recycling Bin on Your Gaming PC

# Kotaku’s Checkpoint News Roundup – May 7, 2026

## New Additions for Halo Infinite
*Halo Infinite* keeps evolving with the launch of a demanding new PvE mode called Firefight: Gauntlet. This mode includes upgradeable features, elimination challenges, and auto-adjusted difficulty, designed for even the most adept players. While post-launch enhancements are decreasing, the game has received accolades for its previous offerings.

## Atari Secures Wizardry Rights
Atari has successfully secured the rights to the initial five *Wizardry* titles. In the meantime, the Japanese company Drecom has confirmed that it still holds ownership of the subsequent titles in the series, guaranteeing that enthusiasts of *Wizardry VI*, *VII*, and *VIII* can anticipate future content.

## Ruse Makes a Comeback on Steam
Fans of World War II strategy can celebrate as *Ruse*, a game from 2010 that was taken down due to licensing problems, returns to Steam. The original developers, Eugen Systems, were instrumental in this re-release, aiming to provide players with an enhanced experience enriched with additional content.

## Pragmata Surprises with 2 Million Units Sold
Capcom has announced that *Pragmata* has surpassed 2 million units sold since its debut. The game’s distinct gameplay and emotionally engaging narrative have earned it critical praise and significant ongoing sales momentum.

## Confusion Surrounds Wizardry Ownership
There is persistent ambiguity regarding the ownership of the *Wizardry* franchise, with Atari acquiring certain titles while Drecom asserts it still holds rights to other entries in the series, creating a competitive atmosphere for forthcoming developments.

## PC Gamer Criticized for Ignoring Recycling Bin
A Reddit user drew criticism for allowing their recycling bin to pile up with an astonishing 300GB of data. Responses ranged from shock to humor, highlighting the importance of digital maintenance among PC gamers.

## AI Integration in Dragon Quest
Yuji Horii, the mastermind behind *Dragon Quest*, shared his excitement about the inclusion of AI characters in gaming. The forthcoming AI chatbot, Slimey, is designed to serve as a supportive ally in *Dragon Quest X*, enhancing player interaction on a personal level.

## Aliens: Fireteam Elite 2 Unveiled
The eagerly awaited sequel to 2021’s *Aliens: Fireteam Elite* is scheduled for launch this September. The game will introduce a new fourth player character and a specialized horde mode, enriching the cooperative gameplay experience.

## Paranormal Activity: Threshold Canceled
Director Brian Clarke revealed the cancellation of *Paranormal Activity: Threshold* following Paramount’s refusal to allow additional development time, resulting in an incomplete product.

## Video Game Hall of Fame 2026 Inductees
This year’s inductees into the Video Game Hall of Fame encompass *Angry Birds*, *Dragon Quest*, *FIFA International Soccer*, and *Silent Hill*. They triumphed over noteworthy contestants like *League of Legends* and *Skyrim* to achieve this distinguished honor at The Strong National Museum of Play.

In conclusion, the gaming sector is alive with thrilling new launches, unexpected acquisitions, and ongoing discussions about game ownership. Stay tuned for the latest updates!

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“Release of Mixtape Expands the Limited Selection of Coming-of-Age Games”

A couple of years ago, The Artful Escape devs Beethoven & Dinosaur announced their next game, Mixtape. It caught my eye at the time in no small part to having an art style that actually looks like Something as opposed to the vast sea of realism simulators out there. In particular, I was fond of its choppy, post-Into-the-Spiderverse animation, and the licensed music soundtrack, despite being very dad-core (maybe even grandad-core for some of you, at this point), did it some favours for me too. Now, it’s out! And brings up a pertinent point about genre.

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Valve Aims to Replenish Steam Controller Stock with Strategies to Block Reseller Acquisitions

The Steam Controller was released on May 4, 2023, and sold out almost immediately, causing frustration among many players and resulting in a spike of resellers on sites like eBay, where prices soared beyond $300. In light of the hefty demand and subsequent letdown, Valve unveiled a revamped inventory strategy and rules to guarantee that genuine buyers have an equal opportunity to secure the controller.

Beginning May 8, Valve will launch a reservation queue system, enabling customers to book their place for upcoming stock. This approach guarantees that those who reserve a controller will be notified in the sequence their reservation was made when new stock arrives.

