In China, everyone is currently playing the biggest new MMORPG of 2026 and I have sneaked onto the servers for you

MeinMMO-Asia expert Cedric Holmeier has ventured into the Chinese servers of Honor of Kings: World and reveals what to expect from the massive MMORPG spinoff of the MOBA hit.

What is Honor of Kings: World anyway? Before we dive into the gameplay details, we need to clarify what we can actually expect here. If you think of Honor of Kings as just the gigantic mobile MOBA from Tencent (which broke the mark of 260 million players in October 2025), you are right, but you need to completely rethink for World.

As my MeinMMO colleague Karsten Scholz has aptly analyzed: The probably largest MMORPG of 2026 is actually not a classic MMORPG at all. Rather, you can expect a massive, beautifully designed open-world hybrid that departs from the classic theme park MMORPG.

Here are the most important key data you need to know in advance:

  • Solo focus: You won’t share the open world with hundreds of other players farming the quest monsters for you. Other players usually only appear in your world as shadows.
  • Targeted multiplayer: If you want to play with others, you can team up at any time for dungeons, story co-op, housing events, or PvP modes (1vs1, 4vs4). The principle is reminiscent of hits like Where Winds Meet or Genshin Impact.
  • No classes, but champions: Instead of creating a warrior or mage, you equip yourself with the abilities of two well-known MOBA heroes at the same time and combine them seamlessly in combat.

Tencent is therefore fully focusing on a single-player experience with optional, but deep multiplayer hubs.

What expectations and knowledge do I bring? Although I have played many Asian MMORPGs, my interest in MOBAs ends after an ARAM in League of Legends. I only know Honor of Kings from hearsay and what most people probably know:

  • Big LoL competitor
  • Huge in China
  • Prize money in the millions

The fact that the developers are launching an MMORPG spinoff with Honor of Kings: World did not initially interest me at all. Sure, the company has the financial means to build something great, as they already showed with the huge booth at Gamescom. However, after games like Tarisland and Blue Protocol: Star Resonance, I honestly did not expect anything from HoKW – and was completely blown away.

Here you can get a first impression of the game:

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Honor of Kings: World shows setting and battles in the trailer

Graphics & Presentation: Oh boy!

MMORPGs from Asia are often also developed for mobile. This is simply because many of the over one billion Chinese have never owned a computer but do use a smartphone. Accordingly, I had low expectations for the graphics of HoKW. But, oh boy: it blows me away!

If WoW 2.0 looked as beautiful and ran as smoothly as Honor of Kings: World, then every former player would surely return to Azeroth. The graphics, while cartoonish, are filled with details of the characters, the environment, and especially the extreme sharpness in the game really impressed me. Every cutscene is cinematographically implemented and could serve as a title image for this article.

I also give a plus point for the creativity of the presentation. Due to the still non-existent localization and the rather mediocre English patches made available by the community, I unfortunately only have a limited idea of what is actually happening in the world.

However, the cutscenes – especially when a story is being told – do not simply show conversations. They sometimes switch to fully animated anime sequences that, while they cannot compete with Naruto, Conan, and others, were likely more elaborate in production than simply having an NPC tell what happened somewhere sometime.

The game world of Honor of Kings: World is not only visually striking; it is also simply huge. There are various biomes to explore. To prevent this from turning into a tedious running simulator, you can quickly travel from A to B thanks to a floating surfboard as a mount. Alternatively, you can also teleport comfortably via fast travel.

The world is not just a pretty backdrop; it is filled with life: there are plenty of bosses, side quests, and – what really surprised me – a lot of puzzles to discover. While they are never extremely difficult, they bring great variety to the MMO routine.

There are also plenty of things to do in the dungeons besides boss battles. For example, you can find collectibles that can be exchanged with a hidden vendor for cosmetic items and cool titles.

This works especially well if you tackle the dungeons alone instead of in a chaotic group and really enjoy exploring. However, if you are not so fascinated by the game world itself, you can travel wonderfully from attraction to attraction via fast travel – which brings us back to the keyword “theme park.”

Continue on the next page.

This is an AI-powered translation. Some inaccuracies might exist.

“Your favorite games have already been built with AI”: A Google executive says that almost every major studio uses AI, but not everyone admits it

Practically every top studio is now using AI to develop video games faster and for less money – says Jack Buser, head of Google Cloud for Games. One of these studios he even names, and it has published two new hits this year alone.

Where does this statement come from? This comes from an interview with Mobilegamer.biz, in which Jack Buser spoke about the use of AI in the gaming industry. He himself is the head of Google Cloud for Games, which provides AI tools for game development.

According to Buser, more studios are already using such AI tools than one might think. The fear of angry reactions from players still leads many studios to hide the use of AI. However, it is still being used, mainly to save two things – time and money.

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MeinMMO explains to you how good the new Resident Evil Requiem is

This is exactly what the Google chief says: Buser explains that Google’s own tools like Gemini and Nano Banana Pro are used by studios to skip “tedious and repetitive work with little added value.” However, many studios would not admit that.

I think what players do not realize is that their current favorite games were already built with AI.

At Gamescom 2025, according to Buser, a survey was conducted among developers from around the world, and roughly 9 out of 10 developers indicated that they use these tools.

Other studies would provide values of 40 to 50%, which is significantly less – but still encompasses half of all developers. According to Buser, this difference in numbers is because developers do not always answer honestly to the question of whether they use AI.

Capcom also seems to rely on AI, landing two hits in 2026

A top developer is named: A studio that relies on Google Cloud’s AI tools in its workflow is the Japanese developer Capcom. According to Buser, Capcom is a “large user of Google Cloud’s AI tools.” He also directly explains how these tools are used.

“One of the big problems they have is that they are building these massive worlds and need to fill them with content,” explains Buser. AI tools would help prevent this work from spiraling out of control by providing and curating ideas.

What they do is use Nano Banana and Gemini to generate countless ideas at a rapid pace, and then they speak with Gemini to actually go through and curate these ideas … and from these thousands of things, here are the ones that are probably the most interesting to you as an art director.

This way, the team can focus on things of much greater artistic significance: “The main character, the big opponents, the main scene, objects, such things,” says Buser.

Capcom has already released two games in 2026 that have been celebrated since their release. One is the new installment of the “Resident Evil” series, Resident Evil Requiem, and the new sci-fi shooter Pragmata is also very well received by players. Both games achieve “extremely positive” ratings on Steam (here you can see the reviews on Steam for Resident Evil Requiem, and here for Pragmata).

It is not directly stated whether AI tools were used specifically in the development of these two games. However, since Capcom is said to be one of the biggest users of Google’s AI tools according to Jack Buser (and both games meet the definition of many gamers’ favorite games), it is quite likely.

If players were aware of this, the reactions to the use of AI in game development would be different, Buser believes. Not only would gamers’ favorite games appear faster, but there would also be more room for innovation: “Now you don’t wait seven years for a single game, but this studio can make five games. Maybe they understand that only two of these five games will be a hit – but that’s okay because the other three games are really interesting and cool and would never have existed in the old model…”

While Capcom has released some really good games this year, other decisions by the company have been rather questionable for many fans. For example, the decision to change a controversial storyline in Street Fighter 6. Because even after the change, it is no less bad, on the contrary: Capcom changes controversial storyline in Street Fighter 6, somehow makes it even worse

This is an AI-powered translation. Some inaccuracies might exist.

With the role-playing game from Critical Role, I was finally able to convince absolute noobs to start with pen & paper

MeinMMO editor Alex had an experience that many tabletop enthusiasts wish for: He was able to convince his friends, who are unfamiliar with role-playing games, to start with the best hobby in the world. And the “culprit” was Daggerheart, the role-playing system from Critical Role.

It was Easter, and we had some friends visiting that we hadn’t seen in a while. As so often, we enthusiastically talked about our recent tabletop sessions and shared our adventures, characters, and epic as well as funny wins and fails.

One friend, who had absolutely no connection to role-playing games or gaming in general, said: “That all sounds really exciting, but I can’t imagine how it works. It sounds incredibly complicated. I would love to try it out myself.” I am also very sure that he said that exact last sentence and no other (Spoiler: He didn’t, but my tabletop heart wanted to hear it so badly).

I thought for a moment, because he wanted it, and I wouldn’t let that opportunity pass. I first thought of my starter box of D&D that was on the shelf, but then another idea came to me. Everyone at the table at least knew the series Vox Machina from Critical Role, even if they had nothing in common with the topic behind it – I had managed to persuade them enough in the past.

So… why not Daggerheart? After all, it’s the in-house system of Critical Role, and that’s practically also Vox Machina, right? So I laid the rulebook and the accompanying cards on the table and asked: “How about we just play a round?” And I was not to be disappointed.

What exactly is Daggerheart?

Daggerheart is a modern, beginner-friendly pen-and-paper role-playing game from Critical Role and its publisher Darrington Press, which was further developed after an open beta in 2024 through community feedback. The system was specifically designed to support a narrative gameplay style with a strong focus on shared stories and emotional character relationships.

In contrast to more rules-driven systems like Dungeons & Dragons, Daggerheart emphasizes fast, cinematic action and easily accessible mechanics. Ultimately, the rulebook serves as a flexible toolbox that gives players a huge sandbox to freely create their own adventures and unforgettable moments.

Here you gain a brief insight into Daggerheart if you are unfamiliar with the system:

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Critical Role stellen ihr neues, eigenes Rollenspiel vor: Daggerheart

A toolbox full of possibilities but manageable

To my surprise, everyone agreed, and I quickly printed out some character sheets that can be easily downloaded via the homepage, including a quickstart guide (For those interested: It is currently only available in English). And then I decided: I would consciously hold back and see what happens. No guidance from me, just experimentation and trial and error with my beloved, but very inexperienced noob friends.

