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        <title>GameSight - Gaming &amp; Entertainment News</title>
        <link>https://gamesight.net</link>
        <description>The latest news about games, movies, series and entertainment</description>
        <language>en</language>
        <lastBuildDate>Wed, 09 Sep 2026 02:27:18 +0200</lastBuildDate>
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            <title>GTA 6-hype significantly increases PS5 and Xbox sales</title>
            <link>https://gamesight.net/articles/gta-6-hype-zorgt-voor-flinke-stijging-in-ps5-en-xbox-verkopen?lang=en</link>
            <guid>https://gamesight.net/articles/gta-6-hype-zorgt-voor-flinke-stijging-in-ps5-en-xbox-verkopen?lang=en</guid>
            <pubDate>Sun, 06 Sep 2026 17:31:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Meta description: GTA 6 already provides a big boost in console sales. In the UK, sales of PS5 and Xbox Series X/S increase by over 30 percent.]]></description>
            <content:encoded><![CDATA[GTA 6 is still months away from the release, but the huge hype around the new Rockstar game already seems to have effect. In the United Kingdom, sales of both PlayStation 5 and Xbox Series X/S have increased by more than thirty percent.
The increase follows shortly after the release of an extensive GTA 6-trailer, which managed to attract millions of viewers on different platforms. Almost four million people would have watched the footage live, while another 31 million viewers were reached via Netflix and 22 million via YouTube.
According to market research firm figures Nielseniq increased the sale of PlayStation 5 in the United Kingdom by 33 percent versus the previous week. Microsoft also benefited: sales of Xbox Series X/S took over the same period with 34 percent Please. Analysts highlight the increase in the new wave for GTA 6.
However, the high prices of consoles remain an important factor. Ronan Patrick of Newzoo expects major releases such as GTA 6 and Call of Duty to boost the console market, but thinks that the higher hardware prices will limit growth.

&ldquo;We expect, thanks [GTA] And Call of Duty, an increase in the installbase. Not as high as it would have been... Nothing particularly big.&rdquo;

&mdash; Ronan Patrick, Newzoo, opposite The Game Business
The sales figures show that GTA 6 is already&oacute;&oacute;r the release has a noticeable influence on the console market. The real impact will become clear once the game actually appears.]]></content:encoded>
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            <title>GTA 6 lets players refuel cars and charge . . Rockstar responds to striking new feature</title>
            <link>https://gamesight.net/articles/gta-6-laat-spelers-autos-tanken-en-opladen-rockstar-reageert-op-opvallende-nieuwe-feature?lang=en</link>
            <guid>https://gamesight.net/articles/gta-6-laat-spelers-autos-tanken-en-opladen-rockstar-reageert-op-opvallende-nieuwe-feature?lang=en</guid>
            <pubDate>Sun, 06 Sep 2026 07:29:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[GTA 6 introduces a new vehicle tank and charging system. Rockstar North responds to the striking feature players can share.]]></description>
            <content:encoded><![CDATA[GTA 6 seems to be a further step in the realism field. Players will not only have to repair their vehicles, they will also have to consider fuel or battery on the way. Rockstar North-co-studio boss Rob Nelson knows, however, that not every player needs such an extra piece of realism.
Anyone who drives through the streets of Vice City can't keep going forever. In Grand Theft Auto VI vehicles shall be effectively refueled or recharged according to new information.
This gives vehicle management a greater role than in previous GTA games. Moreover, service stations are not only intended to obtain fuel: players can also get damaged vehicles repaired.
Tanking becomes a short quick-time event
When you arrive at a gas station, you get different options. Besides repairing your vehicle you can choose to refuel. In the case of electric vehicles, it would be charging instead.
Rockstar didn't simply press the button to refuel. Once the player selects the option, a short one starts quick-time event of about ten seconds, while an animation of refueling is played on the screen.
The system fits with the greater emphasis on detail and realism that GTA 6 seems to get. At the same time, such an everyday act can cause discussion. Where one player will appreciate more immersion, another can see it as something that gets the tempo out of the gameplay.
Rockstar knows that not everyone will be enthusiastic
Also Rob Nelson, co-studio boss of Rockstar North, seems aware that the new feature can share views.
When asked why Rockstar chose to add the mechanics, Nelson reversed the question and referred to the possible response of players.

&ldquo;We'll see what people say. Do you think people will like it?&rdquo;

