Ratchet & Clank: Rift Apart Ratchet & Clank: Rift Apart

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Ratchet & Clank: Rift Apart Review

A damn good time

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Ratchet & Clank: Rift Apart has all the looks, charm, and heart of a Pixar movie. But it’s playable and takes the experience further by taking advantage of all the next gen features of the PlayStation 5.

Quick background 

Ratchet & Clank is a fairly popular series that was first introduced in November 2002 for the PlayStation 2. There’s been around nine games since the first release including a very self-aware soft reboot in 2016 for the PlayStation 4.

Ratchet & Clank: Rift Apart builds on the lore of this dynamic duo without needing much of a background from the previous games. If you’re really curious, you can hop on to YouTube for recaps and retrospectives on the franchise.

Multidimensional madness

Rift Apart is pretty much a standalone story. It begins with Ratchet & Clank being honored in a grand celebration as heroes for their past exploits. This establishes the duo’s stature in their universe.

As expected, long-time recurring villain Dr. Nefarious crashes the party touting a Dimensionator — a weapon that opens dimensional rifts. A tussle naturally occurs with the Dimensionator exploding and opening various rifts across the universe.

Dr. Nefarious with the Dimensionator

Ratchet & Clank are separated but Clank finds himself in the company of another Lombax — Rivet. Rivet is part of a rebellion battling against The Emperor. We quickly learn that The Emperor is the Dr. Nefarious of this other universe.

The rest of the game sees our heroes Ratchet, Clank, and Rivet go on adventures as they figure out how to fix the Dimensionator to prevent all of the universes from falling apart.

The charm and heart of a Pixar flick

I think it’s safe to say that most of us have seen a Pixar movie or two. They typically have this fun, heartwarming tone and that’s exactly how Ratchet & Clank: Rift Apart comes off.

The writing is solid and has strong character moments for each of the leading casts. The dialogues are witty, and very entertaining that you’ll likely catch yourself smiling at times. Whether it’s a cutscene or just in-game banter between characters.

Ratchet & Clank: Rift Apart

Rivet and Clank

The way it balances heavy moments with good, clean, fun while remaining tonally consistent is a magnificent feat. While the story itself isn’t mindblowing, it is told efficiently and wonderfully. It’s never boring and keeps you interested.

Vivid worlds, gorgeous details 

PlayStation and Insomniac Games have been very loud about this game. After all, this is a year one title for the PlayStation 5 (PS5). All the trailers and gameplay footage they showcased are eye-popping and this quality is maintained throughout the game.

One of the hallmarks that was routinely mentioned is how busy and lived-in the different environments look, feel, and sound. This is an aspect of the game that I don’t think would have been possible if not for the PS5.

Ratchet & Clank: Rift Apart

The fast loading times allow for the busy-looking background. Certain areas of the world offer a different feel on the DualSense controller much like how it felt in some parts of the “demo game” Astro’s Playroom. And, the incredible Sound Design offers depth in every section of the game.

In cutscenes where I normally would put the controller down, I found myself holding on to the DualSense just to see how a scene is enhanced by the rumble. All of these things come together nicely and are implemented in just the right way at just the right moments to deliver a truly astonishing experience.

Fidelity, Performance, and Performance RT 

Ratchet & Clank: Rift Apart will be available to play in three visual modes. Fidelity for 4K with ray-tracing, additional VFX and increased scene density at 30 FPS. Performance RT provides 60 FPS gaming with ray-tracing but at a lower resolution with adjusted lighting, VFX, and scene density. Lastly, there’s Performance mode which totally does away with ray-tracing but offers high resolution 60 FPS gameplay.

My six-going-on-seven-year-old 1080P TV couldn’t really take advantage of the Performance and Performance RT modes. However, even if I had a TV that fully supported these modes, I still would have likely gone with Fidelity mode.

To me, personally, it fits the look and feel of the world better. And maybe it really is just my TV,  but Fidelity mode offered a richer picture quality overall versus the more flat-looking Performance and Performance RT modes.

Really fun gameplay

Rift Apart provides a healthy mix of action, shooting, platforming, and puzzle-solving to keep you on your toes. And while it isn’t an open world game, it still encourages a healthy amount of exploration as you examine every nook and cranny of a particular area to make sure you get all the collectibles.

