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Rockstar

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Everything posted by Rockstar

  1. You don't need to enter a button combination on the title screen. Instead, you have to "hack" the options menu. Go to the Options menu from the main title screen. Select Accessibility. Highlight the CRT Shader option (usually the top option). Toggle it Left and Right repeatedly. Do this quickly for about 5-10 seconds. Keep going until you hear a voice say: "Access Granted." Back out to the main Options menu. You will now see a new Cheats option at the bottom. The Cheats AvailableOnce unlocked, you can toggle these on/off at will. Note that using these might disable Leaderboard submissions, but they usually don't block achievements/trophies depending on the platform patch. Infinite Health: You take damage but never die. Infinite Continues: Essential for brute-forcing your way through the final level. Infinite Pipe Bombs: Grants unlimited heavy ammo (very fun for the Cyberdyne level). Infinite Time: Removes the arcade timer (great for exploring for secrets). Other Secrets & Easter Eggs"Easy Money" Shorts: If you play on the easiest difficulty ("Easy Money"), the T-800 will spawn in the biker bar wearing colorful beach shorts instead of being fully nude/obscured. Future John Connor: If you have unlocked the timeline where John survives into the future, look for the "Ain't Got Time to Bleed" achievement/trophy, which triggers during the bunker defense sequence. View full article
  2. The final boss is a multi-phase endurance test that takes place in the Future War timeline. It is famously difficult because it throws multiple boss types at you in a gauntlet before the actual core. Phase 1: The Gauntlet Before you even hit the core, you have to fight back-to-back HK-Aerials and HK-Tanks. Ammo Conservation: Do not waste your heavy weapon ammo (Plasma Rifles/Rocket Launchers) on the HK-Tanks if you can avoid it. Use your standard rapid-fire pulse weapon and focus on dodging. You need the heavy DPS for the final phase. Positioning: Stay mobile. The HK-Tanks track your position on the ground. Jump and slide constantly to force them to miss. Phase 2: The Skynet Core (T-999999) This is a massive stationary boss with multiple turrets and homing attacks. The Homing Projectiles: This is where most players die. The core launches orbs that track you. You can shoot these down. Do not try to dodge them all; you will get cornered. Dedicate short bursts of fire to clearing the orbs before returning fire to the boss. The "Safe" Spots: The boss has a pattern of sweeping lasers. Watch the floor! The panels usually light up or flash before a laser strikes. There is almost always a "safe zone" in the far corners of the screen during the central laser sweep. Target Priority: Focus fire on the turrets first. Destroying them reduces the amount of chaos on screen. Once the turrets are down, unload everything you have into the central "eye." 3 Essential Survival TipsUse "Easy Money" Mode to Practice: The game features an "Easy Money" mode (often unlocked or available in options) which gives you unlimited continues. Use this to learn the boss patterns without the pressure of restarting the whole game. Break the Walls: Like Castlevania, many walls in the Cyberdyne and Future levels are breakable. They often hide Health Refills or Extra Lives that are critical for the final slog. Master the Slide: Your slide gives you a tiny window of lower hitbox profile. Use it to go under the HK-Aerial bullets rather than trying to jump over them.
  3. The final boss is a multi-phase endurance test that takes place in the Future War timeline. It is famously difficult because it throws multiple boss types at you in a gauntlet before the actual core. Phase 1: The Gauntlet Before you even hit the core, you have to fight back-to-back HK-Aerials and HK-Tanks. Ammo Conservation: Do not waste your heavy weapon ammo (Plasma Rifles/Rocket Launchers) on the HK-Tanks if you can avoid it. Use your standard rapid-fire pulse weapon and focus on dodging. You need the heavy DPS for the final phase. Positioning: Stay mobile. The HK-Tanks track your position on the ground. Jump and slide constantly to force them to miss. Phase 2: The Skynet Core (T-999999) This is a massive stationary boss with multiple turrets and homing attacks. The Homing Projectiles: This is where most players die. The core launches orbs that track you. You can shoot these down. Do not try to dodge them all; you will get cornered. Dedicate short bursts of fire to clearing the orbs before returning fire to the boss. The "Safe" Spots: The boss has a pattern of sweeping lasers. Watch the floor! The panels usually light up or flash before a laser strikes. There is almost always a "safe zone" in the far corners of the screen during the central laser sweep. Target Priority: Focus fire on the turrets first. Destroying them reduces the amount of chaos on screen. Once the turrets are down, unload everything you have into the central "eye." 3 Essential Survival TipsUse "Easy Money" Mode to Practice: The game features an "Easy Money" mode (often unlocked or available in options) which gives you unlimited continues. Use this to learn the boss patterns without the pressure of restarting the whole game. Break the Walls: Like Castlevania, many walls in the Cyberdyne and Future levels are breakable. They often hide Health Refills or Extra Lives that are critical for the final slog. Master the Slide: Your slide gives you a tiny window of lower hitbox profile. Use it to go under the HK-Aerial bullets rather than trying to jump over them. View full article