&mdash; Rob Nelson, co-studio boss of Rockstar North, via TheGamer
The reaction suggests that Rockstar is also curious how players will look at the system. A mandatory tank moment can make GTA 6 more realistic, but at the same time it is a significant change compared to previous parts, in which fuel management played hardly any role.
More realism in GTA 6
The tank and charging system shows how far Rockstar seems to want to go with the interaction between players, vehicles and the world of GTA 6.
Whether it eventually becomes a popular part of the gameplay or a mechanism that players want to skip as soon as possible will probably only become clear when millions of players themselves get behind the wheel.
What do you think? Makes mandatory filling GTA 6 more realistic and fun, or is it going to be especially irritating?]]></content:encoded>
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            <title>Review: Emergency Room Simulator</title>
            <link>https://gamesight.net/reviews/review-emergency-room-simulator?lang=en</link>
            <guid>https://gamesight.net/reviews/review-emergency-room-simulator?lang=en</guid>
            <pubDate>Sun, 06 Sep 2026 06:06:42 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Read our comprehensive Emergency Room Simulator review. Examine patients, delay diagnoses and perform medical treatments on emergency services. Discover the plus and minus points and our final assessment of this medical simulator.]]></description>
            <content:encoded><![CDATA[A hospital is an excellent location for a simulator. Where we now have numerous simulation games in which we crawl behind the wheel of trucks, run shops, remodel houses or perform all kinds of other professions, the work of a doctor is relatively limited. Emergency Room Simulator is trying to change that. The game does not simply let you run a hospital, but actually put you in the shoes of a doctor in the emergency room. Pati&euml;nt come in with various complaints and it is up to you to find out what is going on and to carry out the right treatment.
Emergency Room Simulator was developed by Caipirinha Games and published by Aerosoft. The game appeared on August 13, 2026 and opts for a fairly practical approach to the medical profession. Instead of handling everything through menus, you walk through the hospital yourself, you talk to patient.&euml;nt, run your tests and use your various medical devices. This makes the game feel more like a real professional simulator than a traditional management game.
The interesting thing about Emergency Room Simulator is that a patient&euml;nt doesn't simply enter with a large icon above his head indicating what's wrong. Examination of the patient&euml;nt is an important part of the gameplay. You need to collect information, listen to complaints, and then decide which investigations are needed. That can be something relatively simple, but you also get the opportunity to for example blood tests, r&ouml;ntgen photos, CT scans, echoes and ECGs.
This gives every patient&euml;nt initially something like a medical puzzle. You're trying to determine exactly what's going on based on the available information. That is probably also the part where Emergency Room Simulator is most interesting. It is not just about carrying out a series of actions, but also about the steps that ultimately lead to a diagnosis.
Upon arrival of a patient&euml;nt you get information and can then do further research yourself. Asking questions plays a role in this, as is actually looking at and investigating the patient.&euml;nt. Your findings can be recorded in the patient&euml;nt file. Then you have to decide which steps follow.
That sounds pretty serious and at times Emergency Room Simulator actually feels like some kind of interactive introduction to working on an emergency. Only do not expect a medical training programme that simulates every aspect of the course to the smallest detail. The game tries to stay accessible. This allows players without a medical background to understand what to do.
This accessibility is both a strength and a weakness. On the one hand, it ensures that you do not first need to study tens of hours of medical theory before you &uuml;a patient at all&euml;nt can help. On the other hand, it means that experienced simulator fans may run against the boundaries of the system faster. Anyone who expects an extremely in-depth medical simulator in which almost every decision can be made completely independently will find that Emergency Room Simulator ultimately offers more structure than the initial impression might suggest.
Actual treatment of patients&euml;Nent's pretty hands-on. You don't walk to a patient alone.&euml;nt to then press a button with 'Treat'. Different procedures consist of multiple steps. For example, wounds can be cared for and stitched, bandages should be applied and medication administered appropriately. As a result, the game actually tries to make you feel like you're the one doing the treatment.
Especially during the first few hours that works well. Performing a medical procedure for the first time is interesting because you still have to find out exactly what is expected of you. You pack materials, use medical devices and follow the necessary steps. This creates a tangible feeling that fits well with a simulator. You're actively working on the patient.&euml;nt instead of only serving menus.
The downside is that over time, actions become less special. Procedures that are interesting the first few times can start to feel repetitive when you have to perform them regularly. That's an important problem for a simulator like this. A simulator is largely about repetition, but this repetition must be captured by sufficient variation, unexpected situations and systems that respond to each other.
Emergency Room Simulator still has room to grow. The basis is interesting, but the longer you play, the clearer where the boundaries lie. More different patients&euml;ng, disease, complications and unexpected developments could significantly increase the lifespan. When you recognise too quickly what steps are required in a particular situation, the medical research slowly turns into the completion of known procedures.
That's too bad, because the diagnostic part has enormous potential. The best scenario is when you really need to think about the information you've collected. A complaint may have several causes and the exclusion of possibilities should create tension. When a game does this right, even an apparently simple patient can&euml;Getting interesting.
Emergency Room Simulator also tries to add urgency. Not every patient&euml;nt walks in quietly with a complaint that you can think about extensively. There are also situations where rapid action is necessary. CPR is a clear example of this. At such moments the pace changes and you have to react immediately.
That variety between quiet diagnostics and acute emergencies is one of the stronger ideas&euml;n of the game. Emergency services should feel unpredictable. One minute you're looking at a relatively quiet patient&euml;nt and just a moment later a situation can arise in which every second is important. When Emergency Room Simulator manages to hit that switch well, the hospital concept comes into its own.
Yet that feeling of hectic could have been worked out even more strongly. A real emergency is not just about &eacute;&eacute;Nice patient doctor&euml;nt na pati&euml;nt finishes. Everything happens at the same time. Pati&euml;They wait, colleagues move through the hospital, new cases come in and priorities can suddenly change. The game sometimes gives the impression of a functioning hospital, but does not constantly know to create chaos and liveliness&euml;Run which you would expect at this location.
This can sometimes cause the hospital environment to appear somewhat empty or static. Visually it is clear what everything should be and the medical equipment helps with the atmosphere, but the world around the player should be more dynamic. More staff who are visibly carrying out their own duties, more activity in the corridors and more events outside your direct mission would greatly help their credibility.
Graphically, Emergency Room Simulator is functional. This is not a game you buy to view technically spectacular environments or photorealistic characters. The hospital rooms are clearly designed and the equipment is recognizable, so the graphics perform their main task. You can see where you are, what equipment you use and what to do.
For a simulation game, that doesn't have to be a big problem. Gameplay and interaction are ultimately more important than extremely detailed faces or impressive lighting effects. At the same time, better animations and more variation in patients would be&euml;The presentation will be more convincing. When you spend a lot of time looking at and treating people, limited animations and reuse are more obvious.
The first person presentation will help to bring you closer to work. You're walking to Pati.&euml;You're literally between the hospital beds. Especially in combination with interactive medical procedures, this ensures that Emergency Room Simulator has more immersion than when everything would take place from an overview screen.
The control is very important. Because you need to use objects regularly and perform different steps of procedures, interaction must be smooth. Unfortunately, that doesn't always feel so sophisticated. Especially when a procedure specifically expects you to perform a specific action, uncertainty about what the game specifically requires of you can arise. An action that you think you have done correctly is not always recorded immediately.
That can be pretty frustrating. In a game that focuses on performing procedures, the difference between a player's medical error and an unclear game interaction must be crystal clear. When you get a patient&euml;nt mishandled because you yourself made a wrong choice, that makes sense. When you get stuck because an assignment doesn't seem to respond properly, a large part of the immersion disappears.
Therefore, technically Emergency Room Simulator shows that there is still room for improvement. Haperings, glitches and assignments that do not always respond reliably can interrupt the experience. That is extra noticeable because the rest of the gameplay is relatively methodical. You're focused on a procedure, and that's when you notice a technical problem.
The interface also plays an important role. A medical simulator can easily drown in information. Symptoms, research results, possible diagnoses and treatments must all be presented intelligible. Emergency Room Simulator tries to keep this accessible, so you understand how the base works fairly quickly. It's nice for newcomers.
However, for players who are looking for maximum freedom, this guidance may feel somewhat restrictive. The ideal version of this concept would have different levels of support. Beginners could get comprehensive guidance, while experienced players would have to diagnose almost without help. This would also increase replayability.
The sound is mainly supportive. The hospital environment has functional audio and medical equipment contributes to the atmosphere, but does not expect audiovisual presentation of the level of a large AAA production. You don't have to. With a simulator like Emergency Room Simulator, it is especially important that sounds provide information and make the environment more credible.
At the same time, there is still profit in terms of atmosphere. An emergency can be a hugely intense place. Alarms, calls, footsteps, equipment and personnel responding to emergencies can create an impressive sound landscape together&euml;Run. If these elements were used more convincingly and dynamically, the hospital would feel a lot more alive.
Another important aspect is educational value. Emergency Room Simulator is obviously a game and should not be seen as a replacement for a medical education, but you do come into contact with various researches, devices and treatment methods while playing. As a result, the game can make players curious about medicine and show how many steps a complaint and treatment can take.
That might be one of the best qualities. Many games reduce medicine to using a medkit or impressing &eacute;&eacute;n button. Here you should actually think about symptoms, tests and treatment. Even if the simulation doesn't go extremely deep on every level, the process consequently gets more appreciation.
The biggest challenge for the game is ultimately the amount of content. The concept can theoretically last hundreds of hours when there are sufficient signs of disease, injuries, patient&euml;nt types and complications are present. After all, any new condition can produce a new puzzle. When the offer is too limited, the opposite arises and the game becomes predictable.
More randomness could help. Pati&euml;Patients with similar symptoms need not necessarily have the same condition. Investigations could sometimes produce unexpected results and a patient&euml;nt could deteriorate during treatment. As a result, you would be forced to constantly look at the situation again instead of memorizing a fixed roadmap.
A more extensive form of triage would also fit perfectly with the concept. Who do you treat first when multiple patients&euml;At the same time need attention? What happens when you wait too long? Can situations escalate? Such systems would significantly increase the pressure while giving more meaning to your choices.
At the moment Emergency Room Simulator feels like an interesting base on which much can still be built. The foundation is right. The idea to combine diagnosis and treatment works, the interactive procedures fit perfectly with the genre and the hospital is an original environment for a professional simulator. The problem is that you regularly start to think about how much further this concept could go.
That doesn't mean there's nothing to do right now. On the contrary:&iuml;Being interested in medical subjects can get quite a bit of fun from examining and treating patients&euml;ng. Especially the first time you use new equipment or perform an unknown procedure, the game has an attractive sense of discovery.
You just have to take into account repetition. Anyone who wants to play for tens of hours in a row will find procedures coming back faster and the surprise effect will diminish. Emergency Room Simulator works better when you play the game in shorter sessions. A few patients&euml;treatment, some diagnosis and then stopping again fits better with the current pace than extremely long play sessions.
The value for money therefore largely depends on what you are looking for. Are you specific?&iuml;Interested in medical simulation games, the concept is unique enough to deserve attention. If you are looking for an extremely extensive simulator in which you will encounter virtually unlimited new situations for months, it is wise to take into account the current constraints.
Moreover, the technical state remains an important focus. Bugs are annoying at many simulation games, but here they can directly affect the core of gameplay. Where a procedure consists of different precise steps, each step must function reliably. Updates that make interactions smoother and solve technical problems can therefore noticeably increase the quality of Emergency Room Simulator.
The game also has many possibilities for future expansion. New departments, extended trauma care, child care, more diagnostic equipment, more complex disease images and patient&euml;nt with multiple conditions at the same time would all fit logically within the existing concept. Even a carri&egrave;resystem with a gradual increase in responsibilities could be interesting.
Co&ouml;Perative gameplay would theoretically go fantastic with the concept. Along with other players a busy emergency manning, sharing tasks and at the same time multiple patient&euml;Treatment of patients could greatly enhance the feeling of hospital chaos. However, Emergency Room Simulator is currently primarily a single-player experience, so that is mainly an example of how much potential has the basic idea.
And just that word, potential, keeps coming back throughout the experience. Emergency Room Simulator has a concept that is immediately understandable and yet hardly widely used by other games. Playing doctor in an emergency sounds almost self-evident to a simulator, but there are surprisingly few modern games that try this way.
Caipirinha Games therefore deserves credit for the chosen direction. The diagnostic process is not completely missed and treatments actually consist of actions. As a result, Emergency Room Simulator does not simply feel like a hospital management game from a first-person perspective. It's really trying to do something with the appeal itself.
At the same time, a good concept should eventually be supported by sufficient depth, variation and technical finishing. There is currently the biggest difference between what Emergency Room Simulator already is and what it could become in the future. More situations and less rehearsal are at least as important as solving bugs.
Anyone who comes in with the expectation to get a fully realistic emergency medical training expects too much. Anyone looking especially for an accessible medical simulator where it is nice to have a patient&euml;To investigate, diagnose and carry out treatments yourself, finds here a much more interesting experience.
Emergency Room Simulator manages to achieve something important for every professional simulator: After a while, you automatically start thinking in the logic of the profession. You don't just see a patient&euml;nt, but tries to link complaints to possible causes. You think about what research can provide useful information and what treatment subsequently makes sense. That feeling is the main reason why the game remains interesting despite its shortcomings.
It's just too bad the game doesn't constantly challenge you enough to continue using that knowledge. As soon as procedures become known and situations begin to repeat themselves, part of the research disappears. The solution is obvious: more variation, more complex cases and more consequences for choices.
Work is also needed in the technical field. A simulator stands or falls with reliable interactions. When you know exactly what you want to do, but the game doesn't cooperate, a realistic procedure suddenly turns into struggle with the control. Such moments must disappear as much as possible.
On the other hand, the moments when everything is&eacute;I come together well. A patient&euml;nt enters, you collect information, conduct targeted research, discover the cause of the complaints and then successfully perform the treatment. Then Emergency Room Simulator gives exactly the feeling on which the concept was built. You didn't win because you could shoot faster or jump higher, but because you investigated and solved the problem correctly.
That creates a different kind of satisfaction than many other games offer. A successful treatment feels like finishing a puzzle. Especially when you have come to the right diagnosis, that can be surprisingly satisfying.
Emergency Room Simulator is not a perfect medical simulator, but an interesting attempt to explore a genre where there is still plenty of space. The game has a good foundation, interactive treatments and a diagnostic system that actually lets players do something. There are technical problems, limited variation, repetitive work and a hospital that may sometimes be more lively.
For lovers of simulation games you can find&iuml;Being interested in medicine is absolutely a title to keep an eye on. In its present form, it is mainly a solid simulator with clear growth pains. With enough updates, new patient&euml;Emergency Room Simulator could become a much more complete medical simulator.]]></content:encoded>
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            <title>GTA 6 gets exclusive PlayStation DualSense controllers in black and white</title>
            <link>https://gamesight.net/articles/gta-6-krijgt-exclusieve-playstation-dualsense-controllers-in-zwart-en-wit?lang=en</link>
            <guid>https://gamesight.net/articles/gta-6-krijgt-exclusieve-playstation-dualsense-controllers-in-zwart-en-wit?lang=en</guid>
            <pubDate>Fri, 04 Sep 2026 23:17:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[GTA 6 gets exclusive DualSense controllers in black and white. From September 10 they can be ordered for €84,99. See all the details here.]]></description>
            <content:encoded><![CDATA[Fans of Grand Theft Auto VI can soon add a new collection item to their collection. Two exclusive PlayStation DualSense controllers appear in the name of GTA 6. The controllers are available in a white and black version and are from 10 September order for &euro;84.99.
The black version is sold exclusively via PlayStation Direct. Anyone who prefers the white variant gets more possibilities. This controller will also be available in addition to PlayStation Direct from selected retailers.
Which retailers exactly are going to offer the white GTA 6 DualSense controller is not yet known. As soon as that becomes clearer, we will of course keep you informed.
Me&iuml;At least those who are interested are doing the right thing. 10 September the agenda. Given the huge popularity of GTA 6 and the exclusive character of these controllers, it is expected to become highly desirable items. So if you want to get one, it is wise to be ready on 10 September as soon as the sale starts.]]></content:encoded>
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            <title>GTA 6 adjusts sprint control and breaks with old Rockstar tradition</title>
            <link>https://gamesight.net/articles/gta-6-past-sprintbesturing-aan-en-breekt-met-oude-rockstar-traditie?lang=en</link>
            <guid>https://gamesight.net/articles/gta-6-past-sprintbesturing-aan-en-breekt-met-oude-rockstar-traditie?lang=en</guid>
            <pubDate>Fri, 04 Sep 2026 16:18:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Rockstar Games adjusts the sprint control in GTA 6. Players now sprint via the left stick, but the change results in divided reactions.]]></description>
            <content:encoded><![CDATA[Rockstar Games seems to make a striking change in the way players sprint in Grand Theft Auto 6. Instead of repeatedly pressing a button, players can now sprint by clicking on the left analog stick.
The information came out after a small group of creators and journalists visited Rockstar Games. According to YouTuber Mikeshowsha, developers confirmed during the visit that the traditional sprint control is replaced by the new method.
For many players this means the end of a well-known Rockstar mechanism that has been used in several titles since 2004. The repeated push of a button to sprint was perceived by some players as clumsy, especially since it could be more difficult to operate the camera at the same time.
However, reactions from the community are divided. Some of the players are pleased with the modernisation, while others are hoping that Rockstar Games will keep the classic control available as an option. Especially players who have been playing Rockstar games for years indicate that the old way of sprinting has become part of their muscle memory and some say also contributes to the immersion.
Rockstar Games already offered various sprint control options in Grand Theft Auto 5, allowing fans to hope that GTA 6 will also receive extensive settings that allow players to choose their own choice.
Whether this option will actually be available has not yet been officially confirmed. However, it is clear that even a relatively small change in the control of GTA 6 once again causes a lot of discussion within the community.
Grand Theft Auto 6 is scheduled for a release on consoles in November.]]></content:encoded>
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            <title>GTA 6-fans think they found real inspiration for Jason and Lucia apartment</title>
            <link>https://gamesight.net/articles/gta-6-fans-denken-echte-inspiratiebron-voor-appartement-van-jason-en-lucia-te-hebben-gevonden?lang=en</link>
            <guid>https://gamesight.net/articles/gta-6-fans-denken-echte-inspiratiebron-voor-appartement-van-jason-en-lucia-te-hebben-gevonden?lang=en</guid>
            <pubDate>Mon, 31 Aug 2026 10:56:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[GTA 6-fans think they have discovered the inspiration for Jason and Lucia's apartment: a former apartment complex in Miami has striking similarities.
]]></description>
            <content:encoded><![CDATA[GTA 6-fans think they've discovered the real inspiration for Jason and Lucia's apartment in Vice City. Instagram user prettyboycuh found a striking match with the former Belmar Condominium in Miami via Google Maps. The turquoise façade, fence, surrounding buildings and the parking lot show strong similarities to the location shown in recent gameplay images.
The building initially seemed to disappear on Street View, but by switching back to images from 2013, the complex came back into view. IGN also confirmed that the apartment complex was visible on Google Maps until 2022. The Belmar Condominium was built in 1973, sold for 12 million dollars in 2022 and shortly thereafter demolished.
Rockstar Games has not confirmed that the building served as an inspiration, but according to fans old Zillow ads point out that even parts of the interior are similar to the apartment from GTA 6.
Rockstar is known to use real locations as a basis for its open worlds. GTA 6 will appear on November 19, 2026 for PlayStation 5 and Xbox Series X/S. After the recent unveiling of about 27 minutes to new gameplay fans search massively for recognizable locations from the real world.]]></content:encoded>
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            <title>Call of Duty: NEXT reveals major innovations for Modern Warfare 4</title>
            <link>https://gamesight.net/articles/call-of-duty-next-onthult-grote-vernieuwingen-voor-modern-warfare-4?lang=en</link>
            <guid>https://gamesight.net/articles/call-of-duty-next-onthult-grote-vernieuwingen-voor-modern-warfare-4?lang=en</guid>
            <pubDate>Mon, 24 Aug 2026 12:03:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Call of Duty: Modern Warfare 4 reveals new multiplayer features during Call of Duty: NEXT. Read all about the beta, renewed movement, gunplay, maps and Prestige systems.]]></description>
            <content:encoded><![CDATA[The annual Call of Duty: NEXT event is over and with that the first b&egrave;taweekend from Call of Duty: Modern Warfare 4 Started. Players who preordered the game digitally can currently work on Xbox Series X/S, PlayStation 5 and PC with the b&egrave;ta, which runs until tomorrow. Owners of a Nintendo Switch 2 get during the second b&egrave;taweekend access to the test version.
In a comprehensive review of the official&euml;le Call of Duty blog has shared developer Activision more details about the new multiplayer experience. Improvements in the areas of movement, gunplay and personalization are central.
One of the biggest innovations is the extensive movement system. New functions such as Mantle Slide, Mantle Momentum, Mantle Steering, Supine Slide, Pipe Climb, Hang Shimmy and Hang Lean should give players more freedom to link movements smoothly without losing precision. According to Activision, this creates a more dynamic and responsive playing style.
The shooting system also gets a big update. For example, bloom is completely removed from hipfire battles, making shots feel more consistent. In addition, weapons and the environment now share &eacute;&eacute;a common field of vision. Improvements to recoil, weapon handling and visual effects should ensure that battles are clearer and easier to follow.
The known Create-a-Class-system is also being extended. Operators and Killstreaks are now part of every loadout, while the return of Gunny helps players with recommendations for optimized weapon builds. New are also the so-called Apex Attachments, which unlock unique features at the maximum weapon level without using an attachment lock.
Furthermore, Modern Warfare is introducing 4 new equipment in the form of Trip Wire, Smoke Wall and Razor Wire. The popular Riot Shield returns as Field Upgrade, while the new Bomb Glider Players give control over a controlled air Killstreak.
For players who like to level there are two Prestige options available at launch. Besides the traditional Classic Prestige, where progress is reset for new rewards, there will also be a Regular Prestige-system that preserves free-played content while players start again from level 1.
In addition, fans got a first look at the content that will be available at the release. Activision talks about more than 500 possible combinations within the new Kill Block- experience, the introduction of the Inflation-mode and twelve Core 6v6 maps starting from day &eacute;&eacute;n playable.
Finally, the Call of Duty Endowment: Valor Pack It was announced. For this special package, the Call of Duty Endowment works with Kyle Carpenter, veteran of the American Marine Corps and recipient of the Medal of Honor. The Valor Pack will be published on October 23rd at the same time as the launch of Modern Warfare 4.
With b&egrave;ta now in full swing players already get the chance to try out the many innovations themselves before the game officially appears later this year.]]></content:encoded>
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            <title>Preview: Call of Duty: Modern Warfare 4</title>
            <link>https://gamesight.net/articles/preview-call-of-duty-modern-warfare-4?lang=en</link>
            <guid>https://gamesight.net/articles/preview-call-of-duty-modern-warfare-4?lang=en</guid>
            <pubDate>Mon, 24 Aug 2026 07:08:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Call of Duty: Modern Warfare 4 makes a strong first impression with fast gameplay, improved gunplay and impressive graphics. Read our preview of the latest Call of Duty.]]></description>
            <content:encoded><![CDATA[Call of Duty: Modern Warfare 4 feels like a clear step forward for the series from the first few minutes. This time, Infinity Ward chooses a mix of fast action and tactical battles, making competitions more dynamic without losing the recognizable Modern Warfare feeling. Movements are smoother, fights are faster and maps seem designed to reward both aggressive and more strategic players.
The gunplay remains the strongest point of the game. Weapons feel powerful and every shot has impact. Thanks to improved animations, sound effects and recovery everything looks more realistic than before. Especially the balance between accessibility and depth makes a good first impression.

