Sony has officially confirmed that it is closing Destruction AllStars, the PlayStation 5 exclusive released in February 2021. Launched as a major bet to encourage online gaming on the platform, the game faced an extremely cold reception, being criticized for its lack of content, the aggressiveness of its microtransactions, and the repetitiveness of its gameplay proposal. A game doomed to disaster According to information from Sony in an email sent to all users, it is no longer possible to purchase the game or virtual currency within the game since yesterday, May 26th of […]
Sony has officially confirmed that it is shutting down Destruction AllStars, the PlayStation 5 exclusive released in February 2021. Launched as a major bet to encourage online gaming on the platform, the game faced an extremely cold reception, being criticized for its lack of content, the aggressiveness of its microtransactions, and the repetitiveness of its gameplay proposal.
A Game Bound for Disaster
According to information from Sony in an email sent to all users, it is no longer possible to purchase the game or virtual currency within the game since yesterday, May 26, 2026. Stating that “due to ongoing technical issues, the multiplayer services of Destruction AllStars for PlayStation 5 consoles will remain disabled and will no longer be available”, they emphasized that single-player modes will still be available until November 25, 2026, when the servers will close.
Destruction AllStars has always been surrounded by controversy. Announced as a premium game, it was set to be sold for €69.99 at a time when the standard for games was €59.99, leading to significant controversy. So much so that it would eventually be released as a free-to-play with free updates and micropayments for cosmetics and upgrades. This did not help alleviate an almost immediate failure.
Although this is not the only failure of Sony this generation with online games. The other great example is Concord, a game developed by Firewalk Studios that, due to unprecedented low sales, shut down its servers in two weeks. The difference compared to Destruction AllStars is that it was a premium game and not free-to-play, which is why they decided to kill it off sooner: it was giving them bad press. Even if the numbers were, by no means, worse than those of the game from Lucid Games.
There are games that are easy to predict will do well. All the numbers are in their favor, the studio is well-liked, and they are talked about positively on social media. But sometimes that’s not enough. If its development has been bizarre, it has been very expensive, or the studio is in a precarious situation, it is perfectly possible that just being a success is not enough. It may need to break the scales to be considered a triumph. And it could very well be that one of the most anticipated indies of the year, Mina the Hollower, is in that situation. Some inspirations in the […]
There are games that it’s easy to predict will do well. All the numbers are in their favor, the studio is beloved, and they are talked about positively on social media. But sometimes that’s not enough. If its development has been bizarre, it has been very expensive, or the studio is in a precarious situation, it is perfectly possible that simply being a success is not enough. It may need to break the scales to be considered a triumph. And it could very well be that one of the most anticipated indies of the year, Mina the Hollower, is in that situation.
Some inspirations in the sleeve
Mina the Hollower surprises because it does not hide its inspirations. It doesn’t even try to. It is a game heavily inspired by The Legend of Zelda, but specifically by the 2D games of the franchise that came after A Link to the Past, the last game released for Super Nintendo. Embracing what Nintendo did in games like A Link to the Past, Oracle of Seasons, and Oracle of Ages, Mina the Hollower takes them as inspiration to create its own identity.
Because it is true that it draws a lot from them. It has an isometric perspective of 3/4, a pixel art aesthetic similar to that of a Super Nintendo, and a mix of combat, exploration, and puzzles, but it is not exactly like a Zelda. Not only because Mina is a little mouse with a clear purpose: to discover why the spark generators that power the Dark Island are failing. But also because it has another great inspiration: the games from From Software.
Where in Zelda we only have one sword, in Mina The Hollower we have a whole variety of weapons to choose from. Each of them encourages a different playstyle, which is enhanced by a secondary weapon, in the style of Castlevania, with limited uses. This promotes combat in a way much closer to a 2D Bloodborne than to any The Legend of Zelda.
This makes the game have a higher level of difficulty than we would expect in this type of games. Something unexpected from a game that, while set in a pseudo 18th century gothic environment, is inhabited by adorable anthropomorphic animals. But where there are also deadly traps, castles filled with monsters, and of course, poisonous swamps. Just in case the influence of From Software wasn’t clear.