I also decided to only use the quickstart set, as I was relatively certain it would be sufficient. And it was. At least at first, but more on that later. Everyone chose one of the pre-made characters and skimmed through the corresponding materials. Then the discussion began almost spontaneously about how and why the characters would know each other and their relationships.

After a little over half an hour, they felt ready to get started. To not completely overwhelm them, I wanted to take on the role of the game master. However, since the quickstart guide also has a section for DMs, one of the more seasoned gamers in the group volunteered, so I decided to observe and step in if they got stuck. But that would prove completely unnecessary.

Because, since not only the quickstart guide but Daggerheart in general is very clear and operates in comparison to many other systems like Dungeons & Dragons at a significantly lighter level, it only took a short acclimatization period and the group knew where to find their information and quickly internalized what their characters could do without getting lost in too many stats or abilities.

Writing stories together, like a conversation among friends

Because in Daggerheart there are no fixed combat orders or similar things, but everything unfolds in a flow and through collaborative storytelling, a dynamic quickly developed within this group. Since the game master also didn’t know how it works in other role-playing systems, their game did not follow any established patterns. Instead, it emerged from a conversation where the novice game master described some framework conditions along the guide, and the group quickly found their flow on what they wanted to do.

However, conversations between characters within the game were somewhat sidelined, and dialogues with NPCs were sometimes a bit awkward, but they led to funny interactions outside of the game and to creative solutions and actions within. I immediately noticed that, compared to my experienced, regular group, this group communicated significantly more about what they wanted to do or what the others could do, rather than directly taking action and instead interacting more with each other within the game.

But it worked, and it didn’t take long for the group to become bolder, funnier, and more creative. And even if not everyone found complete access to it, they still wanted to play a second round and switch roles. Because they had caught the bug and wanted to try something of their own with their characters and a freer story.

Select a MMO video…

New round, new hobby?

So I handed them the cards for the races, communities, classes, and subclasses and let them just go ahead and create their own characters based on the templates from the quickstart guide. And it worked better than expected. Although they were initially a bit overwhelmed by the many new possibilities, they quickly found their way due to their previous experiences.

After some discussion and lively exchange, they at least created usable characters. For this round, I took on the role of the game master and gave them a rough setting and premise while ensuring not to constrain them. And quickly I noticed further significant progress. They engaged more with NPCs and became involved in the action instead of merely going through points like in a video or board game.

And here the points came together that make Daggerheart so perfect for newcomers and beginners: It provides enough material and rules to create a framework to orient oneself, while allowing enough freedom to shape the game to fit the group. Minimalistic skills and stats enable a quick entry and provide plenty of space for interpretation.

A lack of a fixed order in combat and simple but impressive and useful abilities at a low level encourage creativity and strong teamwork among players and characters. It motivates players to develop a story together without getting lost in too many or deep rules that one must first learn.

This way, Daggerheart allows its players and even inexperienced game masters to dive directly into the game and find their own path, which primarily aims for one goal: To have a good time together and experience exciting stories. This role-playing system embraces chaos where others get bogged down in strategy and planning loops. And that makes it both lovable and beginner-friendly.

This openness and the sometimes simplified rules might seem overwhelming to some who prefer a clear-cut approach. So, if you need clear conditions and as balanced values as possible, you will probably not be happy with Daggerheart.

Although not all of the five said after our two short sessions that they would play it again, they all agreed on one thing: They had an incredible amount of fun and it was a unique way to connect with friends. And that was all I wanted to achieve. My tabletop heart was happy.

And again in this session, a particular strength of Daggerheart emerged that I personally love: It allows significantly more action than many other role-playing systems. This makes it faster, more interactive, and encourages players to play more realistically. And it makes this possible through some clever tricks: The role-playing system from Critical Role is perfect for anyone who finds Dungeons & Dragons too lacking in action

This is an AI-powered translation. Some inaccuracies might exist.

Player returns to Star Citizen after years, wants to know the status of the release, is immediately disappointed

A player wants to know when Star Citizen will finally celebrate its release. He is faced with a lot of frustration and anger. Many feel in a similar situation: they do not know how the gigantic project is progressing, which has soon raised a billion US dollars from players.

Star Citizen is highly controversial among players: some consider the space game to be brilliant, others see it as the biggest scam in gaming history. The fact is that Star Citizen has now raised many millions of US dollars for development. However, the situation is frustrating for many players:

A player who considers himself one of the first backers has now returned to Star Citizen and wanted to ask on Reddit whether there is “a realistic roadmap for a version 1.0 after all these years.” Moreover, he is unsure whether the big download will finally be worth it after all these years. However, the response from the community disappoints him.

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Star Citizen: Dark Territory – Trailer for Alpha 4.3 promises horror vibes like Dead Space

Still no release of version 1.0 in sight

This is the current problem: Many players have invested money in Star Citizen, but have stopped following the project. About 10 years have passed since the first crowdfunding phase. And the mentioned user is not the only person in this difficult situation who does not know what to make of it.

One user writes on Reddit that he finds himself in the same situation: he stopped following the emails from Star Citizen years ago because other games simply seemed more worthwhile:

I’m in the same boat. I stopped reading the constant update emails years ago when I slowly realized that I could just as well inform myself about games that have actually been released and are playable.

What is the response like? For many players and the user, quite disappointing: For neither a release of version 1.0 is in sight nor is there a real roadmap. Already in mid-2024, the team stated, the release should be tangible and also announced that there would be a new roadmap. Now it is 2026 and nothing is seen of a 1.0 release.

This confusing situation also means that many players no longer believe in a release or a roadmap. Nasty tongues even claim that Star Citizen is mainly interested in players continuing to spend money on the gigantic project. And as long as players are willing to spend money, that will not change:

The roadmap is: “Continue to release updates instead of new content as long as people give us their money”.

Once that stops, they will move on to phase 2 of the roadmap: “Declare the project dead – too ambitious”.

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Since the Kickstarter boom in the 2010s, there have been a whole series of developers who wanted to finance their MMO via crowdfunding. But which games have actually been released? MeinMMO provides an account after more than a decade: 26 Kickstarter MMOs that wanted your money – a frustrating balance after 14 years

This is an AI-powered translation. Some inaccuracies might exist.

2 Games from China Show the Future of MMORPGs, Our Expert Does Not Like It at All

Classic MMORPGs are becoming extinct. After the West, Asian developers are increasingly focusing on MMO hybrids or “MMO Lite” variants. A hit from 2025 and a game already released in China show what this new MMORPG future looks like.

Last year, while playing Where Winds Meet with great fascination, I already sensed: This could be the future of the MMORPG genre. The RPG hit from China clearly focuses on the single-player experience, but also offers an optional MMO mode and corresponding content like raids, PvP, and guilds.

Sure, the multiplayer mode of WWM still feels rather forced and has various quirks. For example, the MMO variant of the world seems very empty, with many contents not available. However, the enormous global success of the RPG has likely caught the attention of other developers and publishers.

And behold: With Honor of Kings: World, another game from China is already coming this year, which further develops the structure of WWM and is expected to provide a significantly better MMO experience without losing the single-player focus. There, the characters of other players appear as phantoms (similar to Dark Souls) in your own game world, and you can interact with them directly if you wish.

Are you currently looking for free MMORPGs that we can recommend in 2026? Then feel free to check out the MeinMMO channel on YouTube or enjoy the following video:

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The Future Belongs to MMO Lites

“MMO Lites” of this kind are not a completely new phenomenon. Even in the 2010s, various Western developers tried to press the service blueprint of MMORPGs like World of Warcraft into other genres without taking on the huge risk or the high costs of maintaining a persistent MMO world.

Destiny from 2014 is one of the original forefathers of “MMO Lites” with its shared-world concept. Later, in addition to Destiny 2, games like The Division (2016) or Anthem (2019) followed.

Players gather in hub areas and in small numbers in the world. It never really gets “massively”. Instanced content like dungeons, raids, and PvP tends to be relatively small and focused. Features like guilds, chats, and trading form the social glue that is supposed to lure players back into the world.

The fact that this trend has also not passed Asian developers by is demonstrated by a Genshin Impact from 2020, which garnishes its single-player focus with a co-op option and MMO-like progression systems. Nevertheless, Korea, China, and Japan have formed a significant counterbalance to MMO fatigue in the West with the MMORPGs regularly produced there in recent years.

This weight is now likely shifting increasingly towards “MMO Lite” through games like Where Winds Meet and Honor of Kings: World. This aligns with the new direction of upcoming MMORPGs like Chrono Odyssey or ArcheAge Chronicles, which present themselves as online action RPGs and place a much greater focus on PvE content for solo players and small groups than was previously the case with earlier Asian MMOs.

Unlike the first ArcheAge, the sequel heavily focuses on PvE content for solo players and small groups – here is the trailer:

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ArcheAge Chronicles: Trailer shows for the first time the successor to ArcheAge

Good Reasons for the Lite Format

As a neutral observer, I can understand anyone developing an “MMO Lite” instead of a full-fledged MMORPG. There are several good reasons for this:

  • “MMO Lite” fits better in today’s world: The MMORPG enthusiasts of the past are older now, have less time, and are therefore looking for games with shorter play sessions and the option to experience them either solo or in multiplayer.
  • “MMO Lite” is often cheaper: For an MMORPG, many genre fans expect an extensive content package that can compete with WoW and Co. “MMO Lites” can instead fully focus on the single-player experience upon release and gradually add multiplayer content organically over time. And the server load is a completely different matter when only a few players really meet in the world.
  • “MMO Lite” fits better with consoles and mobile: Castle sieges, like in Throne and Liberty, involving up to 1,000 players, are challenging to implement on mobile devices and consoles. Variants like those in Where Winds Meet, Genshin Impact, or Honor of Kings: World, however, should run smoothly on all platforms (of course also depending on the optimizations made by developers and the hardware demands of the utilized engine).
  • “MMO Lite” appeals to a broader audience: With a single-player focus, a colorful mix of PvE and (optional) PvP content, the optional opportunity for multiplayer, releases on various platforms (including mobile), and a Free2Play model, you can reach the largest possible audience today. There is theoretically something for everyone here.