Also on a technical level, the game shows itself on its best side. The graphics are sharper, light effects create more atmosphere and performance remains stable during busy multiplayer competitions. The updated audio also makes it easier to locate enemies, which plays an important role during competitive matches.
After the first play sessions, Modern Warfare 4 seems to be one of the most complete Call of Duty games of recent years. The combination of fast gameplay, strong gunplay and modern presentation provides a promising first impression. If Infinity Ward manages to hold on to this quality towards the full release, the series may have a new topper.
&nbsp;
To be continued!]]></content:encoded>
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            <title>Rockstar seems to be getting closer to GTA 6-hacker</title>
            <link>https://gamesight.net/articles/rockstar-lijkt-dichter-bij-gta-6-hacker-te-komen?lang=en</link>
            <guid>https://gamesight.net/articles/rockstar-lijkt-dichter-bij-gta-6-hacker-te-komen?lang=en</guid>
            <pubDate>Sat, 22 Aug 2026 18:51:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Rockstar Games intensifys the hunt for the GTA 6-hacker. New documents show that data has been retrieved from Microsoft and Discord, while the reader has again posted images online.]]></description>
            <content:encoded><![CDATA[The search for the person behind the recent GTA 6 leaks continues unabated. About an hour ago, another video of the suspected hacker appeared online. At the same time, Rockstar Games seems to be increasingly focused in researching the source of the leaks.
According to recent legal documents, the parent company Take-Two Interactive has officially&euml;The Commission has submitted requests to Microsoft and Discord to obtain data that may help to identify the responsible person or group. The documents show that Rockstar specifically knows which accounts, servers and data it is looking for. This indicates that the company may already have collected important indications.
It is striking that the requests are not only aimed at accounts that appear directly linked to the leaks. Data from a Discord server connected to GTA content maker DarkViperAU would also be part of the investigation. This gives the impression that Rockstar suspects that the hacker may have been inside this community at some point.
DarkViperAU is known for its content around Grand Theft Auto and has built a large online community. So far, there is no evidence that the content creator is himself involved in the leaks. The research appears to focus exclusively on potential activities of users within the server.
In addition to the Discord data, Rockstar and Take-Two also request other information that is not yet fully clear what it includes. However, the legal documents point out that the company is trying to get a complete picture of the digital traces that the reader left behind.
Although the identity of the hacker is still unknown, Rockstar seems to have more leads than previously thought. With the recent legal action against Microsoft and Discord, the company shows determination to track down the responsible GTA 6 leaks.
For the time being, the hacker continues to publish new images, but the question is how much longer it will take to get Rockstar closer to the source of the leaks.]]></content:encoded>
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            <title>Star Wars Zero Company gets new trailer and appears on August 27</title>
            <link>https://gamesight.net/articles/star-wars-zero-company-krijgt-nieuwe-trailer-en-verschijnt-op-27-augustus?lang=en</link>
            <guid>https://gamesight.net/articles/star-wars-zero-company-krijgt-nieuwe-trailer-en-verschijnt-op-27-augustus?lang=en</guid>
            <pubDate>Wed, 19 Aug 2026 02:36:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Star Wars Zero Company will appear on August 27th for PS5, Xbox Series XS and PC. EA will show a new trailer and announce the different editions.]]></description>
            <content:encoded><![CDATA[Electronic Arts released a brand new trailer for Star Wars Zero Company. Developer Bit Reactor's turn-based strategy game will be released on August 27 for PlayStation 5, Xbox Series XS and PC and will now be pre-ordered.
Electronic Arts has shown new images of Star Wars Zero Company, the upcoming singleplayer strategy game developed by Bit Reactor in cooperation with Lucasfilm Games. With the new trailer players get a taste of the tactical battles and the Star Wars adventure that will start later this month.
Star Wars Zero Company opts for a turn-based strategy system, where players must make tactical decisions during battles and bet their team as effectively as possible. With this, the game is heading in a different direction than many recent Star Wars games and is central to strategy.
Long hooves&iuml;Didn't interest players anymore. Star Wars Zero Company appears on August 27 for PlayStation 5, Xbox Series XS and PC.
Different editions and prices
Electronic Arts launches multiple versions of Star Wars Zero Company. The Standard Edition gets an advisory price on PC &euro;49,99. For PlayStation 5 and Xbox Series X. &euro;59,99.
In addition, there will be a more extensive Deluxe Edition. This version costs &euro;59,99 on PC and &euro;69.99 on consoles.
In addition, for collectors there will be a much more extensive Collector&rsquo;s Edition available. This special edition has an advisory price of &euro;299.99 and contains several physical collectibles, dedicated to Star Wars Zero Company.
One of the most striking parts is one on the game.&iuml;nspired Thermal Detonator from the Hasbro Black Series. In addition, the package includes, inter alia, a Steelbook and Desk Mat, supplemented by several other extras.
Pre-orders for Star Wars Zero Company are now available for all announced platforms.
Soundtrack appears simultaneously with the game
Not only the game itself appears on August 27th. Walt Disney Records on the same day also brings the official&euml;The soundtrack of Star Wars Zero Company.
The original music for the game is composed by Gordy Haab. The composer awarded with a GRAMMY has worked on several Star Wars projects in the past and now also provides the musical accompaniment of Zero Company.
With the simultaneous release of the soundtrack, fans can also listen to the original music outside the game from the launch day.
Release on August 27
Star Wars Zero Company appears on August 27th for PC, PlayStation 5 and Xbox Series. The game is available as Standard Edition and Deluxe Edition, while collectors can choose the extended Collector&rsquo;s Edition of &euro;299.99.
With the short-term release and a new trailer to warm players up, Electronic Arts is preparing to launch its latest strategic adventure in the Star Wars universe.]]></content:encoded>
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            <title>Seafarer: The Ship Sim gets co-op for up to four players</title>
            <link>https://gamesight.net/articles/seafarer-the-ship-sim-krijgt-co-op-voor-maximaal-vier-spelers?lang=en</link>
            <guid>https://gamesight.net/articles/seafarer-the-ship-sim-krijgt-co-op-voor-maximaal-vier-spelers?lang=en</guid>
            <pubDate>Tue, 18 Aug 2026 16:23:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Seafarer: The Ship Sim gets co-op multiplayer. Work with up to four players on transport, rescue and fire fighting missions.]]></description>
            <content:encoded><![CDATA[Transport containers together, fight fires or carry out rescue operations at sea: Seafarer: The Ship Sim has an important new position. The free Co-op Crew Update adds co&ouml;perative multiplayer, allowing up to four players to man a ship together.
Publisher astragon Entertainment has the Co-op Crew Update released for Seafarer: The Ship Sim. The update introduces the long awaited co&ouml;perative multiplayer and is available free of charge to players of the maritime simulation game.
The new multiplayer function allows maximum four players together on the sea and execute different commands. This is not just about piloting a ship, but mainly about cooperation and the sharing of work on board.
Working together at sea
The co-op mode supports a selection of different missions. Players can load and transport cargo together. These include containers, bulk materials and liquefied natural gas (LNG).
However, it is not limited to transport work. Crews may also participate in rescue and fire-fighting operations, in which good communication between the various crew members plays an important role.
Because several players are on board the same ship at the same time, the work can be divided. For example, one player can engage in a specific task while other crew members provide support elsewhere on the ship.
To facilitate such cooperation, co-op mode ge&iuml;integrated voice chat. This allows players to communicate directly with each other during a mission and their activities co&ouml;Rdine.
Building on the Career Update
The Co-op Crew Update follows the previously published Career Update, with several important parts of Seafarer: The Ship Sim were expanded and improved.
Among other things, the reputation system and the economic and trade systems were destroyed. According to the developers, these adjustments should provide a more extensive and compelling sandbox experience. In addition, the Career Update brought new missions and additional content to the game.
With the introduction of multiplayer, an important new possibility is added. Where players previously performed the various activities at sea alone, selected missions can now be tackled with a full crew thanks to the Co-op Crew Update.
Available now in Early Access
Seafarer: The Ship Sim is currently available for PC via Early Access. The game costs EUR 24.99. The Co-op Crew Update is available for free and can be used directly by existing players.
With the addition of&ouml;perative multiplayer takes the maritime simulator another big step during its Early Access period. For players who prefer together than just the virtual sea&euml;n sailing, the update essentially offers a new way to experience the various work on board.]]></content:encoded>
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            <title>Review: Meat Grinder: Hotdog Simulator</title>
            <link>https://gamesight.net/reviews/review-meat-grinder-hotdog-simulator?lang=en</link>
            <guid>https://gamesight.net/reviews/review-meat-grinder-hotdog-simulator?lang=en</guid>
            <pubDate>Sat, 15 Aug 2026 17:54:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Meat Grinder: Hotdog Simulator combines running a hot dog shop with horror, black humor and a mysterious adventure. Read our full review.]]></description>
            <content:encoded><![CDATA[Meat Grinder: Hotdog Simulator is one of those games where the title doesn't actually prepare you for what you're looking for. At first it seems like you just get a somewhat strange simulation game in which you run your own hot dog shop. You prepare sausages, make orders and try to keep customers happy. However, it soon becomes clear that behind that simple design there is a rather dark game hidden. Meat Grinder combines the running of a snack bar with horror, black humor, mystery and an open world in which you find that the origin of your meat is a lot less innocent than you might want.
The game was developed by Panic Panda and appeared on August 11, 2026. It is a combination of adventure and simulation and takes place in the foggy town of Grimshore. During the day you try to run a successful hot dog shop here, as you go out at night to replenish your supply. At the same time, you will discover more and more about Grimshore, the strange inhabitants and the past of your own character.

