daily

2026-09-20
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€1.75m coastal funding for Rosslare Strand and Kilpatrick beaches

Wexford Local · original → · 9/10 · Local Wexford: €1.75m coastal erosion funding announcement
[image →]Pictured at the announcement of coastal erosion funding at Rosslare Strand today were (left to right); Eddie Taaffe, Chief Executive Wexford County Council, George Lawlor TD, Cllr Frank…
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Pictured at the announcement of coastal erosion funding at Rosslare Strand today were (left to right); Eddie Taaffe, Chief Executive Wexford County Council, George Lawlor TD, Cllr Frank Staples, Cathaoirleach Rosslare Municipal District Council, Verona Murphy TD, Ceann Comhairle Dáil Eireann, Minister Kevin ‘Boxer’ Moran, Senator Cathal Byrne, Cllr Ger Carthy, and Eamonn Hore, Deputy Chief Executive Wexford County Council. (Pic; Mary Browne). 

By Dan Walsh

Kevin ‘Boxer’ Moran, Minister of State at the Department of Public Expenditure, Infrastructure, Public Service Reform and Digitalisation with responsibility for the Office of Public Works, visited Rosslare Strand and Kilpatrick Beaches to announce much needed funding for coastal protection at both beaches.

Minister for Housing, Local Government and Heritage, James Browne TD said The Office of Public Works (OPW) has confirmed today the approval of €566,666 following an application by Wexford County Council’s for funding under the OPW’s Minor Flood Mitigation Works and Coastal Protection Scheme.

“I have been meeting the Boxer on this to push for a resolution. Today with Boxer Moran we announced the funding approval, while the commencement and progression of any works will be announced directly by Wexford County Council.
“Our Council will use the funding to provide rock revetment coastal protection of around 200 metres in length skirting Kelly’s Hotel at an estimated cost of €750,000.

These essential works will be carried out over Winter 2026/2027 and to be completed by Spring 2027. Recent storms together with sea level rise and coastal erosion have seen much sand loss and damage inflicted upon the Blue Flag Beach at Rosslare Strand.

The immediate works will tie in with a longer-term Rosslare Strand Coastal Protection and Flood Relief Scheme which is expected to be completed by 2031. A Public Consultation Day was held by Wexford County Council and the Office of Public Works in Rosslare in August. The Scheme is expected to cost €15 million.

There was also a meeting with members of Rosslare Harbour/Kilrane Environmental Group,” said Minister Browne, who added; “This interim works funding is essential, but we will continue to press hard to get what’s needed done for Wexford.”

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CLLR JOE SULLIVAN campaigned for coastal erosion funding for Kilpatrick Beach. (File Pic; WexfordLocal.com)

Wexford County Council is also to receive funding of around €1 million for the urgent Coastal Protection works at Kilpatrick Beach in North Wexford.

Welcoming the news local Independent Cllr Joe Sullivan said; “I have been campaigning particularly hard for the last three years with and on behalf of local residents at Kilpatrick for the provision of rock armour and an access road to five properties cut off for a number of years by coastal erosion.”

Cllr Sullivan thanked Minister Moran, Wexford County Council Chief Executive Eddie Taaffe, and Deputy Chief Executive Eamonn Hore for supporting the North Wexford funding application.

Local residents at Kilpatrick have long campaigned for a coastal protection scheme for the Beach which has been adversely affected by storm surges and coastal erosion in recent years. Access to some residents’ homes is across a tidal beach now making normal life very difficult for these residents.

The work will consist of about 80 metres of rock armour with a 4-metre-wide access track to a number of local properties.

Cllr Lisa Mc Donald, Cathaoirleach of Wexford County Council welcomed news of the Coastal Protection Funding for Rosslare Strand and Kilpatrick, “The soft sandy coastline of Co. Wexford is one of the most vulnerable in the country to the devastating effects of coastal erosion on local communities.

