Gaming

Anno 117: Pax Romana had me questioning my strategic skills

In the best way possible 

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Citybuilder aficionados will have something new to chew into with Anno 117: Pax Romana. The game is set to release on November 13, 2025. It’ll be available on PlayStation®5, Xbox Series X|S, Amazon Luna, and Windows PC via Steam, the Epic Games Store, and Ubisoft Connect. 

Ubisoft was kind enough to give us the opportunity to play the game for one hour and it’s one that most definitely deserves your attention. That’s especially true if you have any interest at all in the Roman Empire. 

What is Anno 117

Anno 117: Pax Romana, as mentioned earlier, is a citybuilder, real-time strategy game. Some shades of the Civilization franchise for those most familiar with the series. Here, you manage the economy of a budding city as the Roman Empire enlarges its territory. 

You play as a newly appointed governor, sent by the Emperor to build and lead several provinces across the Empire. You’re tasked to build cities from the ground up: from the beautiful heartlands of Latium to the mysterious Celtic wetlands of Albion, where no civilized Roman wants to be.

Real-time strategy builder 

Anno 117: Pax Romana

So, confession: It’s been ages since I played anything remotely like Anno 117. That said, the concept of building a city from the ground-up to expand an empire did tickle my fancy.

The demo starts with you choosing which faction to build from. The first one is a people that would be more accepting of the Roman ways. The other – The Albion – would be more resistant and challenging. 

The Albion is an experience that’s first showcased at gamescom 2025 so I figured I’d go with that. In hindsight, perhaps I should have chosen the easier path first, especially for someone who hasn’t played this type of game in a while.  

The game does hold your hand a little bit to start. There are plenty of bits and pieces of tutorials to guide you through. The game tells you which buildings to build first, shows you what resources you need, and constantly prompts you to decide whether to increase your population.

Despite that, it never felt like I was being told exactly how to play. The decision on where to place your residents, resource structures, storage facilities, and more still fall on your lap. 

Managing multiple things at once

Anno 117: Pax Romana

As the governor, you’re tasked with what seems to be an impossible balancing act. You have to make sure that you’re growing the population and meeting their needs at the same time. These needs start off as just food. But as the city grows, so do their needs. 

Other than this, you have to make sure the city is running smoothly. To do that, you need to be efficient in managing where the funds go, and ensuring all manufacturing structures function efficiently. 

It can be a tall order, but it’s a level of challenge that pushes you to want to do well instead of quitting outright. 

Mercury is one of the Roman deities your city can choose to worship.

I didn’t get to this part but in the briefing before the start of the demo, we were also told that part of the things the community of your city will need is some sort of religious system. Who they deem as their deity also determines the abilities and attributes of your citizens. 

A game for aspiring public servants? 

I ended the playthrough nearly burning through all my resources and being unable to fix the issue on a few of my manufacturing facilities. It really had me questioning my strategic abilities. But I’m gonna chalk this one up to having zero experience with the Anno franchise. 

One interesting thought I had as I was fleshing out this article is how Anno 117: Pax Romana is the perfect simulation game for aspiring public servants. As I write this, there’s a growing issue in my home country. It’s about how flood control funds were mismanaged by public officials and their contractors. 

I just had a brain fart of how this game simulates governance work. Perhaps more people will gain appreciation for real governance, its pitfalls and challenges, if they played a game like this. I digress.

Anno 117: Pax Romana was hailed as the Best PC game at gamescom 2025 – and for good reason. It’s a unique challenge with fantastic presentation. From my demo experience, it feels like it can be a bit of a timesink – one that might just sharpen the way you strategize. 

Gaming

PC Game Pass gets cheaper, but Call of Duty delays are coming

Lower price, slower releases

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ROG Xbox Ally X

Microsoft is making PC Game Pass more affordable in the Philippines. But there’s a trade-off for fans of one of its biggest franchises.

Starting today, PC Game Pass drops to PHP 225 per month, down from PHP 320. The move lowers the barrier for players looking to jump into the service’s growing library across PC.

The update also comes with new US pricing. PC Game Pass now costs $13.99/month (from $16.49), while Xbox Game Pass Ultimate drops to $22.99/month (from $29.99).

But alongside the price cut comes a notable shift: future Call of Duty titles will no longer launch day one on PC Game Pass.

Call of Duty won’t be day-one anymore

Beginning this year, new Call of Duty releases will arrive on the service around a year later, typically during the following holiday season. That means subscribers will need to wait longer before accessing new entries in the franchise.

Existing Call of Duty titles already included in the library will remain available, so current players won’t lose access to what’s already there.

