Gaming

Far Cry 6 review: Take down Giancarlo Esposito with a roided rooster

Should you play it?

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What do you get when you cross an evil dictator, a crate filled with guns, and a fighting rooster pumped with steroids? Far Cry 6 continues the long-running first-person RPG franchise from Ubisoft. Much like its predecessors, the sixth major entry in the series brings players to an isolated, almost-dystopic country in a quest for survival and (eventually) dominance.

In Far Cry 6, players choose between a male or a female Dani Rojas. The newly minted guerilla then fights against Yara’s cruel dictatorship ruled by Anton Castillo and his son Diego. Dani will have the help of a dynamic cast of characters from the Libertad revolution and a quirky set of pets including a gator, a handicapped dog, and the aforementioned rooster.

Graphics: Vacation in paradise

Before gameplay even starts, one of the most notable aspects of Far Cry 6 is its picturesque graphics. The game fully makes use of current-gen technology to deliver the best-looking island the series has ever seen. Even without the optional HD textures pack, details are crystal clear, colors pop, and characters are rendered perfectly without going into uncanny valley territory.

Further, the game comes with AMD FidelityFX Super Resolution which can produce high-resolution frames even with low-resolution inputs. It gives you an option to prioritize framerate or performance without murdering your entire rig.

Gameplay: Best of all worlds

Six entries into the series, Far Cry 6 already knows which gameplay elements to focus on. The game takes the best features from the third through the fifth entries: the survivalist jungle setting of Far Cry 3, the vertical traversal of Far Cry 4, and the micro-territorial format of Far Cry 5.

Years ago, Far Cry 3 skyrocketed the franchise as one of Ubisoft’s flagship series. The game was a difficult but manageable jungle survival simulator with ferocious animals and enemies. The sixth entry somewhat brings this back by sticking players into a harsh tropical island.

However, though enemies can still be difficult, the new game does lose a bit of its survival aspect. Animals aren’t as roaming, and hunting isn’t an absolute necessity anymore. That said, the reduced focus on survival can make the game more enjoyable and allows users to focus on other gameplay elements. And, considering that Dani already has a military background, it makes sense that it isn’t a survival game anymore.

Secondly, Far Cry 6 takes the vertical movement of Far Cry 4 and makes fun traversal and parkour puzzles for exploration. Getting around the game isn’t just through vehicles or running around the map. A lot of times, the best way to get from point A to point B (without fast travelling) is going through a large mountain. It involves grappling, finely timed jumps, and swings. Unlike a lot of games with that form of travel, air travel in Far Cry 6 — parachute, wingsuit, and vehicles — is easy to control.

Finally, the game takes the territorial gameplay of Far Cry 5. Like the previous game, Far Cry 6’s map is divided into different sections: a tutorial island, a main hub, three different regions controlled by minor bosses, and a major boss region. However, unlike the previous games, the map isn’t a color-by-number collect-a-thon. Though the map is still littered with objectives, the goal isn’t necessarily to claim every region for the revolution. Enemies still spawn regularly even if you’ve captured an entire region.

Amid the game’s similarities to its predecessors, Far Cry 6 still has a lot of exclusive tricks up its sleeve. For one, the RPG-style levelling system is gone. Though there’s still a way to rank up through the revolution, most of the perks are now obtained through the crafting system. The decision may or may not hold everyone’s attention, especially those looking for a more traditional RPG experience, but it’s quite an adventure crafting the best gear for your guerilla.

Plus, the game offers a way to manage the revolution from camp. There’s a choose-your-own-adventure style map wherein you send teams on raids with sometimes-humorous prompts. There’s a co-op area wherein you (and an optional partner) can raid smaller maps not found in the main game.

All in all, Far Cry 6 offers a familiar experience for long-time fans while keeping things fresh for both new and old players.

Writing: When’s the Netflix series?

From the outset, Far Cry 6 exudes a caliber of writing ahead of those in Ubisoft’s standard fare. The cinematic intro, which plays every time you launch the game, looks like it came from a Netflix show, and it hints at what you’re in for.

Yara’s story doesn’t pull a lot of punches. Giancarlo Esposito, who plays Anton Castillo, carries the entire game on his back. Reminiscent of Far Cry 3’s charismatic Vaas Montenegro, Castillo is a terrifying villain to go up against. He’s ruthless, unyielding, and would mess up even his allies just to maintain his grip over Yara.

