Guide to Obtaining All Katanas in Slayers 2: Recipes and Drop Chances
Including the Nightfall and Lightfall katanas.
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Including the Nightfall and Lightfall katanas.
The post How to Get All Katanas in Slayers 2 [Recipes and Drop Chances] appeared first on Gamezebo.
Note from James, 02/10: We’ve heard your complaints that some of the wording in this piece – a lot of which, if I’m honest, was added/changed by me in the edit – overstates the chair’s potential health benefits. The HBADA’s X7 chair may reduce back pain during long periods of sitting at your desk but it will not literally fix your spine. While it is and will remain the RPS way to indulge in some occasional hyperbole, we don’t want to suggest that swivel chairs cure physical conditions, so I’ve clarified these bits to avoid confusion.
AI is everywhere, exhausting to keep up with, and increasingly perceived as harmful to games. But that’s mostly generative AI; the more limited, less media-scraping and energy-hungry breeds of artificial intelligence can still play a harmless, maybe even useful role, especially on the hardware side. Even if it finds itself in some unexpected places, as is the case with HBADA’s X7 chair.
While AI-powered lumbar support sounds like the kind of gimmicky nonsense that’s become all too common in 2026, I’ve been using an X7 for a week, and it’s… surprisingly effective? Definitely for straightening up my posture, which I’m hopeful will help with my recurring back pain issues. It’s been a very pleasant surprise.
Getting familiar.
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PUBG: Black Budget, an extraction shooter spin-off of Krafton’s battle royale, has been cancelled after just under a year of closed alpha testing. Krafton cited a lack of faith that Black Budget’s “current direction” would lead to “an experience players could enjoy over the long term” as the reasoning behind their call to end development. Though, they insisted PUBG Studios have learned valuable lessons that’ll serve future games.

**Nerial: A Contemplation on Closure Following 13 Years and 11 Games**
Following nearly thirteen years in the gaming industry and the release of eleven titles, video game developer Nerial is confronting closure. The choice, elucidated by creative director and founder François Alliot, is complex. It encompasses familiar industry hurdles, like financial strain and a transforming market environment, while also emerging from personal contemplation and strategic decisions for the future of game development.
Nerial made its debut in 2016 with *Reigns*, which swiftly garnered acclaim for its inventive gameplay mechanics reminiscent of Tinder’s swiping function. The game’s distinct mixture of strategy, humor, and depth in exploring power, money, and mortality distinguished it. Its acclaim spawned multiple spinoffs, including licensed adaptations themed around *Game of Thrones* and *The Witcher*, solidifying Nerial’s status as a significant entity in the indie game arena.
Although *Reigns* was a significant triumph, later titles such as *Card Shark* and *Crush House* have produced less fruitful outcomes. Alliot admits the post-COVID environment is challenging, with a tangible decline in the gaming industry being evident. He reflects on an industry “crash” and the widespread impact of artificial intelligence, which he perceives has influenced the creative field. Acknowledging the necessity to take a step back, Alliot intends to rejuvenate his indie spirit and focus on creating from a more personal and less commercially driven standpoint.
Being acquired by Devolver Digital in 2021 added another layer of intricacy to Nerial’s operations. Although Alliot values the collaboration and success that arose from this partnership, he felt the limitations of operating under the auspices of an internal studio. Each game developed had to conform to Devolver’s brand identity, resulting in a second-guessing of creative direction and a dilution of the streamlined vitality associated with being an independent studio.
Devolver will maintain the rights to all existing Nerial titles, a decision supported by Alliot, who expresses satisfaction with their previous partnerships. He remains hopeful that if Devolver chooses to produce sequels or new iterations of games like *Card Shark*, they will take his insights into account. Nevertheless, Alliot is eager to pursue new prototypes and concepts autonomously, distinct from the Devolver brand.
The ramifications of this closure reach the Nerial team. The small studio, composed of nine members, will disband, with Alliot and his wife, Tamara, intending to continue their creative journey together. Alliot conveyed gratitude for his team, emphasizing the talent and commitment of each individual, some of whom have extensive backgrounds in the gaming industry. He aims to collaborate with them as contractors in the future, despite the immediate need to streamline operations.