“These works will bring relief to the weary communities in Rosslare Strand and Kilpatrick that have endured significant coastal erosion close to their homes for many years, and it will help bring stability to these areas,” concluded Cllr McDonald.

Chief Executive of Wexford County Council, Eddie Taaffe, expressed his gratitude to Minister Moran for the allocation of funding for very urgent coastal protection works at Kilpatrick and Rosslare Strand Beaches.

Cllr Ger Carthy said; “I was delighted to welcome my good friend and Independent Minister Boxer Moran to Ballyhealy this morning to discuss the very serious coastal erosion issues in the area.

“We had a very productive meeting with the Minister and senior officials from Wexford County Council. I was pleased to see the level of engagement and commitment to addressing the immediate concerns.

“I wish to personally thank Minister Moran for making the trip to Kilmore this morning, for his continued support. The work doesn’t stop here. We will continue to push for action and investment to protect Ballyhealy and its community,” concluded Cllr Carthy.

2

I built non-autoregressive decision models with RL a year ago

Hacker News · original → · 7/10 · AI: non-autoregressive decision models and RL research
Everyone in AI right now is talking about a new kind of model: an architecture that is not autoregressive, does not generate text, and gives lightning-fast probability predictions over structured…

Everyone in AI right now is talking about a new kind of model: an architecture that is not autoregressive, does not generate text, and gives lightning-fast probability predictions over structured schemas. Seeing the hype online feels both validating and deeply frustrating. I worked on this literally one year back in March 2025. I spent months of hard work, sweat, and sleepless nights building it, published an arXiv paper (arXiv:2503.23303), released the model weights on Hugging Face (sales-conversion-model-reinf-learning), published the open dataset (saas-sales-conversations), built a PyPI package, and posted the whole approach on Reddit (r/LocalLLaMA discussion). Then in September 2025, I published a second paper (arXiv:2510.01237), formalizing the framework for schema-based decisions guided by reinforcement learning. The guiding brain in my system was always reinforcement learning, not just an embedding model or an autoregressive LLM. And then in September 2026, a well-funded frontier lab called TypeSafe AI (founded by Diogo Almeida, a co-inventor of ChatGPT at OpenAI) launched Jev. They proposed the exact same non-autoregressive decision concept as if it was a brand-new scientific breakthrough. Except they launched without technical papers, without open weights, and with zero open training datasets. My earlier model used PPO over sequence representations to output turn-by-turn conversion trajectories (probabilities from 0.0 to 1.0) in vertical sales conversations. Jev generalized parallel sampling using what they called RLCD (Reinforcement Learning for Calibrated Decisions) to output confidence distributions and schema choices horizontally, charging $0.042 per million input tokens with typical response times around 150 ms. Instead of staying bitter, I decided to take everything I learned, fix every architectural limitation of the old approach, and build a completely open, horizontal System 1 decision model family: Laya. And because we built it properly on bidirectional encoders, our models run in 32.8 milliseconds on a single GPU (7.2 ms/question batched), making it 6 to 8 times faster than Jev, with full support for over 100 languages, zero API subscription costs, and 100% open-source Apache 2.0 weights. 