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The original Xbox version of Halo: Combat Evolved has been made available to play in a web browser.
This is not a port of Bungie’s seminal 2001 first-person shooter, rather the original Xbox game running in your browser. Hot on the heels of decompilation work done elsewhere, AI developer Mitchell Hynes released Halo in a browser, hosting and maintaining the game himself.
Hynes made a point of explaining that this browser release is not Borderlands developer Gearbox's official and divisive 2003 PC port of Halo: Combat Evolved, no doubt to encourage veteran fans of the original to give it a shot. And his tweets appear to have gathered a great deal of attention. Five hours after releasing the game, it saw nearly 20,000 games, hitting an average of 94 frames per second.
Halo owner Microsoft may well take a dim view of the original Xbox Halo popping up in browsers, of course, despite the fact it’s free to play. Microsoft recently released Halo: Campaign Evolved on PC as well as consoles, and there can be no doubt that the company’s lawyers will see this browser version of the original as competition.
Indeed, some thought Microsoft had already taken action when Hynes’ website was flagged as “Suspected Phishing.” He insisted this was due to an automatic flag from Cloudflare, rather than Microsoft, and the ban was soon lifted.
We’re currently in the middle of an AI video game explosion that has seen various clips of famous games mashed together go viral as people use the likes of Claude to create “mods” much faster than previously possible. Some are using AI to create clones of famous games. Others are using AI to release versions of existing, traditionally made mods — much to their creators’ annoyance.
For video game publishers, the potential impact may be existential. Why buy a new Halo game if AI can spit one out for you in a matter of minutes? This week, the person behind a viral AI-generated Fallout: New York game pulled it offline after receiving a cease and desist from Bethesda, leading fans to celebrate. It will be interesting to see how long Halo in your browser stays online.
Meanwhile, Microsoft has handed the keys to the next mainline Halo game to Call of Duty company Activision, and gutted Halo Studios in the process.


For a series as storied as Star Wars – one brimming with more spacecraft and speeders than George Lucas has beard bristles – it borders on baffling that developer Fuse Games’ Star Wars: Galactic Racer can arrive in 2026 as the first new game of its kind in over two decades. I blame Super Bombad Racing, if only because Gungan isn’t a real language and using a portmanteau of bomb and bad in the title was probably never the perfect pathway to sales success. Galactic Racer, on the other hand, has a range of impressively customisable vehicle classes that expands the hangar well beyond classic podracers, gorgeous course design, and an impressively credible and explorable world outside the on-track action. It’s an eye-catching and rich resurrection of Star Wars racing that’s as fast as it can be surprisingly unforgiving.
Galactic Racer’s main hook is its run-based, roguelite-inspired campaign, which comes with a strict philosophy of no mid-race restarts. It is an interesting and genuinely fresh approach that bakes a very real and logical feeling of risk and danger into the action – a feeling that is admittedly absent in racing games with any sort of rewind functionality or unlimited restarts. Yes, you can still pause and, yes, you can still save and come back later – but you otherwise need to live with the consequences of what happens out on the track. It’s a structure that makes the racing tense and meaningful, even if racing over the same landscapes over and over does grow repetitive.
Now This Isn’t Pod RacingWhether by intent or not, the huge time gap between Galactic Racer and classic Star Wars games like Episode I: Racer and Racer Revenge feels almost mirrored in Fuse Games’ original story. That is, where those games were set in the prequel period, Galactic Racer is set in the aftermath of Return of the Jedi, where the art of podracing is a distant relic of a bygone era. Unsurprisingly, podracing does still feature here, and it’s represented incredibly; lightning quick, and with impeccably authentic sound design. However, I’m hesitant to describe specifically how or when it pops up outside of the quickplay modes. Just know that I feel like the Fuse Games crew were paying close attention when Maverick found an F-14 in the heart of enemy territory during the Top Gun sequel, or when Bond retrieved his DB5 in Skyfall. I may be a pretty casual Star Wars fan by most metrics, but I do love stuff that imbues vehicles with a sense of old soul – even fantasy ones. That’s my jam.
For clarity, the bulk of the Galactic Racing League garage consists of landspeeders, speeder bikes, and a new vehicle type called skim speeders. Bikes are fast but fragile, and skim speeders have a podracer-esque ability to bank completely vertically to slice through gaps and turn harder, but landspeeders have proven to be my favourite class. They’re essentially floating cars, and I enjoy their more predictable handling and added durability.