  4. To see every ending, you must replay the campaign (or specific levels if the game allows chapter select after beating it once) and make different choices at two pivotal moments: The Gas Station (End of Level 8): Decide whether to Reset the T-800’s CPU or Leave it alone. Dyson’s Home: Decide whether to Kill Miles Dyson or Spare him. Ending Name Condition / Choices Required Description The "Canon" Ending (Best Ending) 1. Reset the Chip 2. Reconsider (Spare Dyson) This follows the movie timeline. Dyson helps destroy Cyberdyne, and humanity has a chance. The T-800 sacrifices himself at the steel mill. Sarah Kills Dyson (Bad Ending) 1. Reset the Chip 2. Pull the Trigger (Kill Dyson) Sarah executes Dyson before John/T-800 intervene. This causes a permanent rift between John and Sarah. John runs away, and the future war remains bleak. Terminator Kills Dyson (Worst Ending) 1. Leave the Chip (Locks out 2nd choice) If you don't reset the chip, the T-800 enters "learning mode" failure. It kills Dyson immediately upon arrival. Sarah is arrested, and John eventually has to be rescued in a dark future timeline.
  5. To see every ending, you must replay the campaign (or specific levels if the game allows chapter select after beating it once) and make different choices at two pivotal moments: The Gas Station (End of Level 8): Decide whether to Reset the T-800’s CPU or Leave it alone. Dyson’s Home: Decide whether to Kill Miles Dyson or Spare him. Ending Name Condition / Choices Required Description The "Canon" Ending (Best Ending) 1. Reset the Chip 2. Reconsider (Spare Dyson) This follows the movie timeline. Dyson helps destroy Cyberdyne, and humanity has a chance. The T-800 sacrifices himself at the steel mill. Sarah Kills Dyson (Bad Ending) 1. Reset the Chip 2. Pull the Trigger (Kill Dyson) Sarah executes Dyson before John/T-800 intervene. This causes a permanent rift between John and Sarah. John runs away, and the future war remains bleak. Terminator Kills Dyson (Worst Ending) 1. Leave the Chip (Locks out 2nd choice) If you don't reset the chip, the T-800 enters "learning mode" failure. It kills Dyson immediately upon arrival. Sarah is arrested, and John eventually has to be rescued in a dark future timeline. View full article
  6. The Verdict at a GlanceScore: 7.5/10 Genre: 2D Run-and-Gun / Platformer Perfect for: Retro enthusiasts, Metal Slug/Contra fans, and Terminator 2 diehards who crave 16-bit nostalgia. Overview: A Lost Relic from 1991Terminator 2D: No Fate is a "lost tape" style game that commits fully to its premise: What if the perfect Terminator 2 tie-in game had actually been released on the Super Nintendo or Sega Genesis in the 90s? Developed by Bitmap Bureau (known for Xeno Crisis), this is a side-scrolling run-and-gun shooter that ignores modern gaming conveniences in favor of an authentic, coin-op arcade experience. It is grueling, gorgeous, and incredibly faithful to the source material—sometimes to a fault. The GoodAesthetic Perfection: The pixel art is the standout feature. It uses a rich 16-bit color palette, chunky sprites, and smooth animations that look like the best of the SNES era, but with modern frame rates. The optional CRT filters are some of the best in the business, giving the image that warm, glowing fuzz of a 90s TV. The Soundtrack: The music is a driving, synth-heavy tribute to Brad Fiedel’s iconic score. It pulses with industrial dread and high-octane energy. The inclusion of licensed tracks like "Bad to the Bone" during the biker bar beat-'em-up section is a delightful touch. Faithful (mostly) Adaptation: You play through key beats of the film—the Pescadero Hospital escape, the Cyberdyne raid, and the steel mill showdown. However, the game also wisely expands the lore, letting you play as a future-war John Connor and a pre-incarceration Sarah Connor, adding context that the movie only hinted at. Branching Paths: Unlike most linear shooters of the past, your choices (often regarding who lives or dies) can trigger different endings and levels, adding much-needed replay value to a short campaign. The BadPunishing Difficulty: This is "Nintendo Hard." The game relies on limited continues and arcade-style difficulty spikes. The final level, in particular, is a massive hurdle that may frustrate players used to modern checkpoints. Short Runtime: A successful run can take less than 90 minutes. While this is accurate to the arcade era it emulates, the $25-$30 price tag might feel steep for a game you can beat in an afternoon. Not Enough Arnold: Due to what appears to be licensing costs, the T-800's facial likeness is a bit generic compared to Sarah or John. More importantly, you spend a significant chunk of the game playing as Sarah or John Connor. While they control well, many players will buy this game specifically to play as the Terminator, and might feel short-changed by how often they are stuck as the humans. Gameplay BreakdownThe core loop is pure Contra or Metal Slug. You run left-to-right, locking your aim in 8 directions to mow down T-800 endoskeletons and SWAT teams. Combat: Weapons feel punchy, but you can't carry an arsenal; you rely on temporary power-ups. Variety: The game breaks up the shooting with vehicle chase levels (top-down driving) and a melee-focused bar fight. These are fun diversions, though the shooting mechanics are clearly the most polished part of the package. Final ThoughtsTerminator 2D: No Fate is a labor of love that succeeds as a time capsule. It erases the memory of the terrible LJN Terminator games of the past and delivers the tie-in we deserved 30 years ago. If you can accept the short runtime and the bruising difficulty, it is a blast to play. Recommendation: Wait for a slight sale if you are a casual fan, but grab it immediately if you have a soft spot for 16-bit action games.