As Alliot begins a new chapter, he finds comfort and inspiration in the realm of art. By visiting museums like the Louvre and Musée d’Orsay, he seeks to creatively recharge and ready himself for potential projects that may arise from his artistic explorations. While acknowledging the current upheaval in the gaming field, he perceives this as an occasion to reimagine his contributions to the industry.
The gaming landscape continues to change rapidly, shaped by technological innovations and evolving consumer expectations. Alliot underscores the importance of originality and fresh viewpoints in an age where ideas can be quickly replicated. He remains confident that with authenticity and a distinctive voice, he can craft experiences that resonate with players.
As Nerial shuts its doors after over a decade, it leaves a legacy characterized by innovation and creativity. Alliot’s journey mirrors the challenges and decisions faced by many indie developers in a competitive environment, as he strives to reclaim his passion for game development in a realm where the only constant is change.
After seeing open-world imm-sim No Law last month, I’m sure the developers would hope I was gripped by memories of missions you can approach stealthily or in all-out action, the sci-fi combat where you wield slow-time grenades and cyberpunk implants, or even the powerful kick you can use to boot open locked doors. But, no, what I keep thinking about is the corner shop where protagonist Grey Harker, an ex-soldier on a murderous rampage to take down Port Desire’s four corrupt mayors, stopped to pick up some batteries.

### Ubisoft’s Reorganization and the Ascendancy of Massive Entertainment
In the past few months, the gaming sector has experienced major restructuring as firms adjust to the shifting market dynamics. Among these, Ubisoft particularly shines, having initiated an extensive reorganization initiative in 2026. This restructuring has led to significant job cuts, studio shutdowns, and a marked transformation in how Ubisoft manages its development teams.
#### Dire Transformations at Ubisoft
Ubisoft has encountered tough times, characterized by job reductions and studio closures, mirroring the wider trend in the industry as companies seek to maintain profitability. The company’s restructuring efforts, which have incorporated the development of temporary business names like “Creative House 2,” have also caused confusion regarding its organizational framework. Nevertheless, it is evident that Massive Entertainment, a studio within Ubisoft, is poised to assume a more significant role.
#### The Function of Massive Entertainment
Massive Entertainment will now manage a selection of popular Ubisoft franchises such as *The Division*, *Ghost Recon*, and *Splinter Cell*, in addition to the newly acquired MOBA, *March of Giants*, and a variety of other undisclosed projects. This strategic unification aligns with Ubisoft’s tradition of having numerous teams work together worldwide, bringing together studios from Paris, Montreal, Toronto, and Massive Entertainment under one cohesive entity.
This unification designates Massive as the overseer of most Tom Clancy titles—specifically *Division*, *Splinter Cell*, and *Ghost Recon*, while omitting *Rainbow Six*. The restructuring has resulted in the formation of additional creative houses within Ubisoft, signaling the company’s desire to streamline development while encouraging innovation across its franchises.
#### Changes in Leadership
Accompanying this new framework, leadership has also transformed. In July, Ubisoft designated Cristoph Hartmann to steer Creative House 2. Hartmann, a seasoned professional with 20 years of experience at Take-Two Interactive and a co-founder of 2K Games, possesses a strong history of navigating the intricacies of the gaming sector. He was recently joined by Natalie Francis, the former chief development officer at Avalanche Studios, now acting as studio manager at Massive’s Malmö office, highlighting the company’s commitment to enhancing its leadership team.
#### The Progression of Massive Entertainment
Massive Entertainment has progressed significantly since its inception in 1997 in Ronneby, Sweden. Initially noted for its groundbreaking real-time strategy games like *Ground Control* and *World in Conflict*, the studio underwent considerable transformations after being acquired by Ubisoft in 2008. This acquisition redirected their focus from independent strategy games to bolstering major franchises like *Assassin’s Creed* and *Far Cry*.
Under Ubisoft’s banner, Massive spearheaded prominent projects such as *The Division*, developed the *Avatar* tie-in game *Frontiers of Pandora*, and most recently, *Star Wars Outlaws*. The evolution of Massive is remarkable; the studio has transitioned from its modest origins into a significant force in the gaming arena, now in charge of a substantial share of Ubisoft’s pivotal titles.