1. The Core Realization: System 1 vs System 2 Every modern AI pipeline has a giant bottleneck: we use generative LLMs for simple reflex decisions. When a customer support ticket arrives, or an email hits your inbox, or a user submits a prompt to your API, you usually only need to answer simple, structured questions: - Which department should this ticket route to? - Is this incoming email a phishing attack or spam? - Is this prompt trying to jailbreak or inject instructions? - How urgent is this issue on an ordinal rubric (0 to 3)? - Does this query require code execution or a simple factual reply? Calling an 8B, 70B, or frontier generative LLM for this is complete overkill. You wait 500 ms to 2,000 ms for tokens to stream out, spend real money on inference, and then have to write regex or JSON parsers to extract a clean label from free-form text. Worst of all, LLMs love to hallucinate and generate fake confidence. When an LLM outputs "confidence: 0.95" , it is just predicting tokens that sound confident. There is zero mathematical calibration behind it. We needed a model that works like the human brain's System 1: instant reflex decisions with honest, calibrated probabilities, taking only 30 to 35 milliseconds on standard commodity hardware. 2. The Three Decision Primitives Laya evaluates typed questions over any state (raw text, email, ticket, or JSON document) in a single forward pass. It relies on three primitives: - choice: Pick one option from a dictionary of criteria. Returns the selected key, probability distribution across all options, and a calibrated confidence score. - score: Place the state on an ordinal rubric (levels 0, 1, 2, ...). Returns the expected level, the distribution over rubric ranks, and confidence. - noul: A direct boolean question returning calibrated probability P(true) from 0.0 to 1.0 (with P(false) = 1 - P(true) by construction). Because the output space consists purely of probabilities and numbers, the model never generates text, cannot hallucinate, and schema violations or malformed JSON are physically impossible. 3. The Three Checkpoints & Bundled Hub Architecture One model cannot be optimal for every task and language. We released three specialized checkpoints, now consolidated under a single repository hub on Hugging Face: | Checkpoint | Backbone Encoder | Params | Context | Primary Strength | |---|---|---|---|---| | convaiinnovations/laya | ModernBERT-large | 421M | 512 | English text classification, guardrails, email triage | | convaiinnovations/laya-multilingual | mmBERT-base (256k vocab) | 322M | 1024 (up to 8k) | 100+ languages, 2.2x faster, cross-lingual NLI | | convaiinnovations/laya-typed-decisions | ModernBERT-large | 421M | 1024 | Agent observability, customer service, invoice processing, security alerts (0.766 acc) | Selective Subfolder Downloads Rather than forcing users to manage three separate repositories or download 2.5 GB of combined weights, the main repository convaiinnovations/laya bundles all three. Using Hugging Face's allow_patterns , Laya's SDK downloads only the specific subfolder requested: # Downloads English model (~808 MB) agent_en = laya.load("convaiinnovations/laya") # Downloads ONLY the multilingual subfolder (~647 MB), not the entire 2.5 GB bundle agent_ml = laya.load("convaiinnovations/laya", subfolder="multilingual") 4. Why Routing Is Essential: The Multi-Script Reality One of the most eye-opening findings from our 51-language sweep on the MASSIVE benchmark (20 options, random baseline = 0.050) was how English models fail outside Latin script. ModernBERT-large's 50,000-token English BPE vocabulary simply shreds non-Latin