  7. This is a HUGE update from the previous version that was published in this “News” section, and one of the biggest Rom Hacking projects out there. The bosses Rat King and Karai are now fully integrated into the game, as if they were always intended to be played! This is essentially Street Fighter’s “Champion Edition” equivalent to TMNT: Tournament Fighters. The two boss characters have been fully balanced to be even with the rest of the cast; their move sets have been fully fleshed out giving them a lot more new normal attacks and even light/heavy variants on their special moves; there are now huge graphical updates to include their body portraits on the character select screen; they now have character profiles that show up during the “attract mode”; and they even have ending sequences that have been fully programmed into the game with artwork in the same style as the other characters and even with proper animations too! There are also a LOT of other bug fixes, some huge (and almost game breaking) and some more minor; and some other functional/aesthetic changes too. This project builds on the new palette changes introduced by the “Championship Edition” hack by Enigami, Kosheh and Streetwize. This project has taken over a year to complete, due to the level of complexity of ASM programming, which includes working with tilemap, CGRAM, OAM. Please check this out!!
  8. After a period of inactivity, the final version of Sonic Vol.2 has been released. This iteration represents a significant update, incorporating all v1.6 improvements that could not be published in the past, in addition to several new features. Feature Highlights: Implementation of dedicated sprites for all Super Sonic actions and the porting of animations to a high-performance engine for increased fluidity. Completion of Scrap Brain Zone featuring unique mechanics, alongside a comprehensive redesign of Labyrinth Zone to prioritize fluid gameplay. Integration of variable jump physics, enemy bouncing mechanics, and an optimized Spin Dash. Giant Bonus Rings have also been added. Addition of an optional EPSM (FM) soundtrack, increased object display limits, and the resolution of multiple critical bugs. Sonic Vol.2 (24.12.2025).7z
  9. Romhacking veteran Marc Robledo and graphic artist NiO107 have given Ninja Gaiden fans quite a surprising and outstanding gift in preparation for the holidays, with their collaborative colorization project of the original Game Boy title, Ninja Gaiden Shadow. Marc Robledo (also known as @marc_max), in collaboration with NiO107, who is currently working on an original homebrew Game Boy game titled Cosmo Knight ZiON, released today "Ninja Gaiden Shadow DX", a brand new colorization romhack for Ninja Gaiden that remasters the original Game Boy title into a fully colorized title, fully compatible with emulators and real Game Boy Color hardware. Marc's polish and quality from his previous romhacks can be expected in full with this new release, with outstanding visuals and coding prowess that is sure to impress with the quality of the colorization in a Game Boy Color title. Those interested in trying out this romhack can download the patch, or even patch their own provided ROM right from the hack's page, directly from Marc Robledo's website. As it's the case with any other romhack, the user must provide their own ROM of the game in order to patch it accordingly. Ninja Gaiden Shadow DX hack page on Marc Robledo's website
  10. Romhacking veteran Marc Robledo and graphic artist NiO107 have given Ninja Gaiden fans quite a surprising and outstanding gift in preparation for the holidays, with their collaborative colorization project of the original Game Boy title, Ninja Gaiden Shadow. Marc Robledo (also known as @marc_max), in collaboration with NiO107, who is currently working on an original homebrew Game Boy game titled Cosmo Knight ZiON, released today "Ninja Gaiden Shadow DX", a brand new colorization romhack for Ninja Gaiden that remasters the original Game Boy title into a fully colorized title, fully compatible with emulators and real Game Boy Color hardware. Marc's polish and quality from his previous romhacks can be expected in full with this new release, with outstanding visuals and coding prowess that is sure to impress with the quality of the colorization in a Game Boy Color title. Those interested in trying out this romhack can download the patch, or even patch their own provided ROM right from the hack's page, directly from Marc Robledo's website. As it's the case with any other romhack, the user must provide their own ROM of the game in order to patch it accordingly. Ninja Gaiden Shadow DX hack page on Marc Robledo's website View full article