A study that has given it all
Additionally, Mina has to achieve something even more important than discovering what is happening on Shadow Island. She has to sell well and quickly. Why? Because the fate of her studio depends on it. Yacht Club Games, the studio behind Mina The Hollower, has stated that they are on the brink of bankruptcy and, if the game is not an immediate success, they may have to close their doors.
Now, this doesn’t seem to be a problem. Yacht Club Games are the creators of Shovel Knight, a game released in 2014 that delighted fans of retro platformers in the style of the NES. With exquisite pixel art and a devilish difficulty, it has created an entire franchise around it adored by an enthusiastic audience. The reason? The quality of their games and the care dedicated to them, establishing Yacht Club Games as a hallmark of quality.
Moreover, this is reflected in the numbers. Mina the Hollower is currently the sixth most wished game on Steam. This means that, even in the most conservative forecasts, it should reach six figures in its first twenty-four hours without any issues. If marketing and enthusiasm are on point, it could reach seven. But that remains to be seen.
Will Mina the Hollower be the next big indie hit? Everything points to yes. It is a beautiful game that is causing a sensation on social media and comes from a studio known for delivering excellent results. Whether that will be enough remains to be seen, given its situation. But we won’t have to wait long: Mina the Hollower will be released for PC, PlayStation 5, Nintendo Switch, Nintendo Switch 2, and Xbox Series X|S on May 29. And barring a major catastrophe, we could very well be looking at one of the games of the year.
Changing the color of an object is one of those Photoshop tasks that looks different every time. Same goal, different image, different result. Suddenly you’re not sure which tool actually fits. Adobe Photoshop gives you several ways to approach it, each suited to a different situation, and the one you reach for first should depend on the image, not just habit.
You don’t need to be an advanced user to handle most of these. With AI tools now built into the app, even complex color swaps are more accessible than they used to be.
Three methods stand out. Which one you use depends on how precise you need to be and how much you want to preserve the original.
Apply Hue/Saturation adjustments
For subtle or broad color shifts, the classic adjustment tools are still the fastest path. Hue/Saturation handles exactly that: hue, saturation, and brightness in one panel. Go to Image > Adjustments > Hue/Saturation to open it directly.
You can also create an adjustment layer from the Layers panel if you want to apply changes non-destructively. Once it’s open, you’ll see three sliders: Hue, Saturation, and Lightness.
At the top of the panel, Presets let you apply a color shift style with a single click. Below that, the eyedropper targets specific tones. Quick and global.
There’s also a Colorize option. It replaces all the colors in your image with a single unified tone, which is useful for a monochromatic look. The three sliders control the hue, saturation, and lightness of that unified color.
Use Replace Color
When you need more precision than the classic adjustments offer, Replace Color is the next step up. Find it under Image > Adjustments > Replace Color. This one is destructive. Duplicate your layer before you start if you want to keep the original intact.
Opening it gives you a small black-and-white preview of your image. White areas are the ones Photoshop will modify; black areas are ignored. Click on the color you want to replace with the eyedropper and the preview highlights the affected zones in white.
If the selection is too narrow, the + eyedropper adds more zones. The Fuzziness slider controls how much tonal variation gets pulled in. Check Preview to see your changes in real time as you work.
Change colors with Generative Fill
Generative Fill does what the other methods can’t: it rebuilds the way light falls on the object, not just the color. Powered by Adobe Firefly, it handles shadows and texture automatically so the result doesn’t look retouched.
To use it for a color swap, select the object you want to change first. The Magic Wand, Magnetic Lasso, or any selection tool works. If you’re working with a person, click Select Subject for a faster and usually more accurate result.
With your selection active, click Generative Fill in the contextual toolbar at the bottom of the canvas. If the toolbar isn’t visible, go to Window > Contextual Task Bar.
A text field appears. Describe the color change you want. If you need an exact color, include its hex code in the description.