#### Conclusion
Ubisoft’s recent reorganization mirrors a wider trend within the gaming industry as companies acclimate to evolving market landscapes and pursue efficiency via consolidation. With Massive Entertainment leading several prominent franchises, Ubisoft intends to capitalize on its historical strengths while maneuvering through the complexities of the gaming domain. As the industry continues to transform, the repercussions of these strategic adjustments at Ubisoft will be closely observed by players and stakeholders alike.

### Isles of Sea and Sky: A Sokoban Adventure Arriving on Switch
A few years back, an enchanting puzzle game named *Isles of Sea and Sky* caught the attention of players, featuring a sokoban-style format that won the hearts of many. First showcased at the Day of the Devs event in San Francisco, it became evident that this game was unique. After its launch later that year, it quickly rose in popularity, especially among those looking for an engaging and visually stunning puzzle experience.
#### Gameplay and Design
*Isles of Sea and Sky* presents an inventive block-pushing puzzle challenge that transports players across a network of interconnected islands. The game’s layout promotes exploration, unveiling new areas as players crack intricate puzzles. A key feature of *Isles of Sea and Sky* is its skillful blend of puzzles with geographic and thematic aspects, ensuring that each stage feels cohesive and meaningful.
Players traverse the islands, tackling challenges that offer not only satisfying brain-teasers but also unfold a narrative without verbal explanations. This non-verbal storytelling method is enhanced by the game’s charming pixel art and vibrant color scheme, enriching the overall aesthetic and creating a visually captivating experience.
Moreover, the soundscape of *Isles of Sea and Sky* warrants attention, as the music establishes an immersive environment that perfectly complements the gameplay. The recent “Mysterious Update” introduced a variety of new puzzles and block types, deepening the gameplay experience and providing players with additional content to explore.
#### A New Home on Switch
On October 8, *Isles of Sea and Sky* is set to arrive on the Nintendo Switch, a development that has sparked excitement within the fanbase. The Switch’s portable and user-friendly design is expected to offer an ideal platform for this type of puzzle game. The handheld aspect of the Switch is perfect for engaging in sokoban-style gameplay, enabling players to solve puzzles in short intervals or during longer sessions.
Although many gamers, including those who relished the game on Steam Deck, may have already finished the original and its puzzles, the temptation to revisit the game on a new platform—especially to experience the fresh content from the Mysterious Update—is enticing. The nostalgia of a classic Game Boy Color ambiance resonates with players, creating anticipation for the Switch version.
#### Final Thoughts
*Isles of Sea and Sky* exemplifies smart game design and captivating storytelling through gameplay. For those who have not yet discovered its charm, the upcoming Switch release offers a wonderful opportunity. Featuring thoughtful puzzles, engaging visuals, and immersive music, it’s a game that should be on everyone’s radar. Whether you’re a longtime enthusiast or a newcomer, mark your calendars for October 8 and get ready to dive into the delightful realm of *Isles of Sea and Sky*.

### Video Game Remakes and Remasters: The Case of Sonic the Hedgehog
The realm of video game remakes and remasters has surfaced as a prominent trend in the gaming world, enchanting players and rekindling memories for titles that marked earlier generations. Numerous gamers convey a wish for contemporary iterations of their beloved games, resulting in a significant increase in remakes and remasters throughout various franchises. Nevertheless, the reaction from developers can differ, as evidenced by the recent remarks from Takashi Iizuka, the producer of the Sonic the Hedgehog series at Sega.
In a recent discussion, Iizuka spoke on the community’s demand for remakes and remasters of Sonic games. While he recognized the appeals—such as requests to port *Sonic Unleashed*—he stressed that Sega’s emphasis is on crafting new games instead. “We receive a variety of requests from the fan community for remakes and remasters,” Iizuka articulated. “However, our resources are limited. Instead of allocating those finite resources to remakes and remasters, we have a stronger ambition to offer fans new games and present new surprises.”