MMORPG veteran Jack Emmert told me in January 2026 that it is almost impossible today to obtain sufficiently high and reliable financing for an ambitious MMORPG. His canceled Warhammer MMORPG is the perfect proof of this: an extremely strong brand, an experienced team, noticeable progress in development, and yet, investor NetEase turned off the tap.

In his view, you have to start with a smaller, more focused project these days, which you can gradually build into a real MMO through updates and expansions if successful. He mentioned Warframe as an example, which is now a very different game than it was at the beginning, or a Helldivers 2, which could easily be turned into an MMO.

The MMORPG Fan in Me Mourns

Just to clarify: I have nothing against “MMO Lites”. Where Winds Meet is among my top games of 2025, after the fantastic Kingdom Come 2 and Clair Obscure: Expedition 33. I am sad because there are more and more games with half-baked MMO experiences, but no new MMORPGs that come anywhere near the potential and unique “massively” fascination of the genre.

Apart from the long-standing genre representatives we have been playing for a decade or two, there is a lack of fresh, modernly staged MMORPGs that set new accents and avoid past mistakes, yet are true MMORPGs at their core. With worlds where hundreds or even thousands of players meet. With game systems that promote cooperation and competition without getting frustrating.

With hits like Where Winds Meet and Genshin Impact, along with failures like Blue Protocol or Tarisland, such MMORPGs will unfortunately become increasingly rare from Asia. In the context of our MMORPG theme week in 2024, I had once put on paper what my dream MMORPG would look like today: If someone announces such an MMORPG, I will take a front seat on the hype train.

This is an AI-powered translation. Some inaccuracies might exist.

“All three were cannibals” – Owlcat talks about one of the biggest difficulties with romances in RPGs

Well-written romances with interesting characters can significantly level up the story of an RPG. However, as explained by Owlcat Games – the studio behind games like Warhammer 40,000: Rogue Trader and Pathfinder: Wrath of the Righteous.

Who are the Owlcats? Owlcat Games is a studio founded in 2016, headquartered in Cyprus, focusing on the development of classic role-playing games. Notable Owlcat games include the two Pathfinder games Kingmaker and Wrath of the Righteous (short WotR).

With Rogue Trader, Owlcat Games even released a role-playing game in the Warhammer 40,000 universe. The studio’s current project also takes place in this world and is called Warhammer 40,000: Dark Heresy. It’s already playable in an alpha version, but there is still a DLC for Rogue Trader.

Here you can see a trailer for the “Game of the Year” edition of Pathfinder: Wrath of the Righteous:

Select a MMO video…

Almost all female romances in WotR were going to be cannibals

What is the studio’s stance on romances in role-playing games? On a scale from Obsidian (low focus on romances) to Larian (high focus on romances), Owlcat is more toward Larian. In each of their games, there are several characters with whom players can have a romance.

In Pathfinder: Kingmaker, you can even enter a real polyamorous relationship – creating believable romances is important to the team. In a blog post, the studio goes a bit deeper into how they write romances. This post is quite extensive, and you can read it in full on Steam.

“A good romance is always directed at the person whose heart it is meant to reach,” the developers explain in this blog entry. Therefore, they consider for whom a romance is intended while writing – ideally, there are options for different preferences.  “We always keep in mind that some people will love it, while others will hate it,” it continues.

The only alternative would be an average character “for everyone and no one,” say the developers. Now and then, such a “standard romance character” is also urgently needed – otherwise, players would sooner or later think they are surrounded by crazy people.

This problem occurred to the developers at the beginning of the production of Wrath of the Righteous. Because when trying to avoid such an average character, they went a little overboard with the females in the game.

At one point, we realized that we had three female romance characters who were all cannibals. 

As a result, they rewrote the characters: For Arueshalae, a succubus on the path to redemption, all references to cannibalism were removed. She ultimately became the “nice average girlfriend,” but not entirely. 

For the druid Camellia and the spider mutant Wenduag, it was sufficient to differentiate them from those aspects. This way, the differences between the two characters could be better highlighted.

Can a game have too many cannibalistic waifus? Feel free to share your opinion in the comments. Owlcat Games not only develops role-playing games themselves but also takes on the role of publisher for smaller studios. For example, for Another Angle Games, which is currently developing a cRPG set in Japan: The creators of Rogue Trader let you fight for the future of Japan in a new RPG on Steam

This is an AI-powered translation. Some inaccuracies might exist.

A single-player mode for “Final Fantasy XIV” would be possible, but Yoshida explains where the big problem lies

A single-player version of Final Fantasy XIV? According to Director Yoshida, it is quite conceivable, but currently, there’s a problem: The best team for this task is already too busy.

Final Fantasy XIV represents a particular exception in the universe of the series: While all other games in the series were developed with a focus on a single-player experience, number XIV has become an MMORPG with thousands of players.

When asked if he had ever considered developing a single player “Final Fantasy XIV,” Final Fantasy XIV director Naoki Yoshida stated that he has indeed thought about it.

The problem, however, is that the best people for such a project are already occupied and have no time for a single-player version.

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Final Fantasy XIV shows the new class in the trailer for Patch 7.5

The current team just doesn’t have time to develop a solo game

Yoshida said: In the conversation that Gamespot quotes, he explained that he has indeed thought about developing a standalone Final Fantasy XIV for single players:

I would very much like to think about developing a standalone Final Fantasy XIV, but unfortunately, the only team that could develop a standalone Final Fantasy XIV – the best standalone Final Fantasy XIV – is the current Final Fantasy XIV team. If we ever withdraw from Final Fantasy XIV Online, we could perhaps approach that as our project after retirement.

At least Yoshida also already has a “solution” for the problem. If someone is enthusiastic enough to want to lead a project like developing a single-player version, he should feel free to contact Yoshida, he explained with a wink:

On the other hand: If there are people interested in developing some kind of standalone Final Fantasy – if you have friends or know companies that would like to take on this challenge – we would be very happy to hear from them. I say that half in jest, but actually also half seriously. I mean, if someone is passionate enough to want to lead such a project, we would be very happy to hear from you.

With this, Yoshida makes it quite clear that a single-player version of part XIV is currently quite unlikely. However, with Evercold, the 6th expansion for the MMORPG has now been announced, which is set to officially release in 2027. This should at least provide MMORPG fans with more content soon.

Final Fantasy XIV will receive the 6th expansion called Evercold in 2027. In addition to numerous updates and changes, a new alliance raid with anime references is now drawing special attention. You can read more about this directly on MeinMMO: Final Fantasy XIV brings crossover with iconic anime and fans are left bewildered

This is an AI-powered translation. Some inaccuracies might exist.

Controversial YouTuber pays 470,000 euros for two mangas, but fans complain: “The guy has not seen a single episode of One Piece”

A well-known YouTuber pays nearly 500,000 euros for 2 manga, but many are far from enthusiastic and feel provoked by Logan Paul. Even another YouTuber comments on this.

Who is it about? The YouTuber Logan Paul is considered controversial in the scene. Besides various challenges, he has founded a crypto marketplace and invests a lot of money in expensive collectibles. His last big coup was the purchase of an extremely rare Pokémon trading card, which he wanted to wear around his neck as a chain.

Now he has explained in a post on Instagram that he paid half a million US dollars for two first editions of Dragon Ball and One Piece. Specifically, it is about 550,000 US dollars, which is approximately 470,000 euros.

But no one is really enthusiastic about the expensive decision.

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One Piece: These are the 5 coolest ships sailing the oceans

Even a controversial streamer weighs in and accuses Logan of having no idea

What are the reactions like? Overall, not very positive. One user stated according to Dexerto that Logan Paul has never seen or read One Piece. Others expressed more critical thoughts about what his appearance could mean for the entire anime and manga scene.

I bet the guy hasn’t read or seen a single volume or episode of One Piece.

Even the no less controversial streamer IShowSpeed chimed in and stated on X.com that he has absolutely no idea about One Piece and thereby shows that he also considers this purchase questionable. It should be noted that Logan Paul and IShowSpeed are “old” acquaintances from the US wrestling scene and regularly tease each other.

Some time ago, the producers behind the live-action series of One Piece revealed how long the Netflix series would take to adapt all the content of the manga. After the 2nd season, MeinMMO editor Nikolas Hernes is sure: That is quite unlikely: The creators of One Piece on Netflix plan a saga of 12 seasons, but how realistic is that?

This is an AI-powered translation. Some inaccuracies might exist.

Ubisoft is notorious for its soulless game worlds, but one game has totally surprised me now

MeinMMO editor Nikolas Hernes is not a big fan of open-world games. The large worlds have many aspects that bother him while gaming – but a game by Ubisoft throws him into an existential crisis.

Open-world games and I usually have a pretty toxic relationship. On paper, everything sounds wonderful: a beautiful big world to explore, many side quests and activities. But that’s also the problem. After a short time, it feels like work to walk through every single point on the map. The worlds are big and full of stuff, but also inflated and often soulless.