The game does a good job of encouraging you to actually look for the collectibles. For instance, completed armors not only give you a different look, they also provide a permanent stat boost.

Ratchet & Clank: Rift Apart

These huge bolts are also collectibles

You’ll also want to smash everything in sight to collect bolts. Bolts are your currency to buy weapons, and weapons in Ratchet & Clank are incredibly fun to use.

Best video game weapons

You’ll want to get your hands on as many of them as possible. Different weapons do different things. While there are those that straight up inflict damage, some are great for managing huge crowds of enemies — something you’ll do a lot of in this game.

Ratchet & Clank: Rift Apart

Weapons are improved in two different ways: First is by levelling them up by continuously using them. Second, is by collecting raritanium to unlock the weapon’s abilities and raise its limits. The higher the level, the more abilities you’re able to unlock.

My personal favorites are the Topiary Sprinkler (for stunning), Glove of Doom (for extra help), and the Blackhole Storm (for straight up dealing damage).

Ratchet & Clank: Rift Apart

Changing weapons

You can assign weapons to the directional buttons to quickly switch. However, if you really need a breather from combat that can get chaotic, you can press the triangle button to pull-up the weapons menu and select one that best fits your predicament.

Puzzles, mini games

Clank’s sections are still puzzles. This time, though, each set of puzzles he solves closes a volatile dimensional rift. I can see the puzzles being challenging to a younger audience, but anyone with a significant amount of gaming experience will breeze through these.

Ratchet & Clank: Rift Apart

Clank’s puzzles

Ratchet will also pick up Glitch — a tiny robot that combats bugs to help the male Lombax open doors to gain access to a new section of an area both to advance the story or to acquire collectibles.

Again, the sections with Glitch shouldn’t be too challenging. They help in adding another layer to the action, shooting, and platforming, and there weren’t too many of them to be considered a distraction.

Another great PS5 showcase

Following Returnal, Ratchet & Clank: Rift Apart is another fantastic showcase of all the next gen capabilities of the PlayStation 5. Unlike the aforementioned game though, this one’s wrapped in a bright, colorful package that should be welcoming to a wider variety of gamers.

Ratchet & Clank: Rift Apart

A lot of heart

Ratchet & Clank: Rift Apart is a lighthearted adventure with some lessons of forgiveness and rising above adversity. It has entertaining gameplay, stunning visuals, immersive sound, and an overall incredible feel. For older gamers, it’ll evoke the feeling of being a kid again, and for younger gamers, it’s certainly a game that will leave a positive mark.

It’s the perfect title to get into PS5 gaming and one that every PS5 owner should consider adding to their library.

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MARVEL Tōkon: Fighting Souls review: Easy to pick up, hard to put down

Welcomes casual and experienced fighting game players

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MARVEL Tōkon: Fighting Souls

MARVEL Tōkon: Fighting Souls feels like a spiritual successor to the Marvel vs. Capcom fighting games of old — just without the Capcom bit, obviously.

That comparison isn’t just because it features a roster of Marvel heroes and villains throwing hands at each other. Tōkon captures that same feeling of putting together a team of characters you love, watching them bounce off one another, and slowly figuring out how to make them work together.

I’ve always been a casual fighting game player. I can play a little bit, but I’m a benchwarmer at best. I do watch tournament matches every now and again, though, and I can tell when real skill is involved.

It’s kind of like basketball to me. I may not be particularly good at it, but I know a good play when I see one.

After spending some time with Tōkon, I can see the appeal.

It’s welcoming enough for someone like me to jump in and have fun, but there’s enough depth underneath the simple controls to reward players who want to take the time to master it.

The tutorial is important

MARVEL Tōkon: Fighting Souls

I handled the tutorial portion during the demo, so when I got the full game I jumped straight into Story Mode.

That said, the tutorial is very important.

The button presses seemed easy enough to follow at first. But the deeper the tutorial went, the more complex it started to feel.

That’s not necessarily a bad thing. In fact, it does a good job of gradually guiding you through the game’s mechanics instead of throwing everything at you at once.

Anyone who’s ever played a fighting game at any capacity will have an understanding of how the general mechanics work.

But Tōkon layers its own systems on top of those familiar fundamentals.