As the mysterious and faceless human racer called Shade, our ultimate goal is to beat the Galactic Racing League’s moaning, arrogant, and entitled heel Kestar Bool in the final head-to-head race. However, for that to happen, we need a suitably fast vehicle. In simple terms, building and piloting a quick one requires a combination of general stat upgrades, performance parts, and various additional perks – from gadgets that can be activated during races to specific bonuses granted to you by allies you accumulate over the course of the story. These are rationed out randomly, or earned, as we progress (and re-progress) through the championship “tours.” I’ve grown to be a particular fan of the autopilot gadget, which is regularly a lifesaver to tackle particularly treacherous stretches of track. The fact that these gadgets are primed just prior to race starts with a series of specific button presses, like pre-flight checks, is a very clever touch that gives waiting on the grid a tangible sense of occasion. The sequence always ends with the final go-ahead to fire your engines, which cough to life and glow harder as you squirt the throttle. It was important to somebody at Fuse Games that we should be able to rev our speeders like hotrodders at a red light, because it looks cool. I love little flourishes like that.
Now, speeders are scrapped between tours, so you’ll need to choose and set-up a new one each time. It’s not a solution I find I’m loving, considering I was never able to establish any real sense of ownership or attachment to a vehicle. Theoretically, you can build a replica of the same-looking vehicle every time – with the same add-on cosmetic parts and the same livery – but you will need to wave goodbye to specific upgrades you might’ve really enjoyed. The more heavily upgraded your previous speeder, the more points you’ll have to spend on pumping up its general stats before you start – but it won’t behave the same as your last one. Not unless you can pick up the same upgrades in your next run, whether by chance reward or spotting them in your mechanic Hibi’s randomised selection. As a roguelite rookie and a traditional racing game meathead, I have to admit I didn’t much like losing powerful upgrades that really suited my racing style to what’s essentially a dice roll, but I do appreciate the novelty of needing to come to grips with something not typical of the usual racers I play.
Tours unfold over three (and later five) planets before culminating in a final knockout event. Failing at any point means you’ll have to start a whole new one over again. This is quite elegantly and thoughtfully implemented, thanks to the racing paddock at each event you can fully explore in third-person. Not only does this build an authentic world around the Galactic Racing League – which in turn crafts a world I feel like I’m inhabiting, rather than just shuffling through menu screens – it lets Fuse Games fill it with characters that can acknowledge your previous failures as you return for another crack at the title. That is, you’re not actually restarting, or simply being scrubbed back in time until you get it right – time keeps moving forward and you just need to keep racing until you emerge victorious. The story is split into three distinct acts, so note that messing up in the third act means you’ll just need to take another run at the third act. That is, it doesn’t send us all the way back to the initial League qualification phase, and for that I’m grateful.
However, Galactic Racer’s core weakness is that it unfortunately doesn’t feature enough planets to avoid feeling overly repetitive. While I’m conscious a roguelite structure brings with it an expectation of a certain level of repetition, it does become fairly tedious slogging through its small list of repeating planets over successive attempts. The specific circuits used, the order of event types, and how they branch over the span of a championship are shuffled from tour to tour. There are reverse layouts for the tracks, too. However, the backdrops are nonetheless always the same. Having a couple more planets that could’ve been swapped in and out would’ve gone a long way in reducing the fatigue that quickly sets in after several runs through the same locations.
Intergalactic PlanetaryIt is a fantastically realised array of planets, though, and the details of the track environments are as excellent as they are varied. Jakku, for instance, has routes traced through its immense graveyard of war wreckage – swinging from wide open blasts across debris-covered dunes one moment, to cramped sections of makeshift tunnels formed by half-destroyed spacecraft the next. Crait is characterised by sprawling caves and its flat, salt-covered surface – which speeders whip up to expose the red mineral beneath. Lantaana is covered in dense forest linked by lava tubes, and Sentinel I is a toxic wasteland where racers must negotiate narrow causeways over acidic pools.
Each planet and track has its own set of properties that can help you or harm you, depending on how you race and the upgrades you’ve applied. Perhaps my favourite example of this dynamic is Ando Prime, an entirely frozen planet, where heating tubes have been dropped sporadically around the circuits. Passing through these will thaw out the frozen control surfaces that numb your steering inputs, but staying out of these hot boxes allows you to run your delicate ramjet for much longer before it catastrophically burns out. It’s a racer that essentially never stops asking you questions.