  11. Decompilations have opened up all kinds of possibilities and technical wonders when it comes to porting games to other devices that they weren't officially designed for, and one of the most impressive and notorious examples of this are the ports to the SEGA Dreamcast of both Grand Theft Auto III and Grand Theft Auto: Vice City, which took some major reworks and technical prowess to achieve them, and much more so to get them running at playable framerates. But there are times when porting a game goes beyond video game consoles, and sometimes it gets ported to the most interesting of places, with the latest being browser port of Vice City, meaning the game runs entirely through the internet browser, all thanks to the reVC decompilation. Gaming website DOS Zone has achieved such an endeavour, with their efforts being worked on making the entirety of Vice City playable through an internet browser. DOS Zone is a website ran by gaming enthusiasts in which they "adapt historical gaming heritage" by porting titles to browser and making them accessible to everyone. While the guys over at DOS Zone have indeed ported over the entirety of Vice City, playing the game through the browser does come with some caveats, as DOS Zone does try to work alongside copyright law: As mentioned above, players can play a demo of the game running through the browser, and those that do wish to continue playing through DOS Zone the full game, can do so by providing the original files for Vice City, in this case, "gtavc.exe", and the website will perform a checksum run-through to verify that the provided file is correct, and then let the player continue playing with the full game unlocked. DOS Zone also provides multiple videogames aside from Vice City, so for those interested in checking out what other videogames are there to play through, be sure to visit DOS Zone's website. "Grand Theft Auto: Vice City" on DOS Zone DOS Zone Website
  12. Decompilations have opened up all kinds of possibilities and technical wonders when it comes to porting games to other devices that they weren't officially designed for, and one of the most impressive and notorious examples of this are the ports to the SEGA Dreamcast of both Grand Theft Auto III and Grand Theft Auto: Vice City, which took some major reworks and technical prowess to achieve them, and much more so to get them running at playable framerates. But there are times when porting a game goes beyond video game consoles, and sometimes it gets ported to the most interesting of places, with the latest being browser port of Vice City, meaning the game runs entirely through the internet browser, all thanks to the reVC decompilation. Gaming website DOS Zone has achieved such an endeavour, with their efforts being worked on making the entirety of Vice City playable through an internet browser. DOS Zone is a website ran by gaming enthusiasts in which they "adapt historical gaming heritage" by porting titles to browser and making them accessible to everyone. While the guys over at DOS Zone have indeed ported over the entirety of Vice City, playing the game through the browser does come with some caveats, as DOS Zone does try to work alongside copyright law: As mentioned above, players can play a demo of the game running through the browser, and those that do wish to continue playing through DOS Zone the full game, can do so by providing the original files for Vice City, in this case, "gtavc.exe", and the website will perform a checksum run-through to verify that the provided file is correct, and then let the player continue playing with the full game unlocked. DOS Zone also provides multiple videogames aside from Vice City, so for those interested in checking out what other videogames are there to play through, be sure to visit DOS Zone's website. "Grand Theft Auto: Vice City" on DOS Zone DOS Zone Website View full article
  13. The original Resident Evil game from 1996 caused quite the stir in the gaming sphere, with the term "Survival Horror" being cemented when it dropped for the original PlayStation, with other titles like Silent Hill really delving into other aspects of what horror games could be. Since then, the game got plenty of ports to other consoles, not as many as Resident Evil 2, and much less than the original Resident Evil 4 of course, but it still got plenty, like a port to the Sega Saturn and one by SourceNext for the PC, as well as having 3 different versions in the original PlayStation, the original 1996 release, followed by the Director's Cut in 1997 and then the infamous Director's Cut Dual Shock version in 1998, which used a completely different soundtrack, and the last official port of the game came in the form of Resident Evil Deadly Silence for the Nintendo DS, which added a lot of new features while still retaining the look and gameplay from the original game. But there was yet another port that never saw the light of day, and one such port was one planned for the Game Boy Color by Software House HotGen back in 1999, but due to the limitations of the hardware, Capcom cancelled the project, but it didn't remain in the shadows, as back in 2012 a beta build of said project came to light, although with a lot of its content still missing, like missing intro titles for the publishers, a debug menu being available, and the game could not be finished with any of the two characters (Chris or Jill). However, another