The best thing about Meat Grinder is the way two completely different types of gameplay are combined. During the day, the game regularly feels like a rather traditional cooking and management simulator. Customers come to your shop, place an order and then it's up to you to make everything right. You're constantly working on ingredients.&euml;nants, orders and customer service. They are simple actions, but the repetition is what gives running the business a nice rhythm.
At the same time, there is one of the weaker points. Preparing and serving hot dogs requires a lot of clicks and the same actions return regularly. Especially during longer play sessions it can start to feel repetitive. Also from the community around the demo the large number of click acts was mentioned.
Fortunately Meat Grinder consists of much more than just standing behind a counter. As soon as you explore Grimshore, the atmosphere changes completely. The misty streets, strange locations and mysterious inhabitants make the world uncomfortable. The developers deliberately use a retro PS1-like graphic style. Characters and environments are angular and coarsely designed, but that works surprisingly well for a game like this. Instead of being old-fashioned, it feels like a conscious choice of style that makes the horror even more uncomfortable.
Especially the contrast between day and night is strong. During the day you sell hot dogs to customers, while at night you try to maintain your meat stock in much more dubious ways. That sounds absurd and it is. Fortunately Meat Grinder doesn't take himself seriously all the time. The combination of bloody situations and black humor causes the game to regularly balance between awkward and funny.
Underneath that bizarre exterior is actually a story. Grimshore contains hidden locations, side missions and various stories to explore. Besides, the main story is about the past of your character. That gives you a reason to look beyond just expanding your hot dog business. The game constantly tries to make you curious about what is hidden behind the next door or in the next dark street.