alphabets: - Khmer: 0.000 accuracy at 0.952 mean confidence. Not one correct decision in 100 questions, while reporting ~95% confidence. - Armenian: 0.050 accuracy (exact coin-flip random) at 0.885 confidence. - Hebrew: 0.060 accuracy at 0.964 confidence. - Bengali: 0.080 accuracy at 0.945 confidence. - Hindi: 0.100 accuracy at 0.941 confidence. This is the crucial lesson: the model's own confidence gives no warning when it cannot read the input script. Across 51 languages, the English checkpoint's mean confidence never drops below 0.885, regardless of whether its accuracy is 82% or 0%. Therefore, confidence gating cannot protect you. The decision of which model to use must be made before the forward pass. Sub-Millisecond Pure Python Routing Laya includes a built-in Router that inspects the Unicode scripts of incoming text across 22 alphabets (Devanagari, CJK Han, Cyrillic, Arabic, Hebrew, Tamil, Thai, etc.) and analyzes Latin stopword distributions: - Standard English text: 0.09 ms detection overhead. - Devanagari / Indic text: 0.54 ms detection overhead. - Large 200-row nested JSON documents: 0.73 ms detection overhead. Compared to a 33 ms forward pass, routing overhead is negligible (<2%). And with Router(preload=True) , all required models stay resident in VRAM/RAM, completely eliminating the 7 to 10-second cold-swap penalty when traffic alternates between languages. from laya import Router # Preload checkpoints into memory for instant sub-35ms routing router = Router(preload=True) # English -> automatically routed to ModernBERT-large res_en = router.predict({"body": "I was charged twice, please refund."}, questions) # Hindi -> automatically routed to mmBERT-base (100+ languages) res_hi = router.predict({"body": "मुझसे दो बार शुल्क लिया गया, कृपया पैसे वापस करें।"}, questions) # Explicit override when you already know the domain res_spec = router.predict(state, questions, model="typed-decisions") 5. Head-to-Head: Laya (with Routing) vs TypeSafe Jev We benchmarked Laya directly against TypeSafe Jev across public datasets and standard benchmarks. Every Laya number is measured; Jev numbers are published by third-party independent studies (AbdelStark, nibzard) and TypeSafe AI. | Benchmark / Metric | TypeSafe Jev 1.13.0 | Laya (Routed) | Advantage / Delta | |---|---|---|---| | typed-decisions (2,000 decisions) | 0.727 | 0.766 | +3.9% (beats 0.735 teacher ceiling) | | AG News (4 labels) | 0.910 | 0.950 | +4.0% higher accuracy | | DAIR Emotion (6 labels) | 0.480 (Brier 0.846) | 0.595 | +11.5% higher (Jev had 16% zero prob) | | Calibration Error (ECE) | 0.246 | 0.081 | 3x better probability calibration | | Latency P50 (1 Question) | 236 – 276 ms | 32.8 ms | 7.8x faster execution | | Latency P50 (10 Questions Batched) | ~1,500 ms (serial) | 72.3 ms (7.2 ms/q) | 20x faster on batched calls | | Usable Languages (> 3x random) | No published benchmark | 45 of 51 languages | Global language coverage | | Cost per 1M tokens | $0.042 (metered API) | $0.00 (self-hosted) | 100% free Apache 2.0 | | Model Weights & Code | Closed proprietary API | Open-source safetensors | Air-gapped & on-premise capable | Real-World Application Workflows Across 9 evaluated enterprise workflows, Laya demonstrates production-ready decision quality: - Email Spam Filtering (Enron): 0.993 accuracy, 0.993 F1, 0.013 ECE. - Phishing Detection: 0.980 accuracy, 0.979 F1, 0.012 ECE. - LLM Guardrails & Jailbreaking (held-out ToxicChat): 0.755 – 0.762 accuracy. At 50% selective coverage, accuracy reaches 0.931. - RAG Passage Relevance Filtering: 0.657 accuracy in single forward pass. - Support Ticket Queue Routing (10-way): 0.522 accuracy. 