To find the hex code for a specific color, open an image that contains it in Photoshop, sample it with the eyedropper, then double-click the foreground color swatch to open the Color Picker. Both the RGB values and the hex code are there.
Select Firefly Image 5 as the generative model and click Generate. The results adapt lighting, shadows, and texture on their own. The color change integrates cleanly.
Use each method when it fits
Classic adjustments are fastest for broad changes. When you need to nail a specific tone, Replace Color is what you want. And Generative Fill is in a different category entirely: it doesn’t just change the color, it rebuilds the way light falls on it. Try all three on the same image and you’ll know quickly which situation calls for what.
I recognize without fear that I didn’t know who Paddington Bear was before watching the first part, but I fell hopelessly in love with his unmatched innocence, which was amplified in the second part, one of the best movies (even though those who haven’t seen it think it’s a joke) in the history of cinema. Although Paddington: Adventure in the Jungle did not live up to expectations, who knows, maybe the fourth installment will place him (and his marmalade sandwich) where he deserves. Loving bear And in Paddington 4, they have hired none other than Armando Iannucci, […]
I acknowledge without fear that I didn’t know who the little bear Paddington was before watching the first part, but I fell hopelessly in love with his unmatched innocence, which was amplified in the second part, one of the best movies (even though those who haven’t seen it might think it’s a joke) in the history of cinema. Although Paddington: Adventure in the Jungle did not live up to expectations, who knows, maybe the fourth installment will place him (and his jam sandwich) back where he deserves.
Loving Bear
And it’s that in Paddington 4 they have hired none other than Armando Iannucci, the screenwriter and creator of Veep and The Thick of It. In other words, an authentic superstar specializing in scripts with sharp, ironic, and highly political humor who has made my expectations for Paddington increase exponentially. Alongside him will be his colleague Simon Blackwell: both have been nominated for an Oscar and are Emmy winners, so it’s not exactly anything trivial.
And, since Paul King is still busy preparing the sequel to Wonka and has already made his masterpiece with Paddington 2, this new installment will be directed again, at least in theory, by Dougal Wilson, who already made the previous film with more intentions than skill. It was a worthy sequel, so, with these screenwriters and a more or less competent director, it seems unlikely that the film will disappoint.
Although the third installment of Paddington was not as well-received as the previous ones, it made 211 million at the box office against a budget of 75 million, so, obviously, the saga was going to continue in some way. Pack your suitcase, the raincoat, and the marmalade, because we are going on a trip again!
James Bond is a mythical character. Ian Flemming’s creation has had a huge impact on popular culture, not without good reason. His elegance, sarcasm, and ability to adapt to the times is absolutely enviable. Also a little frightening. That doesn’t take away from the feeling that someday the times will leave him behind. It can’t be that he can always adapt, take on a new form for a new generation, and still remain appealing. But at IO Interactive they seem to believe the opposite and have wanted to prove it with their new game, 007: First Light. A James Bond […]
James Bond is a mythical character. Ian Flemming’s creation has had a huge impact on popular culture, and for good reason. His elegance, sarcasm, and ability to adapt to the times is absolutely enviable. Also a little frightening. That doesn’t take away from the feeling that someday the times will leave him behind. It can’t be that he can always adapt, take on a new form for a new generation, and still remain attractive. But at IO Interactive, they seem to believe the opposite and have wanted to prove it with their new game, 007: First Light.
A different James Bond
The biggest peculiarity of 007: First Light is that it presents us with a James Bond before he becomes 007.His first mission is not even as a spy. As a soldier in the British Army, he accidentally gets involved in a MI6 mission and decides to follow (and of course, disobey) orders when he finds himself in a situation that overwhelms both him and his future superiors. This will ultimately lead him on the journey that this game represents: his training, his first missions, and the discovery of a great conspiracy that will earn him the title, officially, of 00.
Because the charm of this game is that it is James Bond, but not exactly. The 00 program no longer exists and is being revived, James Bond is not yet the suave badass we know and everything has a more youthful and straightforward touch. A bit John Wick, a bit young adult, almost like a version of James Bond from the famous 90s series The Adventures of Young Indiana Jones.