Ubisoft established such an open-world system with Far Cry and Assassin’s Creed, and a year ago I criticized that and praised the great world of Yakuza.

But now I have to backtrack a bit. Of all things, a Ubisoft open-world game currently excites me in the evenings, even though it does everything wrong on paper that a game can do wrong for me: Assassin’s Creed Origins.

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The launch trailer for Assassin’s Creed Origins shows the beauty of the desert

A new beginning and an origin story

Assassin’s Creed Origins already tells the origin story of the Assassins according to its name, but at the same time, it was also a gameplay reboot for the series. A larger open world was created and the combat borrowed some mechanics from the Souls titles.

Although I was quite put off by Assassin’s Creed Valhalla, I still grabbed Origins in a sale on the PS5 a few weeks ago. Somehow I wanted to take a look at the first new Assassin’s Creed – I had little experience with Egypt as a setting, apart from individual desert levels.

Origins starts directly without much exposition; you are straight into the fight with the main character Bayek and then land in the town of Siwa. Here you learn all the gameplay basics and the kickoff of the story. It’s a somewhat simple but effective revenge story that sends Bayek on a journey through all of Egypt. For me as a fan of Assassin’s Creed 2 and 3, that’s motivation enough.

When you are then released into the ever-growing world, you see a map full of activities, side missions, or collectibles. Actually, that should deter me, but Origins works anyway, with mechanics that should annoy me – like how?

Like the seasons of a series

The main story of Origins sends me to various cities and regions. As Medjai, a kind of elite troop of the Pharaoh, I am the protector of Egypt. This fits with the many side quests that can be done in the cities. They have not tired me so far because they (with a few exceptions) were self-contained. This means: The quests were not several kilometers apart and did not artificially keep me waiting.

Overall, the game feels like a good series with several seasons. The side quests are like completed episodes that are often well-written. The characters feel authentic and the little stories also utilize the setting well. At first, I thought Bayek would be a rather mute protagonist, but he sometimes has a bite without it being his only character trait. This makes him fit quite well into the series.

The quests also take you around the areas and allow you to pick up collectibles along the way.

This should actually annoy me, but on the one hand, the fast travel towers give me a nice view of the game world, and on the other hand, you feel like Indiana Jones when exploring the inside of a pyramid for treasure with a torch. The whole mythology is also a big motivator for me to explore the world.

The main and side quests and the many activities intertwine, so I never felt like I was just ticking off a list – although on paper, you do.

Overall, the journey through Egypt feels like a vacation. You discover beautiful places and dangerous animals and meet many people with different problems and personalities. But you are not just there to relax; you also fight a lot, and that unfortunately does not excite me as much.

The typical problem of Assassin’s Creed

As mentioned before, the series from Origins onward relied on a combat system that can be easily compared to the Souls titles. You have shields, a dodge move, and light and heavy attacks with the shoulder buttons. There are also gadgets like bows and arrows and various bombs and arrows.

For me, stealth is usually the most effective, especially with bows. They are incredibly powerful and generally more effective than direct combat. This also reminds me most of the previous parts of the series, especially if you want to experiment with gadgets. However, I found the bow the strongest. I didn’t like the other gadgets as much.

The direct combat unfortunately leaves much to be desired. The attacks feel squishy and never as responsive as in Dark Souls, for example. Often, it was even the best option to use the bow in close combat. However, the combat was never annoying because you mostly have the same or a higher level than the opponents.

Admittedly, the combat in the previous parts was never the exciting part, but the power fantasy of being an assassin. At least that still works well in Origins.

You shouldn’t expect a particularly intelligent enemy AI. The power fantasy actually helps with that because you feel like the only smart man in Egypt.

In combat, it also helps if you explore a lot since you can improve yourself with materials, for example, to increase your health or your attack. The skill tree is a double-edged sword: There are very cool abilities, but also some that you should have had from the start, like the ability to fast-forward time.

Despite these problems, the combat system doesn’t bother me. Even though gameplay is usually more important to me, I find the open world so fascinating that I can overlook some weaknesses, especially since they are not annoying on normal difficulty.

Am I now the big open-world fan? I don’t think so. In Assassin’s Creed Origins, a lot comes together that makes the world appealing to me, especially Bayek as the protagonist and Egypt as the setting. Besides, despite some changes, Origins still reminds me of the good old Assassin’s Creed feeling. It just fits here, even though I have criticisms.

Valhalla, for example, unfortunately didn’t work for me, and I think it really depends from case to case. But feel free to write your favorite open-world games in the comments – maybe I’ll find some representatives of the genre that can excite me. A world that is currently exciting a lot of players is in Crimson Desert: After 100 hours in Pywel, it’s clear: Upcoming open worlds must learn from Crimson Desert


This is an AI-powered translation. Some inaccuracies might exist.

The price of the Steam Controller has been leaked and many are now hoping that the Steam Machine will not become an expensive affair

The price of the Steam Controller has apparently been leaked. Reactions vary: some consider the controller too expensive and are now fearful of the price of the Steam Machine. Others state that the price is exactly what was expected.

What was leaked? The magazine Vice reports that the price for the Steam Controller has apparently been leaked. A YouTuber has allegedly published his review too early and mentioned the price: the controller is supposed to cost 100 US dollars at release, which would be equivalent to 85 euros.

The price of the controller is already being discussed in the community, as this is the first time a price for the new Steam hardware has been known.

It is important to note that Valve has not yet officially confirmed the price. There is also no official release date yet.

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Valve presents the Steam Machine in the new trailer

Is the price of 100 US dollars really too high for the Steam Controller?

What is being discussed? Some now fear that the Steam Machine could be very expensive because the controller is also not cheap. Others disagree and point out that while 100 US dollars is a lot, you also get many features for it.

As someone writes on Reddit:

Since the controller alone costs 99 dollars, Valve fans will face a rude awakening when the prices for the Steam Machine are finally announced.

It is absolutely impossible that we will come in under the 1,000-dollar mark at this point.

However, others counter that 100 US dollars is perfectly fine. After all, other controllers are not significantly cheaper: for the official Xbox or PlayStation controller, you already pay 70 euros, and for the premium models, it’s even 150 to 200 euros.

Some add that Valve would not be competitive with a Steam Machine costing more than 1,000 dollars. The device is supposedly slower than a regular PS5, and moreover, the Xbox Helix has been presented (via Reddit.com):

A hardware for 1,000 dollars that is slower than the base version of the PS5 could be a very risky strategy. Especially now that the Xbox Helix has been confirmed for 2027.

The Steam Controller was originally presented together with the Steam Machine and the Steam Frame. All important information about the Steam Machine that is already known can be found in the following article directly on MeinMMO for you as an FAQ: Steam Machine: The most important questions and answers

This is an AI-powered translation. Some inaccuracies might exist.

WoW has brought back Shadowlands and you haven’t noticed

If you pay close attention, you can already sense the return of a great enemy from Shadowlands in World of Warcraft. There are significant hints.

Shadowlands is considered by the WoW community to be the worst expansion by far. Many game contents felt more like work, the storyline was convoluted, and existing stories were significantly devalued. However, there were a few aspects that were popular in Shadowlands. In particular, the story of the original zones was well received. Especially Ardenweald and Revendreth were popular.

Anyone who pays close attention in Midnight may have noticed: A part of Revendreth seems to be returning.

Select a MMO video…

Astalor Bloodsworn seems to have connections to the Shadowlands

The loot system seems to contain completely new mechanics and story elements at first glance. The blood elf Astalor Bloodsworn teaches us how to perceive and collect a new resource, the so-called Pain. He then tells us about particularly powerful enemies – creatures of the Void, corrupted Void elves, or rogue Druids, from whom we are to extract this Pain.

Astalor subsequently experiments with this Pain. He empowers weapons that “cut both soul and flesh” and binds the Pain into amulets and rings that he distributes to blood elves to research the exact effect. Pain provides a revitalizing power boost, seems to create some addiction, and, in some cases, leads to fits of rage.

Astalor Bloodsworn experiments with “Pain” – and it recalls a completely different resource …

But Astalor sees tremendous potential in it. He repeatedly mentions that this new power source will soon “render the Sunwell unnecessary” – a bold statement for a people that has benefited from the magical energies of the well for millennia.

All these experiments raise a question: What is “Pain” actually?

Pain seems to be something that we have not yet perceived or collected in Azeroth. However, Astalor can. Not because he had a brilliant idea, but because he has vessels that are allegedly made from a strange “cosmic material”. He does not disclose where this cosmic material comes from. Therefore, it is reasonable to assume: He obtains it from other persons. Persons who apparently had access to “cosmic materials” as materials from another reality, such as the Shadowlands.

WoW Shadowlands Venthyr Party Party Goers
The red anime effects of the Venthyr are exactly the same as those of Pain. Coincidence?

But what is Pain then? The obvious answer: Anima, as we know it from Revendreth. Pain is obtained by making a victim suffer, and this harvesting is quite painful – just as it is with Anima in Revendreth, which is gained from penitents.

The parallels are evident: Anima from Revendreth and Pain are both harvested through the suffering of the victim. The more the target suffers, the more Pain one gains from it. Anima from Revendreth and Pain also share the exact same red coloration.

Concentrated Pain grants powers, is invigorating and intoxicating – just as Anima did for the “vampire-like” Venthyr in Revendreth.

This leads to the next question: Where did Astalor gain this knowledge?

Who provides the knowledge to Astalor? Essentially, two different parties come into consideration here.

One possibility could be Kael’thas Sunstrider. He is a penitent in Revendreth and was largely redeemed during Shadowlands. He might try to help his people through a new power source – just as he once did. Astalor and Kael’thas were also closely connected back then. After all, Astalor expertly drained the Naaru that was brought to Silvermoon by Kael’thas, thereby assisting in the creation of the Blood Knights.

