After 15 years and 323 hours, I've finally beaten Fallout: New Vegas, and this game doesn't need mods as much as you think it does
I'm a lifelong RPG reroller: I'm obsessed with restarting these things over and over until I'm sure that my first time hitting the credits will be perfect. My white whale for the past 15 years? Fallout: New Vegas, one of my very favorite games, which I finally completed for the first time after 323 hours and I don't know how many characters. sport-newz.biz
Part of my problem was New Vegas' myriad mechanical and story possibilities: Cowboy sniper, or unarmed ninja? Yes Man, or NCR? After a propulsive and semi-linear opening that takes you in an arc from Goodsprings through Novac, the game opens up in pure open world possibility.
The fact that you can't keep playing after finishing the main quest incentivized me to try and do everything before heading to Hoover Dam. I'd always take a break to play something else before achieving that goal, and by the time I came back to it? New character, baby.
That midgame was one major filter for me, another was hesitation of a different kind at the start of a playthrough. I realized recently that I've literally never played New Vegas without some kind of mod: Even by the time I got it for Christmas 2010, the scene was already out in full force tweaking the game.

This time around, I went minimalist, and I don't think it's a coincidence that it was the first time I ever made it to the credits. Hear me out: If you're a lifer and it's been a long time since you've played the vanilla game, or you haven't beaten New Vegas at all, you should try taking it easy on the mods.
Hatsune Miku NSFW Companion NVSE Required
I love mods and I love modding. I think mods should always be allowed, if not encouraged by studios. I never want Bethesda modders to stop being authentically themselves, no matter how many AI voice catgirl companions they inflict upon the world.
But I'm more in it for bug fixes and standalone experiences as I get older. Most of the explosively popular Bethesda modding communities are focused on experience tweaks—visual, mechanical, sometimes story changes to the base game to make it better fit the mod author's (and potentially other players') desires. I never want to yuck anyone's yum, as the kids say, but this can get out of hand.
"Skyrim Transformed: 1,000 Mod List 4K Remaster 2026 RTX 5090," harangues some YouTube title under footage of a game that is simply no longer Skyrim, the analogue, no-AI predecessor to Nvidia's disastrous DLSS 5 showcase. "Oh yeah, New Vegas is the best game ever, but I could never play it without my 90GB modlist," your most annoying friend will assure you. "Just follow this 17-step guide and decide whether you want the 'vanilla++' or 'turbo overdrive' version." Enough.
New Vegas has tacticool weapons packs that John Wick would find a tad overwrought, and some real out-there sex stuff that would make the Marquis de Sade blush. At a certain point, it might be too much choice, and your experience can stray too far from the certifiable RPG classic at the heart of it.
It's no longer a discrete game, but an open-ended wish fulfillment platform, one whose definition and structure can liquefy in the face of so many 4K texture packs and combat overhauls. You may have seen this sentiment expressed before, maybe a meme about it, or even felt it yourself: "I spent three hours figuring out my Morrowind modlist, made a character, and never got out of Seyda Neen."
Creative restriction can be a beautiful thing, and I find I bring more to a game when it's demanded of me by that game. Being able to tweak and customize every minute detail of the experience risks adulterating it, like bowling with bumpers. The promise of fully bespoke AI games and TV shows that react to your every whim is the dark logical extreme of this drive.
Just a little a mod, as a treat

This isn't my moral screed against using these experience tweak mods at all—with the notable exception of all the tacticool ones and at least some of the sex ones. They will not be allowed into the Kingdom of Heaven. But it can be helpful to give yourself permission to play these games un-, or at least minimally-modded.
I'm sure the Viva New Vegas project is great, and I respect the work they do, but trying to figure out how to make its nested .exes and dependencies work on Steam Deck felt like doing my taxes. Instead, I just dug up the same bug and crash fixes I've been using since like, 2013:
I also allowed myself the indulgence of two experience tweaks: Ranger Helmets Neck Covers—I mean come on, all the official art has those necks covered—and Improved Ranger Coats, which makes New Vegas' signature outfit fall flat like an actual longcoat instead of billowing like a cotillion gown.
I found it very gratifying to have this (relatively) back-to-basics experience with New Vegas, and it paired well with my first time trying its "you have to eat and sleep now" Hardcore mode. It felt fitting to have my least-modded playthrough be one of my most memorable and successful.