On the topic of burning out, it’d be massively remiss of me not to mention how much I adore the Burnout-inspired takedowns that Galactic Racer actively encourages, with speeders on the wrong side of a hefty slam being speared into trackside obstacles and splintering into thousands of shards. Not only are they incentivised with a slow-motion takedown camera, which swings back to soak in the spectacle, but they can be factored into the upgrade system. Any time I spot it on a run, I always opt to grab the upgrade that replenishes my speeder’s battery for each successful takedown – since doing so gives me more bursts of my autopilot ability.
Perhaps what I love most of all is how much Galactic Racer surprisingly reminded me of a sci-fi MotorStorm.But while the Burnout connection is strong (and hardly surprising considering the roots of Fuse Games’ founders reach back to Burnout creator Criterion Games), perhaps what I love most of all is how much Galactic Racer surprisingly reminded me of a sci-fi MotorStorm. That is, the often wide tracks full of natural obstacles and multiple routes, the multi-class nature of the grid, and the fact that holding onto that ramjet boost a fraction too long results in a fiery and rapid unscheduled disassembly. Funnily enough, just like the original MotorStorm, Galactic Racer also has no splitscreen multiplayer. 12-player online racing (or eight, for podracers) has a six-event championship structure that works a little like a shortened version of the singleplayer tours (where your upgraded vehicle is discarded after the finale) – but that’s for a different sort of player than me.


The creator of one of the most popular Total War: Warhammer III mods ever has deliberately corrupted it so that it will no longer work with “unauthorized reuploads,” amid a row over the rights and wrongs of AI-generated modifications.
Veteran modder Venris has created Simply Fun Overhaul (SFO) mods for Total War: Warhammer for years, with a popular Patreon helping in the development of the latest version, SFO: Grimhammer III. The mod overhauls the base game to be closer to the lore and Warhammer universe, changing everything from the campaign and battle mechanics to the economy and customization.
Recently, people have used AI to release sub mods of SFO: Grimhammer III that work with updated versions of the main, Creative Assembly-developed video game, without asking permission. In response, Venris corrupted their own mod so that it stops working with these uploads, and threatened to make SFO: Grimhammer III private.
“Due to the growing number of unauthorized reuploads of SFO: Grimhammer III, and more importantly, the use of AI in the process, I have deliberately corrupted the mod to prevent it from functioning with such unauthorized uploads,” Venris said in a statement published online. “If this situation continues to escalate, I will make SFO: Grimhammer III private.
“SFO: Grimhammer is the result of nearly 10 years of passion and love for this community and the fantasy world. As such, I do not permit anyone to take my work without permission. Especially not for AI-related purposes.
“Support modders, not AI.”
Recent weeks have seen an explosion of AI-generated “mods,” which have called into question not just mod creation, but the very foundations of the video game industry. Clips of gameplay showing AI-generated “game-merging mods” have gone viral on social media, with others releasing AI-generated versions of games running on platforms they have yet to be officially released on. Some have used AI to add or expand features, increase player counts, or fuse parts of two different games together.
The mods have raised eyebrows online, and sparked questions about the legality of their release. Some within the traditional modding community have expressed shock and disappointment in AI-generated clones and mashups, and have questioned the continued viability of their hobby.
For video game publishers, the potential impact may be existential. Why buy a new Fallout video game if AI can spit one out for you in a matter of minutes? This week, the person behind a viral AI-generated Fallout: New York game pulled it offline after receiving a cease and desist from Bethesda, leading fans to celebrate.
But not all oppose AI-generated mods, clones, or video games. “Oh no the horror,” one person said in response to Venris’ post. “Someone forget to get a rubberstamp from a bureaucrat modder whose work depends on the original game devs and publishers anyway. You guys are such losers.”
Most, though, have backed Venris on this. “Anyone that thinks that you are doing something bad here doesn't have experience with someone stealing something that they have spent a major chunk of their life making and it shows,” one person said.


Thanks to its packed release schedule, we’re only ever a few weeks away from a new Magic set in 2026, but after back-to-back Universes Beyond trips to the Marvel universe and back to Middle-Earth (and ahead of Star Trek in November), Reality Fracture offers something different.
A sort of “What If?” for the Magic multiverse, it showcases legendary Planeswalker Jace Beleren’s perfected “Echoverse”. Here, he’s reshaped reality to his will, and that means famous spells, creatures, and more are getting a revamp.
With prerelease weekend over, here are the most valuable cards from the set so far. As ever, prerelease pricing will change drastically at launch and in the days following. We’ll update this page again soon with the latest price updates.
Rise of the Deathbringer - $200Facet Foil is a new treatment for Reality Fracture, and it’s found on just about every card on this list that isn't in the Showcase treatment.