WoW Nathria Denathrius titel title 1280x720
Denathrius, sometimes affectionately called “Daddy D”, could soon make a comeback.

The second possibility is the Dreadlords. These descend from Denathrius, the former ruler of Revendreth. Denathrius is currently imprisoned in his blade Remornia, but was rescued by the Dreadlords and is now in an unknown location. It is quite possible that the Dreadlords made a deal with Astalor. They show him how to draw and store Pain (i.e., Anima) from the living, and in return, they later receive a lot of Anima, for example, to free their master from the sword and bring him from the Shadowlands into the mortal world.

Denathrius seems to be the obvious person here, as he was “saved” in the story after the character’s great popularity, so that he could later make a reappearance. Kael’thas would also be an option, but with that, Blizzard runs the risk of ruining the legacy of a character again – something they have been trying to avoid since Arthas in Shadowlands.

So far, this is of course just a theory. But anyone who closely examines the coloration of Pain and Anima, the hints of assistance from outside, and the way Pain is harvested must conclude: There are already many parallels to the harvest of Anima from Revendreth.
Even if it probably takes a while until we really know if Denathrius is behind the loot system – if you need tips on how to quickly finish your loot, we have explained that here.

This is an AI-powered translation. Some inaccuracies might exist.

ARC Raiders in Crisis: Player Numbers on Steam are Plummeting and the “Rescue” Requires Major Changes

The player numbers of ARC Raiders are dropping continuously. Now the next major update is approaching, but can that really save the Extraction Shooter? The big problem runs deeper and requires a lot of work to turn the tide.

This is the current status: For several weeks now, the player numbers of ARC Raiders have been steadily declining. Looking at the daily peak, it was still around 145,000-158,000 simultaneous players at the end of March. In the past week, the peak was “only” 116,000, sometimes even just 80,000 to 90,000.

On average, ARC Raiders played:

  • in January 241,000
  • in February 171,000
  • in March 112,000
  • in the past 30 days 80,000

Moreover, an increasing number of negative player reviews are appearing on Steam and the mood on social networks is also turning. Only 69% of the reviews written in April on Steam are positive. In comparison: The total number of all reviews since release is significantly better at 85%.

ARC Raiders player numbers via SteamCharts

Fundamental problems drive more players away

Looking around the ARC Raiders community, several criticisms are mentioned particularly often:

  • Cheaters
  • Lack of content
  • Insignificant loot
  • PvE vs. PvP

ARC Raiders has – like many shooters – a ton of cheaters, and Embark can’t control them. Streamers are also suffering severely from stream snipers and are increasingly turning their backs on the game – resulting in a significant loss of public visibility.

Many regular players are separately moving to other games because they run out of content or the game feels increasingly repetitive. This is mainly due to the weak endgame of the Extraction Shooter. Many players have now reached a point where there is little (new) to do. They have everything and play just for the grind or for the sake of playing – until they eventually lose interest completely.

A problem with the endgame is the loot found, which becomes almost insignificant later on – especially from the ARCs. In PvE, progress quickly becomes trivial, as players need to bring expensive gear for the strong, heavily armored ARCs, but the ARCs hardly drop any worthwhile items. The risk of losing equipment – whether through ARCs or other players – outweighs the benefits.

Overall, the community remains strongly divided. There is a stark contrast between the needs of PvE and PvP players, and Embark is struggling to maintain fun for both sides with changes and new content – losing in the attempt to please both sides.

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ARC Raiders has an incredibly peaceful community – Even the developers are surprised

An update is not enough to “save” ARC Raiders

The big question now is: What must Embark do to stop the downward trend and save ARC Raiders? The answer to that is both simple and highly complex.

The cheater problem is nearly unsolvable. If you start any shooter and play at a relatively high level, you encounter cheaters. Deep anti-cheat systems that operate at the kernel level or secure boot and TPM 2.0 are technologies that help in the fight against cheats, but can never fully resolve the issue.

Additionally, past updates have shown that many players only return temporarily. New enemies and the new map coming on April 28 will likely lead to a short-term increase in player numbers. But as soon as the new content also feels repetitive, the returning players lose interest again. To keep them, the system needs a fundamental overhaul.

All new content from ARC Raiders at a glance
MonthInnovation
November 2025– Stella Montis (new map)
– New ARC enemies (Matriarch, Shredder)
– New map conditions (Electromagnetic Storm, Hidden Bunker, and Night Raid)
– Introduction of the Duo mode
– New community events & quests
December 2025– New map condition (Snowfall)
– Event Flickering Flames (Candleberry Banquet)
– New Raider Decks (Goalie Deck)
January 2025– Permanent map condition (Bird City)
– Introduction of new Epic Augments;
– new game mode (Solo vs Squads)
February 2026– New map condition (Hurricane)
– New ARC enemies (Firefly & Comet)
– Map expansion (Controlled Access Zone)
March 2026– New weapons (Dolabra & Canto)
– New deployable (Surge Coil)
– New ARC enemy (Vaporizer)
– New map condition (Close Scrutin)
– Shredders are now globally active on all maps.

The most important area to address is the endgame or long-term motivation. This is easy to say, but Embark must make fundamental changes to ensure that players stay or return in the long term. The progression system needs to be revamped so that grinding is worthwhile for players who have invested hundreds of hours.

ARC Raiders needs more variety and better rewards to incentivize players to engage with the game. With the current quest system, skill tree, and insignificant loot, players are left with little to do despite hundreds of hours of playtime.

  • The quests only reward items that no one needs and are recycled immediately.
  • For the challenges, there is often just a skin instead of good loot.
  • The bonuses from expeditions lose their appeal with each expedition because the advantages are so minor that players lose interest in grinding everything again.
  • Building different builds is not worthwhile. There are meta weapons, and deviating from them makes no sense.

A gamer showed that looking at The Division 2 can be worthwhile. The loot shooter has such a well-developed progression system in the endgame that players almost always have something to do that enhances their character. ARC Raiders has gaps in this regard and should improve build variety and character progression.

ARC Raiders Hurricane 2

Overall, ARC Raiders lacks worthwhile incentives. However, PvP players must not be forgotten. Embark has stated in the past that they do not want PvP leaderboards, but PvP players are also part of the community. A ranked mode or similar could provide them with a new incentive to grind, while also creating an environment geared towards PvP. This could even have the advantage that PvE players are potentially less forced into PvP in the “normal” matchmaking.

In the past, games have also experimented with game modes that mix Extraction Shooter and Battle Royale. In such modes, only one team can extract at a time. This could be introduced as a special map event, offering rare loot or points on a leaderboard.

A rescue is (still) not necessary

Yes, ARC Raiders has been steadily losing players for months. One aspect is often forgotten in this discussion: ARC Raiders was an incredible success that had many more players as a hit on all platforms than the developers ever dreamed of.

Many games start with significantly more daily players than they can maintain over the years. This is completely normal. The player numbers stabilize over time at a certain level.

Helldivers 2, for example, fell from an average of 274,000 players in the release month of February 2024 to just under 25,000 players in August. Nevertheless, the shooter continues to be supported by the developers and has a solid community that plays the game regularly. In February 2026, after a major update, even 76,000 players were playing on average again.

If ARC Raiders can maintain between 25,000 and 70,000 players solely on Steam in the long term, it is significantly worse than the numbers at release, but still not a failure. ARC Raiders simply managed to attract many players who typically do not play Extraction Shooters. Many of them will eventually stop playing, and others will find new games that interest them.

I personally have not yet reached the point in ARC Raiders where I no longer want to see the game. I play it occasionally, as a change from competitive PvP shooters, and enjoy interacting with other players rather than grinding progress. Because no matter what updates the game receives in the future, the best situations arise with other people – for example, when you ask them absurd questions: I asked people if I could shoot them in ARC Raiders, and the answer shocks me as a professional gamer.

This is an AI-powered translation. Some inaccuracies might exist.

Ironically, the greatest fanatics in Warhammer 40,000 are the best diplomats of the Empire

The Adepta Sororitas are perhaps the most notorious organization in Warhammer 40,000: an order comprised of fanatically devout women who destroy everything that opposes their values. Yet this image of the sisterhood is just a small glimpse.

For me, the Sororitas are the best faction in Warhammer overall. My first army consists of the Sisters of Battle, and in every game where it is possible, I play Sororitas. Of course, after all, these warrior-priestesses are almost as badass as Space Marines, just without the genetic enhancements. “Normal” humans with superhuman abilities.

Even within the community, the Sororitas are considered the part of the universe that feels the most like Warhammer, because they embody exactly what makes the world: fanatical faith far beyond what is believable, and completely exaggerated displays of firepower and devotion.

With all the stereotypes, it’s often overlooked that the Sororitas are much more than just women in power armor, exterminating heresy with flamethrowers and Bolters. They are also doctors, diplomats, and scientists – and count among the best of the Imperium.

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Die Adepta Sororitas aus Warhammer 40.000 sind ein Orden von Kampf-Priesterinnen mit Superkräften

The image of an organization of deadly women

That the Sororitas are primarily portrayed as fighters is largely due to their military arm, the “Sisters of Battle”, which has the most presence in almost all Warhammer media.

They are often called upon by the Inquisition when it needs support. The Sororitas are skilled in all forms of combat, able to conduct both planetary sieges and firefights in the narrow streets of giant cities.

Moreover, the Adepta Sororitas are the only organization of the Imperium that, besides the Space Marines, regularly wields power armor in their arsenal. Especially for tabletop, figures in heavy armor are naturally more appealing than women in civilian clothes.