6. Honest Limitations: Where Laya Has Ceilings Too many AI announcements hide their weaknesses. We believe in engineering honesty: - Choice questions degrade with >20 options: In our stress test on Banking77 (77 labels), Laya scored 0.425 against Jev's 0.870. This is an architectural budget constraint: options share a 192-256 token head_max_len budget, leaving only ~3-4 tokens per candidate at 77 options. Recommendation: Keep choice schemas under 20 options, or use a two-step coarse-to-fine hierarchy. - Zero-shot vs. Fine-tuning: Out-of-the-box base models score ~0.35 on the typed-decisions benchmark (near random). The 0.766 score is achieved by fine-tuning on the benchmark's train split. Treat Laya as a fast foundation model to specialize, not as an omniscient zero-shot oracle. - Temperature Calibration: Base weights ship with raw temperature logits. Fitting a single scalar temperature per question type on your domain distribution cuts expected calibration error from 0.466 to 0.081. 7. Quickstart: Running Laya in 30 Seconds pip install laya>=0.3.3 Here is a complete example running multi-schema decisions with automatic language routing: import laya from laya import Router # Initialize router with preloading (avoids swap delay) router = Router(preload=True) # Define complex state ticket = { "ticket_id": "TCK-8821", "customer": "enterprise_user", "subject": "System downtime and billing dispute", "body": "Our production API has been failing since 6 AM. We lost critical transactions. We demand an immediate SLA refund." } # Define multiple questions of different primitives questions = { "queue": { "type": "choice", "instructions": "Which engineering queue owns this ticket?", "criteria": { "infrastructure": "server outages, network downtime, database failures", "billing": "refunds, SLA credits, invoice disputes", "security": "breaches, vulnerability reports", "support": "general customer inquiries" } }, "urgency": { "type": "score", "instructions": "How urgent is this ticket?", "criteria": ["low priority", "medium", "high priority", "critical blocker"] }, "churn_risk": { "type": "noul", "instructions": "Does the customer threaten to cancel or express severe churn intent?" } } # Single forward pass: evaluates all questions simultaneously res = router.predict(ticket, questions) print("Routing Decision :", res["routing"]["model"]) # -> english print("Assigned Queue :", res["answers"]["queue"]["choice"]) # -> infrastructure (confidence: 0.96) print("Urgency Score :", res["answers"]["urgency"]["score"]) # -> 2.87 / 3.0 print("Churn Risk :", f"{res['answers']['churn_risk']['noul']:.1%}") # -> 91.4% 8. Resources & Community - Hugging Face Model Hub: convaiinnovations/laya (holds all 3 checkpoints) - Live Interactive Space: convaiinnovations/laya-demo (try 8 workflows & multilingual routing live on ZeroGPU) - GitHub Repository: github.com/NandhaKishorM/laya (code, router, and reproducible benchmark harnesses on the research branch) - PyPI Package: pip install laya - Kaggle 2xT4 Fine-Tuning Notebook: laya_finetune_typed_decisions_2xT4_kaggle.ipynb (train your own custom System 1 model in ~4 hours on free Kaggle GPUs) Conclusion It took a year of research, from our March 2025 arXiv paper to today, but the core realization remains: not every AI problem requires an autoregressive chatbot. For high-volume classification, guardrails, routing, and triage, a sub-35ms bidirectional decision model trained with RLCD delivers 7.8x faster execution than proprietary alternatives, zero hallucinations, global language routing, and honest confidence scores you can actually branch on in production code. And best of all, it is 100% open-source for the entire community.