The tutorial essentially takes you through the Training Mode. It’s great for getting a feel for how to execute the unique moves per character.

I’m a firm believer that you should just throw yourself at a match and only go back to training if you hit a wall and can’t advance or seem unable to overcome your opponent.

That’s how I prefer to learn.

MARVEL Tōkon: Fighting Souls OPEN BETA_20260726134748

And Tōkon makes that approach viable because the fundamentals don’t feel intimidating.

The game’s official materials also emphasize this balance. It offers adjustable controls, traditional and quick inputs, easy chain combos, character guides, training, and other ways to learn the game’s systems.

There’s more than enough here that the game should feel welcoming to both casual and hardcore fighting game fans.

Four characters, one fight

MARVEL Tōkon: Fighting Souls

The biggest thing to wrap your head around is probably the game’s 4v4 structure.

You pick four characters: one main fighter and three assists. But you don’t immediately have access to your entire team.

You only get access to the first assist initially. You unlock the other two after a Stage Break happens in a match. A Stage Break is when you finish a combo with the opposing character flying through an extended area of the fighting stage.

So it’s entirely possible to go an entire match without unlocking all your assist characters.

Now that I’ve spent more time with it, though, getting to a Stage Break is actually fairly easy. Landing and chaining combos doesn’t feel too complicated to pull off, so you can get access to the rest of your team without having to perform some impossibly technical sequence.

The assists are great.

You simply hit X or Cross (or the bottom-most face button) for a generic assist, but combining right + X or down + X gives you long-range and air-launch assists.

These are great for opening up your opponents to combos or countering their moves.

Once you have all your assists available and fill the gauge all the way up to 150, you can execute a Super Attack with every single one of your characters joining the assault.

It’s a fantastic payoff for building up your team.

This is also where Tōkon starts feeling like more than a simple fighter.

The controls are easy enough to understand, but the deeper you get into a fight, the more you start thinking about when to call an assist, how to extend a combo, when to counter, and when to save your resources.

It’s the same kind of satisfaction I get from Dragon Ball FighterZ or Guilty Gear Strive.

Simple controls can get you started.

The complexity comes from figuring out what you can actually do with them.

Spider-Man is my guy

MARVEL Tōkon: Fighting Souls

I spent most of my play time using my favorite character of all time: Spider-Man.

Honestly, he feels a little trickier to play than most.

His special move involves him shooting a web, and you can either follow it up with a combo or use it to swing away from attacks.

That little bit of flexibility makes him feel very Spider-Man.

You’re constantly darting around the fight, looking for an opening while also having a way to get yourself out of trouble.

I initially played him with his teammates set by the game: Ms. Marvel, Peni Parker, and Star-Lord.

But outside of the story, I usually always have Wolverine up next.

He’s an aggressive damage dealer and a button masher’s delight.

That’s part of what makes Tōkon’s roster work.

Going through Story Mode gives you a chance to get a feel for how each character handles and who fits your style the most.

With 20 characters available at launch, there’s enough here to mix and match, and you’re bound to find a set that you feel at home using.

And sometimes the character you expect to like isn’t the one you end up enjoying the most.

The characters change how you play

MARVEL Tōkon: Fighting Souls

The character I wasn’t particularly interested in but was surprisingly fun for me to use was Blade.

It probably has to do with the types of movement I associate with each character.

With Spidey, I’m always darting around.

With Wolverine, I’m always rushing the enemy.

But with Blade, I suddenly move with more measure.

Something about his stance and attacks makes me want to approach the fight a little more deliberately.

Ms. Marvel was also a character I didn’t care much for at first but ended up enjoying using.

Mostly also because she forces me to dial back a bit and be more deliberate with my movements.

That’s one of the more enjoyable things about Tōkon.

The roster doesn’t just give you different characters with different movesets. It encourages you to approach fights differently.

You’re not necessarily going to play the same way with every character. And that makes finding the right team more rewarding.

Deadpool, meanwhile, has a lot of Easter egg references from other games and franchises.

I haven’t seen them in my own playthrough, though, so it’s frustrating me a bit.

 

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That probably says something about how much Marvel fan service Arc System Works has packed into the game.

Even when I’m not finding the references myself, I know I’m probably missing something.

Losing doesn’t feel cheap

MARVEL Tōkon: Fighting Souls

This might be one of the biggest compliments I can give Tōkon.