That mysterious character is perhaps the strongest part of Meat Grinder. The game does not immediately explain everything and uses the environment to give more and more clues. As a result, exploring Grimshore works well with the management section. Making money and keeping your business running is important, but in the meantime you also want to know exactly what's going on in this strange little town.
Do not expect any airy cooking game. Meat Grinder contains quite violent and bloody sc&egrave;nes. According to the official&euml;the description also passes through adult themes which include alcohol, drugs and self-harm, mainly processed in environments and visual details. Due to the PSX-like graphics the violence is not realistic, but the subjects and images can still be quite firm.
Technically Meat Grinder is not a particularly heavy game. For the PC version, at least Windows 10 or 11, 4 GB RAM, an Intel Core i3 or AMD Ryzen 3 and a GTX 950 or Radeon R7 370 are called. The game furthermore requires only about 2 GB of storage space. Therefore, you don't need a recent high-end gaming PC to visit Grimshore.
The presentation deserves extra compliments. The retro style gives Meat Grinder a recognizable identity and fits perfectly to the filthy and mysterious atmosphere. Especially in combination with the fog and dark environments Grimshore gets a look that reminds of older horror games, without simply becoming a copy of them. It is not a game that tries to impress with realistic graphics. Atmosphere here is much more important than the number of polygons.
Less convincing is the amount of repetition that comes to the management section. Preparing Hotdogs at first is amusing and the idea fits perfectly with the rest of the game, but running the same actions over and over again will not be interesting for everyone. Anyone who comes especially for the mystery and the horror may thus encounter moments when the daily work in the matter feels like a break.
Yet that combination ultimately works better than you would expect from the odd premise. Without running the store Meat Grinder could be a rather traditional retro-horrorgame and without the dark storyline the management part would probably be too superficial. By both ideas&euml;n merge the game gets its own identity.
Meat Grinder: Hotdog Simulator is therefore especially suitable for players who like strange indie games and have no problem with black humor and rather lurid subjects. Whoever expects an extensive and realistic restaurant simulator is wrong here. Anyone who gets excited about a bizarre combination of cooking, management, exploration and horror has something much more interesting about this.]]></content:encoded>
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            <title>Review: Nightmare shift</title>
            <link>https://gamesight.net/reviews/nightmare-shift?lang=en</link>
            <guid>https://gamesight.net/reviews/nightmare-shift?lang=en</guid>
            <pubDate>Thu, 13 Aug 2026 15:24:00 +0200</pubDate>
            <dc:creator>katja18</dc:creator>
            <category>General</category>
            <description><![CDATA[]]></description>
            <content:encoded><![CDATA[An exciting game where you are tested as a motel employee. You dare to work at a motel at night for a week? But be careful because not everything is as it seems.]]></content:encoded>
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            <title>Review: Quasar Housing The best housing script for FiveM in 2026?</title>
            <link>https://gamesight.net/reviews/quasar-housing-review-het-beste-housing-script-voor-fivem-in-2026?lang=en</link>
            <guid>https://gamesight.net/reviews/quasar-housing-review-het-beste-housing-script-voor-fivem-in-2026?lang=en</guid>
            <pubDate>Wed, 12 Aug 2026 22:13:00 +0200</pubDate>
            <dc:creator>Kevin</dc:creator>
            <category>General</category>
            <description><![CDATA[We're testing Quasar Housing 5.4.19 for FiveM. From 449 furniture and mortgages to home invasions and a local AI assistant: this is our review]]></description>
            <content:encoded><![CDATA[We have Quasar Housing line by line viewed. An in-game home builder, a full 3D editor, 449 furniture, mortgages, rental contracts, real estate agencies, home invasions, pets, dynamic energy bills and even a AI voice assistant running locally on the player's computer.
This isn't just a housing script.
Quasar Housing practically tries to simulate the entire life around a property in FiveM. And after viewing version 5.4.19 we can already &eacute;&eacute;N thing to tell: This will be particularly difficult for competition.



Component
Quasar Housing




Version tested
5.4.19


Furniture
449 in 39 category&euml;n


Shells
17


IPL Interiors
13


Languages
41


Integrations
60+ resources


Frameworks
ESX, QBCore, QBox &amp; Standalone



Our swift judgment
Quasar Housing is actually not a housing script anymore. It is a complete living simulator for FiveM.
Where many housing resources end Buy a house, go inside and open your stashQuasar Housing is actually starting there.
You get electricity bills based on actual power consumption, mortgages, rental contracts, automatic evictions, physical house keys, real estate companies with employees and commissions, home invasions, police raids, pets, cleaning, air conditioning and hundreds of furniture.
And as if that's not enough, you can talk to your house.
Literally.
With Aura Quasar Housing has a locally running AI voice assistant using Whisper and Piper TTS.
This is without doubt one of the most ambitious housing systems currently available for FiveM.
But all that functionality has a price: This is not a resource you configure in ten minutes.
If you're looking for a simple home with a stash, you might want to look further.
Who wants to make housing a serious part of their role-play economy?
That's where it gets really hard to find something that can compete with this.
From home to complete economy
Quasar Housing, developed by Quasar Store, is a complete buying, rental, decoration and real estate management system for FiveM.
And "complete" we don't use light here.
A house within qs-housing is not simply a closed space with an inventory. It's a economic property with actual costs and responsibilities.
You pay electricity.
You pay for water.
You pay Internet.
You can have a mortgage.
You can rent.
You can be behind on payments.
And eventually, you can even get kicked out of your apartment.
That completely changes the function of housing.
An expensive home is no longer just a status symbol that a player &eacute;&eacute;One buys. It continues to cost money and consequently provides a permanent money sink within the economy.
So an empty house actually costs you money.
And exactly those kind of systems are missing on many FiveM servers.
ESX, QBCore, QBox &eacute;n more than 60 integrations
Compatibility is one of Quasar Housing's strongest weapons.
The resource supports ESX, QBCore, QBox and standalone and can automatically detect different resources.
No endless configuration where you have to manually specify for each system which inventory or garage you use.
Quasar Housing looks at what is running and subsequently tries to load the right adapter.
The list is absurdly large.
Inventory
Among other things:


ox inventory


qs inventory


qb inventory


ps inventory


core inventory


codem inventory


origen inventory


tginn inventory


ak47 inventory


Garages
Almost 20 different garage systems are supported, including:


qb garages


qs Advanced garages


Jg Advanced garages


cd  garage


okay


loaf  garage


rcore garage


zerio garage


vms garagesv2


RxGarages


Phones
Also for smartphones the support is impressive:


qs-Smartphone-pro


qs-Smartphone


lb-phone


gksphone


okPhone


roadphone


codem phone


yseries


In addition, there are integrations for clothing resources, banking, societies, dispatch, target systems and various audio systems.
Are you using something that is not supported by default?
Then several adapters are located outside escrow, so developers can build integrations themselves.
For existing FiveM servers this is perhaps one of the biggest sales arguments of the whole package.
Making houses without &eacute;&eacute;n co&ouml;paste rdinate into a config
Anyone who has ever configured extensive housing knows the problem.
Co&ouml;Gathering rdines.
Open Config.
Save it.
Restart resource.
Check.
Wrong.
Again.
Quasar Housing largely throws that overboard.
With built-in property creator competent players or admins can standard with F7 build a house directly in the game world.
You sign the zone.
You choose the interior.
You set the garage point.
And done.
You can choose between 17 shells, 13 preconfigured IPL interiors Or an own MLO.
And it's not just freestanding houses.
E&eacute;n property can be 50 separate apartments . This allows you to create complete apartment complexes&euml;Without needing a separate entrance for each house.
There are also several external home and island models that allow you to build properties in places where nothing originally stood.
This is what a modern FiveM property creator should look like.
The crown jewel: 449 furniture and a real 3D editor
Then we might get to the strongest part of Quasar Housing.
The decoration editor.
And no: this is not simply a menu where you choose a couch and then try to gamble with arrows where it ends up.
Quasar Housing uses an actual 3D editor with gizmo.
The resource contains 449 objects in 39 category&euml;n, housed in different areas such as kitchen, bathroom, bedroom, living room and garden.
But more importantly,
The furniture isn't just decoration.
More than a hundred objects can function as actual stash. Refrigerators, cupboards, washing machines and other objects can thus be linked to inventories.
Wardrobes can communicate with clothing resources.
Air conditioners and fireplaces&iuml;Actually, it's affecting the temperature.
Paintings and rugs can use customized images.
And then you can precisely position and rotate everything with a gizmo.
Add Custom Furniture
With the built-in Furniture Creator, developers can also add their own props.
The system can even automatically generate thumbnails of objects.
So you don't have to take and cut screenshots for every custom furniture.
FiveM meets IKEA
And then something happens that is actually totally unnecessary.
But great at the same time.
Your furniture can be delivered.
When IKEA Delivery is enabled, the furniture purchased does not appear magically in your inventory.
The order is being processed.
You wait.
And then an NPC appears that runs with a box towards your home to deliver the order.
Could Quasar have just added the furniture immediately?
Of course.
But this is exactly the difference between functionality and roleplay.
A simple purchase suddenly turns into a small event within the game world.
Your electricity bill is &eacute;It's your fault.
Quasar Housing's economy goes way beyond a $500 random account.
The electricity bill is actually calculated on the basis of what is happening in the house.
In the configuration examined:
1,5 kW/h &times; $50, supplemented by $35 for each active air conditioner.
You keep the lights on everywhere?
Then you pay for it.
Do you have multiple air conditioners running all the time?
Then you pay for it.
In addition, water and internet bills are generated.