3

The Lamentable Later Life of Lemmings

Hacker News · original → · 7/10 · Gaming: Lemmings franchise history and retro gaming
For a while there in the early 1990s, there seemed to be good reason to believe that Lemmings was on its way to becoming one of gaming’s perennial franchises. Developed by DMA Design of Dundee,…

For a while there in the early 1990s, there seemed to be good reason to believe that Lemmings was on its way to becoming one of gaming’s perennial franchises. Developed by DMA Design of Dundee, Scotland, the original Lemmings game took the world by storm upon its release in 1991. From its first home on the Commodore Amiga, its Liverpool-based publisher Psygnosis brought it to no fewer than 23 other platforms, from natural habitats like MS-DOS and the Apple Macintosh to such refugees of the 8-bit era as the Sinclair Spectrum and the Amstrad CPC, from cutting-edge multimedia appliances like the Philips CD-i and the 3DO to handheld gadgets like the Atari Lynx and the Sega Game Gear. In all of its incarnations, it outsold any other game ever to have passed through the hands of Psygnosis by a veritable order of magnitude. The combination of simplicity, juiciness, addictiveness, and cuteness was truly a lethal one. Psygnosis had to set up an entire call center in the United States to deal with the avalanche of frustrated players begging for hints on this or that devious level. The little creatures made appearances in newspapers, glossy magazines, and mainstream news broadcasts all over the world, even as playing the annual holiday Lemmings mini-games that could be found stacked as stocking stuffers next to cashier stands threatened to become a new Christmas-morning tradition for families. Lemmings joined Tetris and SimCity as one of the computer games that the zeitgeist deemed acceptable for those who did not self-identify as gamers to indulge in. Like those two others, it was an early harbinger of the casual revolution in gaming that would begin to arrive in earnest a decade later. But whereas Tetris and SimCity would be grandfathered into that revolution at the turn of the millennium — SimCity spawning The Sims, the 800-pound gorilla in the new space — Lemmings would have flamed out by then, being remembered, to whatever extent it was remembered at all, more as a kitschy fad than as an enduring entertainment staple. I quite like the early Lemmings games, for reasons that I’ve explained in detail in the past. Therefore I came to this article with a simple question: just how did the franchise manage to squander all of that early momentum so quickly and completely? And as usual, I found that the answer comes down less to the choosing of a single ill-advised fork in the road than to a series of smaller decisions that doubtless seemed like a good idea at the time, but were exposed as less than good in retrospect. Lemmings 2: The Tribes, the big sequel to the original game — it was actually the third full-sized game in the series, coming after the less inspired Oh No! More Lemmings, which was largely filled with levels that had been rejected for its predecessor — was released in 1993 amidst huge anticipation and expectation. In many ways, it lived up to its advance press. In place of the suite of eight special abilities with which a player of the earlier games could invest her lemmings, it provided no fewer than 60 of them. The subtitle came from the fact that the lemmings were now divided into twelve tribes, each with their own abilities, appearance, and environments to traverse. The whole endeavor also boasted a new thread of narrative, about helping the twelve tribes escape from captivity. (The Biblical overtones were apparently intentional.) As a player who had greatly enjoyed the first Lemmings, I found it to be a brilliant sequel. It was, however, every inch a sequel, being built strictly for the gratification of someone like me: someone who had a lot of experience with what had come before. This was not the best place to start your Lemmings journey, as the kids like to say today — not with all of the additional complexity, not with the disappearance of the gentle tutorial levels that eased you into the first game. Inspired as it was on its own terms, The Tribes‘s approach was questionable for a mass-market series of more or less casual games, which the customer should ideally be able to hop on and off of with the same aplomb as a subway rider. Then, too, the heavier weight of the game meant that it could be ported to only eight instead of 24 platforms. Lemmings 2 was a solid hit by all of the normal standards of the games industry, yet it failed to do much to further raise its franchise’s profile as a budding pop-culture staple. The original game, which was now available at a greatly reduced price, in all likelihood outsold it considerably even in the year of its release. One of the problems, if we want to call it that, was a growing mismatch between the expectations of the market and the instincts and desires of DMA Design. The Scottish gang were gamer’s gamers of the old school, whose two creations before Lemmings had been the straightforward shoot-em-ups Menace and Blood Money. Lemmings had been something of an aberration for them; the cuteness had come about almost by accident, a case of mordant laddish humor ramming slightly askew. If DMA were to continue with the series, they wanted to make it more complicated, more difficult, more ambitious… in