Rise of the Deathbringer kicks off our list as a five-cost instant that lets you draw cards in exchange for life, or reduce creatures by -3/-3. It’s currently going for around $200, but someone has already spent double that on it.
Craterclaw Colossus - $210An echoverse of one of Magic’s most iconic mono-green cards, Craterclaw Colossus is a mono-red alternative to Craterhoof Behemoth.
As with its cousin, it’s a game-ender when played at the right time, offering haste and giving creatures you control trample, but it’s ramped up by the number of artifacts you have. This Facet Foil version is around $210 right now.
Codie, Ravenous Codex - $300Remember Prepared spells from Secrets of Strixhaven earlier this year? Well, if you’ve been enjoying them regularly, then Codie, Ravenous Codex might be your next pick for a Commander.
Codie copies prepared spells, and for WUBRG, it can prepare all of your creatures. It’ll be fascinating to see the plays this leads to - it’s currently $300 for this Showcase Fracture Foil variant.
Simulacrum Shaper - $325It’s Solemn Simulacrum for green, but Simulacrum Shaper could be just as valuable as its forebear. It nets you a basic land as it enters the battlefield and card draw when it dies, but also has typal synergy with Elf decks.
It’s currently $325 for the Facet Foil version, but the most recent sale is a whopping $499.99.
Kwia Vigorbloom - $354In the Echoverse, Strixhaven’s Elder Dragons have been reworked into Hexhaven’s Elder Sphinxes, and Kwia Vigorbloom is likely to be a popular one.
It’s a 6/6 with the keyword soup of flying, vigilance, lifelink, and ward 2. When you gain life, it creates Lotus tokens that can be sacrificed for three mana of any color, meaning if you can get Kwia Vigorbloom out nice and early, you’ll be able to ramp consistently.
It’s currently going for around $350, but this showcase version has already sold for over $400.
Emrakul, the Exigent Doom - $354Emrakul, the Exigent Doom may just have the best name on this list, but it’s a fitting Echoverse version of an Eldrazi favorite.
This version of Emrakul untaps all lands you control, putting a 12/12 on the board with flying, trample, and a ward cost of sacrificing three permanents. You can even exile it from your hand to help ramp in the early game.
It’s going for $400 right now if you want this Showcase version in Fracture Foil.
Return to the Light Realms - $420Rise of the Dark Realms is a black staple in Magic, bringing all creatures from all graveyards under your control and (hopefully) ensuring a big win.
Return to the Light Realms is a little different. For one, it’s white, and for another, it’s all nonland permanents from your graveyard. Depending on how many artifacts, equipment, and enchantments you have in there, it might even be better than its predecessor.
This Facet Foil version will set you back $420 right now.
Curse-Marred Demon - $500The Echoverse version of Rune-Scarred Demon drops from a 6/6 to a 4/4, switches from black to red, and lets you grab any card you want from your library before discarding a card at random.
In many ways, it’s not as good as its predecessor, but it does cost two mana less at least. It’s the first card on our list to hit $500.
Hexhaven Invigorator - $562Oh boy, this is the one I’ve had my eye on for a while. Hexhaven Invigorator is a four-cost green Chimera Horror. As it is dealt damage, you can convert that damage into lands - and they don’t have to be basic lands, either.
Add to that the fact that it’s a 6/6 with vigilance, so you’ll be swinging for big damage each turn, and this is a great mono-green inclusion. The Facet Foil is going for $562, but one has already sold for $850.
Omnipresence - $1,000So what’s the most expensive card from the Reality Fracture set? Why, it’s the Echoverse version of Omniscience, of course.
Whereas its blue cousin lets you cast spells without paying their mana costs, this green version lets you cast spells with mana value less than or equal to the number of creatures you control without paying those costs.
Get a bunch of cheap tokens on the battlefield and then cast with reckless abandon. The Facet Foil version of Omnipresence is a whopping $1,000 right now.
MTG Reality Fracture is Selling Out FastReality Fracture arrived in prerelease last weekend (September 26-27), with the full launch on October 2. Here's what you can still buy, and what's included.
Notably, Amazon is currently out of stock of everything Reality Fracture, so you may have to look elsewhere, like Walmart, Target, Best Buy, or resellers at TCGplayer, to find boosters or sealed boxes in stock.
Building out your collection is easiest with Play Boosters, and you can buy a box at Amazon for $164.70.