Service
Calculation




Electricity
Actual consumption of lighting + active AC


Water
Configurable range


Internet
Configurable range


Invoicing cycle
Standard hourly


Automatic expansion
After long payment delays



This might seem like a small detail.
But for the economy of a role-play server, it's huge.
Housing consequently changes from a one-off purchase to a permanent money sink.
You're not paying? Then you finally lost your home.
Late payments also have consequences.
Quasar Housing can warn players several times when bills are not paid.
Are the debts going to continue?
Then the system can automatically remove the home and make it available again.
At the same time, this solves one of the most annoying problems of larger roleplay servers:
inactive players holding the best houses for months.
No admin that needs to manually clean up databases every month.
The system can handle it itself.
Rent &eacute;n mortgages
Not every player has half a million in his bank account right away.
That's why Quasar supports Housing leases and mortgages.
Rent can be made at traditional intervals.&iuml;nd, but there is also a system with a real monthly expiry date.
Are you signing a contract on the 14th?
Then the next payment can be made again around the fourteenth.
In addition, players can finance housing.
They pay a deposit and then pay off the remaining amount.
This makes real estate suddenly accessible to many more players, while debt creates new role-playing opportunities at the same time&euml;Run.
Real estate is finally a real job
On many FiveM servers means real estate agent Especially that you teleport someone to a house and push a button.
Not here.
Quasar Housing contains a complete agency system.
Real estate agencies can hire and fire employees, set individual permissions, set their own commission, manage money and build a real estate portfolio.
There are eleven different rights that can be established per employee.
Remember:


purchase;


sales;


manage listings;


financial&euml;n view;


withdraw money;


amend committee;


managing employees;


access to business management.


Real estate agents can actually operate as a company.
That makes real estate a full-fledged economic sector within your server.
A house key that you can actually lose
Quasar Housing supports physical keys with metadata.
One housekey contains the ID of the property for which it is intended.
So that means:
You can have him.
You can give him away.
You can take him.
You could lose him.
And someone else can get their hands on him in theory.
The owner can also determine per person what someone in the house can do.
Access to the home does not automatically mean full access to everything.
Keypad codes are also supported.
Perfect for temporary guests, employees or situations where you want to give someone access without permanently handing out a key.
Criminals pay attention: homes are not untouchable
A house is not a safe zone where crime ends.
With a lockpick a house can be broken open.
Server administrators can set conditions, for example that there should be enough police online or that the owner himself should be present.
Stolen stuff can then be sold through a fence.
What about the police?
That can be with a police_stormram Invade a house yourself.
Even illegal furniture can be removed.
Combine that with drug resources and you have immediate options for stash houses, drug houses and police investigations.
Housing becomes part of criminal gameplay instead of a place where that gameplay stops.
Eleven upgrades to your home n&oacute;g further developed
Players can further improve their home.
The version examined contains eleven upgrades, including:



Upgrade
Function




Alert
SIRENE and warning


Cameras
Home security


Sensor
Motion detection


Safe
Additional security


Furniture
Increases furniture limit


Doorbell
Additional doorbell sounds


Aura
AI voice assistant


Wall Art
Own Images


Backs
Personalised floorcloths


Healing Beds
Restore health during sleep


Hat
Pets available



This creates a money sink again.
A player does not simply buy a house of $500,000 and is ready.
He could spend tens of thousands of dollars to actually build that place.
Your house can get too hot or too cold
Yeah, seriously.
Quasar Housing even simulates indoor temperature.
Standard temperature starts around 21 &deg;C.
An air conditioner lowers the temperature.
A fireplace raises him.
And when players make the extreme fur, it has consequences.
At temperatures below about 8 &deg;C or above 34 &deg;C may be affected by desori&euml;ntation, camera movements and abnormal animations.
Fireplaces may even need fuel.
At this point, we're officially way past a housing script.
Cooking, showering, sleeping, cleaning...
The list of household systems is almost absurd.
You can cook.
There are 12 recipes.
You can take a shower.
You could use a bath.
You can sleep.
Beds can restore health.
You can see through a telescope.
Your house is getting dirty.
You can clean up trash.
And don't you feel like it?
Buy a robot vacuum cleaner.
It can drive through your apartment on its own, detect obstacles and clean up dirt.
And yes, of course there are pets.
The version examined contains ten different caps, including dogs, cats, rabbits and pigs.
They move around independently and react to the player.
Why?
Because Quasar Housing apparently decided that half the work wasn't an option.
Aura: Alexa for your FiveM house
And then there's Aura.
Probably the most bizarre &eacute;n technically impressive functionality of the whole package.
Aura is a built-in speech assistant.
By default, you hold a button, speak a command, and your home executes the command.
But it &eacute;Really interesting part is under the hood.
For speech recognition Whisper is used.
For speech synthesis, Piper TTS is used.
And both run locally within the player's NUI via Web Workers.
No external AI server. No API key. No charge per assignment.
Your voice does not need to be sent to an external AI provider before processing.
Aura supports multiple languages and understands different variants of commands.
The downside?
Those AI models must be running somewhere.
On older hardware the first use can be noticeable heavier.
But Aura is optional.
And as a showcase of what is possible today within FiveM?
It's bizarrely impressive.
Property Hub feels almost like a real real estate website
The user interface runs on a modern front end stack with among others React 19, TypeScript, Tailwind, three.js and Leaflet.
And you can see that.
The House Browser allows players to view properties on an interactive map of Los Santos.
You can filter by price, type and availability.
Properties can get their own screenshots, so players do not look at a generic image but at the actual interior that is offered.
In addition, the owner has a Property Hub to manage his property.
And thanks to integrations with different phone resources, part of the housing system can even be used via an in-game smartphone.
But can your server handle all this?
449 furniture.
Pets.
NPCs.
Climate.
Bills.
Real estate agents.
Robotic vacuum cleaners.
Al.
That sounds like an excellent recipe for a crying server.
Fortunately, there are clear optimizations.
Objects are streamed remotely, NPCs use configurable spawn and despawn distances and there are solutions to avoid unnecessary loading of the maximum number of GTA blips.
Old paid accounts and rental data can also be automatically removed from the database.
But let's be clear about this:
Quasar Housing is huge.
This is not a lightweight housing resource you need to install thoughtlessly on every server.
You want to use everything, you have to test.
Extensive.]]></content:encoded>
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            <title>Warhammer 40,000: Dawn of War IV appears on December 3, Commander Edition gets early access</title>
            <link>https://gamesight.net/articles/warhammer-40000-dawn-of-war-iv-verschijnt-op-3-december-commander-edition-krijgt-early-access?lang=en</link>
            <guid>https://gamesight.net/articles/warhammer-40000-dawn-of-war-iv-verschijnt-op-3-december-commander-edition-krijgt-early-access?lang=en</guid>
            <pubDate>Wed, 12 Aug 2026 18:08:00 +0200</pubDate>
            <dc:creator>Kevin</dc:creator>
            <category>General</category>
            <description><![CDATA[Warhammer 40,000: Dawn of War IV will appear on December 3, 2026. Players with the Commander Edition will be able to get started with early access for three days from November 30th.]]></description>
            <content:encoded><![CDATA[Warhammer 40,000: Dawn of War IV will appear on December 3, 2026. That's what developer KING Art Games announced. Players who purchase the Commander Edition can get started three days earlier and get access to the new real-time strategy game from November 30th.
The extra time until the release is used by KING Art Games to Dawn of War IV further refine. The developer focuses on optimizations, bug fixes and further tightening of the gameplay. Feedback is also processed that emerged from the community during recent play tests.
According to the studio the development is progressing steadily. In the months preceding the release, KING Art Games wants to show more of the game through new Battlefield Reports, Gameplay Showcases and Developer Deep Dives.
Additional time for optimization
Creative Director Jan Theysen explains that the developer saw opportunities to further improve quality during the final phase of the development process.