build has recently been found by Games That Weren't, with them claiming that the shared build that was found is one near the moment of cancellation, with a lot of previously unseen footage and information being available in this new build. Interestingly, this new build seems to have the debug menu removed, this being a hint that it was probably in a close-to-finished state, the Tyrant can now be found in this build, as well as some of the game's ending sequences. There's still some slight missing data, like: Zombies not having a proper death animation Hunter sprite data is there but there's no Hunter enemies present Wesker and Barry sharing sprites Some sprites have wrong colouring Some cutscenes are unfinished Additionally, according to several players online, Jill's campaign can be finished from start to end, albeit with some bugs here and there, while Chris' campaign seems to be stuck at the section of the game where a Flamethrower needs to be placed to open a door. Those interested can visit Games That Weren't website and the article they posted regarding the new Resident Evil GBC dump, as well as trying out the new beta as well. Source
  14. The original Resident Evil game from 1996 caused quite the stir in the gaming sphere, with the term "Survival Horror" being cemented when it dropped for the original PlayStation, with other titles like Silent Hill really delving into other aspects of what horror games could be. Since then, the game got plenty of ports to other consoles, not as many as Resident Evil 2, and much less than the original Resident Evil 4 of course, but it still got plenty, like a port to the Sega Saturn and one by SourceNext for the PC, as well as having 3 different versions in the original PlayStation, the original 1996 release, followed by the Director's Cut in 1997 and then the infamous Director's Cut Dual Shock version in 1998, which used a completely different soundtrack, and the last official port of the game came in the form of Resident Evil Deadly Silence for the Nintendo DS, which added a lot of new features while still retaining the look and gameplay from the original game. But there was yet another port that never saw the light of day, and one such port was one planned for the Game Boy Color by Software House HotGen back in 1999, but due to the limitations of the hardware, Capcom cancelled the project, but it didn't remain in the shadows, as back in 2012 a beta build of said project came to light, although with a lot of its content still missing, like missing intro titles for the publishers, a debug menu being available, and the game could not be finished with any of the two characters (Chris or Jill). However, another build has recently been found by Games That Weren't, with them claiming that the shared build that was found is one near the moment of cancellation, with a lot of previously unseen footage and information being available in this new build. Interestingly, this new build seems to have the debug menu removed, this being a hint that it was probably in a close-to-finished state, the Tyrant can now be found in this build, as well as some of the game's ending sequences. There's still some slight missing data, like: Zombies not having a proper death animation Hunter sprite data is there but there's no Hunter enemies present Wesker and Barry sharing sprites Some sprites have wrong colouring Some cutscenes are unfinished Additionally, according to several players online, Jill's campaign can be finished from start to end, albeit with some bugs here and there, while Chris' campaign seems to be stuck at the section of the game where a Flamethrower needs to be placed to open a door. Those interested can visit Games That Weren't website and the article they posted regarding the new Resident Evil GBC dump, as well as trying out the new beta as well. Source View full article
  15. Dune: Awakening, Funcom's survival MMO inspired by Frank Herbert’s Dune, is set to receive its biggest free update to date: Chapter 3. It brings a suite of improvements and additions based on player requests and feedback. This includes one of the most popular requests: providing additional progression pathways once players reach tier 6. Chapter 3 also brings combat improvements and continues where the main story left off in Chapter 2. A trailer was aired that summarizes the new additions in the free update: Funcom is also releasing the Raiders of the Broken Lands DLC at the same time as Chapter 3. It is included at no extra cost in the Season Pass and lets players have access to more stuff to build with. More specifically, it includes 73 building pieces and 17 decorations inspired by the Imperium’s Smugglers, as well as a dedicated stillsuit set, a light and heavy armor set, weapon variants, swatches, and emotes. The infographic below summarizes the new contents in Chapter 3 and the upcoming DLC. Dune: Awakening Chapter 3 will be available for free in Early 2026, and the Raiders of the Boken Lands DLC can be purchased for $9.99 or as part of the Season Pass ($24.99/€24.99).