Of course, I'm also a filthy hypocrite: I'm eyeing one major mod for my next playthrough, and I don't think anything can dissuade me. I'm talking about the JSawyer Mod, New Vegas lead Josh Sawyer's unofficial collection of mechanical tweaks to make the game much harder, particularly in Hardcore Mode. But hey, it feels like less of a mod if it's from one of the lead devs, right?

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Shuhei Yoshida siger at Jim Ryan fyrede ham fordi han ikke ville tage imod "ridiculous" ordrer
Det slog ned som en bombe i november 2024, da PlayStation-veteranen Shuhei Yoshida pludselig annoncerede, at han ville forlade Sony efter 31 år. På det tidspunkt var han Head of PlayStation Indies, men han havde tidligere tjent som President for SIE Worldwide Studios. Det virkede dengang som om, han havde taget et skridt ned ad karrierestigen snarere end op, da mange tidligere troede, at han ville blive chef for hele PlayStation-divisionen i stedet for Jim Ryan i 2019.
Det skete som bekendt ikke, og Yoshida sagde i et interview med Game File sidste år, at han mente, det skyldtes hans kærlighed til spil, og at han ikke primært var en forretningsmand:
"Probably because they didn't trust me as [to] making the best business decisions... I always wanted to do something interesting, you know, something new or innovative and never done before, that may become the great thing in the future, [that] kind of thing."
Instead, Sony preferred business-minded people, he said at the time, reasoning that "Kaz [Hirai], Andrew [House], Jim Ryan, all business people, right? So there must be a reason for that."
I sidste uge optrådte Shuhei Yoshida ved det australske spilevent ALT: GAMES, hvor han delte mere om, hvad der skete bag kulisserne, da han blev degraderet hos PlayStation på Jim Ryans ordre:
"I helped Santa Monica to make God of War, Naughty Dog to make Uncharted and The Last of Us, and Sucker Punch to make the beautiful Ghost of Tsushima. Ghost of Tsushima was one of the last games that I worked on as the president of Worldwide Studios. But in 2019, after 11 years leading first-party development, I was fired from the role."
Yoshida har tidligere fortalt, at han fik et ultimatum om enten at blive fyret eller blive chef for indiespil, men han uddyber nu, hvad han mener førte til dette, og siger, at han blandt andet nægtede at følge Ryans "latterlige" ordrer:
"Jim Ryan wanted to remove me from first-party because I didn't listen to him. He asked me to do some ridiculous things, and I said 'No.'"
Jim Ryan var en kontroversiel og blandt gamere ofte betvivlet chef for PlayStation (mellem 2019 og 2024), som blandt andet lancerede Sonys massive live service-initiativ, hvor stort set alle spil enten er floppet eller blevet lukket ned. Det førte naturligvis til enorme omkostninger, mens Sony udgav færre singleplayer-spil generelt, fordi ressourcerne blev omdirigeret til andre områder - noget vi stadig mærker i dag og sandsynligvis vil mærke i mange år fremover.
Vi får aldrig at vide, hvordan PlayStation-divisionen ville have set ud under Yoshidas ledelse, men man kan mistænke, at det ville have været radikalt anderledes. I dag virker Yoshida dog tilfreds, og han afslutter med at sige:
"I was helping indie publishers and developers at Sony for the last five years, so I feel like I'm continuing to do the same kind of thing, but now I am freelance. I'm free to show up in any podcast. Now I can talk about Nintendo, Xbox, Steam. And I get to see how Nintendo and Xbox support indies. So it's very, very cool."
Hvad tænker du om Jim Ryans lederskab, og tror du, at Shuhei Yoshida ville have været et bedre alternativ?
Ikke forvent at Deadpool får et soloeventyr i MCU igjen
Selv om Deadpool & Wolverine fikk noe blandede kritikker, ble den en enorm kassasuksess som spilte inn over 1,3 milliarder dollar, og begge forgjengerne var også svært vellykkede. Men til tross for det bør vi nok ikke håpe på flere soloeventyr for Deadpool, i hvert fall ikke ifølge hans skuespiller (og manusforfatter) Ryan Reynolds.