&ldquo;When the final stage of the development process approached, we saw the possibility to improve Dawn of War IV even more, in order to deliver the quality we always had in mind.&rdquo;

According to Theysen, the extra development time allows the team to further optimize performance, solve bugs and further polish the game. The ultimate goal is to offer players the best possible experience from day one.
KING Art Games simultaneously has an updated version of the Year One Roadmap Shared. It incorporates the new timing around the release. Concrete release dates for the various updates after launch will be published later.
Play with Commander Edition three days earlier
The regular release of Warhammer 40,000: Dawn of War IV is planned for 3 December 2026. Buyers of the Commander Edition get three days early access and can therefore already 30 November Start.
Both editions are currently pre-ordered with 10% discount.
The release is also just the beginning of the plans for the strategy game. KING Art Games has scheduled several free updates and additional content for the first year.
Crusade Mode returns
During Year One, players can look forward to the return of Crusade Mode. New maps, modes and Commanders are also on schedule.
In addition, a Mission Editor added, giving players more opportunities to engage with the game's fights and content.
Besides the free updates, two major story extensions are planned. These enlargements should lead to a conflict between the Member States. Kronus Continue to deepen. In addition, a new faction is added to the battlefield via post-launch content.
When these extensions and other Year One content appear exactly, it will be announced at a later date.
Back to the Warhammer 40,000 universe
Dawn of War IV Brings the well-known strategy series back to the Warhammer 40,000 universe. Players gain control four different factions, each part of a bigger story.
The storyline is spread across several non-linear campaigns. In addition to the campaigns, the game includes multiplayer fights and return famous game modes.
These include: Last Stand and Skirmish.
KING Art Games wants to offer fans of previous Dawn or War games as well as players who first get to know the series an extensive RTS experience.
Release in December
With the new release date, KING Art Games has a few months to complete the latest optimizations and improvements.
Warhammer 40,000: Dawn of War IV will appear on December 3, 2026. The Commander Edition gives early access for three days from November 30th.]]></content:encoded>
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            <title>World of Warcraft: Midnight-update 12.1</title>
            <link>https://gamesight.net/articles/world-of-warcraft-midnight-update-121-curse-of-ulatek-is-nu-live?lang=en</link>
            <guid>https://gamesight.net/articles/world-of-warcraft-midnight-update-121-curse-of-ulatek-is-nu-live?lang=en</guid>
            <pubDate>Wed, 12 Aug 2026 15:49:00 +0200</pubDate>
            <dc:creator>Kevin</dc:creator>
            <category>General</category>
            <description><![CDATA[The first major content update for World of Warcraft: Midnight is live. Curse of Ula hinderedk (12.1) takes players to Coiled Isle with a new dungeon, new challenges and preparations for Season 2, which starts on August 18th.]]></description>
            <content:encoded><![CDATA[WoW Midnight Update 12.1: Curse of Ula&rsquo;tek is now live
The fog above Coiled Isle It's up. Blizzard Entertainment has Curse of Ula&rsquo;tek (12.1) released, the first major content update for World of Warcraft: Midnight. Players can start new content from today, including a new dungeon, new challenges and preparations for Season 2.
Coiled Isle, a mysterious island off the coast of Zul&rsquo;Aman, is central to the update. Champions of Azeroth go deep into the island's toxic caves, where new dangers await and hidden secrets of the Amani people come to light.
This is available today
With the release of patch 12.1 a big package of new content is added immediately:


Lair: The Tidebound Grotto &ndash; World Difficulty


New dungeon: Altar of Fangs


Midnight Dungeons &ndash; Heroic and Mythic 0


Mythic 0 is reset weekly for the time being.


There may be equipment of item level 292 The Commission is therefore of the opinion that it is necessary to examine whether or not it has been established.




Renewed dungeon rotation:


Altar of Fangs


Murder Row


Den of Nalorakk


The Blinding Vale


Voidscar Arena


Kings' Rest Out Battle for Azeroth


Temple of Sethralis out Battle for Azeroth


Ruby Life Polish out Dragon flight




Prey Season 2 &ndash; Normal and Hard Mode


Delves Season 2 &ndash; new Nemesis difficulty level and all Tiers, temporarily without Bountiful Delves


Training Grounds: Arenas


Progress in the implementation of Great Vault rewards from Season 2 Starting.


This allows players to prepare for the real start of the second season of Midnight.
Season 2 starts on August 18
An important part of Curse of Ula&rsquo;tek follows 18 August, when Season 2 officially starts. From that moment on, among other things, the new raid The Venomous Abyss available.
Players can count on:


The Venomous Abyss Raid


Normal


Heroic


Mythic


Raid Finder Wing 1




Mythic+ Season 2


Mythic 0 with daily reset


Mythic 0 continues to deliver item level 292 equipment.