short, more hardcore. This was not a recipe for success in the space the first Lemmings had opened up for itself. After The Tribes failed to set the world on fire, DMA felt pressure from above to revert to the mean. This bred an atmosphere of resentment in Dundee that was hardly conducive to productive game development. As was typical of such contracts at the time, the Lemmings intellectual property actually resided with the publisher rather than the developer. And the former was undergoing big changes. Just before the release of The Tribes, Psygnosis and its in-house studio — the same one responsible for most of the Lemmings ports — were acquired by the Japanese electronics giant Sony, which was looking for a Western partner to make games for its upcoming PlayStation console. This event, combined with the success of Lemmings, raised Psygnosis’s profile enormously, from a niche purveyor of graphically dazzling but often gameplay-deficient Amiga action games to a real force to be reckoned with on the modern entertainment landscape. The Children’s Television Workshop, the maker of Sesame Street, entered into talks with Psygnosis about a Lemmings television show. It was a tempting prospect on the face of it, but it became problematic as soon as you started to dig into it. Television shows, whether aimed at adults or children, are built around memorable characters. DMA’s lemmings were not quite this. They were a generic mass, all of them identical, the very definition of a faceless horde. Each blobby little creature filled a space no more than ten pixels square on the screen. The lemmings were many things, but they were not Super Mario or Sonic the Hedgehog, much less Big Bird or Oscar the Grouch. So, an edict went down from Psygnosis to DMA to find a way to give the lemmings more individualized personalities. For their next trick, DMA had been toying with a continuation of the story of The Tribes — or rather a whole set of continuations. The next four Lemmings games would each deal with the fate of three of the twelve tribes after they left the Ark the player had helped them reach last time around. The whole series would be called All New World of Lemmings. (In North America, it would take the name of The Lemmings Chronicles; unlike the vast majority of such re-christenings, this was actually a better name in my opinion.) To satisfy Psygnosis and the Children’s Television Workshop, DMA now promised to make the lemmings bigger, and to fill the menu and victory and failure screens with cute faces that looked different from one another and could play well on television. “I couldn’t think of any new way to take Lemmings at this point,” admits David Jones, the series’s mastermind from the beginning. Desperate for some sort of gameplay distinction from what had come before, DMA decided to combine the newly television-friendly presentation with yet more complications to the formula — complications that proved not to be much fun. You could no longer invest your lemmings with specific skills from a master pool of same just by clicking on them; now, you had to have them walk over loot boxes scattered around the levels, an incredibly fiddly and annoying mechanic. Meanwhile the increased size of the lemmings had unexpected knock-on effects. When the creatures were tiny, watching them die was funny even for people who reacted to the violence found in other videogames with horror and outrage. But when they became bigger, that changed; their deaths became grislier, possibly amusing for a teenage boy but less so for his mother. In addition to its gameplay issues, the tone of World of Lemmings was badly off in relation to the franchise’s established personality. Not long into development, a feeling took hold in Dundee that they were all just done with Lemmings, ready to come out from under the shadow of the casual monster they had accidentally created and return to making the games they wanted to make. As it happened, this was to be the last game of a six-game contract they had signed with Psygnosis back in the 1980s. Just get ‘er done became the watchword, so that they could take their Lemmings loot and do something more exciting with it. The new passion project around the office was a little something called Race ‘n’ Chase, which would evolve into a bigger something called Grand Theft Auto. “Lemmings 3 was a bit crap,” says DMA’s Mike Dailly, the artist who drew the very first eight-pixel-high versions of the creatures. It was done “more to end our commitment to Psygnosis than to actually do a good game.” Unsurprisingly, then, it did not end up being a good game. Released in 1994, it made the concept that had seemed so fresh barely three years earlier feel trite and stale and kind of tasteless; even the soundtrack was annoying, the same two-bar fragment of circus music pounded into your head ad nauseam. DMA’s ennui oozed from its every slapdash pixel. This was a genuinely new thing under the sun: an outright bad Lemmings game. Evidently knowing it had a turkey on its hands, Psygnosis did virtually nothing to promote it, a huge contrast to the extensive outreach and advertising that had been done for The Tribes. It appeared on only two platforms, MS-DOS and the by now fast-fading Amiga. Those magazines that bothered to review it at all generally weren’t kind. This first bad Lemmings game combined with a distracted Psygnosis, now busying itself making fresh games to order