What have been your favorite Switch games so far?


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Hey guys, João Carrasqueira here.

 

Just like last year, I'm working on an article to celebrate the anniversary of the Nintendo Switch. This time, there's actually two of them, and I'd like your help for one of them. Here's what I'm aiming for:

 

I want to make a list of the best games that have been released on the Switch for the past three years. This list is gonna have a few games chosen by myself, some chosen by you, and hopefully, some chosen by some Nintendo-focused YouTubers I'm reaching out to. The plan is to have a good, varied picture of the great games that are on the Switch, without it being focused solely on my opinion.

 

So here's what I'm asking from you - tell me your favorite game, or some of your favorite games, and write a couple of short sentences on why you like them. These can be indies, AAA titles, and even retro games included in the Switch Online collection. Let me know what's made you appreciate having a Switch. The games don't need to be Switch exclusives, but something you'd recommend getting on the Switch.

 

If the games you choose are also games I plan to include on the list, I may add your quote in addition to my own opinions, if not, they'll revolve entirely around your text.

 

Thanks in advance for the help, everyone!

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I loved the Links Awakening remake. Some people didn't like the art style in it but I thought it fit well with the game.

edit: I never got the chance to play through the original gameboy version of the game so being able to play with updated controls/graphics is always welcome for a good classic. 

was the first game I got when I got my Switch Lite and thoroughly enjoyed beating it in a single weekend lol

 

Pokemon Sword/Shield are a great refresh to the pokemon series. It has some nice quality of life improvements. Can't wait for the DLCs to come out this year.

edit: I fell out of Pokemon games around Diamond/pearl due to getting bored with them. I tried Black/White, X/Y, and Sun/Moon but never beat any of them due to just getting bored part way through. Sword/Shield are the first Pokemon games I've thoroughly enjoyed again. I didn't feel like I had to grind all the time just to progress so that helped keep my attention. The story actually seemed good and kept my attention as well. The wild lands are quite the interesting concept that I like; what little grinding I did have to do was made easier by the early access to the wild lands and the areas of stronger pokemon it had. Can't wait to see how the DLCs expand the wild lands along with the new areas.

 

I know you didn't ask this part but a game I wish they'd release already would be a new Mario Kart. Mario Kart 8 Deluxe is nice but I'd like some new tracks at this point instead of the same tracks that I played countless times on the Wii U already.

Edited by Brandon H
edited to add a couple sentences of what I liked per indospot's request
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Dragon Quest 11 was really stand out for me this year, drove many hours into it. Also I think it stood apart, enough, from its previous ports due to the tweaks and extra Switch content. Graphics great, music great, really shows what a switch can do!

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I'm absolutely in love with Fitness Boxing (which I use to actually exercise), and obviously Mario Kart 8 Deluxe.

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Hey guys, thank you for your input so far. Please try to include a couple of sentences on why you like the games you mentioned. forster's submission is a good example of what I'm looking for. Keep in mind it can be a game from any year, though, and there's no worry about it being cliché, since not every popular game is necessarily something I would mention myself.

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15 minutes ago, indospot said:

Hey guys, thank you for your input so far. Please try to include a couple of sentences on why you like the games you mentioned. forster's submission is a good example of what I'm looking for. Keep in mind it can be a game from any year, though, and there's no worry about it being cliché, since not every popular game is necessarily something I would mention myself.

updated my post with a few more details now that I had time to think things over :)

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Hi guys, this article is set to be published within one week, so if there's anything you'd like to add, time is running out! It would be really great to have as much feedback from our community as possible.

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Fav games in the switch...

1) breath of the wild

2) assassin's Creed 3 remastered

3) bulletstorm-duke of switch edition

4) Skyrim

5) Warframe

6) doom 3

 

So far that's my favs, I'm sure I'll add more I'm the coming  months

 

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  • 4 weeks later...

Slay the Spire and One Step From Eden...

 

coincidentally also the only ones I own so far!

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  • 3 months later...
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      However, the key to a good army is not simply diversifying to cover all weaknesses, it’s scouting the enemy and preparing effectively, something I wish I remembered more often. The amount of information a cheap Scout can offer far outweighs anything else on the battlefield.