PvP Season 2


Delves Season 2


New Nemesis difficulty level


Bountiful Delves


Keys




Prey Season 2


Nightmare Mode


Curse of the Isle




Great Vault Season 2 equipment


Lair: The Tidebound Grotto


Normal


Heroic


Mythic


Flexible Scaling




Especially the arrival of The Venomous Abyss and the start of Mythic+ and PvP Season 2 should ensure that players have enough new challenges in the coming weeks.
The secrets of Coiled Isle
With Curse or Ula&rsquo;tek shifts attention to the mysterious Coiled Isle. The island is off the coast of Zul&rsquo;Aman and harbors poisonous caves and secrets closely connected to the Amani.
The update is not only the next step for Midnight's endgame content, but also extends the story and the world of expansion.
World of Warcraft: Midnight &ndash; Curse of Ula&rsquo;Tek (12.1) is now available. Season 2 starts on August 18th.
About World of Warcraft
World of Warcraft is the MMORPG of Blizzard Entertainment and takes place in the Warcraft universe. Since its original release in 2004, Azeroth has been constantly expanding with new areas, stories, characters, raids, dungeons and other activities.
With Midnight and updates like Curse or Ula&rsquo;tek will expand that world further and players will regain new areas and challenges to discover together.]]></content:encoded>
            <enclosure url="https://s3.eu-west-3.amazonaws.com/gamesight.net/images/2026/08/12/01KZV3NNAZ3X6WWKE5NNGPA6D6.jpg" type="image/jpeg" />
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            <title>From programming error to game icon: how Grand Theft Auto became a global success</title>
            <link>https://gamesight.net/articles/van-programmeerfout-tot-game-icoon-hoe-grand-theft-auto-uitgroeide-tot-een-wereldwijd-succes?lang=en</link>
            <guid>https://gamesight.net/articles/van-programmeerfout-tot-game-icoon-hoe-grand-theft-auto-uitgroeide-tot-een-wereldwijd-succes?lang=en</guid>
            <pubDate>Mon, 10 Aug 2026 11:40:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Discover how Grand Theft Auto grew from a simple 2D game to a world-famous gamefranchise and how a programming error changed GTA forever.]]></description>
            <content:encoded><![CDATA[Grand Theft Auto is one of the most famous and successful gamefranchises in the world today. Yet the series began remarkably modestly. What was once a simple 2D game, over the decades has become a huge open world series in which freedom, crime and chaos are central. Remarkably, an unexpected programming error would have played an important role in the development of that formula.
Freedom as a basis of GTA
From the first part Grand Theft Auto distinguished itself from many other games by giving players an unusual amount of freedom. Instead of driving a traditional hero, the player crawls into the skin of a criminal. Orders are about car theft, robbery and other illegal activities.
At the same time, the player does not have to constantly follow orders. Driving around freely, exploring the city and causing chaos are at least as characteristic of the series. That combination of an open game world and a criminal main character eventually formed the basis for almost all later GTA games.
A programming error that changed everything
The origin of Grand Theft Auto lies in an earlier project called Race &rsquo;n&rsquo; Chase. The original idea was to develop a relatively traditional game around police pursuits.
During the development, however, unexpected behavior occurred among police cars. Instead of chasing the player alone, they reacted much more aggressively and rammed against the player's car. That created chaotic and unpredictable pursuits.
It turned out to be very entertaining. The concept was further developed and contributed to the gameplay for which Grand Theft Auto would later become known: a world in which the player gets a lot of freedom, but where the police react increasingly violently when the law is broken.
The first GTA games
The first Grand Theft Auto appeared in the late nineties for PC and PlayStation. Because of the technical limitations of that time, the city was shown from a bird's eye. A large, detailed three-dimensional game world as we know it today was much harder to realize at the time.
These limitations did not prevent success. The simple graphics, fast arcade style and free to explore cities gave the game its own identity. Players were able to discover different areas that were&iuml;Inspired by real American cities. Liberty City referred to New York, Vice City to Miami and San Andreas to parts of California&euml;.
With GTA 2 was tried to make the game world more lively. The cities received more striking lighting and neon advertisements, while pedestrians and other characters responded more strongly to their surroundings. The second part took place in the fictional Anywhere, USA and built on the free character of his predecessor.
GTA 3 changes industry
The real revolution followed in the early 2000s with Grand Theft Auto III. The transition to a fully three-dimensional world not only changed the GTA series, but also had great influence on the open world genre.
Players no longer viewed the action mainly from above, but could move through Liberty City from a much more direct perspective. Driving, shootings, pursuits and exploring the city got a completely different dimension.
The power of GTA III was mainly in the combination of two elements. The freedom and provocative gameplay of the earlier parts were retained, while a much more extensive 3D world and stronger story presentation were added. This made the game an important example for numerous open world games that later appeared.
Increasingly larger and more detailed worlds
Later parts built on that formula. With games like Grand Theft Auto IV and Grand Theft Auto V The cities grew, the graphics became more realistic and the possibilities expanded. In addition to cars, players were given access to various vehicles and activities.
The game world was also less and less solely about missions. Activities such as bowling, darts, golf and tennis had to make the cities feel like places where there was something to actually experience.
Yet that huge scale also has a downside. Especially in GTA V There are large areas that are visually impressive, but in which relatively few activities take place. A larger game world therefore does not automatically mean that the world feels more lively.
The next step with GTA 6
With Grand Theft Auto VI The series again represents an important technological step. Expectations are high: not only the size of the world becomes important, but especially the way that world reacts to the player.
A greater variety of pedestrians and vehicles, wider environments, changing weather conditions and more dynamic reactions from police and other characters can make the game world feel less static. In this way, the challenge lies not only in building a larger map, but above all in the creation of a new one.&euml;The European Union has a role to play.
From chance to a billion dollar franchise
The development of Grand Theft Auto shows how much video games have changed in a few decades. From simple 2D cities and technical limitations, the series grew to huge three-dimensional worlds where players can spend hundreds of hours.
The most striking thing about that history is perhaps that an important part of GTA's identity came from unexpected behavior during the development of another game. The aggressive police pursuits produced exactly the kind of chaos that later became so characteristic of Grand Theft Auto.
What started out as a technical problem, helped to create a formula that would eventually become one of the most famous phenomena in the history of video games.]]></content:encoded>
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            <title>Once Human comes to PS5 and Xbox Series XS with new first-person mode</title>
            <link>https://gamesight.net/articles/once-human-komt-naar-ps5-en-xbox-series-xs-met-nieuwe-first-person-mode?lang=en</link>
            <guid>https://gamesight.net/articles/once-human-komt-naar-ps5-en-xbox-series-xs-met-nieuwe-first-person-mode?lang=en</guid>
            <pubDate>Sat, 08 Aug 2026 21:21:00 +0200</pubDate>
            <dc:creator>Mitchel</dc:creator>
            <category>General</category>
            <description><![CDATA[Once Human will appear on August 25 for PS5 and Xbox Series X. The console version includes a new first-person mode, cross-play and cross-progression.]]></description>
            <content:encoded><![CDATA[Once Human originally appeared on PC and later on mobile devices, but with the console version gets a significantly larger playing field. Players on PlayStation 5 and Xbox Series XJS will be able to work with the post-apocalyptic survival game from August 25, focusing on collecting, building, shooting and working together.
One of the most striking additions to the console release is the new First-person mode. Until now, Once Human played mainly from a third-person perspective, but players will soon be able to explore the world from the eyes of their character. This not only changes the appearance of the game, but also the fight gets a different way of playing. The new camera position is made available for all platforms.
Also players who already play on PC or mobile do not need to start completely again. Starry Studio supports console version Cross Progression, allowing players to link their existing account and take their progress. In addition, there will be full cross-play, allowing players to play on PlayStation, Xbox, PC and mobile devices together.
The console version is also complete free-to-play, like the existing versions of Once Human. Players do not need to purchase a full game to discover the world of Stardust. However, optional paid bundles are available including cosmetic items and other extras.
For Starry Studio the release is an important step. Once Human has developed on PC and mobile into an extensive survival game with different scenarios, big worlds, Deviants, basebuilding and multiplayer activities. With the coming to consoles the game gets access to a new audience that so far outside the official&euml;Le release fell.
The developer has also organized several console tests in recent months. In June and July, an extensive Console Open Beta took place for PlayStation 5, PlayStation 5 Pro and Xbox Series X. Starry Studio was able to collect feedback and prepare the console version for the final release.
The switch to consoles comes at an interesting time. Once Human is no longer a new survival game, allowing console players to take direct advantage of a game that has already been expanded. At the same time, it remains to be seen how well all systems, menus and extensive crafting capabilities can be operated with a controller.
Once Human will appear on August 25, 2026 for PlayStation 5 and Xbox Series X. The console version is supported by cross-play and cross-progress and appears simultaneously with the new first-person mode. For players who have so far only followed the survival game from the sidelines, this is an interesting moment to finally discover the world of Once Human.]]></content:encoded>
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            <title>Review: Once Human A unique survival MMO you can't miss</title>
            <link>https://gamesight.net/reviews/review-once-human-een-unieke-survival-mmo-die-je-niet-mag-missen?lang=en</link>
            <guid>https://gamesight.net/reviews/review-once-human-een-unieke-survival-mmo-die-je-niet-mag-missen?lang=en</guid>
            <pubDate>Fri, 07 Aug 2026 20:51:00 +0200</pubDate>
            <dc:creator>Mitchel</dc:creator>
            <category>General</category>
            <description><![CDATA[Once Human combines survival, horror and MMO gameplay in an impressive open world. Is this free-to-play title worth it? We spent dozens of hours diving into the mysterious world of Stardust.]]></description>
            <content:encoded><![CDATA[Survival games are abundant these days. From Rust and DayZ to ARK and Palworld, almost every developer now has his own view on the genre. Nevertheless Once Human to distinguish themselves remarkably well. Instead of choosing a classic zombie apocalypse, take developer Starry Studio Players will go to a world that has been taken over by a mysterious alien substance called Stardust. The result is a unique mix of survival, horror, MMO elements and a large dose of science fiction that comes together surprisingly well.

The world of Once Human feels impressive from the very first moment. Abandoned cities, abandoned research facilities and dense forests alternate, while grotesque monsters lurk everywhere. The game manages to build a constant tension without constantly trying to scare you. The atmosphere is right. &eacute;&eacute;n of the main benefits. You constantly feel that something unknown is waiting for you behind the next corner, so exploring the world never gets boring.
Where many survival games directly overload players with hunger, thirst and complex management systems, Once Human opts for a more accessible approach. Of course, you still have to collect materials, improve your equipment and build your own base, but the game rarely goes through. This essentially keeps the focus on discovering the world and engaging in battle, without constantly working on small survival mechanisms. This makes the gameplay surprisingly accessible to players who don't normally have much experience in survival games.
Building your own base is an important part of the gameplay. The construction possibilities are extensive enough to keep creative players busy for hours, while the system remains simple enough to master quickly. As you advance, you expand your base with new workbenches, storage facilities and other facilities that make survival ever easier. This results in a pleasant progression in which every play session actually yielded something.
One of the most original additions is the so-called Deviations. These are strange creatures that you can collect and deploy during your adventure. Some help during battles, while others automatically collect raw materials or support your base. This system gives Once Human its own identity and ensures that the game offers more than just shooting and collecting. Collecting new Deviations works surprisingly addictive and motivates players to keep discovering new areas.
On a graphical level, Once Human also impresses regularly. The combination of dynamic weather, atmospheric lighting and detailed environments makes the world look lively. Especially during rainy nights or foggy mornings, the horror-like atmosphere comes out perfectly. The sample designs deserve extra compliments. Many enemies look like they escaped directly from a Lovecraft story and thus leave a lasting impression.
The fights feel supple and combine shooting with different skills and equipment. Although the combat system is not particularly innovative, it offers enough variety to stay interesting even after tens of hours. Especially the larger world bosses and co-op activities provide challenging moments where collaboration is really rewarded.
Because Once Human is a free-to-play game, there may be an expectation that players will be sent to paid content regularly. Fortunately, this is not so bad in practice. Most micro transactions are cosmetic and have little influence on the gameplay. As a result, the game feels fair and the experience for free players remains completely intact.
That doesn't mean Once Human is perfect. The story is sometimes told messy and new players may feel overwhelmed by the amount of menus, upgrades and different systems. In addition, the game occasionally has technical problems, such as small framedrops in busy areas or incidental bugs during missions. None of these problems completely ruin the experience, but they do show that there is still room for further optimization.
What ultimately makes Once Human so strong is the balance between accessibility and depth. The game does not attempt to create the most realistic survival experience, but consciously chooses a world that invites to be discovered. The combination of exploration, basebuilding, strong atmosphere and co-op gameplay ensures that every play session offers something new.
Once Human is with that &eacute;&eacute;n of the greatest surprises within the survival genre of recent years. Despite some technical shortcomings, Starry Studio manages to create an impressive open world in which adventure, horror and collaboration come together perfectly. For fanciers of survival games this is without doubt a title that deserves a chance, especially since the game is completely free to play.
&nbsp;]]></content:encoded>
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            <title>Grand Theft Auto VI: Extended Look gets official premiere date</title>
            <link>https://gamesight.net/articles/grand-theft-auto-vi-extended-look-krijgt-officiele-premieredatum?lang=en</link>
            <guid>https://gamesight.net/articles/grand-theft-auto-vi-extended-look-krijgt-officiele-premieredatum?lang=en</guid>
            <pubDate>Thu, 06 Aug 2026 14:39:00 +0200</pubDate>
            <dc:creator>Jan</dc:creator>
            <category>General</category>
            <description><![CDATA[Grand Theft Auto VI: An Extended Look will premiere on 27 August. Discover where and when to view the long-awaited presentation.]]></description>
            <content:encoded><![CDATA[Rockstar Games has announced when fans the long awaited Grand Theft Auto VI: An Extended Look (b) The comprehensive presentation Thursday 27 August at 3 p.m. ET (21:00 Dutch time)&nbsp;official in premi&egrave;on Netflix.
Later that day, from 21:00 hours ET (03:00 hours Dutch time), the presentation can also be viewed free of charge via the official&euml;le YouTube Channel from Rockstar Games and on the official&euml;le website of Grand Theft Auto VI. This gives players worldwide the opportunity to take a deeper look at the most ambitious GTA title so far.
With this extensive showcase it is expected that Rockstar Games will reveal new gameplay images, extra details about the game world and possibly more information about the characters and gameplay mechanics. Fans look forward to the presentation, which is expected to be one of the biggest game events of the year.]]></content:encoded>
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