  16. Dune: Awakening, Funcom's survival MMO inspired by Frank Herbert’s Dune, is set to receive its biggest free update to date: Chapter 3. It brings a suite of improvements and additions based on player requests and feedback. This includes one of the most popular requests: providing additional progression pathways once players reach tier 6. Chapter 3 also brings combat improvements and continues where the main story left off in Chapter 2. A trailer was aired that summarizes the new additions in the free update: Funcom is also releasing the Raiders of the Broken Lands DLC at the same time as Chapter 3. It is included at no extra cost in the Season Pass and lets players have access to more stuff to build with. More specifically, it includes 73 building pieces and 17 decorations inspired by the Imperium’s Smugglers, as well as a dedicated stillsuit set, a light and heavy armor set, weapon variants, swatches, and emotes. The infographic below summarizes the new contents in Chapter 3 and the upcoming DLC. Dune: Awakening Chapter 3 will be available for free in Early 2026, and the Raiders of the Boken Lands DLC can be purchased for $9.99 or as part of the Season Pass ($24.99/€24.99). View full article
  17. During the Game Awards, Capcom announced the long-awaited return of the Blue Bomber to the gaming scene in the form of a brand new game, titled "Mega Man: Dual Override". After the initial game reveal, the official Mega Man account on YouTube released a video where they announced a Robot Master Design Contest. The contest specifies that people interested in submitting their design should focus on a design for a Robot Master that specifically has a "right arm with immense suction powers", and Capcom provides a design model from which to use as a base for the design submission of the Robot Master: People interested in submitting their design should do so on X (formerly Twitter), and they should follow the official Mega Man account on X. Additionally, in order to be eligible for the contest, the user must: Be at least 13 years old or above that age. Submit their design with a post on X that includes the following, all within the same post: The phrase "Robot Master Design" #MegaManDO and #DesignARobotMaster hashtags Some information about their design Those 3 specific points should all be included within the same post. It should include the "Robot Master Design" phrase, the two hashtags and the design information within the same post in order for it to be considered for the contest. Failing to do so will make the design ineligible for entry. The contest officially begun on December 11th, and will continue all the way up until the new year arrives, closing on January 1st, 2026 at 11:59 pm PST. Official "Mega Man: Dual Override" Robot Master Design Contest Website Mega Man: Dual Override Official Website
  18. During the Game Awards, Capcom announced the long-awaited return of the Blue Bomber to the gaming scene in the form of a brand new game, titled "Mega Man: Dual Override". After the initial game reveal, the official Mega Man account on YouTube released a video where they announced a Robot Master Design Contest. The contest specifies that people interested in submitting their design should focus on a design for a Robot Master that specifically has a "right arm with immense suction powers", and Capcom provides a design model from which to use as a base for the design submission of the Robot Master: People interested in submitting their design should do so on X (formerly Twitter), and they should follow the official Mega Man account on X. Additionally, in order to be eligible for the contest, the user must: Be at least 13 years old or above that age. Submit their design with a post on X that includes the following, all within the same post: The phrase "Robot Master Design" #MegaManDO and #DesignARobotMaster hashtags Some information about their design Those 3 specific points should all be included within the same post. It should include the "Robot Master Design" phrase, the two hashtags and the design information within the same post in order for it to be considered for the contest. Failing to do so will make the design ineligible for entry. The contest officially begun on December 11th, and will continue all the way up until the new year arrives, closing on January 1st, 2026 at 11:59 pm PST. Official "Mega Man: Dual Override" Robot Master Design Contest Website Mega Man: Dual Override Official Website View full article
  19. Following on the footsteps for their most recent short film "The Keeper's Diary" based on the original file from RE1, which featured Charlie Kraslavsky, who originally played Chris Redfield in the original RE1 cutscenes, as the Keeper in the film, the people behind the "Residence of Evil" have been hard at work on their upcoming short film, which will feature the original cast from RE1 in live action, with each actor reprising their roles from 30 years ago. The plot for "Resurrection: A Biohazard Story" takes place in 2021 in a town called Rosa Enferma located in Mexico that has been the victim of a recent outbreak. The film sees all the survivors from the Spencer Mansion incident in 1998 being brought back into action to fight back an old nemesis, one previously thought to be dead... twice. Unfortunately, the original actress for Jill, the elusive "Inezh", is not returning to reprise her role and will instead be recast, and while she has indeed been found (and she apparently even worked on a role for 007: Agent Under Fire), most likely she's not interested in being involved with this, but as for the rest of the cast, all of them will be reprising the role as follows: Charlie Kraslavsky as Chris Redfield Greg Smith as Barry Burton Eric Pirius as Albert Wesker Linda as Rebecca Chambers Even voice actors that previously worked on Resident Evil will also be making a return for this fanfilm: Pablo Kuntz (original Wesker) Joe Whyte (2002 Chris Redfield) Ward Sexton (the voice of “Resident Evil”) The film is currently undergoing post-production, and is set to release on the Residence of Evil YouTube channel on March 22nd, 2026. Those interested in continuing to crowdfund the project can do so by visiting this link. Residence of Evil YouTube Channel