Meanwhile, opposite Castillo is a cast of dynamic, funny, and strong side characters helping you throughout the revolution. In fact, each region tells its own story. While one region might focus on Viviro (Yara’s alleged cure for cancer), another will center around Yara’s navy. Each region also has its own smaller guerilla movement. And rather than being subservient to the greater Libertad revolution, they have their own missions, wants, and needs. It plays off like three short stories connected only loosely by a grander narrative.

Unfortunately, while a lot can be said about Yara as a whole, it’s hard to see Dani Rojas as anything other than a playable character. Far Cry 6 brings back a named protagonist, unlike the bland and silent one from Far Cry 5. However, it doesn’t dwell much on Dani’s story. Dani does get a moment of pathos at the beginning of the game, but they hinge on this one moment for the entire adventure. They never quite grow into their own character after the fact, unlike 3’s Jason Brody or 4’s Ajay Ghale. Though Dani’s voiced lines were a treat to hear, Far Cry 6’s story was more about Clara Garcia’s Libertad versus Anton Castillo’s Yara. Though it’s not exactly a fault on its own, it might put off those looking for a purely protagonist-driven story.

Should you play it?

Issues with Dani aside, Far Cry 6 remains an enjoyable romp through the jungles and streets of Yara. Gamers might balk at the game’s more unconventional decisions, but one thing’s for sure: taking down a government led by Giancarlo Esposito makes for a fun time.

SEE ALSO: Far Cry 5 review: Immersive playground in the heart of cultist America

Accessories

Logitech G debuts PRO X2 SUPERSTRIKE with faster click tech

Faster clicks, deeper control

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PRO X2 SUPERSTRIKE

Logitech G is pushing competitive gaming performance further with the launch of the PRO X2 SUPERSTRIKE. It’s a next-generation wireless mouse built around a new click system designed for speed and control.

At the center of the PRO X2 is its patent-pending SUPERSTRIKE technology. It reduces the travel distance needed to register a click, cutting latency by up to 30 milliseconds based on internal testing. The result is faster inputs that can make a difference in high-stakes, split-second moments.

The mouse also introduces the Haptic Inductive Trigger System (HITS), replacing traditional mechanical microswitches. Instead of relying on physical contact, it delivers tactile feedback the moment a click signal is sent, helping players feel each input in real time.

Customizable clicks for competitive play

Developed with esports teams like G2 Esports, NAVI, and BLG, the PRO X2 SUPERSTRIKE focuses on precision and consistency. It supports 10 selectable actuation levels, allowing users to fine-tune how deep a click needs to be before it registers.

These adjustments can be made through Logitech G HUB, giving players the flexibility to match their setup to different games, roles, or playstyles without interrupting gameplay.

The mouse also uses Logitech’s LIGHTSPEED wireless technology with up to an 8kHz polling rate. This ensures fast and stable performance without the limitations of a wired connection.

Precision tracking and lightweight build

Powering the PRO X2 is Logitech’s HERO 2 sensor. It supports up to 44,000 DPI, 888 IPS tracking speed, and over 88G acceleration. Logitech says tracking remains free of smoothing, acceleration, or filtering, allowing for more consistent and direct input.

Despite its performance-focused internals, the mouse keeps a lightweight build at 61 grams. Logitech says this supports faster movements and reduces fatigue during long sessions.

Battery life is rated at up to 90 hours on a single charge, letting players stay in the game longer without interruptions.

Price and availability

The Logitech G PRO X2 SUPERSTRIKE is priced at PhP 11,945. It is available in the Philippines via Shopee and authorized Logitech retailers.

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Gaming

WWE 2K26 lets you live out all the fantasy matches you could want

But you have to play for hours and hours to unlock everyone.

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The old SmackDown vs. RAW games were some of the most fun I’ve had as a teenager. Though I didn’t own a PlayStation 2 or 3 then, I had a PlayStation Portable and the series’ corresponding version. Sure, it didn’t have the then-advanced graphics, but the games kept me company for many a day and night. And it all revolved around a simple premise: letting wrestling fans live out their fantasy matches.

Now, with over 400 playable characters on launch, WWE 2K26 hopes to rekindle that magic. Previously, 2K’s take on the wrestling simulator never really captivated me as much as the SvR series did. Though players still had a similarly large roster throughout the years, the series felt too homogenized, too riddled with microtransactions. This year, the series got me thinking again: Can sheer numbers singlehandedly usher a new renaissance for WWE gamers?