When I lose matches, it never feels like it’s because the opponent got some sort of buff or something.

I can clearly see where I mistimed a block or a counter, and that led to a devastating string of combos that led to my demise. I don’t mind losing when I understand why I lost.

There’s a difference between getting beaten and feeling like the game simply decided that you were going to lose. Tōkon generally makes me feel like the former.

I’m not suddenly going to pretend I’m good at fighting games. I’m still a casual player. But I can recognize when I made a mistake.

And when I watch a really good player put together a sequence, I can appreciate the skill involved even if I have absolutely no idea how to replicate it.

That’s where I think Tōkon strikes a good balance.

The game lets me enjoy fighting games at my level while leaving the door open for players who want to take things much, much further.

It’s anime as hell

The anime-coded art style has been telegraphed since the game was first announced, so there shouldn’t be any surprises here.

There are plenty of character costume color combinations to choose from, while the animations are truly eye-popping without feeling extremely overwhelming.

The characters move with the kind of exaggerated energy you’d expect from an Arc System Works fighter, but it still feels distinctly Marvel.

Every fight feels like a comic book panel suddenly came to life.

The presentation is particularly good at making the big moments feel big without turning every attack into visual noise.

And then there’s the opening sequence. It is so anime intro-coded and I NEVER skip it. It’s so hype!

Don’t expect a deep Marvel story

MARVEL Tōkon: Fighting Souls

You don’t have to play through each character for Story Mode.

The characters are divided into teams of four, giving each group its own story. The presentation is a mix of anime cutscenes and comic-book-panel-style storytelling.

It’s… alright.

If you’re after any real deep storytelling here, you’re not playing the right game.

There’s enough to keep you mildly entertained, but halfway through your third team you’d probably be over it and would want to just jump straight into fighting — which is the core of the game anyway.

MARVEL Tōkon: Fighting Souls

The story gives you an excuse to spend time with different teams and characters.

It lets you learn how they play while giving you a little context for why they’re fighting together.

But Tōkon’s real appeal isn’t its story. It’s what happens when the fight starts.

The fighting is the story

MARVEL Tōkon: Fighting Souls

The more time I spend with Tōkon, the more I think this is where the Marvel vs. Capcom comparison makes the most sense.

You pick characters you love, put them together, and figure out how they work.

Then you discover that the character you weren’t interested in is suddenly the one you can’t stop playing.

That’s the loop. And it’s a good one.

Tōkon feels like it understands that a fighting game doesn’t need an elaborate narrative to make you care about its characters.

Sometimes all you need is a character you like, a team that feels good, and a fight that makes you want to hit rematch.

The sound of a good fight

I have to be honest — and a bit embarrassed — I love listening to music, but audio is almost always the last thing I notice when I review games.

I want to say the audio here perfectly complements the visuals.

Nothing feels jarring or out of place.

The music feels appropriate for every stage of the fight, while the in-fight dialogue matches the reactions to what’s happening on screen.

(My setup is an LG C2 TV with a Samsung soundbar. Suffice it to say, I FEEL every hit adequately).

Arc System Works also specifically called out music and sound as areas of focus for Tōkon. After playing it, I can see why.

It runs excellently on PS5

MARVEL Tōkon: Fighting Souls OPEN BETA_20260726110851

On PS5, MARVEL Tōkon: Fighting Souls runs excellently.

My runs were mostly PvE, and I encountered no issues whatsoever.

Any input lag is just me having stubby fingers — nothing to do with the game’s performance.

The game also benefits from the PS5’s presentation, with its colorful effects and huge character animations looking particularly good on a big screen.

I played on a 55-inch TV and it made those big super attacks especially satisfying to watch.

The PC version, however, had a much rougher launch.

It was only recently that a patch was released, and we also had challenges redeeming the PC version.

So if you’re deciding between platforms, the PS5 version is the one I can comfortably speak for based on my experience.

Online is where I struggle

MARVEL Tōkon: Fighting Souls OPEN BETA_20260726140314

I don’t like talking about this. I get my ass handed to me too much. But if you’re talking about getting into matches, it does get challenging.

I wait a good five to seven minutes before I can hop into online matches.

And once I do get into a fight, let’s just say my win rate isn’t exactly something I’m going to frame on the wall.