  20. Following on the footsteps for their most recent short film "The Keeper's Diary" based on the original file from RE1, which featured Charlie Kraslavsky, who originally played Chris Redfield in the original RE1 cutscenes, as the Keeper in the film, the people behind the "Residence of Evil" have been hard at work on their upcoming short film, which will feature the original cast from RE1 in live action, with each actor reprising their roles from 30 years ago. The plot for "Resurrection: A Biohazard Story" takes place in 2021 in a town called Rosa Enferma located in Mexico that has been the victim of a recent outbreak. The film sees all the survivors from the Spencer Mansion incident in 1998 being brought back into action to fight back an old nemesis, one previously thought to be dead... twice. Unfortunately, the original actress for Jill, the elusive "Inezh", is not returning to reprise her role and will instead be recast, and while she has indeed been found (and she apparently even worked on a role for 007: Agent Under Fire), most likely she's not interested in being involved with this, but as for the rest of the cast, all of them will be reprising the role as follows: Charlie Kraslavsky as Chris Redfield Greg Smith as Barry Burton Eric Pirius as Albert Wesker Linda as Rebecca Chambers Even voice actors that previously worked on Resident Evil will also be making a return for this fanfilm: Pablo Kuntz (original Wesker) Joe Whyte (2002 Chris Redfield) Ward Sexton (the voice of “Resident Evil”) The film is currently undergoing post-production, and is set to release on the Residence of Evil YouTube channel on March 22nd, 2026. Those interested in continuing to crowdfund the project can do so by visiting this link. Residence of Evil YouTube Channel View full article
  21. Shown at The Game Awards was the first look at the upcoming Street Fighter film. Though it's less than a minute long, it shows a lot, both of the tone of the movie, and its cast. Referred to as just "Street Fighter Movie", it'll be in theaters next year on October 16, 2026. Noah Centineo as “Ken Masters” Andrew Koji as “Ryu” Callina Liang as “Chun-Li” Joe “Roman Reigns” Anoa’i as “Akuma” David Dastmalchian as “M. Bison” Cody Rhodes as “Guile” Andrew Schulz as “Dan Hibiki” Eric André as “Don Sauvage” Vidyut Jammwal as “Dhalsim” Curtis “50 Cent” Jackson as “Balrog” Jason Momoa as “Blanka” Orville Peck as “Vega” Olivier Richters as “Zangief” Hirooki Goto as “E. Honda” Rayna Vallandingham as “Juli” Alexander Volkanovski as “Joe” Kyle Mooney as “Marvin” Mel Jarnson as “Cammy”
  22. Shown at The Game Awards was the first look at the upcoming Street Fighter film. Though it's less than a minute long, it shows a lot, both of the tone of the movie, and its cast. Referred to as just "Street Fighter Movie", it'll be in theaters next year on October 16, 2026. Noah Centineo as “Ken Masters” Andrew Koji as “Ryu” Callina Liang as “Chun-Li” Joe “Roman Reigns” Anoa’i as “Akuma” David Dastmalchian as “M. Bison” Cody Rhodes as “Guile” Andrew Schulz as “Dan Hibiki” Eric André as “Don Sauvage” Vidyut Jammwal as “Dhalsim” Curtis “50 Cent” Jackson as “Balrog” Jason Momoa as “Blanka” Orville Peck as “Vega” Olivier Richters as “Zangief” Hirooki Goto as “E. Honda” Rayna Vallandingham as “Juli” Alexander Volkanovski as “Joe” Kyle Mooney as “Marvin” Mel Jarnson as “Cammy” View full article
  23. As the anticipation for Grand Theft Auto 6 continues to build, the gaming community has turned its collective attention to dissecting every frame of Rockstar Games' promotional footage. While the protagonists, Lucia and Jason, have been the center of attention, a new figure has emerged from the background to capture the curiosity of fans—an unnamed "mystery character" whose recurring presence suggests a significant role in the upcoming blockbuster. The SightingsAccording to a recent report by Screen Rant, eagle-eyed fans have spotted this character in two distinct and seemingly important scenes within the available trailer footage. The first sighting places the character directly alongside the game's dual protagonists, Lucia and Jason, in what appears to be a bar setting. This proximity to the main cast immediately signaled to fans that this was likely more than a standard NPC (Non-Playable Character). The second sighting reinforces this theory. The character appears in a "selfie video" clip, delivering a line of dialogue with a distinct Latino accent: "Say Vice City, baby!" This speaking role—a rarity for background assets in trailers—has convinced many that he is integral to the narrative. The Theories: Brother, Friend, or Foe?The primary source of confusion—and excitement—is the character's absence from official channels. Screen Rant notes that while Rockstar has provided background descriptions for main characters on the official GTA 6 website, this specific individual is nowhere to be found. This omission has led to rampant speculation on platforms like Reddit. The leading theory, highlighted by the report, is that the character may be a close relative of Lucia, possibly her brother. His comfortable demeanor with the protagonists and his enthusiastic embrace of the Vice City lifestyle suggest an intimate connection to the storyline, potentially serving as a comedic relief or a pivotal family member who draws the pair deeper into the criminal underworld. Looking AheadThe mystery highlights a classic Rockstar marketing tactic: hiding key narrative elements in plain sight. With the game's release currently slated for late 2026, fans are left to scour existing footage for "crumbs" of information. As Screen Rant points out, it is highly probable that future trailers will shed light on this character's identity. Until then, he remains a symbol of how much we still don’t know about the next chapter of the Grand Theft Auto saga.