To tackle reseller behavior, Valve introduced a fresh set of regulations for the reservation procedure. Significantly, each individual can reserve just one Steam Controller, with limitations barring anyone who has already bought one from making another reservation. Furthermore, users are required to possess a Steam account deemed to be in “good standing,” meaning they must have made a purchase on Steam before April 27, 2026.

Valve recognized the mismanagement of the initial launch and reiterated their dedication to enhancing the purchasing experience for gamers: “Steam Controller ran out faster than we anticipated, and we hate that not everyone who wanted one was able to get it.” Fulfillment of reservations is projected to commence the following week for customers in the US and Canada, with intentions to extend to the UK, EU, and Australia shortly thereafter.

This comprehensive plan seeks to balance the demand for the Steam Controller while curbing exploitative reselling tactics, thereby making it more attainable for devoted gamers.

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Review of Amberspire: A Strategy Game Exploring the Ecopoetics of Urban Sprawl through Dice Mechanics

The key thing to know about Amberspire is that it isn’t a city-builder in the SimCity sense, but a turn-based boardgame puzzler in which you don’t so much ‘build’ a city as you do manage a tumult of unpredictable, city-flavoured agencies. Created by Lunar Division, developers of The Banished Vault, it takes place on the surface of a moon-sized mausoleum – a vast Venetian graveworld whose fractured isometric crust reveals level after level of archways and catacombs, sinking beyond sight.

The all-pervading presence of the crypt reminds me of London’s old church cemeteries, crushed like dandelions between mishappen skyscrapers, refusing to be written out of the tale. It also immediately undercuts your primary objective of building a city populous and advanced enough to win recognition from other planets. However high your towers rise, your city is just another layer of debris and pollution applied to a strangely fruitful necropolis. This isn’t a lesson in humility. It’s an invitation to enjoy city-building as the act of dancing with a deathly ecology.

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Failed Online Shooter Continues to Function Because of Faith in the Artistic Worth and Conservation of Games

### Blindfire: Lights Out – An Exceptional FPS Adventure Goes Free

In October 2024, **Blindfire** made its debut in the gaming landscape, presenting a groundbreaking concept: an online first-person shooter (FPS) played in total darkness, compelling players to depend on sound and intuition to discover their foes or avoid being detected. However, despite its intriguing premise, the game faced challenges in drawing a significant player following, prompting developer **Double Eleven** to reconsider its future.

Fast forward to May 7, 2025, when an unexpected revelation appeared on **Blindfire’s** official Steam page. The game was rebranded as **Blindfire: Lights Out** and converted to a completely free-to-play model on both PC and consoles. This strategic pivot took the remaining fans of the game by surprise, especially considering that Double Eleven had not actively engaged with **Blindfire** for close to a year.

#### The Philosophy Behind the Decision

Double Eleven articulated their rationale for reviving the game despite its initial challenges: “We believe games are art and they deserve to be preserved. We refuse to bury what we built just because things didn’t go perfectly.” This strong dedication to sustaining the game underscores the studio’s pride in their creation and their wish to share it with a broader audience, free from the constraints of conventional marketing approaches.

The newest update, available across all platforms, brings thrilling new content, such as two fresh weapons, new achievements, and extra skins for players to earn. A notable feature is the **Audio Aim Assist**, specifically developed for blind and visually impaired players. Feedback from this community noted **Blindfire** as one of the pioneering shooters where they felt they could genuinely compete. This feature leverages audio cues to assist players in navigating their surroundings and locating adversaries, enhancing inclusiveness in gameplay.

#### Preservation of Gaming Culture

While the possibility of this final update propelling **Blindfire** to the forefront of the FPS genre seems unlikely, the decision to keep the servers active reflects a dedication to safeguarding gaming experiences. In an industry frequently criticized for swiftly abandoning titles that fall short of commercial success, Double Eleven’s commitment to sustaining **Blindfire** stands out as a refreshing departure from the conventional approach. Games, even those that do not succeed, are creative projects crafted by enthusiastic teams, and their removal from the gaming sphere often creates a gap.