The game’s online offering includes Casual and Ranked matches, along with online lobbies and Room Matches.

The real question for more competitive players will be whether the online community can sustain quick matchmaking as the player base settles after launch.

For a casual player like me, though, the bigger hurdle is simply finding someone willing to beat me up.

A cute little detour

There’s also Arcadia Rumble, a bit of a platformer-type game with the characters rendered in chibi form. 

It’s nothing groundbreaking. But I particularly enjoyed the chibi looks as a chibi enjoyer.

The chibi version is an Arc System Works staple, and it’s a cute little change of pace from the much more intense main game.

You don’t need to play it to appreciate Tōkon. But I like that it’s here.

I’m already looking forward to more

The launch roster is already substantial, but I’m particularly excited about the first DLC character: Phoenix Cyclops.

Scott Summers is my guy. And we’re getting the cosmic version? I am waiting with bated breath.

That’s probably the best place to leave Tōkon. 

I came into this expecting a fun Marvel fighting game.

What I got was a fighter that is easy enough for a casual player like me to pick up, while constantly reminding me that there is a much deeper game waiting underneath.

It’s not that Tōkon is simple.

It’s that it does a good job of making complexity feel approachable.

You can mash buttons with Wolverine and have a great time. You can swing around with Spider-Man and look for openings. And you can slow things down with Blade or Ms. Marvel and learn to be more deliberate.

If you want to go deeper, the systems are there waiting for you.

Now pickup a controller and take on MARVEL Tōkon: Fighting Souls

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Tekken 8 brings Bob back with more Speed, Weight, and Power

His classic style gets deeper.

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Bob | Tekken 8

Bob is back in Tekken 8, bringing his unusual combination of size, speed, and power to the game’s aggressive combat system.

The Season 3 character keeps the identity that made him a fan favorite. However, the development team has also given him new tools that fit Tekken 8‘s Heat system and faster pace.

The result is a Bob that should feel familiar to longtime players while giving newcomers plenty of reasons to pick him up.

  • “We’ve carefully maintained Bob’s symbolic ‘Speed. Weight. Power.’ battle style, as well as his character—one that combines both a sense of justice and humor.”

The team also expanded his role outside the ring. Bob is now an investigator for the Manhattan District Attorney’s Office, adding a stronger sense of justice to his story.

This preview is based on a pre-release build of Tekken 8 that remains under development. Features and gameplay details may change before release.

Bob keeps his signature style

Bob | Tekken 8

Bob’s defining contradiction remains at the heart of his design. He’s a large fighter who can move with surprising speed.

The development team says this remains central to his identity.

“Speed and Weight’ is one of the concepts that symbolizes Bob. We believe that Bob’s unique appeal lies in his ability to move nimbly in a way that seems to contradict the weight and power of his large frame.”

That philosophy carries into Tekken 8. Bob combines powerful attacks with mobility and long-reaching pokes. He can also use Spinner Ball to enter his stance and build pressure.

The team specifically reworked Spinner Ball for the new game.

  • “Spinner Ball’ has been revamped to be more easily incorporated into both neutral play and combos, with new moves and Heat synergies added as well.”

That makes Bob more than a collection of familiar moves. His classic tools now have to work within Tekken 8‘s more aggressive battle system.

The team says it wanted returning players to recognize him while still giving them new things to discover.

  • “While preserving Bob’s trademark character from previous titles, we’ve reviewed the performance and behavior of his existing moves so that players can enjoy more dynamic and aggressive battles in TEKKEN 8.”

The same philosophy applies to his new moves. “Onigiri Bomber,” for example, brings his new food-business identity into his moveset.

Heat adds more depth

Bob’s biggest gameplay evolution comes from the Heat system.

The development team designed Heat to address one of Bob’s weaknesses while making his existing strengths more threatening.

“The Heat system is designed to compensate for Bob’s weakness in his Punishment while further enhancing his forte in grounded combat and offense.”

Bob can build new offensive sequences from Spinner Ball and access additional follow-ups while in Heat.

His Heat Smash also adds a layer of precision. Players can land Perfect frame inputs that increase its damage and change its animation and voice lines.

The team wanted that precision to feel rewarding to both players and spectators.