The difficulty of remaking older games extends beyond merely crafting an enhanced version of the original. Iizuka noted that present-day standards for graphics and gameplay introduce substantial challenges. Remaking an older game necessitates considerable resources, roughly akin to those required for launching a new title. This is essential because player expectations have developed, and many gameplay mechanics once deemed acceptable are now seen as obsolete.
“The remaking process entails significantly updating graphics, and you cannot simply issue the gameplay as it was back then,” Iizuka remarked. The endeavor of remastering or remaking involves extensive effort and expenses, which may limit the capacity to innovate and generate new gaming experiences.
Iizuka’s insights mirror a wider sentiment among game developers, who frequently prioritize new content over revisiting former triumphs. While the fan community may express a yearning for nostalgia-fueled remakes, developers must reconcile their enthusiasm with the realities of resource distribution and the necessity for innovation.
Despite these hurdles, Iizuka suggested that the team at Sega acknowledges the concerns surrounding the accessibility of specific older Sonic games on contemporary consoles. “For now, I have a stronger inclination to concentrate on new titles,” he said, while reassuring fans that the team is attentive to feedback and is aware of certain titles becoming “unplayable.”
In summary, while the phenomenon of video game remakes and remasters continues to thrive and captures the interest of many, the perspective from experienced developers like Takashi Iizuka highlights the complexities involved. The Sonic team is devoted to providing new experiences while managing the nuances of fan expectations and resource constraints. Players wanting remakes might need to adjust their expectations, but the dedication to innovative gaming experiences remains central to Sega’s approach.

### The Imaginative Universe of Dressmaker: A Fashion Gaming Sensation
Within the indie gaming landscape, *Dressmaker* has captured attention for empowering players to express their creativity through fashion design. The mechanics of the game allow users to craft dresses that meet various fabric, color, and style specifications, enhancing the overall gameplay experience. However, while some players derive pleasure from creating their distinctive designs, others exhibit extraordinary skills that leave many impressed.
#### The Difficulty of Fashion Design
For many individuals, fashion design presents a challenge, necessitating a sharp eye for detail and an appreciation of aesthetics. Players frequently find themselves capable of fulfilling the game’s fundamental criteria, putting together outfits that technically function but might not always convey visually stunning designs. The appreciation for fashion among players varies broadly; while some can assemble quirky combinations that might not occur in reality, others shine in their craftsmanship, crafting beautiful pieces that extend far beyond the game’s straightforward structure.
#### A Surge of Talent
Social media platforms have turned into a rich environment for sharing creative accomplishments in *Dressmaker*. A prominent instance came from skilled artists who reinterpreted renowned artwork into haute couture. For example, an impressive dress inspired by Hokusai’s legendary *Great Wave off Kanagawa* has made a splash (pun intended) in the community, highlighting the heights of creativity that players can achieve.
Other designers have drawn inspiration from cherished films, producing creations that resonate with the enchanting aesthetics of characters like Mirabelle from *Encanto* or whimsical styles reminiscent of *Alice in Wonderland*. The capability to recreate such elaborate inspirations reflects not only the player’s talent but also the depth of the game’s design features that enable such detailed customizations.
#### Community and Motivation
The *Dressmaker* subreddit acts as a central location for sharing creations, where users can admire one another’s work and find inspiration. New players are often greeted with a blend of encouragement and healthy rivalry, as they observe the astounding talent exhibited by others. This setting nurtures development, allowing newer players to aspire for heightened creativity, even if some feel daunted by the skill levels demonstrated by others.
#### A Path of Development
Although many aspiring dressmakers might feel intimidated by the remarkable designs displayed, it’s essential to acknowledge that everyone begins at a certain point. The game not only offers an avenue for creativity but also functions as a learning experience. As players advance and gain access to more sophisticated materials and patterns, they too can fashion incredible garments reflecting the artistic brilliance visible in the community.
#### Conclusion
In conclusion, *Dressmaker* is more than merely a design game; it is a tribute to creativity and artistic expression. From whimsical adaptations of classic narratives to stunning interpretations of famous artworks, players are encouraged to delve into their imaginations. As the community continues to expand and share their talents, *Dressmaker* remains a testament to the endless possibilities of fashion design within the gaming realm. Keep creating, dressmakers; your contributions motivate us all!