The change also applies to Xbox Game Pass Ultimate globally, where pricing has similarly been adjusted following feedback that the service had become too expensive. (Game Developer)

Still a strong value play

Despite the delay in Call of Duty releases, PC Game Pass continues to offer a wide catalog of games, including day-one launches from Xbox Game Studios and partner publishers.

Subscribers still get access to hundreds of titles, along with perks tied to the broader Game Pass ecosystem depending on their plan.

Microsoft says it will continue refining the service based on community feedback, signaling that more changes could come as it balances pricing, content, and long-term value.

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Gaming

Marathon review: You will lose everything but queue again

Brutal runs, high-stakes firefights, and a loop that punishes you into coming back.

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Marathon

You don’t drop into Marathon expecting mercy. You drop in expecting silence—broken only by the scrape of boots on alien metal and the echo of your own breath inside a suit that feels one size too tight. Every run is a gamble. Every corridor feels like a question you aren’t ready to answer.

In Marathon, you’re not the hero. You’re a runner—hungry, ambitious, expendable. Extraction isn’t guaranteed. Survival is never promised. What you carry out is what you earn.

First taste? Yeah, it bites back

Marathon

A quick disclaimer: Marathon is my first extraction shooter. I’ve spent plenty of time with first- and third-person hero shooters, so I’m not new to the “shooter with abilities” formula—but this is a different beast entirely.

My first few runs were brutal. Extraction shooters introduce a level of tension I wasn’t prepared for. Losing everything on death raises the stakes in a way few other genres do. Fighting UESC bots alone is already challenging—their AI is surprisingly aggressive and reactive—but once you factor in other players who will shoot you on sight, the experience quickly becomes overwhelming.

First run, first lesson: Nothing is yours

Marathon

My first deployment was on Perimeter with two random teammates. We spawned near the Hauler, a massive land vehicle on the west side of the map. Not knowing what we were getting into, we went inside—only to find it packed with UESC bots.

Our team’s Destroyer, the tank of the group, went down first, though not without taking a few enemies with him. As the Triage—Marathon’s support/healer role—it fell on me to revive him. I managed to clear the remaining bots, but burned through all my ammo and consumables in the process.

My reboot ability, which allows for ranged revives, wasn’t ready yet, so I attempted a manual revive. That’s when a UESC ghost appeared out of nowhere and dropped me in two shots from behind.

With both of us down—reduced to loot bags—it was up to our Assassin, who had been lurking nearby. He popped a smoke screen, revived me first, and dropped a couple of patch kits. I immediately used my reboot ability on the Destroyer, grabbed a kit, and deployed my healing drone. Somehow, we stabilized.

We cleared the Hauler, looted better gear, and decided to extract early. But on the way to exfil, another team ambushed us. The fight wasn’t even close—we were wiped instantly.

Then came that dreaded screen: elimination, along with a breakdown of everything we’d just lost.

That moment defined Marathon for me.

The game doesn’t need to cheat—you’ll die anyway

The UESC bots are no joke. Some strafe and dodge gunfire, others rush you down with melee attacks, and some will snipe you from rooftops with lethal precision. There are grenadiers that bombard you relentlessly, shielded elites that soak damage, and ghosts that move quickly and unpredictably.

Each map also features a Warden boss—something you absolutely shouldn’t underestimate. I learned that the hard way.

Beyond bots, there are additional threats like Ticks, turrets, and drones. Environmental hazards are just as dangerous: toxin plants, explosive claymores, heat cascades, and frost rooms can all end a run if you’re careless.

Loud, neon, and unapologetically weird

As a fan of cyberpunk and utilitarian sci-fi, I love Marathon’s visual style. It won’t appeal to everyone, but it’s undeniably distinct.

Where many shooters lean into muted palettes and desolate landscapes, Marathon goes in the opposite direction—bold, high-contrast visuals with rich neon tones. It’s a risky choice, but it pays off. The aesthetic not only stands out but also reinforces the game’s tone and identity.

If you’re not listening, you’re already dead

The audio design is one of Marathon’s strongest elements. The soundtrack is filled with high-energy tracks that heighten tension, and subtle shifts in music often signal danger before you even see it.

Sound cues are everything here. Sprinting produces loud, unmistakable footsteps. Even walking can give you away if you’re not careful. Crouch-walking is quieter, but not silent—nearby players can still hear you.

Everything makes noise. Opening containers, interacting with objects, even doors—especially doors. The larger they are, the louder they sound. I’ve never paid this much attention to audio in a shooter before, and Marathon trains you to listen or die.

The guns? Yeah, they carry this game

Gunplay is easily the highlight of the experience.

