Welcome to WarBulletin - your new best friend in the world of gaming. We're all about bringing you the hottest updates and juicy insights from across the gaming universe. Are you into epic RPG adventures or fast-paced eSports? We've got you covered with the latest scoop on everything from next-level PC gaming rigs to the coolest game releases. But hey, we're more than just news! Ever wondered what goes on behind the scenes of your favorite games? We're talking exclusive interviews with the brains behind the games, fresh off-the-press photos and videos straight from gaming conventions, and, of course, breaking news that you just can't miss. We know you love gaming 24/7, and that's why we're here round the clock, updating you on all things gaming. Whether it's the lowdown on a new patch or the buzz about the next big gaming celeb, we're on it.

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Interviews News

Kaan Serin - Dan Houser - Rockstar Games - GTA and Red Dead Redemption adaptations never happened because "games made poor-quality movies," Rockstar Games co-founder says, but "it's a different time now" - gamesradar.com

GTA and Red Dead Redemption adaptations never happened because "games made poor-quality movies," Rockstar Games co-founder says, but "it's a different time now"

With the mammoth successes of Grand Theft Auto and Red Dead Redemption, it's somewhat surprising that neither ever made it to the big screen, but Rockstar Games' former co-founder and former lead writer says that Hollywood certainly tried to make it happen. 

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Hidetaka Miyazaki - Elie Gould - 'I absolutely suck at video games': Hidetaka Miyazaki discusses how he prepped for Elden Ring: Shadow of the Erdtree - pcgamer.com

'I absolutely suck at video games': Hidetaka Miyazaki discusses how he prepped for Elden Ring: Shadow of the Erdtree

It's safe to say that Elden Ring: Shadow of the Erdtree was one of the most anticipated games for 2024, with long time souls fans having waited a couple of years since the base game's release, and new players desperately trying to speedrun to Mohg so they'd be ready to dive straight in. But it seems like we weren't the only ones prepping, as director Hidetaka Miyazaki also had a prerelease routine that he's kindly shared. 

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Mollie Taylor - Zenless Zone Zero's producer has spent an ungodly amount of time playing Street Fighter 6, which makes the whisperings of a collaboration even more understandable - pcgamer.com

Zenless Zone Zero's producer has spent an ungodly amount of time playing Street Fighter 6, which makes the whisperings of a collaboration even more understandable

Taking a peek at screenshots of New Eridu—Zenless Zone Zero's main hub—I couldn't help but get some mild Street Fighter 6 Metro City vibes. Turns out they aren't totally misplaced, as producer Zhenyu Li is a huge fan of the fighting game and has put a lotta hours into playing it. Considering the two games seem set to collaborate with each other, it makes even more sense that Street Fighter 6 has served as an inspiration for Li during Zenless Zone Zero's development.

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Mollie Taylor - Zenless Zone Zero's launch roster won't quite match the numbers of Genshin Impact and Honkai: Star Rail, but its producer says the team is going for 'quality not quantity' - pcgamer.com

Zenless Zone Zero's launch roster won't quite match the numbers of Genshin Impact and Honkai: Star Rail, but its producer says the team is going for 'quality not quantity'

Those who are well-versed with miHoYo's library of games may have noticed that Zenless Zone Zero's base roster is looking a touch anaemic in comparison to what Genshin Impact and Honkai: Star Rail launched with. The action-RPG is launching with 15 agents, which isn't a low number by any means, but it is notably less than Genshin's 22 characters and Honkai: Star Rail's 23.

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Former Halo and Destiny producer says live service model is 'much better for developers and players' than the '$60 boxed product model' - pcgamer.com

Former Halo and Destiny producer says live service model is 'much better for developers and players' than the '$60 boxed product model'

Joe Tung, CEO and co-founder of developer Theorycraft Games, started out his career in games as the lead producer on Halo 3 before moving on to be executive producer on Halo: Reach and Destiny at Bungie. In an interview with PC Gamer promoting his new MOBA-like battle royale game Supervive, Tung said that during his time at Bungie he had to make decisions that «were not in the best interest of players» and that a lot of E3 demos at the time (though not necessarily Bungie's) showed off «bullshit vaporware.» The problem, he thinks, is the whole «boxed product model.»

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Hassan Mujtaba - AMD Commits To Using The Most Advanced Process For Each Generation, Will Continue Design, Packing, Assembly Innovations Across All Products - wccftech.com

AMD Commits To Using The Most Advanced Process For Each Generation, Will Continue Design, Packing, Assembly Innovations Across All Products

AMD says that it will be using the most advanced process for each generation of products while adopting innovative design technologies.

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Harvey Randall - Takuro Mizobe - Nintendo - Nearly 6 months later, Palworld devs confirm Nintendo never drew so much as an inch of its legal sword over bootleg Pokémon allegations - pcgamer.com

Nearly 6 months later, Palworld devs confirm Nintendo never drew so much as an inch of its legal sword over bootleg Pokémon allegations

Palworld's meteoric popularity has naturally settled from its obscene all-time peak of 2 million players, which is only natural for a game released in early access—and for any popular game period. No monarch rules forever.

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Rich Stanton - John Romero says that what set Wolfenstein and Doom apart 'was our speed—the speed of the game was critical' - pcgamer.com

John Romero says that what set Wolfenstein and Doom apart 'was our speed—the speed of the game was critical'

John Romero could be ordained as Pope, and people would still come up at mass and ask him about the early days of id Software and Doom. One of the key figures in early FPS history and by far the most infamous and outspoken, Romero's brand of hirsute grungy swagger worked for a very simple reason: the games he designed and promoted were brilliant (until they weren't).

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