Also, it is a game by IO Interactive, the people behind the excellent Hitman games. This translates to the fact that a good part of our missions will require us to know how to infiltrate, remain unnoticed, and gather information. However, since we are not a 00 agent, without a license to kill. This means that although it resembles Hitman in structure and form in its missions, the absence of assassinations gives it its own personality: it feels like a methodical spy job.
Because the most surprising thing is that it also has a more dynamic component. As if it were a Naughty Dogs game, like Uncharted or The Last of Us, sometimes things get out of hand and give us a license to kill. In those cases, shootouts, chases, and set pieces of things exploding and collapsing follow one after another, and the game is a pure spectacle of adrenaline. But especially regarding combat, IO Interactive’s work is nothing short of excellent. Their shootouts are exquisite, and their fistfights are fantastic, even able to give one or two lessons on the subject to Sony’s most beloved internal studio.
But he is still James Bond
That doesn’t mean it doesn’t still have everything we expect from a James Bond story. All the classic characters from his stories are present. M, Q, and Miss Moneypenny make their appearance, although they do so in a way that is different from what we are used to. They have a different and more contemporary role.
The entire Q team also appears, with whom we will have to work closely, because an important part of the game involves James Bond’s gadgets. Having to choose between two and three before each mission, what we can do will also depend on what we decide to equip ourselves with. A poison dart is not the same as a blinding laser that can also be used to break locks and chains, just as a pen that launches explosives is different. And in those decisions, not only the kind of James Bond we want to be is defined, but also how much of a James Bond this game is: it is impossible to progress without resorting to our gadgets.
In addition to our charm. Because he is still James Bond and part of what we can do is to come out on top by lending an ear to the people we meet. Although that will spend a series of action points that we will only recover by successfully taking actions, so it will only be a last resort for the trickiest situations.
But that is the charm of 007 First Light. It wants us to feel like James Bond. Also in wearing a Rolex, driving an Aston Martin, and getting out of a situation that isn’t going as we planned by pulling off a tremendous bluff, but it works. Because that is part of the character’s identity. Of what he is. And IO Interactive understands this and manages to implement it brilliantly with a few masterful strokes.
Just a contemporary James Bond
In the end, the charm of this James Bond is that he is not the James Bond of our parents and grandparents. He is a millennial James Bond, irreverent and completely contemporary. He still has the traits typical of the character, but he also has other different aspects: he has his own personality.
This helps that the story is set in the present. It focuses on the dangers of AI, the need for the human touch, and how people cannot be replaced by machines in truly important matters. That no machine can or should make decisions for a person. Because it makes it feel like it speaks to us and does so in elegant, simple, and interesting terms. As movies and books about James Bond used to do.
With a planned release on May 27 for PlayStation 5, Xbox Series X|S, and PC, and a release in the third quarter of the year for Switch 2, 007 First Light is one of the most interesting releases of the year. A proposal that offers us a different, yet very current, James Bond that could captivate the audience in ways they do not expect. If they give it the chance.
Clint Hocking is the director of Far Cry 2 and was the director of the upcoming Assassin’s Creed, Assassin’s Creed Hexe, until a few weeks ago. And now he is in the news because he made some statements about the use of AI in video game development. Specifically, how he believes that AI sucks when it comes to doing any kind of work, creative or not. AI is not very liked by Edge Magazine, which in this month’s issue has published a long report on the rise of AI in video game development. For this, it has included, among others, […]
Clint Hocking is the director of Far Cry 2 and was serving as the director of the upcoming Assassin’s Creed, Assassin’s Creed Hexe, until a few weeks ago. And now he is in the news because he made some statements about the use of AI in video game development. Specifically, how he believes that AI sucks when it comes to doing any kind of work, creative or not.