The good: Four hundred superstars under one banner

WWE 2K26 touts over four hundred playable characters on launch. With unannounced DLCs still on the horizon, this number will surely balloon further. Even for a dedicated WWE fan, having over four hundred playable characters is insane. Where else can I pit Joe Hendy against Andre the Giant and create my own WrestleMania III moment?

The only catch, however, is that the game did some stat padding to get to this enormous number. Besides having multiple personas for a single wrestler (and CM Punk alone has ten of these), the roster includes a platoon of fictional MyRISE characters, which comes off as distracting if you don’t particularly engage with the MyRISE mode.

Ironically, the game didn’t even need to pad its stats this way. For the first time in the series, the launch roster includes Superstars from the current WWE roster, TNA, AAA, and the Hall of Fame. I could spend hours just feeding a litany of Superstars to TNA legend Abyss. That’s something I could never have done in the old SvR days.

The good: A more fluid fighting system

It also helps that WWE 2K26’s fighting system is the most fluid that the series has been. Wrestlers no longer feel like wooden animatronics skipping from one animation to the next. Each punch flows smoothly into a clothesline, a grapple, a carry, or a finisher.

It is, of course, at the expense of a more complex control scheme where each input combination corresponds to its own move. A stray waggle of the right joystick, for example, can have your wrestler careening towards their opponent in ways you never intended.

It takes some time to get used to. Every time I get a WWE 2K game, I always need a refresher course for the controls. Plus, each entry introduces something different. This year introduces rushing opponents to the corner and carrying opponents in different ways.

Another new addition is the new third-person camera which follows your character, rather than being locked to the ring. To me, this was a welcome feature. The original camera can often betray you by having various elements (other wrestlers, the ring itself) block your view of the action, thus preventing you from reacting correctly to your opponent. The dynamic third-person camera solves this and makes the fight more immersive.

That said, the camera necessarily changes the controls a bit because you need the right joystick to look around. Because of that, I had to revert back to the original camera after a while. Regardless, this is a step in the right direction.

The improved fight scheme is also a step in the right direction. WWE 2K26 is the franchise’s most immersive entry to date because of how fluid the action plays out.

The meh: Iterative game modes

Every yearly sports simulator falls prey to the curse of iteration. Because it’s an annual release, every game needs to add something new for players. At the same time, the same game can’t iterate too much, or it might end up alienating fans of the previous title. Each WWE 2K title has to be the same but also a bit different.

WWE 2K26 goes through the same rigamarole. Most of the game’s different modes don’t offer a lot of improvements from last year. So, if you loved last year’s MyRISE, MyGM, and Universe Mode, you’ll likely find this year’s iteration inoffensive.

“Inoffensive,” however, isn’t the best way to sell a new game. At the very least, MyFACTION gets interesting improvements. For a mode I historically dislike every year, WWE 2K26’s MyFACTION ended up being the one I loved the most this year.

This year, the layout feels more intentional. Though it still lacks the exciting animations of NBA 2K, opening a pack no longer looks like a PowerPoint presentation. There’s also more ways to fight offline with the addition of a challenging World Tour mode. Plus, with intergender support and team chemistry, this feels like the update that MyFACTION needed.

In another twist of fate, Showcase Mode ended up being the loser this year. WWE 2K26 rehashes last year’s schtick of having the star rewrite their history. Last year, this worked with Paul Heyman, a notorious bad guy. It doesn’t really stick with this year’s star, CM Punk, the so-called voice of the voiceless.

Punk could have shined with the traditional style of laying their commentaries over their past matches, especially with his shoot style. Instead, we got a series of what-ifs with practically no commentary. It’s just not what I expected from a firebrand like CM Punk.

The bad: The Ringside Pass

For the first time in the series, WWE 2K26 has a battle pass called the Ringside Pass. Like battle passes in other games, the Ringside Pass unlocks more content as you play through the game. However, unlike today’s standard which revolves mostly on cosmetics, this version locks a treasure trove of playable wrestlers behind an experience gate.

Even if you already paid for the game, WWE 2K26 asks you to play an inordinate number of hours just to unlock the best wrestlers in the game.

To be fair, it’s not all bad. Right out the gate, the game already gives you access to heavy hitters like CM Punk, Shawn Michaels, and John Cena. However, a lot of favorites are still unplayable including Bret Hart and Kurt Angle. This even includes the strongest version of Bray Wyatt, who’s locked under the last tier of the current pass.