Nonetheless, it is precisely these other vocations that make up a good part of the Sororitas.

Healers, missionaries, translators, and advisors

Just like the Adeptus Astartes, the Sororitas are divided into orders pursuing different doctrines. The “Sisters of Battle” are made up of the Ordo Militaris, which include well-known orders such as “Our Martyred Lady”, “Valorous Heart”, or “Ebon Chalice”.

However, there is much more diversity among the civilian orders. The Ordos Hospitaller, for example, provide surgeons, doctors, and nurses who help both civically and militarily, and as one of the few organizations, even provide charity to the poor.

Sisters Famulus serve as advisors to the noble houses of the Imperium, acting as stewards and ensuring that even on distant worlds, it is not forgotten that the Imperium must receive its share.

The lesser-known Ordos Sabine consist of missionaries who often accompany the exploration missions of the Imperium, advance into primitive civilizations, and attempt to spread the word of the Emperor. Other interesting Ordos include:

  • Sisters Dialogus, who research and translate various dialects of the Imperium, as well as Xenos languages
  • Sisters Pronatus, who find, preserve, and restore valuable church artifacts, similar to the Blood Ravens of the Space Marines, just less kleptomaniac
  • Ordos Vespila, who work essentially as embalmers and forensic scientists
  • or the Ordos Madriga, Fenestrus, and Princeps, which respectively provide church choirs, take care of the glasswork in cathedrals, and guard the ecclesiastical laws.

If you’re wondering why they all have such strange names: In Warhammer 40,000, High Gothic is spoken, a unique language.

How does one actually become an Adepta Sororitas?

Even though the various orientations of the Sororitas – especially considering the grim world of Warhammer – sound almost desirable, the path to it is less pretty. Typically, the Adepta Sororitas recruit their sisters from the Schola Progenium.

This is a kind of boarding school for orphans, of which there are billions in the Imperium of Man. Humans die not only countless times daily in the constant war, surviving in the cities themselves is also difficult.

The Scholas are operated by the Ecclesiarchy. This ensures that the children are directly indoctrinated with the Imperial Creed – the perfect members for orders like those of the Adepta Sororitas.

“If you believe in it, you must also act accordingly”

When I had the opportunity to speak with Anatoly Shestov, the head of the upcoming role-playing game “Dark Heresy”, I of course had to ask about my favorite faction. After all, a Sororitas plays an important role in the RPG.

For despite the diversity and apparent goodness of the Adepta Sororitas, they still follow the creed of the Imperium, according to which everything non-human is to be destroyed:

The Imperial Creed is not about celebrating the Sanguinalia. It is about building the conception of your life and your inner values around confronting what is different from you.

If you believe in it, you must also act accordingly.

Anatoly Shestov, Executive Producer of Dark Heresy at Owlcat

Here you can find the other parts of the interview:

“They take no orders, not even from the Inquisition”

The special thing about the Adepta Sororitas is that they take orders from no other organization of the Imperium except the Ecclesiarchy – and even with the church, they are selective. They respect only the Emperor as the higher authority and accept churches in the Imperium only when they are considered pure enough in their eyes. Anatoly explains:

In most of their actions, they are protected by the Holy Word […] Whenever they think a local church is doing bad things, that is a problem of the church, not the Sororitas. […]

They take no orders, not even from the Inquisition. They accept no orders from the local ruler, from virtually anyone outside the ecclesiastical authority they recognize.

That is the key point. Not any ecclesiastical authority except for those they deem worthy. In our story, there will be some unconventional twists regarding what Sororitas are capable of and what influence that has on the surroundings.

Anatoly Shestov, Executive Producer of Dark Heresy at Owlcat

The Adepta Sororitas are one of the best examples that Warhammer 40,000 has much more to offer than just the inflated Space Marines, the terrible Chaos Gods, and the very green Orks. There is still much more to discover within the Imperium: Space Marines are cool and all, but do you already know these 6 factions from Warhammer 40,000?

This is an AI-powered translation. Some inaccuracies might exist.

Yay, TERA 2 is really being developed and I immediately think of the past

Just now, I was sitting during my daily Reddit scrolling ritual when suddenly a thread popped up in the feed: “TERA 2 in the works.” Honestly, my heart skipped a little, and I knew I had to share this directly with you all. Yes, it was already known that Krafton had given the green light, but now we know: Development is in full swing.

If that isn’t a good omen! TERA was a major reason I founded MeinMMO in the first place. Without TERA, this site probably wouldn’t even exist.

Back then, I was really dissatisfied with how the big established gaming media reported on MMOs, especially TERA. It all felt too distant to me.

I wanted a site that understands what we users are really looking for: close, straightforward, just a real community. A site where the editors dive deep into the material, are actively involved in guilds as players, listen and participate. We even used to listen to Korean developer talks at night, painstakingly translated the stuff, and brought it straight to Germany.

Mein MMO
And so it was finally called: Welcome! MeinMMO was born – just in time for the peak of MMOs and service games over 10 years ago. TERA, SWTOR, WildStar, ESO, Destiny, The Division, and many more… there was so much happening. Will the years 2026 and 2027 bring back that feeling? And who knows, maybe someday with a TERA 2…

A little anecdote on the side: One of my very first news pieces on MeinMMO came about just like that. However, it was ruthlessly copied by one of the largest gaming sites on the net, completely without a source reference. I, of course, complained immediately, a link to the TERA article was set and bam: the ambition was finally awakened! In the following months, some really talented people joined the team, including Cortyn and Schuhmann, who shared this passion for bringing the site to success and filling a gap.

TERA, on the other hand – the game we owe all this to (well, okay, there were a few other reasons, but let’s just give TERA the glory) – eventually unfortunately ran out of steam. But let’s start with the good memories.

The Dark Souls of MMORPGs

When I think back to TERA, this combat system immediately comes to mind. For me, it remains unparalleled in an MMORPG to this day. It really had the feel of a “Dark Souls” MMO. I immediately think of the epic battles against the BAMs (Big Ass Monsters), my Slayer, the adorable Poporis, and the unbelievable feeling when our group finally took down the Queen after countless wipes.

TERA Nachtmahr
My Slayer and I.

I still remember how it felt: I dodge red areas, position myself optimally behind the boss with the crosshair, and ignite my skill opener. As a Slayer belonging to the Castanics, everything is designed to deal massive damage from behind.

tera boss opponent
Spectacular battles against bosses were the heart of TERA, and the combat system was a great surprise that defined the genre. Typical MMORPG boss mechanics in full harmony with an action combat system.

After that, everything flows with an intuitive, direct chaining system. Sometimes it really ecstasized me, every crit made me twitch internally. The boss mechanics simply harmonized perfectly with this action system.

The hit feedback was sheer satisfaction. But woe to you if you unleashed a skill too many in the heat of the moment or stole aggro from the tank – you would be on the ground faster than you could look. TERA honestly spoiled me for conventional, semi-turn-based tab-targeting systems, like those seen in WoW.

Tera fighting system
Back then, I also tested the PS4 version, which, however, did not quite match up to the PC version. Here you see my Slayer performing a spectacular jump attack. Fun fact: The screenshot is from 2018 and the character is named Meimo… that’s our internal abbreviation in the editorial office for the whole collective. They just teased me with that because I sometimes talk so fast and swallow letters.

Why it eventually came to an end

But I don’t want to wear just the rose-tinted nostalgia glasses. After 2-3 years, TERA lost its charm for me. There were too many annoying nerfs that took away the challenge of the game and made it simply too easy.

There were also many mistakes made in the endgame: More and more systems were slapped on that didn’t harmonize with the original foundation anymore. There was questionable RNG and this absolute madness of releasing mostly female classes under the motto “Sex sells.” That, and the constant Elin-exclusive content, simply left a really bad taste in my mouth.

But the technology was also problematic, even though it was pretty and a feast for the eyes in its time: the Unreal Engine 3 could not handle the player masses at all. Raids and mass PvP were often pure slide shows, the gaming experience suffered significantly. When TERA was finally shut down in 2022, I honestly didn’t care much. But: I always hoped for a real successor that learns from these mistakes.

Bluehole is meticulously looking for new employees for TERA 2, already showing that work is being done not just on the concept, but on the real deal.

What We Know About TERA 2

Currently, I am projecting a lot of positive memories into this, it is still an extremely early phase. But the information currently leaking from Japanese and Korean sites gives hope:

  • It’s official: KRAFTON (Bluehole Studio) has begun recruiting for the core team of “TERA 2.”
  • The old boss is on board: The development is led by Kang Sang-wook. He was one of the key developers on the first TERA.
  • Focus on the strengths: The job postings explicitly emphasize that the non-targeting system and battles against huge monsters (the BAMs are back!) are to be the centerpiece. Additionally, they want to focus heavily on party play.
  • Unreal Engine 5: Finally! This really gives me hope that the terrible performance issues of the old engine will be a thing of the past.

I will definitely keep a close eye on this for you (and for myself!).

Maybe I played a little too much TERA. TERA 2 can’t come soon enough for me.

What do you think about it? Does just the name TERA 2 spark that tingling in your fingers again, or does it leave you cold after the end of part 1?

This is an AI-powered translation. Some inaccuracies might exist.

Monopoly GO: All Free Dice in April 2026 – Today’s New Codes

In Monopoly GO! there are dice that you can get for free. We show you the latest dice links for your dice banks.

In April 2026, there are almost daily new dice links from Monopoly GO!, with which you can grab free dice.

We keep our eyes open for you every day and update this article daily by 10:30 AM and again after 3:00 PM with new links that give you dice, as long as there are any.