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      The system works off the button position instead of individual hotkeys for each option. The House lives in the top left corner in the builder menu. With the default layout, pressing Q once selects Feudal age buildings, then pressing Q again selects the upper left slot, the House. If it’s something situated in the bottom right corner of any unit’s UI, it would be the V key, and so on. This translates to every single entity in the game, from unit formations to research buttons. If you’re coming from another modern RTS or are acclimated to always keeping a hand on the WASD keys like me, this will be an extremely intuitive system.

      Grid keys’ restrictive problem arises from the system not being optional, it replaces the ability to set hotkeys for individual buildings or unit abilities entirely. Assigning unique hotkeys for any task, like build a house or attack move, is not possible without upending the entire grid layout. I don’t understand why both systems can’t exist as options. Adding even more to the weirdness, there’s a few hardwired shortcuts like the Alt key for camera rotation and restrictions on assigning hotkeys to extra mouse buttons.

      Civilization Variety
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      Mongol buildings roll out Each faction can also progress somewhat differently in every match when advancing to a new Age. Instead of a researching into one, villagers must be pulled from their valuable work to construct Landmarks to advance to new technology tiers. Each Landmark provides a unique and powerful bonus that should stay impactful through an entire match, and two choices are presented at each stage. These can apply permanent buffs to nearby units, be a cheaper unit-producing military facility, an economy building, or simply just a powerful castle. The choice adds another layer of intricacy depending on how the match is going at that moment. Of course, even this mechanic is subverted by a couple of civilizations. The Chinese, for instance, can build both Landmarks of each age unlike everyone else, while the Abbasid Dynasty only has a single Landmark which is upgraded similar to the classic games, freeing villager time.

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      Either sticking to one or attempting to master all eight, there is something here for any type of RTS fan.



      Campaign
      It is not an Age of Empires game without historical campaigns, and Age IV leans into the historical aspects like no other game. At launch, campaigns exist for the English, France, Mongols, and Rus. The four paths delve deep into conflicts spanning hundreds of years and are each presented with beautifully crafted live action and augmented footage with narration that give context to the wars, the cultures involved, and how they shaped the modern-day landscapes of the countries involved. Battles in a campaign can usually leap decades forward in the timeline to weave an intriguing path through major events.

      There’s usually at least one ‘hero’ unit like Genghis Khan, or William the Conqueror, or a descendant to lead armies in story missions. They employ small but useful abilities to buff nearby units like adding extra damage to cavalry charges or healing. Other units can revive them If a hero goes down, so there’s no need to reach for the quick load button. Difficulty levels range from ‘Story’ where the AI treats battles like a reenactment event, to ‘Hard’ where the pressure never lets up.

      The opening tournament The missions aren’t sporting simple “defeat red army” objectives either. For instance, in the memorable opening mission of the 100 Year War French campaign, a knightly chivalrous tournament sets the stage with side objectives for strengthening the available contestants. Other spins like giving the option to pay off or annihilate a secondary raiding faction, and using a small group of units to cut off supplies to an enemy siege while also defending from said siege, all keep the campaigns fresh and continually engaging. Showcasing the differences between faction playstyles I mentioned previously is a strong focus here too.

      I averaged around 30 minutes per mission in campaigns — my astounding childhood strategy still works wonders —, and the game ships with around 10 missions each, per faction storyline. Considering the series’ terrific history of post-launch support, I’m looking forward to seeing more historical campaigns and factions from the rest of the world join in. Who knew history lessons can be so engaging, right?

      In addition to the videos sandwiching in each campaign mission, there’s also ‘Hands on History’, one of my favorite new features. These are high budget — I'm talking piles of money only a trebuchet could throw at them —, short documentaries with expert hosts, that dive into the medieval technologies fueling these wars. The kind of stuff the History Channel doesn't broadcast anymore. These shorts unlock steadily as rewards for completing campaign missions, as if even more incentives are needed. Ever been curious about just how incendiary arrows stay lit in flight? How were castles built to withstand trebuchets? How whistling arrows were communication methods in the heat of battle? You can even watch them while matchmaking. Genius. To witness these gems in full 4K HDR, an optional download is available if you don’t mind doubling your game size.

      Multiplayer
      Even with the fantastic campaign experience, multiplayer is a whole other addictive and untamable beast. Multiplayer in Age of Empires is where your dreams of crushing the enemy, like in the campaigns, get put down fast. Still, losses that bring shame to my ancestors have not stopped me from going back. Just like with any other competitive play-focused strategy game, getting good involves multitasking so hard you will wish for a third hand just to wipe your brow.