AI is not very popular
Edge Magazine, in this month’s issue, has published a lengthy report on the rise of AI in video game development. For this, it has included, among others, Hocking, who commented on his experience regarding this. “It was brutal. ChatGPT sucks. It doesn’t know how to program. Everything was broken,” the director stated about his experience using AI tools. He affirmed that “it was mostly me trying to debug code without knowing how to program code,” acknowledging that “in a way, I have learned to program despite ChatGPT.”
This seems to align with Ubisoft’s recent experience with AI. The company has been working on the possibility of introducing generative technologies into its process, but it seems that it hasn’t worked. People within the company have even claimed that they don’t use AI because “the results are crap,” suggesting that the idea at Ubisoft is that AI is far from delivering optimal results for making video games. If it ever becomes capable of doing so.
That doesn’t mean that all video game companies agree. Many other studios, like Larian, developers of the acclaimed Baldur’s Gate 3, are looking for ways to integrate it into their workflow. So it seems that we are going to encounter a lot of news of this kind in the future. Even if no one seems to find real useful applications for AI.
Croteam has announced the third part of its popular franchise The Talos Principle. Scheduled for 2027, the Croatian studio has only confirmed two things about the game: that they will continue to explore the philosophical roots of the game and that it will be the definitive conclusion of the saga. Because they do not want to fall into the trap of keeping the saga alive forever. A game with a clear ending In the words of the game’s writer, Jonas Kyratzes, “this is the end. This is the last Talos Principle” although they do not rule out that “we might make some small spinoff someday or something along those lines, but the […]
Croteam has announced the third part of its popular franchise The Talos Principle. Scheduled for 2027, the Croatian studio has only confirmed two things about the game: that they will continue to explore the philosophical roots of the game and that it will be the definitive conclusion of the saga. Because they do not want to fall into the trap of keeping the saga alive forever.
A game with a clear ending
In the words of the game’s writer, Jonas Kyratzes, “this is the end. This is the last Talos Principle,” although they do not rule out that “we might make some small spinoff someday or something along those lines, but the story of Talos Principle ends with the third.” And the reason is that “many video games simply do not end, and then they have endless cliffhangers or whatever, and there is no satisfactory conclusion to the story,” something that Croteam wants to avoid at all costs.
On the other hand, the game director, Davor Hunski, believes they have a responsibility to the franchise. “We have Serious Sam, but Talos Principle is on another level of excitement, different reactions, and commitment from the people,” even stating that they believe they might have one of the best trilogies in video game history if they manage to maintain the quality level of the first two games.
The Talos Principle is a puzzle game franchise with a strong narrative focus about a society of robots with, apparently, human-like consciousness. With philosophical reflections, logical puzzles, and the exploration of what has happened to the seemingly destroyed human civilization that gave them life, the franchise has been praised over the years for its intelligence and depth. Therefore, if this third installment goes well, it would not be bold to agree with Kyratzes that this could be one of the great trilogies in the history of video games.
Paralives was one of the most anticipated games of the first half of 2026. This game promised to be an indie alternative to The Sims after the fiasco of inZOI, and it seems that people were waiting for something like this. Because if there is one thing that Paralives is, for now, it is a success. It has sold 250,000 copies in its first eight hours, figures typical of major industry launches. Paralives is a life simulation game in the style of The Sims developed by Alex Massé, an indie video game designer known for developing games like Tuber Simulator for PewDiePie. Its […]
Paralives was one of the most anticipated games of the first half of 2026. This game promised to be an indie alternative to The Sims after the fiasco of inZOI, and it seems that people were waiting for something like this. Because if there is one thing that Paralives is, for now, it is a success. It has sold 250,000 copies in its first eight hours, figures typical of major industry launches.
Paralives is a life simulation game in the style of The Sims developed by Alex Massé, an indie game designer known for developing games like Tuber Simulator for PewDiePie. His intention with Paralives is to create an evolution of the concept of The Sims where the Parafolk, the name of the characters we create, can inhabit an open world where they can create a complete life. This includes building a house, having a job, and getting involved in the life of their neighborhood, as well as the numerous events that can happen.