Update: The article was updated on April 25, 2026 at 02:10 PM.
Start video
Monopoly GO shows you how Blocks Boutique works

Monopoly GO! Free Dice Links – How to get them

What are dice links? By clicking on these dice links, you receive free dice. To make it work best, you should open the app on your smartphone and then click the links.

Dice links from April 25

Dice links from April 24

Dice links from April 23

Dice links from April 22

What are dice used for in Monopoly GO? The most important resource in Monopoly GO! is the dice. They allow you to move across the game board and collect other resources, such as money and event currencies. The dice recharge over time, but are still relatively limited. However, there are other ways to obtain new dice.

More on the topic
Monopoly GO Events – Everything about the current events
von Cedric Holmeier

Not receiving dice? Here are the causes

The link doesn’t work – why? If the links don’t work for you, there can be various reasons. 

  • The links only work once, you cannot redeem a link twice.
  • The links can only be redeemed from level 15 onwards.
  • The links expire after a short time. We regularly update this list with new redeemable links.

By the way, you can have more dice than your dice limit allows if they come from the links. So you don’t have to worry about exceeding your limit.

Error messages and what they mean

If you get the error message: “Sorry – This reward has already been claimed“, you have already used the dice link. Using it a second time is not possible.

If you get the error message: “Sorry – This reward cannot be claimed“, the link you used has already expired. The dice links are only active for a few days, then they can no longer be used.

Receiving dice from friends? Here’s how to get even more dice

How can you get more dice? You can also receive free dice by inviting friends to the game. To do this, tap the friends symbol at the bottom right and then tap the invite button. There you can invite up to 10 friends and receive 330 free dice.

You can also receive more dice when you connect your account with Facebook. You can see this at the bottom when you tap on friends. 

Monopoly GO! interface showing where to find free dice.
Red: The shop with the free gift – Blue: The friends menu

Every 8 hours you can also claim a gift from the shop. To do this, tap under your level on the shop and find a gift ready for pickup at the top of the carousel. This gift may also contain dice. If you want to learn more about the success of Monopoly GO!, we have this article for you: Your mom’s new favorite game, Monopoly GO, is more expensive and successful than you think

This is an AI-powered translation. Some inaccuracies might exist.

Battlefield will also compete with Call of Duty in cinema, hiring an action expert for that

After Call of Duty, Battlefield will also receive its own movie. This will likely keep the long-standing rivalry between the two shooter brands continuing on the big screen. However, Battlefield has a very strong argument on its side.

Film adaptations of big video game franchises are in trend, so it’s no surprise that Battlefield is also set to receive its own film – just like Call of Duty.

The Hollywood Reporter reports that a corresponding project is in progress. Currently, there is neither a title nor details about the plot. It is also still unclear which studio is producing the film, as negotiations have just begun.

However, what is exciting is who is behind the project: an expert in explosive action and a freshly minted Oscar winner.

Start video
Battlefield 6 presents the roadmap for 2026 in the video

The perfect duo for Battlefield?

Who is working on the film? With publisher Electronic Arts backing him, Christopher McQuarrie is writing the script. He is also set to direct and serve as a producer.

If the name doesn’t ring a bell: McQuarrie has been responsible for the Mission Impossible series since Part 5 and has directed all films of the franchise up to the current finale slated for 2025.

Previously, he had already worked as a director for Jack Reacher and wrote other action films and thrillers like The Tourist or the 90s classic The Usual Suspects.

McQuarrie’s work on Mission Impossible makes him a suitable candidate for a Battlefield film. The director prefers practical action and a powerful presentation.

Large-scale battle scenes that are well choreographed should not be a major problem for McQuarrie. How well he will handle the actual script remains to be seen. Particularly, the finale of Mission Impossible faced criticism in this regard, partly due to too much explanatory exposition (via Rotten Tomatoes).

On McQuarrie’s side, actor Michael B. Jordan is working on the Battlefield film. He is also involved as a producer. Whether he will also play a character remains open.

However, since Jordan just recently won the Oscar for Best Actor for the vampire horror film Sinners, it is likely. Generally, he is currently a sought-after name in Hollywood.

When will the film be released? Since no studio has been found yet, there is no date either. According to The Hollywood Reporter, Christopher McQuarrie and Michael B. Jordan are aiming for a theatrical release. Generally, however, one should not expect a release before 2027.

The major competitor Call of Duty is currently being filmed as well and is set to be released by Paramount on June 30, 2028. This studio has previously produced Mission Impossible. Will it snatch both major shooter brands? On Netflix, there is a whole range of productions inspired by games: According to you, there are 9 gaming series on Netflix that are better than Henry Cavill and The Witcher

This is an AI-powered translation. Some inaccuracies might exist.
Source(s):
  1. kotaku.com

Astarion from Baldur’s Gate 3 will soon conquer BookTok, receives own novel by a strong fantasy author

The popular vampire from Baldur’s Gate 3 is getting a novel of his own. As fans learn who is involved, it’s clear to them: This can only be good.

What is the novel about? In the eponymous novel, Astarion from Baldur’s Gate 3 receives a prequel story set before the events of the game, during his enslavement under the vampire lord Cazador Szarr. 

The author of the novel is none other than T. Kingfisher, who has already received several awards for her adult literature, horror, and fantasy works. 

But experts from the actual game are also involved in the novel, such as the senior writer Stephen Rooney, and in a certain way, Astarion himself: Neil Newbon will once again lend his voice to the vampire in the audiobook version of “Baldur’s Gate 3: Astarion.”

And especially the latter makes the community scream with joy.

Start video
Der animierte Kurzfilm zu Patch 8, dem letzten Update für Baldur’s Gate 3

“I might die, but it’s worth it!”

How are fans reacting to this news? Fans of Baldur’s Gate 3, and especially of Astarion, can hardly wait for the release in September 2026. Particularly the audiobook version with Neil Newbon’s voice worries his fans, but not in a negative way. Not at all in a negative way, as they confess on Reddit:

“When I hear him speak in the game, I already get nervous – I will never survive the audiobook,” admits Simple-Ad-7868, and she is not alone with this thought. pupettte also writes: “I’ve never listened to an audiobook as I prefer to read myself, but if Neil reads it …? I will get the best headphones just to fully enjoy the experience.”

But the author of the novel also makes the community optimistic, even eager: “[T. Kingfisher] is my favorite author of modern literature! I firmly believe she will do justice to the work.” (ChromaticCats)

Cover Astarion Roman
This is what the cover of “Baldur’s Gate 3: Astarion” will look like (Image source: T. Kingfisher on Bluesky)

What does the author recommend regarding the novel? T. Kingfisher has already addressed the question from interested parties on Bluesky about whether one should play Baldur’s Gate 3 before reading the novel. She explains that while it is not necessary, it will be a completely different experience:

If one plays BG3, they think while reading this book: ‘Wow, this is the tragic backstory!’ If one does not play it, they think: ‘What the hell, why did Kingfisher write a book about this tormented vampire with such a depressing ending?!’

Astarion has not without reason so many fans. Many players of Baldur’s Gate 3 found great pleasure in the way and development of the character, making him a popular romance. If you want to know how to seduce Astarion in Baldur’s Gate 3, we have a few tips here: Baldur’s Gate 3: Astarion Romance Guide – How to easily win his heart

This is an AI-powered translation. Some inaccuracies might exist.
Source(s):
  1. Reddit

The creators of Vampire Survivors prove that they are not one-hit wonders, releasing the next Steam hit

With Vampire Crawlers, the creators of Vampire Survivors are taking a different approach from their successful formula. Can it work? MyMMO editor Lydia has played the title on Steam.

What kind of game is this? Vampire Crawlers: The Turbo Wildcard is the new game from the creators of Vampire Survivors in collaboration with Nosebleed Interactive and a spin-off of the hit roguelite, which transforms bullet hell into a turn-based dungeon crawler/deck builder. The characters and weapons are familiar, although some effects had to be slightly adjusted. Additionally, there are some new mechanics.

Vampire Crawlers launched on April 21, 2026, on Steam and popular consoles, already attracting over 40,000 concurrent players on Steam within the first days. If you think: “That’s decent, but not as viral a success as the original,” you might fall into the same trap I did. Because while Vampire Survivors has been played millions of times, it has never had more than 77,061 players on Steam at once (source: SteamDB).

So the dungeon crawler still has all the time in the world to catch up to its big brother. At least in terms of reviews, Vampire Crawlers is on the right track: With 97% from nearly 3,000 ratings, it is rated “very positive” on Steam on the evening of April 24.

But can the spin-off capture the magic of the original?

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Vampire Crawlers: The new game by the creators of Vampire Survivors in the trailer

Can Vampire Crawlers follow in the footsteps of the original’s success?

This is what MyMMO editor Lydia says: When I discovered Vampire Crawlers at the last Steam Next Fest as a playable demo, my first thought was: “Wow, these cheap knock-offs are getting bolder, even the key art is stolen.” Immediately followed by: “This is really from the devs; I have to check this out!”

For reference: I have spent well over 100 hours in Vampire Survivors and just as many in “Survivor-likes” like Deep Rock Survivors or TemTem Swarm. But as much as I love roguelites (almost) of all kinds: I had never really warmed up to deck builders. Therefore, I had Vampire Crawlers on my list but was still hesitant.

Now, however, the dungeon crawler has mysteriously appeared in my Steam library (thanks to a very dear friend), and of course, I immediately started slicing through the first areas.

The game throws you directly into a kind of tutorial run; the principle is simple: We control a character through a dungeon. At each level, a series of enemies await. At the end, you must face a stronger version of a basic enemy and dig deeper to the next floor. Many battles are optional, but they entice with experience for valuable level-ups and gold, which can be used to unlock permanent upgrades outside of a run.