At launch, Marathon features 28 weapons across eight categories, covering everything from close-quarters combat to long-range engagements. Standouts include the M77 Assault Rifle, V75 Scar, Bully SMG, V22 Volt Thrower, Demolition LMG, WSTR Combat Shotgun, Longshot sniper, Ares RG Railgun, and the V11 Punch pistol.

Weapons can be heavily customized with mods and attachments that don’t just tweak stats—they fundamentally change how guns behave. Putting a stack overflow mod chip on a WSTR Combat Shotgun suddenly gives you four bullets instead of two. Unique gold mods like the Overcharge Lens for the V22 Volt Thrower turn the SMG into Halo’s Needler.

The result is a system that rewards experimentation and mastery. PvP encounters feel incredibly satisfying once you get the hang of it—landing headshots, timing abilities, and outplaying opponents creates moments that keep you coming back.

Great style, messy menus

Visually, the UI aligns well with the game’s aesthetic. The UX, however, needs improvement.

Inventory management can be frustrating. Many items look nearly identical, and mods often differ only slightly in appearance. You’re forced to hover over items and read tooltips to distinguish them—something that feels at odds with the game’s fast-paced, high-risk nature.

In a game where every second matters, clarity is crucial. I’ve lost runs simply because I was stuck comparing item tooltips mid-loot.

Additionally, some font choices feel inconsistent and occasionally jarring, which further impacts readability.

It punishes you—and that’s the point

Marathon

Marathon is not a game that welcomes you—it tests you. It punishes hesitation, rewards awareness, and demands that you learn quickly or lose everything.

As a first-time extraction shooter player, the experience was overwhelming at first, even frustrating. But beneath that harsh learning curve is something deeply compelling. The tension of every run, the satisfaction of a successful extraction, and the adrenaline of unpredictable encounters create a loop that’s hard to walk away from.

Its strengths are clear: tight, satisfying gunplay, exceptional audio design, and a bold visual identity that sets it apart from its peers. At the same time, it isn’t without flaws. The UI/UX friction, particularly around inventory management, can actively work against the player in critical moments.

But maybe that friction is part of what defines Marathon. It’s not just about surviving the map—it’s about managing risk, making fast decisions, and accepting that sometimes, you’ll lose it all anyway.

And yet, you queue up again.

Not because it’s forgiving—but because it isn’t.

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Dragon Ball Xenoverse 3 revealed at Battle Hour 2026

Xenoverse 3 confirmed for 2027

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Dragon Ball Xenoverse 3

Bandai Namco Entertainment has unveiled a slate of updates across its Dragon Ball game lineup during the annual Dragon Ball Games Battle Hour 2026 in Los Angeles.

The two-day event wrapped with a global livestream featuring announcements for Dragon Ball: Sparking! ZERO, Dragon Ball FighterZ, Dragon Ball Xenoverse 2, and Dragon Ball Gekishin Squadra. The showcase built up to the official reveal of Dragon Ball Xenoverse 3, previously teased under the codename “Age 1000.”

A new Xenoverse begins

Dragon Ball Xenoverse 3 continues the series with a brand-new take on the Dragon Ball universe. Players will once again create their own hero and explore a new world shaped by the vision of Akira Toriyama.

The game launches in 2027 for PlayStation 5, Xbox Series X, and PC via Steam.

Xenoverse 2 reaches its final chapter

Meanwhile, Dragon Ball Xenoverse 2 is closing out its long-running post-launch support with FUTURE SAGA: Chapter 4.

Arriving in Summer 2026, the final DLC chapter brings the game’s nearly decade-long run to a close. It promises a climactic finale that revisits the series’ core themes—protecting history, shaping the future, and facing overwhelming power in a last stand.

New fighter joins the arena

Dragon Ball FighterZ is adding Goku (Super Saiyan 4, DAIMA) as part of its upcoming DAIMA DLC, launching on April 22.

The new character introduces fresh mechanics, including Wild Dash, which can branch into multiple follow-up attacks for more aggressive playstyles.

Sparking Zero expands its roster

For Dragon Ball: Sparking! ZERO, Bandai Namco revealed details for the Super Limit-Breaking NEO DLC.

The update adds Vegeta (GT) and Trunks (GT) to the roster—marking their debut in the Budokai Tenkaichi series—alongside new abilities and a solo progression mode that lets players strengthen characters through battles and events.

Gekishin Squadra gets crossover and esports push

Dragon Ball Gekishin Squadra is also getting new crossover content with Xenoverse 2, including themed skins and emotes.

The game will also host its first offline-format world championship, bringing top players from different regions to Japan to compete for the global title.

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