  24. As the anticipation for Grand Theft Auto 6 continues to build, the gaming community has turned its collective attention to dissecting every frame of Rockstar Games' promotional footage. While the protagonists, Lucia and Jason, have been the center of attention, a new figure has emerged from the background to capture the curiosity of fans—an unnamed "mystery character" whose recurring presence suggests a significant role in the upcoming blockbuster. The SightingsAccording to a recent report by Screen Rant, eagle-eyed fans have spotted this character in two distinct and seemingly important scenes within the available trailer footage. The first sighting places the character directly alongside the game's dual protagonists, Lucia and Jason, in what appears to be a bar setting. This proximity to the main cast immediately signaled to fans that this was likely more than a standard NPC (Non-Playable Character). The second sighting reinforces this theory. The character appears in a "selfie video" clip, delivering a line of dialogue with a distinct Latino accent: "Say Vice City, baby!" This speaking role—a rarity for background assets in trailers—has convinced many that he is integral to the narrative. The Theories: Brother, Friend, or Foe?The primary source of confusion—and excitement—is the character's absence from official channels. Screen Rant notes that while Rockstar has provided background descriptions for main characters on the official GTA 6 website, this specific individual is nowhere to be found. This omission has led to rampant speculation on platforms like Reddit. The leading theory, highlighted by the report, is that the character may be a close relative of Lucia, possibly her brother. His comfortable demeanor with the protagonists and his enthusiastic embrace of the Vice City lifestyle suggest an intimate connection to the storyline, potentially serving as a comedic relief or a pivotal family member who draws the pair deeper into the criminal underworld. Looking AheadThe mystery highlights a classic Rockstar marketing tactic: hiding key narrative elements in plain sight. With the game's release currently slated for late 2026, fans are left to scour existing footage for "crumbs" of information. As Screen Rant points out, it is highly probable that future trailers will shed light on this character's identity. Until then, he remains a symbol of how much we still don’t know about the next chapter of the Grand Theft Auto saga. View full article
  25. As 2025 draws to a close, the gaming industry is listening to a familiar sound: the deafening silence of Rockstar Games. With the release of Grand Theft Auto VI officially slated for November 19, 2026, the studio’s lack of communication has transformed every forum thread and group chat into a hotbed of speculation. This strategy raises a critical question: Is Rockstar withholding information to protect the integrity of their art, or are they carefully manipulating the industry's patience to maximize hype? The Roadmap So FarThe tone for the game has already been set by two major trailers. Trailer 1 introduced the world to Leonida and Vice City, showcasing a vibrant, satirical culture dominated by social media. Trailer 2 shifted the mood, offering a clearer, more serious look at the characters and the narrative stakes. Now, the community is waiting for the third beat—a drop that likely won’t be labeled "Part 3." Instead, fans are anticipating the arrival of raw gameplay, pre-order announcements, or a "Wishlist Now" campaign. This next step is expected to move beyond "vibes" and offer concrete proof of the game's systems. What Fans Are ExpectingThe silence has left room for intense fan theories, particularly regarding what a gameplay reveal might entail. The expectation is that the next update will focus on the simulation itself rather than just cinematic flair: Interiors & Density: Players are hoping for functional interiors—bars, shopping centers, and safehouses—that offer strategic depth rather than serving as mere backdrops. Next-Gen NPC Behavior: The "holy grail" for many is a world that reacts credibly to the player. This means NPCs that recognize patterns, respond to reputation, and react realistically to weather and chaos. Driving Physics: With cars being the franchise's primary interface, rumors suggest a focus on expressive damage and weightier, more accurate handling. The Business of SilenceWhile the community constructs its own narratives—debating fuel systems, realistic damage, and inventory limits—Rockstar’s silence serves a business function. By withholding the "ask," Rockstar ensures that when pre-orders finally open, the hesitation will instantly turn into conversion. The pricing remains another point of contention. The industry is watching closely, knowing that Rockstar has the unique power to set a new price standard that the rest of the market will attempt to follow. ConclusionRockstar's strategy relies on the speed at which information economies build up in a void. By staying quiet, they allow the community to build a mythos around the game that no marketing budget could buy. However, this comes with risks; if the official product doesn't match the community's runaway imagination, the backlash could be severe. For now, the only fact that matters is the date on the calendar: November 19, 2026. Until Rockstar speaks again, everything else is just noise.

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