As the developers remarked, “Watching playtesters get to grips with our twist on the FPS was a massive highlight for us.” Their personal involvement in the project is evident in their resolve to ensure the game remains available for both current and future gamers. “**Blindfire** was a flash in the dark. It was strange, loud, and ours. It is staying online for anyone who wants to play it today, tomorrow, or years from now.”

#### Conclusion

The tale of **Blindfire: Lights Out** serves as a reminder that not every game will resonate with the general public, but each game has significance in the experiences it provides. For gamers, the chance to explore distinctive titles like this one enhances our appreciation of creativity within the gaming industry. Double Eleven’s choice to keep **Blindfire** thriving is an admirable move towards valuing the artistic efforts behind video games, ensuring they are not simply discarded when they fall short of commercial benchmarks.

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Mortal Kombat 2 Critiques Show Varied Responses: A Mix of Enthusiasm and Discontent

**Mortal Kombat II: A Delicate Dance of Violence and Absurdity**

*Mortal Kombat*, the legendary fighting game series, has consistently been recognized for its savage gameplay and exaggerated fatalities where players can remove heads from bodies in gory yet cartoon-like ways. The shift from video game to live-action film has perpetually been riddled with hurdles, needing to treat its premise with gravity while also embracing its intrinsic absurdity. The newest entry, *Mortal Kombat II*, helmed by Simon McQuoid, endeavors to find this careful balance, eliciting a mixed reception from reviewers.

Released on May 8, 2023, *Mortal Kombat II* carries on the narrative established in its 2021 predecessor, which was noted for its fidelity to the original material yet critiqued for excessive exposition. The original film invested significant time exploring character backgrounds and the stakes of the titular tournament between Outworld and Earthrealm, often at the cost of pure entertainment. With Karl Urban portraying Johnny Cage, hopes were elevated for this sequel to provide a more captivating viewing experience.

The film boasts a respectable 73 percent rating on Rotten Tomatoes, setting itself apart as one of the top-rated video game adaptations of the year. Nevertheless, while some critiques applaud it as an enjoyable display of combat, others have dismissed it as a sequel that merges “direct-to-video mediocrity with blockbuster tedium.” So, does *Mortal Kombat II* effectively enhance the franchise, or does it stumble like numerous adaptations before it?

Critics have offered diverse views on the execution of the film. On one side, some commend its dedication to the franchise’s reputation for brutality and fatalities, showcasing a notable body count that reflects just how “mortal” the fights are. Conversely, there are criticisms regarding the film’s pacing and narrative clarity. As Kristy Puchko observed, the film often struggles to maintain tension during battle scenes, frequently interrupting the action with exposition dumps that siphon excitement from the overall narrative.

The choreography of the fight scenes has also faced criticism, accepted by some as a lack of clarity that hinders audience engagement during pivotal moments. Critics like Benjamin Lee emphasize the disjointed presentation of these sequences, making it challenging to grasp the stakes involved in the fights. While the gore stays true to what the *Mortal Kombat* franchise is recognized for, the emotional weight of death is diluted by the film’s incorporation of necromancy, complicating viewers’ emotional connections to character fates.

Despite the criticisms surrounding pacing and coherence, elements of genuine storytelling shine through. Reviewers such as Bill Bria highlighted the film’s sincere approach to its plot. In a landscape often flooded with cynical franchises, *Mortal Kombat II* distinguishes itself by showing a genuine concern for its characters’ struggles. This authentic connection contrasts with the ridiculousness of the franchise, igniting discussions among fans and critics alike.

Character development and humor delivered by Josh Lawson’s reprise as Kano have garnered notable appreciation. His knack for providing comic relief while delivering sharp commentary brings a welcome levity to the otherwise high-stakes, violent plot. Critics suggest that this self-awareness is crucial, particularly in a genre that could easily take itself too earnestly.

In the end, *Mortal Kombat II* captures the challenges encountered by video game adaptations—striving to reconcile nostalgia, fan service, and meaningful storytelling. While some believe the film falls short, others contend that it successfully evokes both laughter and intensity amid the chaos. It represents an endeavor to connect with audiences, showcasing the franchise’s growth while remaining loyal to its origins.

As discussions continue around the film’s execution, one fact remains evident: *Mortal Kombat II* adds to the ongoing dialogue about the portrayal of video games in cinema, balancing the delicate line between absurdity and seriousness in a narrative centered on mortal combat.