Han mener tydeligvis at karakteren fungerer best sammen med andre, og ser derfor ut til å ha gitt helt opp tanken på soloeventyr for Merc with a Mouth. I et intervju med Today (via Nerdist) sier han :
"Jeg har skrevet ting. Jeg tror ikke jeg noen gang kommer til å sentrere ham igjen. Han er en bifigur. Han er en fyr som er flott i en gruppe."
Dermed ser det unektelig ut til at vi rett og slett kan glemme en fremtidig Deadpool 4. Det virker sannsynlig at han får en cameo-opptreden i Avengers: Doomsday, og kanskje er det først og fremst slik vi får se ham fremover.
Hva er dine tanker om dette, er du trist eller lettet?
Xbox toont een felgekleurde Forza Horizon 6 controller en headset
Net zoals ze deden voor Forza Horizon 5 heeft Microsoft nu een controller aangekondigd geïnspireerd door Forza Horizon 6. Het is een van de kleurrijkste versies die ze tot nu toe hebben uitgebracht, en in een bericht op sociale media schrijft de nieuwe Xbox-baas Asha Sharma:
"Alles aan Forza Horizon 6 is prachtig. De accessoires moesten dat ook zijn."
Het is een standaardversie van de controller, maar met rubberen vingergrepen en een ontwerp geïnspireerd op het Japanse wegennet. Xbox Wire omschrijft de controller als "een van de meest levendige controllers die Xbox ooit heeft uitgebracht." Met een transparant cyaanblauwe bovenkant die overgaat in een metallic gradiënt, wordt deze geaccentueerd met voltgroen, felroze en zilver. De kleuraccenten worden verder benadrukt door een zilveren metallic DPad en tweekleurige rubberen diamantgrepen. De kerninspiratie voor het ontwerp kwam voort uit de Touge-wegen van Japan."
Het wordt echter nog beter, want de controller wordt ook vergezeld door een bijpassende headset, de Xbox Wireless Headset. Het ontwerp wordt beschreven als een uitbreiding van "dat overkoepelende thema van het Horizon Festival, versierd met opvallende transparante cyaan, voltgroen en felroze. De headset is ontworpen met de Forza superfan in gedachten, met speciale details zoals het felroze logo dat de pitcrew-esthetiek oproept, en door racecircuit-geïnspireerde graphics in de oorkussens."
Zowel de controller als de headset worden samen met Forza Horizon 6 uitgebracht op 19 mei, en je kunt ze kopen bij zowel de Xbox Store als bij goed gevulde winkels. Bekijk hieronder zowel afbeeldingen als een trailer van deze schoonheden.
MSV erhält Zweitliga- und Drittliga-Lizenz ohne Bedingungen
Gute Nachrichten für den MSV Duisburg aus Frankfurt: Die Zebras haben die Lizenz für die 2. Bundesliga und die Zulassung zur 3. Liga für die Saison 2026/27 jeweils ohne Bedingungen erhalten. Das gab der Klub am Montagabend bekannt.
Wirtschaftliche Leistungsfähigkeit bestätigt
Damit ist dem MSV die wirtschaftliche Leistungsfähigkeit für die neue Spielzeit ohne Einschränkungen bestätigt worden – sehr zur Freude von Marvin Schmickler, dem kaufmännischen Leiter der Zebras. “Dass wir jetzt die Lizenz für beide Ligen ohne Bedingungen erhalten haben, zeigt, wie stabil der MSV in diesen Tagen wirtschaftlich dasteht: Wir werden aber auch künftig intensiv und kreativ an zusätzlichen Möglichkeiten arbeiten, um den eingeschlagenen Weg nachhaltig fortzusetzen." Wie vor einer Woche bekannt geworden war, haben die Duisburger die vergangene Saison mit einem Gewinn von 690.000 Euro abgeschlossen.
Geschäftsführer Michael Preetz sagt: "Der von uns gemeinsam mit Partnern, der Stadt und nicht zuletzt den Fans, eingeschlagene Weg trägt längst nicht nur auf dem Rasen Früchte. Dafür gebührt allen, die durch ihre Beiträge, sei es im Sponsoring, oder durch Käufe von Eintrittskarten oder im ZebraShop dazu beitragen, ein großes Dankeschön."