      Taking calculated risks is the winning formula, but if you're bad at math like me, that's a hard problem to solve.

      To ease players in, one of the best returning features from Age of Empires II to Age of Empires IV is Art of War. These are a series of tutorial scenarios made to sharpen your abilities for multiplayer, like a concentrated shot of good sense. Since metas haven't developed yet, Art of War serves the function of building a good skill foundation, making it wildly helpful to just about anyone. I'm sure the developer will add more scenarios or even modify the current lot as the community finds the most efficient methods of war. In the early days of a new strategy game, every crackpot strategy is viable depending on the opposing force’s ability to react.



      There’s a wide variety of maps to force different strategies. The Black Forest map offers early protection thanks to the maze of trees in between competitors, while King of the Hill masses piles of resources in the middle of the map to overcharge expansions and conflict. Victory in a match can be achieved in different ways: destroying all landmarks of a side, capturing and holding certain strategic locations for 10 minutes, or building an ultra-expensive Wonder and defending it for 15 minutes.

      A multiplayer match can end within 10 minutes or stretch out for over an hour depending on skill levels, the number of players involved, or in my case, simple hesitancy to attack early. Invading with a meager force in the early game is a greedy and intimidating tactic, a wrong move can mean you’ve basically handed the win over to the opponent on a silver platter.

      At my ghastly skill level, all micro-intensive intentions to rotate out low health units, avoid being surrounded, or aim archers at squishy targets get thrown out the window when armies clash, still making satisfying pockets of chaos. As the front lines crunch together, the troops in the back automatically try to fill the gaps of falling comrades. A good hit with a Mangonel onto a group of soldiers still makes me squirm in my seat from satisfaction. And when the costly gunpowder units finally enter the fray, their brutal effectiveness makes up for their owner’s emptied treasuries, with even the most armored units, castles, and walls becoming literal cannon fodder.



      There is a constant and frantic dance of trying to manage the economy while not starving your armies out of reinforcements. In so many instances I’ve had to stop a military advance because I didn’t notice my gold pile had run out and villagers have been idle for a minute (might as well call it an eternity). This requirement of dividing attention across every aspect is also why so many strategies are viable, from decoy armies and dropping a castle beside the enemy, to exhilarating last-ditch rushes at opponent Landmarks to win the game as they fall prey to tunnel visioning on the wrong things. At the end of every match, a breakdown of each player’s performance is provided by the game, and match replays are also available. Two crucial things for anyone looking to improve their playstyle.

      Interestingly, in team games, the asymmetrical civilizations can cover for each other’s weaknesses and share benefits. A Mongol player could put up a few sheep spawning tents at an ally base for easier Food collection and get walls in return to cover for the Mongol’s lack of them.

      The development team will be monitoring the balance in casual playlists before introducing its highly competitive 1v1-only Ranked Seasons experience and rewards in a post-launch update. The casual Quick Match system available at launch still functions using ELO rankings and supports up to eight players — 1v1 through 4v4 — offering massive maps made to contain the possible total of 1,600 units (200 per faction).

      If customizability is more a priority, the included traditional server browser is the ideal way to go. Whether it be against players, bots or a combo, everything about a match can be tweaked, including specific team sizes, map choices, biomes, victory types, and more. Once mod support becomes a reality next year, this section of the game will be even more important. Chilling with a cooperative game against AI (either with friends or via matchmaking) is thankfully still an option too, where stress is markedly lower.

      Graphics and performance
      Undoubtedly the most divisive aspect about Age of Empires IV is its art style and graphics. From the moment the game was announced to the latest gameplay showcases, there are always "calm" debates surrounding how it looks, giving me flash backs of Civilization VI's reveal. The look of the game is something even I was hesitant about at first, especially in the ways Microsoft kept showing it off, but finally playing the game is when I came to appreciate it. Obviously, this has been a conscious decision considering Relic Entertainment's development ancestry, the deep pockets of the publisher, and the amount of care that has gone into all areas of the game.

      The most obvious reasons for this direction are readability and performance. A quick glance at any battlefield in any of the six biomes gets you completely updated on the situation. Even when hundreds of units from multiple players are clashing, the colors and models cut through the clutter to provide crucial data, which is invaluable for a fast-paced real time strategy game. The same can’t be said for some faction buildings unfortunately. With weeks of playtime now under my belt, can I tell you which buildings does what from looking at the below screenshot? Sure. Would I be able to do it while being raided and trying to build a quick reaction force? It will be a real struggle, as I've found out firsthand.