And this is where the magic begins to take effect: After my first full run, I was shown all the wonderful things I had unlocked—accompanied by a whole wave of popping Steam achievements. A feast for the dopamine receptors.

So I did what I had to do, grabbed the freshly unlocked new character, and ventured into the next newly opened area.

Vampire Crawlers has changed genres but still employs the same elements that made the original so outstanding:

  • A gameplay loop motto of “easy to learn, also somewhat easy to master, but with always new possibilities to create even more overpowered combinations.”
  • A masterfully timed meta-progression that always dangles some sort of carrot in front of you. Either you want to unlock that one thing right now—or you just unlocked it and want to test it now.
  • A low-threshold, fun gaming experience for on the couch or on the go. I myself play on the Steam Deck, but I can imagine that Vampire Crawlers works even better on mobile than the original.

Slicing in Line

What I miss so far in Vampire Crawlers compared to the original is the impact of my attacks. In Survivors, you usually reach a point where enemies flood the screen completely. Seeing your weapons carve paths through the sea of monsters or vaporizing every creature before it can approach is part of the appeal for me.

In Crawlers, encounters with enemies are much more orderly. You know in advance where they lurk, can initiate the fight yourself or avoid it with an alternate route, and the turn-based combat system eliminates the need to frantically secure an upgrade before the next wave.

Even in battle, the enemies line up and only slowly approach me. Do you know the scene in [every action movie ever] where the hero is hopelessly outnumbered, and the enemies diligently take their turn to beat him instead of overwhelming him? Yes, that.

But: I haven’t made too many runs yet, and already I felt a piece of that feeling when I unlocked a new weapon fusion and annihilated the enemies at the next encounter with a card. It’s quite possible that I can slice much more efficiently and effectively by skillfully chaining combos, as has already been hinted at in the trailer.

Crafted excellently without reinventing the wheel

Is Vampire Crawlers something for you? If you are asking yourself this question, you probably belong to one of two groups: You love Vampire Survivors and are wondering if the concept can convince without bullet hell or you never really understood the hype around the original and see a chance to experience the phenomenon now. For that, here are two answers:

  • For the survivor fans: The gameplay is indeed different, but there is enough familiar that you will quickly find your way around. You probably still have a rough idea of how the fusions work, recognize your favorite weapons and characters, and will quickly get into the groove. If you are not completely averse to card battlers or turn-based combat in general, you will enjoy it.
  • For the non-fans: If the largely automated gameplay or the sometimes very chaotic effects of Vampire Survivors didn’t appeal to you, you might still find a way into the franchise with Crawlers. If the really rudimentary pixel graphics in Survivors put you off, you may find the look of Crawlers more accessible. “Starting with little, becoming overpowered, breaking the game, and all in manageable bites” sounds good to you? Then give the game a chance.

Whether Vampire Crawlers can also become a phenomenon and inspire hordes of imitators like its big brother, I dare to doubt. Nevertheless, poncle once again proves how well they master their craft. This studio has simply perfected the formula for “Just one more run,” and I definitely plan to battle through numerous dungeons this weekend.

If that’s not enough for you: With Vampire Crawlers, it’s far from over. As our colleagues from GamePro report, the creators of Vampire Survivors are currently working on a total of 15 other projects.

One I am especially looking forward to: Warhammer Survivors will be a survivor-like created in collaboration with Auroch Digital (Warhammer 40,000: Boltgun) and Games Workshop itself. Do I need to say more? We have already reported on the title on MyMMO: One of the biggest viral game hits of recent years teams up with Warhammer 40,000; fans are going wild: “My God, it’s perfect”

This is an AI-powered translation. Some inaccuracies might exist.

With simple means, your miniatures will look even prettier; you don’t even need much money or skill

MeinMMO editor Caro loves to paint miniatures for Tabletop and Dungeons & Dragons in her free time. Now she has come across a way to make them even prettier, though it relates more to what her characters and monsters stand on.

During my regular visits to my local game and tabletop store, I found myself again in the corner around building and painting miniatures. There, I have often noticed creative possibilities for terrain, that is the design of the environment, whether on battle maps or the bases of the minis.

So far, I have designed the bases of my miniatures with paint and drybrushing, instead of with clumps of grass or plants. But a few days ago I found something that made it impossible for me to avoid terrain any longer: a starter set with everything to at least give terrain art a chance.

And now, just a few days later, I’m writing the appropriate article and telling you: You have to try it too. I have become a miniature landscaper and I love it!

Start video
Official D&D campaign brings stars from Baldur’s Gate 3 to Ravenloft

Much simpler than expected

I bought the “Green Grass Tuft Starter Box” from Gamer Grass, which includes four different palettes of vegetation, a tube of glue, a pair of tweezers, and a guide. I paid about 22 euros for it. 

Why did I choose this box? It was the only starter set available there. Plus, I just immediately fell in love with the little flowers included in the set. I’ve seen the small grasses and bushes before, but especially the flowers look incredibly realistic and cute when considering the scale. That’s why I also bought them individually in a red variant.

The grass tufts and flowers from the set are glued onto thin paper rectangles, which can be peeled off with tweezers like stickers and placed on the base. This way, you can first check the placement and then permanently fix it with the included glue.

You can freely design the scene as you wish or follow a few tips that I am trying to internalize as a novice:

  • To give the scene a more natural look, you can place grass tufts closer together in small groups. This way, you can better mimic how vegetation often grows in nature.
  • Speaking of nature: Plants are often found where there is partial shade and/or where water would accumulate. This makes the scene even more authentic.
  • Do not ignore size: When placing larger bushes in the background, you create an almost diorama-like background and more depth. Just like in a photo or painting, this helps make the eye consider the various layers and wander.

Now my miniatures can finally touch grass

As a test subject, I sacrificed a friend’s barbarian from my D&D group, whose minotaur really deserved a nicer base than… dirt. His base is slightly larger than those of my other miniatures, giving me a bit more room for the first attempt. 

I placed the larger bushes (8 mm) more in the background, onto which I directly added a few plants with white and red flowers. Around these, I then placed alternating short 4 mm grass and drier-looking 6 mm grass in small groups.

Honestly, I can understand the tips, but I mostly worked by instinct. Many of the mentioned hints are also subconsciously implemented, as you can simply check what looks good and what should still be changed by testing the adhesive surface.

Therefore, the rule is: even if you think you don’t have the necessary skill for terrain design, you can’t go wrong with it.

I just started planting without holding back and love my result:

Placing the different grasses was not only fun, it also gave the barbarian a whole new perspective. And it fits perfectly with his personality!

Our barbarian is a big, dangerously looking, weapon-swinging minotaur, but he is also a friend of nature. In our D&D campaign, he comes from Ravnica and was part of the Gruul clan, which wants to prevent the expansion of urban civilization and instead make room for the wilderness. Moreover, he is a true sweetheart, which is why the flower meadow at his feet simply suits him better than the previous brown soup he was standing in.

Terrain is just one of many aspects of the miniature hobby, to design your figures and their bases, but also entire maps. With the grass tufts, I have only lightly touched on the topic of terrain, but I am now quite motivated to explore even more possibilities like stones, bones, and sand.
Even when painting, you never stop learning. What I have already learned since my start about a year ago, I have summarized for you in my retrospective: Retrospective on my first year as a miniature novice – These 6 things I have learned since the start

This is an AI-powered translation. Some inaccuracies might exist.

PvE players in ARC Raiders have a strong weapon against PvP fans: ruthless kindness

An experienced PvP veteran encountered a friendly newbie in ARC Raiders who drove him to the brink of madness because he just couldn’t take him out.

How was the PvP player taken out of commission? In a clip from Reddit user Infamous-Ad653, you can see how a PvP player was completely “disarmed”: A rather pathetic gift from a friendly newbie frustrated him so much that he not only raged about it but simply couldn’t bring himself to shoot him.

“This is ridiculous, I am constantly in PvP lobbies,” the PvP player starts (still in a calm tone), “that guy over there gives me a level-1 weapon as if it’s some kind of damn state secret! WHAT KIND OF DAMN LOBBY IS THIS? I HAVE 32 BOBCATS IN MY INVENTORY! I would feel terrible if I shot you now!”

Start video
ARC Raiders has an incredibly peaceful community – Even the developers are surprised

“Killing with kindness is true PvP”

How did the PvP fan handle this kindness? The clip answers that … not so well. The player sounds visibly annoyed that the encounter didn’t develop into the regular shootout in which the newbie would have been easy pickings for him.

He can’t help but show mercy and expresses his frustration by shouting with each act of kindness, much to the amusement of the PvE group. Even a “GGs” seems to cause him pain.

Here you can see the full clip of the encounter:

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What does the community say about this? The player base of ARC Raiders must acknowledge that this displayed kindness acts like a true shield, even like a weapon. The clip is proof that PvP players simply do not enjoy taking out friendly raiders without any challenge.

“Killing with kindness is true PvP,” states the player and Reddit user kay0otik. Kuro_Neko00 also explains: “Real PvP players have no interest in taking out carebears because that’s child’s play. They are here for the challenge and excitement of a hard-fought battle. Only incompetent rats are interested in taking out carebears because that is the only thing they can successfully defeat.”

Another encounter in ARC Raiders was also able to make a PvP player feel friendly, but the conversation took a much more tragic turn than in this case. For there, a Russian player met another from Ukraine: “Just want people to see this” – Players from Russia and Ukraine talk about their sad reality in ARC Raiders

This is an AI-powered translation. Some inaccuracies might exist.
Source(s):
  1. Reddit