  • “When the Perfect frame input succeeds, his voice lines and Animation change as well, so that not only the player but also spectators can tell that it ‘succeeded’—we wanted to make Bob a character that everyone can get excited about together.”

The approach gives Bob a higher skill ceiling without making him inaccessible.

That balance seems intentional. The development team describes Bob as an all-rounder who can appeal to both new and experienced players.

  • “He’s a character who reveals greater depth the more you play him, so please give him a try!”

That may be Bob’s biggest strength in Tekken 8. You can pick him up and immediately access his powerful attacks. You can also spend more time learning his movement, stance options, and precise inputs.

A familiar Bob with a new story

Bob’s gameplay isn’t the only thing that evolved.

His new role as an investigator builds on the sense of justice that has always been part of his character. His story now also includes his success as a hamburger-chain owner and his work running a food bank.

The development team wanted to explore that side of him more deeply.

  • “While cherishing Bob’s signature sense of humor, in this title we wanted to portray more deeply the strong sense of justice he has always possessed.”

That identity also shows up in his new costume. His training outfit features the Bob’s Onigiri logo, turning his business into part of his visual identity. The development team describes it as a playful bit of self-promotion.

Even his attacks incorporate the theme. Perfect inputs for moves such as Prix Fixe Justice Beat and Perfect Body can trigger hamburger and onigiri-inspired effects.

But the development team doesn’t want Bob’s new identity to overshadow what made him work in the first place.

  • “While retaining Bob’s mobility and power that made Bob who he was up through TEKKEN 7, he has evolved into a character who can more easily continue his offense thanks to new moves and the ‘Heat’ system.”

That makes Bob’s return feel less like a simple nostalgia trip.

He is still the large, surprisingly nimble fighter built around Speed. Weight. Power. But Tekken 8 gives him more ways to express those traits.

And according to the development team, that’s exactly what they wanted.

“Bob is what you might call a ‘standard, top-of-the-class type.’ Since he has the moves necessary for TEKKEN’s fundamental ‘rock-paper-scissors’ dynamic all present at a high level, he’s a character we highly recommend even for beginners.”

For returning players, that means there’s a familiar Bob waiting to be rediscovered. For newcomers, there’s a straightforward all-rounder with plenty of room to grow.

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Leaked Grand Theft Auto VI footage surfaces online

The leakers says they are protesting the game’s lack of a physical release.

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We’re nearing the dreaded date that all game publishers are rightfully fearing: the launch of Grand Theft Auto VI. Since we’re so near, it’s only right that Rockstar Games starts teasing their upcoming game, which is officially happening later this month via a special presentation on Netflix. However, ahead of that highly anticipated date, a leaker has apparently leaked the footage in protest of the game’s lack of a physical release.

Let’s parse that out piecemeal. First up, Rockstar Games is scheduled to release an extended first look at Grand Theft Auto VI through Netflix on August 27. If you don’t have the platform, the publisher will release the same footage on more public outlets six hours later. The footage will represent our biggest peek at the game after months of relative silence.

Secondly, a leaker has released the said footage ahead of time. Now, this isn’t the first time that a major leak spoiled details about the game. Previously, a leak was the first to reveal that the sixth entry in the series is getting two playable protagonists.

Third, the why: The leaker says that they will continue to reveal more information about the game to protest the game’s lack of a physical release. Like new PlayStation games next year, Rockstar Games does not plan to release a disc version of the game.

The footage itself

And, finally, the leak itself. Rockstar Games is currently issuing DMCA notices against anyone posting the leaked footage. It lends credence to the authenticity of the footage but also ensures that we can’t post the leaks themselves.

If anything, there are two reportedly legitimate clips, while others were seemingly generated with AI. The first clip has Jason, one of the two protagonists, playing basketball in his hideout, which gives him a stat boost. The clip confirms the return of minigames you can play in between missions.

The second clip sees Jason fight with a truck driver after a traffic incident. He kills the driver with a wrench, which earns him a two-star wanted level and summons a police chase as the series often does.

There’s not much to glean from these two short clips. In fact, it’s hard to say whether this footage represents the final release or something left over from previous leaks. Thankfully, Rockstar Games is releasing the official extended look soon on August 27.

After that, Grand Theft Auto VI launches on PlayStation 5 and Xbox Series X|S on November 19.

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