      What does what again? Being a PC exclusive, the lower hardware barrier of entry cannot hurt either, the minimum requirements ask for integrated GPUs after all. The performance on my aging Radeon RX 580 8GB, which delightfully sits right above the recommended tier, has been stellar, squeezing out 60+ FPS at 1080p with all settings except for Anti-Aliasing set to maximum. Granular control is offered over a sea of graphics options to squeeze out any stubborn frames. Suffice to say, if you can run the franchise’s remasters without hitches, you probably won’t have issues with Age of Empires IV.

      The game can still be very pretty in motion. The rolling hillsides covered with shimmering grass or snow, quiet rivers flowing across maps as clouds cast shadows from above, dense forests spread across valleys and on top of cliffs, and cute little sheep with their bows (as Scouts lead them to their deaths) all look vibrant and pop out of the screen. Minute details such as automatically generated paths between buildings, sacks of food nearby mills, and fenced off gardens near houses also plump city density and immersion.

      With all that said, even now I have friends I'm in the process of convincing to give the game a shot before judging it too harshly over the supposed subpar graphics. This will undeniably be an uphill battle for Age of Empires IV. Thankfully, Game Pass should come in clutch here.



      Sound design
      The sound of thousands of hooves hitting the ground makes everything rumble even before the cavalry charge come into view. You can hear the fear in a villager’s voice as they defend against a wolf attack alone. Echoing whistles of Scouts as they spot rival camps. Ambient noise near busy cities. The roar of armies as they encounter enemy troops and laugh with obvious mirth after winning a skirmish. It is all distinct, clear, and just so well executed. I feel for the throats of all the voice actors who had to scream their lungs out for these recordings, but their sacrifices weren’t in vain. This is easily the most impressed and blown away I’ve been about audio in a strategy game.

      Instances in the campaign like the music being pulled back as Mongol hordes approach Moscow before returning with drums just before waves of horsemen appear elevates the entire encounter. The same drums keep up the pace and crack through the air during Mongol raids in their own story. Even in multiplayer, as every sound in the battlefield is directional, my hand starts moving the camera before I even check the minimap for where the altercation is happening thanks to the precise audio.

      It’s not just a high-quality implementation, it’s the attention to detail. When under cover inside a forest, units acknowledge commands with hushed voices. Unit dialect evolves with the Age of their civilization. The voices of at least the English go from incomprehensible in the Dark Age to having almost modern lines in the Imperial Age. Even in the main menu, the game slowly melds in different instruments and styles of music from appropriate cultures when browsing through factions. These decorative additions did not need to be here, but the developer spent a lot of effort, and I am glad.



      Conclusion
      Instead of going back to the drawing board and ending up losing the spark that defines the series (Command and Conquer 4 anyone?), Age of Empires IV manages to tactfully take the best parts of its predecessors and build a modern and accessible experience. This translates to stellar historical campaigns bolstered by documentary-style complementary videos and the fast-paced, deeply tactical, and exciting multiplayer playgrounds. Age of Empires IV can be extraordinarily complex if you want it to be. The creeping buildup of knowledge that translates to more lively and enjoyable games is an addicting cycle whether you’re interested in competitive multiplayer or in co-op against AI with friends.

      There is a massive focus on tightening up the gameplay, having visual clarity, and not being a performance hog over beautifying the experience, a divisive approach. At the same time, the attention to detail for the audio will spoil your ears with a perfect implementation across the board, making this the best sounding strategy game yet by a wide margin.

      For all the campaigns that marry history lessons and entertainment, distinctive asymmetrical civilizations and their interactions with each other, a surprise was the level of polish in the experience. I’m yet to even see a bugged objective marker let alone a crash. Don't mistake this for me saying improvements aren't needed. More easily distinguishable building models would be appreciated, and the decision to lock down some hotkeys is absurd.

      It has been too long since the genre has been graced with a new face from a key player in the gaming world. It is a space that is dominated by classics, and thanks to Age of Empires IV's approachability and satisfying mix of new and old mechanics, there's nothing stopping newbies, wanderers from other RTS games, or old fans wanting to see what’s new from jumping in face first and having an enjoyable time. Right now, Age of Empires IV's greatest rivals are poised to be other games in its own franchise, and I don’t think Microsoft will mind that very much.