Gaining experience isn’t an easy feat, either. After playing for hours and hours, I still haven’t unlocked more than half of the tiers. At the very least, there is no time limit, so I can play the game at my own pace.

Props to WWE 2K26 for making its battle pass have fulfilling rewards, but it’s still unfortunate that significant elements of the game are locked behind hours and hours of playtime.

The gameplay loop is real and repetitive. And it all circles back to how iterative the game modes are. If only the game modes ended up being as exciting as they were last year, then it would have been exciting to play over and over again. Instead, WWE 2K26 prevents you from engaging in greatest strengths: an exciting roster and a fluid fighting system.

Is WWE 2K26 your PlayMatch?

Last year’s WWE 2K25 was an exciting period for the series. Though this year’s version keeps most of what made the previous game so exciting, WWE 2K26 also adds features, especially the Ringside Pass, that ultimately detract from the entire experience. It’s a small step back, which can hopefully be rectified next year, if not in future updates.

WWE 2K26 is a Swipe Left if you didn’t love last year’s game anyway. The game doesn’t add anything that might change your mind.

However, it’s a Swipe Right if you missed the pure joy of creating dream matches. The game’s massive roster allows for so many impossible matchups to happen, even if only in the digital realm. Just get ready to grind for a long time.

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Gaming

God of War: Sons of Sparta takes a more contained approach to Kratos

Filipino devs were part of it.

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God of War Sons of Sparta

There’s a version of God of War that lives in most people’s heads. It’s loud. Cinematic. Heavy with consequence. The kind of game that feels bigger than you.

God of War: Sons of Sparta isn’t that. At least, not in the way you expect.

It’s more contained. 2D. Pixel art. But spend a little time with it, and you start to see what it’s trying to do. Not replace the modern games. Not outdo them.

Just… revisit something familiar from a different angle.

A different take on Kratos

Instead of gods and world-ending stakes, Sons of Sparta focuses on Kratos earlier in his life, training as a Spartan alongside Deimos. It’s more contained. More personal.

You’re still fighting through brutal encounters. But the framing feels different. Less about destiny, more about who Kratos was before everything spiraled. And somehow, even in pixel form, it still feels like God of War.

Where Filipino developers come in

One of the more interesting parts of this project is how it came together.

Mega Cat Studios worked closely with Santa Monica Studio to build the game. That includes a strong presence from their Philippine team.

But it’s not framed as a separate unit.

“There is no separation between Mega Cat Pittsburgh and Mega Cat Philippines,” says Art Director Janley Clavio.
“We operate as one phalanx, and were part of the game from the beginning.”

That last part shifts the narrative from “support work” to actual collaboration.

The kind of work you feel more than you see

The team contributed to environment art, asset production, and overall polish across different areas of the game. Not the flashy headline stuff. But the kind that shapes how the game feels moment to moment.

“Our work supports the player experience without pulling attention away from the story,” Clavio explains.

Think temple interiors and ruined battlefields. Small details that hint at what happened in a place before you got there. It’s subtle. But it adds up.

Staying true to God of War—even in 2D

Working on God of War comes with a certain weight. Fans know how this world is supposed to look and feel. So, even if Sons of Sparta shifts genres, the expectation doesn’t really change.

“We had to make sure it wasn’t just any retro pixel art game—it had to be a God of War pixel art game,” Clavio says.

That meant studying the details. How materials look. How lighting behaves. How environments guide you. And then translating all of that into something simpler—but still recognizable.

A team that knows when to hold back

One thing that stands out from the conversation is restraint. There’s an understanding that when you’re working on something like God of War, you don’t need to reinvent everything. You just need to get it right.

“When you’re working on something fans already love, your job is to enhance it—not reinvent it.”

That mindset shows up across the game. It respects what came before, but still finds space to do its own thing.

Small details, personal touches

There are also a few quiet nods tucked into the game. Nothing too obvious. Nothing that breaks immersion. But enough for the team to leave their mark.

“For our Filipino artists, it’s a point of pride knowing that a little piece of our culture helped shape a world millions of players will explore.”

It’s not something the game calls attention to. But it’s there.

Not just another spin-off

Sons of Sparta is easy to label as a side project. And sure, it kind of is.

But it’s also a good example of what happens when different teams come together with a clear understanding of what they’re building.

A more contained God of War game that still feels like it belongs. A different perspective on a familiar story. And a project where Filipino developers weren’t just involved. They were part of the process from the start.

It doesn’t try to be the biggest entry in the series. And honestly, it doesn’t need to be.

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