See at TargetSee at TCGplayerThis includes 30 packs, with Wizards of the Coast promising 60+ legendary cards per box. There are 14 cards per pack, so you’re getting a total of 420 in a box.


The person behind a viral AI-generated Fallout: New York game has pulled it offline after receiving a cease and desist from Bethesda.
Earlier this week, a self-styled “AI creative” known as “CHRIS FIRST” on X / Twitter published a video of Fallout: New York, a game built by Claude Opus 5.5 and made playable in a browser. It included quests, companions, dialogue trees, Fallout’s iconic V.A.T.S. combat and even a working Pip-Boy.
Fallout: New York, a full Fallout game you play in your browser, built with Claude Opus 5.5.
Quests. Dialogue trees. V.A.T.S. A working Pip-Boy.
Zero texture files. Zero sound files. Every building, weapon, face and sound is generated by code. pic.twitter.com/58Vls0mOYx
The initial video, viewed 3.5 million times on X / Twitter, sparked a debate about the rights and wrongs of CHRIS FIRST’s use of AI, with some calling the game AI slop, and others impressed by the gameplay. As you’d expect, many responded to the video to predict that Bethesda would eventually step in, although CHRIS FIRST seemed somewhat naive to the situation.
“It’s all free and I make 0 money on it,” he tweeted. “I hope they don’t ask me to take it down. I really love Fallout and this was just a fun tech demo. But I should add a quest where you have to serve someone papers, but they keep running away.”
The inevitable now appears to have happened. CHRIS FIRST published an image of what looks like an official cease and desist from Bethesda parent company, ZeniMax Media Inc, which points to trademark infringement for the use of the 'fallout.nyc' domain name, as well as its use of copyrighted material. IGN has asked Microsoft for comment.
CHRIS FIRST, meanwhile, remained defiant in his post even as he confirmed the removal of the game. “Hey, @BethesdaStudios,” they said, “how about you make a Fallout game instead so I don’t have to? Sorry to everyone who enjoyed the game! But the suits got involved and the fun is over.”
No-one is particularly surprised by Bethesda’s action here. “Dude this game was ass and didn’t even look like Fallout,” one person said. “I don’t know why you tried to cash in on their IP lmao. They had every right to C and D you.”
“How about you make some original game instead of copying existing one?” another person suggested. “Like no one saw this coming from a mile away. Ppl can't expect to rip off an IP and not get dmca'd,” another said. One person commented: “Everything ur AI game did was already done before In Fallout just mixed around. No new mechanics or innovation.”
“Wow it’s almost like stealing is bad,” another said. “Not sure what you expected with your AI trash,” one person declared. "I would genuinely rather play Fallout Tactics than this AI generated garbage," another said. "Everyone liked that," Karl Schecht, aka professional 3D and technical artist and YouTuber Kommander Karl, said.
This week has seen a number of viral clips of AI-generated “game-merging mods” in which Minecraft is fused with other famous games in what is a growing and controversial trend. One such video, which shows Minecraft copied into Elden Ring, was viewed 22 million times on X / Twitter.
I put the entire of game minecraft into elden ring as mod. its runs on Mac. pic.twitter.com/CojefjxtLn
— Anime Girl Worshiper (@TobynJacobs) September 29, 2026This in turn has sparked a significant debate about the legality around AI-generated clones and these “game-merging mods,” with some wondering if publishers will step in to take action or push for guardrails that prevent their creation within the AI models themselves. One person has released an AI-generated Splatoon clone, which some believe Nintendo will take a look at sooner rather than later. Another person merged Mario with Elden Ring.
so long, gay margit https://t.co/W96dFvpjYI pic.twitter.com/pTTodFIq9v
— Deltaroo Δ (@Deltaroo3D) September 30, 2026As the debate over AI-generated games rages on, video game publishers will be desperate to keep a tight leash on their franchises. AI is making what was traditionally a painstaking process of reverse-engineering and recompilation significantly faster, which has prompted some to wonder about the future of commercial video game development. Why buy a Switch 2 if you can have AI generate a clone of one of Nintendo's exclusives? Others, though, have pointed out that none of these game-merging mods or clones display any creativity or present any new ideas, rather take existing popular video games and either mash them together or simply replicate what is already playable better elsewhere.
Bethesda is of course working on a number of official Fallout games, including Fallout 5, Fallout 3 and New Vegas remasters, and a spinoff from Fallout: New Vegas developer Obsidian Entertainment. None has a release window, although new Xbox boss Asha Sharma has talked about wanting to double down on the company's biggest franchises, including Fallout.

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.