      Age of Empires IV launches on 28 October on Steam and the Microsoft Store for $59.99 on Windows. It will also be available via the Xbox Game Pass for PC and Ultimate subscriptions on day one.

      This review of Age of Empires IV was conducted on a pre-release copy of the Steam version provided by Microsoft.

    • By LoneWolfSL
      Weekend PC Game Deals: Pick some fights and fill your tabletop with RPGs
      by Pulasthi Ariyasinghe

      Weekend PC Game Deals is where the hottest gaming deals from all over the internet are gathered into one place, every week, for your consumption. So kick back, relax, and hold on to your wallets.

      Humble Bundle's latest collection is focused on getting your library expanded with fighting games. The aptly named Fighting Juggernauts Bundle carries its first game with a $1 price tag, with One Finger Death Punch 2 being included.

      Raising the price to the average price tier gets you Mortal Kombat XL and Slap City. But as its price is currently the same as the final tier, you can just hop over to that and also receive Injustice 2 Legendary Edition, Killer Instinct, Power Rangers: Battle for the Grid, and SoulCalibur VI for a grand total of $12. If you're interested in Soul Calibur VI's season passes, coupons for them are included as well.

      There's almost two weeks left on the bundle timer at the moment.

      At the same time, Humble introduced another Paradox Interactive game bundle for strategy fans. Here, $1 gets you three games: Ice Lakes, Victoria II, and Knights of Pen and Paper 2.

      Stepping up to the average tier will set you back $10 right now, and let you bag copies of Tyranny, the Dynasty Starter Pack for the free-to-play Crusader Kings II, as well as Prison Architect plus its Island bound and Psych Ward DLC. The final tier adds on three more games to the selection, them being Imperator: Rome, Age of Wonders: Planetfall, and Empire of Sin, all for $18.

      Ending the Humble run, another bundle appeared this week over on Fanatical. This collection carries four Rainbow Six games, including the latest entry Siege, as well as Vegas, Vegas 2, and Lockdown for $8.99.



      Just as scheduled, the freebie of the week from the Epic Games Store was Among the Sleep - Enhanced Edition, taking the spot of Stubbs the Zombie in Rebel Without a Pulse.

      Among the Sleep is a horror game with an interesting twist where you take the role of a child only two years old. It Is a combat-free experience that relies on the heavy atmosphere and exploration elements to turn up the suspense. This also features better visuals, behind the scenes content, and other bonuses thanks to being the Enhanced Edition.

      Epic has no stops planned for its Halloween freebie train, as coming up next on October 28 is another horror game, DARQ: Complete Edition.

      Free Events


      In a weird free event, Ubisoft is currently offering a trial for its yet-to-launch multiplayer extreme sports title Riders Republic via the Ubisoft Connect and Epic Games Store clients. You get access to the full game for four hours through October 27, and you can even carry progress over if you ride into the full game.

      Over on Steam, Fallout 76's latest free event is winding down but there's still the weekend left before the promotion closes to explore the entirety of Appalachia. Lastly, the free weekend veteran Dead by Daylight is back for another run, and this time the latest Halloween event, The Midnight Grove, is active for extra spooky-ness.

      Big Deals
      Don't forget Epic Games has brought back its $10 coupon offer for another round, though you only get one this time. With that out of the way, have a gander at our big deals highlights for this weekend below, with major deals coming in from tabletop RPG-inspired titles, games made in France, and other special promotions:

      Microsoft Flight Simulator – $47.99 on Steam Resident Evil Village – $32.99 on GamesPlanet It Takes Two – $29.99 on Steam HITMAN 3 – $29.99 on Epic Store DayZ – $26.99 on Steam No Man's Sky – $24.99 on GamesPlanet DEATH STRANDING – $23.99 on Epic Store Library Of Ruina – $22.49 on Steam Disco Elysium - The Final Cut – $21.99 on Steam Kenshi – $20.99 on Steam Hunt: Showdown – $19.99 on Steam RESIDENT EVIL 3 – $19.79 on Steam Skyrim Special Edition + Fallout 4 G.O.T.Y. – $18.54 on Steam Divinity: Original Sin 2 - Definitive Edition – $17.99 on Steam RESIDENT EVIL 2 – $15.99 on Steam Gears 5 – $15.99 on Microsoft Store Road 96 – $15.96 on Steam Dying Light Enhanced Edition – $14.99 on Steam Raft – $13.39 on Steam Monster Train – $12.49 on Steam PAYDAY 2: Legacy Collection – $12.4 o0n Steam King of Retail - Early Access – $12.05 on Steam Cultist Simulator – $11.99 on Steam Wingspan – $11.99 on Steam GreedFall – $11.89 on Fanatical Hand of Fate 2 – $10.19 on Steam Star Wars Battlefront II: Celebration Edition – $9.99 on Steam Fallout 76 – $9.99 on Steam Due Process - Early Access – $9.99 on Steam Resident Evil Revelations - Complete Pack – $9.99 on Steam Curse of the Dead Gods – $9.99 on Steam DUSK – $9.99 on Steam Slay the Spire – $9.99 on Steam Loop Hero – $8.99 on Steam Root – $8.99 on Steam A Plague Tale: Innocence – $8.79 on Fanatical The Surge 2 – $8.69 on Fanatical Thronebreaker: The Witcher Tales – $7.99 on Steam 5D Chess With Multiverse Time Travel – $7.91 on Steam A Way Out – $7.49 on Steam The King of Fighters '98 Ultimate Match – $7.49 on Steam For The King – $6.79 on Steam Neverwinter Nights – $5.99 on Steam Icewind Dale – $5.99 on Steam Ultimate Fishing Simulator – $5.99 on Steam Dicey Dungeons – $5.09 on Steam Titan Quest Anniversary Edition – $4.99 on Steam Unravel Two – $4.99 on Steam Resident Evil 5 – $4.99 on Steam Sunset Overdrive – $4.99 on Microsoft Store EVERSPACE – $4.49 on Steam Among the Sleep Enhanced Edition – $0 on Epic Store DRM-free Goodness
      Your dose of DRM-free discounts this weekend is mostly filled with a specific type of game: strategy experiences featuring tactical pause:

      Kenshi - $20.99 on GOG Torment: Tides of Numenera - $19.24 on GOG Baldur's Gate II: Enhanced Edition - $5.99 on GOG The Last Federation - $4.99 on GOG Homeworld: Deserts of Kharak - $4.99 on GOG Overcooked: Gourmet Edition - $4 on GOG Baldur's Gate: Enhanced Edition - $3.99 on GOG Total Annihilation: Commander Pack - $3.59 on GOG Homeworld Remastered Collection - $3.49 on GOG Men of War: Assault Squad GOTY Edition - $2.99 on GOG Sudden Strike Gold - $2.99 on GOG Seven Kingdoms: Ancient Adversaries - $2.39 on GOG Ground Control Anthology - $2.03 on GOG Empire Earth Gold Edition - $2.03 on GOG Stronghold HD - $1.79 on GOG Haegemonia Gold Edition - $1.59 on GOG Sacred Gold - $1.49 on GOG Homeworld: Emergence - $0.99 on GOG Perimeter - $0.79 on GOG UFO: Aftermath - $0.79 on GOG Keep in mind that availability and pricing for some deals could vary depending on the region.

      That's it for our pick of this weekend's PC game deals, and hopefully, some of you have enough self-restraint not to keep adding to your ever-growing backlogs. As always, there's an enormous amount of other deals ready and waiting all over the interwebs as well as in services you may already subscribe to if you comb through them, so keep your eyes open for those, and have a great weekend.

      Neowin may earn a small commission from qualifying purchases.

    • By Asher Madan
      BioShock and Control receive massive discounts in Xbox's Shocktober Sale
      by Asher Madan

      It's almost Halloween and Microsoft — and select publishers — have discounted a number of titles for the annual Xbox Shocktober Sale. Games from the BioShock and Darksiders franchises are available for substantially less. Below, you'll find the Xbox Series X|S, Xbox One, and Xbox 360 games with their respective discounts. The deals and games marked with an asterisk are only valid for Xbox Live Gold members, so you'll need an active paid subscription for the additional discount.

      Xbox Series X|S and Xbox One
      Xbox 360
      Many of the games are also backward compatible so you can play them on your Xbox Series X|S or Xbox One. Even if you still only have an Xbox 360, this month you're in luck!

      Which titles are you interested in? Did you buy any? Let us know in the comments below.