Although it was announced for early access release on December 8, 2025, it was delayed until May 25, 2026, because the game still needed more development time. Now, after its release, it seems that it was a wise decision. Not only has it sold 250,000 copies in its first eight hours, but it also has 3,540 reviews on Steam, most of them Very Positive, and the few negative ones are all about small bugs or lack of content. Something to be expected in early access.
With two years ahead in early access, there is still quite a bit of time before we see the full version of Paralives. But it seems that the game is already managing to stand out among its peers. Now we just have to see if Massé and his team can maintain the public’s interest during this time.
Yes, yes, I know, we all more or less agree: there is nothing like the end of Toy Story 3. Pixar should have ended the saga there once and for all, but if they were going to continue it with a fourth installment, why not make Toy Story 5 and focus on the invasion of technology? After all, why would Bonnie keep playing with regular toys when her entire generation already has a tablet? Now we just have to see if Pixar is capable of going further and not just sticking to the “bad technology, good toys” theme […]
Yes, yes, I know, we all more or less agree: there is nothing like the end of Toy Story 3. Pixar should have ended the saga there once and for all, but if they are going to continue it with a fourth installment, why not make Toy Story 5 and focus on the invasion of technology? After all, why would Bonnie continue playing with regular toys when her entire generation already has a tablet? Now we just have to see if Pixar is capable of going beyond and not just sticking to “bad technology, good toys.”
There is a pixel in me
We now have the final trailer for Toy Story 5 in front of us, which finally reveals a little more about the story… and frankly, it seems like a very welcome return to the roots after the crazy deviation it took in the fourth installment. Here, Jessie will take charge of finding the toys, battling the tablet (which, as they have stated, is not the main villain of the movie by any means) and driving Forky along the roads of the United States.
Personally, I wouldn’t have given a euro for this movie, but I have to admit that this is exactly what I would have expected from the previous installment: an update mixed with an adventure of our favorite toys without having to delve into metaphysical issues: if Pixar has managed to correct its course, who knows, we might even see Buzz and Woody retire after so many years.
For now, this final chapter will premiere on June 19 (come on, it’s just around the corner!) and it seems that we will have a snake in our boot for the fifth time. Who would have thought after the tears of the third part, but there we will be, the kids… and those of us who already have gray hair. It’s the magic of Toy Story.
If you grew up in the 90s, you surely remember 10 Things I Hate About You. In its day, the romantic comedy starring Julia Stiles, Heath Ledger, and Joseph Gordon-Levitt filled magazine covers, was stuck on hundreds of binders, and launched the careers of many of its lead actors into fame. After all, this loose adaptation of William Shakespeare grossed four times its cost and led to a television series, becoming a cult film along the way. However, not for everyone. 10 Reasons Not to Spend a Dime
If you grew up in the 90s, you surely remember 10 Things I Hate About You. At the time, the romantic comedy starring Julia Stiles, Heath Ledger, and Joseph Gordon-Levitt filled magazine covers, was stuck on hundreds of binders, and launched the careers of many of its lead actors into fame. After all, this loose adaptation of William Shakespeare and led to a television series, becoming a cult film along the way. However, not for everyone.
10 reasons not to see a single euro
It may be that Andrew Keegan was not the main star of the movie, but he was one of the most important supporting characters: Joey, a student and model who wants to sleep with Bianca and pays Patrick to date Kat. In other words, he is the one who sets the plot of the movie in motion. Back then, he was paid, of course, but right now, 27 years after the premiere, let’s say he has admitted he hasn’t exactly struck it rich.
“It’s very funny because I receive checks for one cent from different series and movies. It costs 40 cents to send it by mail! I probably should see what the projects were. Because, of course, one cent. It’s not worth my time.” Keegan hasn’t had a dazzling career, but he has more or less been appearing in one movie a year and a few series: enough to stay afloat… but just in case, I wouldn’t throw those cents too far away.
And to the point: Is any of those checks for 10 Reasons to Hate You? Well, the truth is… “I think 10 Reasons are probably some of my biggest checks”. Also, don’t think of a pool of bills: they get between 10 and 80 dollars. The life of a celebrity!