for the Sony PlayStation, to let all of the air out of the Lemmings balloon, practically all at once. The negotiation with the Children’s Television Workshop died on the vine. Lemmings was in acute danger of being exposed as a one-hit wonder, fodder for nostalgic “Where Are They Now?” retrospectives, rather than the enduring entertainment icon it had so recently seemed destined to become. The following year the PlayStation dropped; it would go on to become the most successful single games console of the entire twentieth century, redefining the broader culture’s view of digital games forever with its edgy advertising and its deliberate courtship of the booming rave scene. Psygnosis was a big part of all that, through such early PlayStation hits as WipEout and Destruction Derby. Betwixt and between, it tried to get some more mileage out of Lemmings, efforts which came across rather like a child halfheartedly poking a dead dog with a stick. Having now parted ways with DMA Design, Psygnosis had to give its latest Lemmings projects to other developers with no previous connection to the franchise. In 1995, we got Lemmings 3D from an outfit called Clockwork Games. The episodic approach of All New World of Lemmings was abandoned, in favor of the technological gimmick of the title. In a sense, the franchise became a pioneer one last time, albeit of a more dubious sort than before: Lemmings 3D was an early manifestation of an industry mania for stuffing 3D graphics into absolutely everything, whether they made sense there or not. “The fundamental core of the game of digging or building across the landscape to rescue the lemmings didn’t need an extra dimension,” says Gary Timmons of DMA Design, who could now only look on from afar as Psygnosis subjected their concept to ever more unfortunate contortions. Mike Dailly is blunter: “It was badly thought-out and just plain rubbish.” And truly, Lemmings 3D is agony to play; the newly mobile camera always seems to be pointing just where you don’t want it to be, forcing you to spend more time trying to get the viewing angle right than manipulating your lemmings. Nobody ever asked for this. With the semi-traditionalist (but in 3D!) approach having failed, Psygnosis swung and missed in 1996 with Visual Science’s Lemmings Paintball — yes, really — and the in-house-developed The Adventures of Lomax. Here we can see the publisher still trying to do what the Children’s Television Workshop had once requested, turning the lemmings into characters to be moved in and out of different gameplay paradigms, something Nintendo had long done for its stable of trademarks with remarkable fluidity. But it was far too late in this case, and far too poorly done. The Adventures of Lomax gave a lemming a name of his own for the first and only time — for, of all types of game, a Super Mario Bros.-style platformer. The kindest thing to be said about it is that some of the art — pixel art again this time — is quite lovely, even as the gameplay is more or less acceptable in a workmanlike sort of way. But it never feels like it has much of anything to do with Lemmings. After this, Psygnosis seemed to have decided to let the dead dog lie — until, that is, another, final Lemmings game popped up out of the blue almost four years later. It did not succeed in rescuing the franchise from oblivion; it came and went from the budget bins barely noticed by the gaming press. But it did succeed, against long odds indeed, in being a really, really good Lemmings game, by far the best since The Tribes. It’s hard to imagine any anticlimactic swansong acquitting itself much better. Lemmings Revolution is not without a gimmick, but for once it’s a reasonably interesting one. Instead of stretching out from left to right, each of its 102 levels is wrapped around a giant pillar that you can rotate at will. The gimmick is not what I would call revolutionary in the non-physical sense, but it mixes the usual formula up in enjoyable ways when it’s at its best, and is never actively irritating even at its worst. But more important to this game’s success than the gimmick are the cleverest, most inspired set of levels since The Tribes. The team who made it, who were housed at Psygnosis’s satellite studio in Leeds, brought a passionate whimsy to the project that the series had been sorely lacking in its last several installments. Co-designer Mat Thomas describes a creative atmosphere that resembles the one from back in the day at DMA Design, when the idea of Lemmings was still fresh and everyone was eager to get an oar in with a level or two. The entire development team were delighted to work on such a famous series, and we took the challenge. We had a fabulous editor developed by a programmer called Ben Dixon. It was very easy to mock up and create levels. The key to level design with Lemmings is trying to think of ways to use the skills presented to the player in different ways. Inspiration came from each other, and other mediums such as the earlier Lemmings games and, dare I say it, films! Goonies — one of my levels — was inspired by the named film. I tried to put in many gadgets to give that feeling of technology driving the level. Our team created nearly 200 levels for Lemmings Revolution, which allowed us to pick the cream of the crop. The finished game goes back to the roots in many ways. The suite of abilities with which you can equip your lemmings is the exact same collection as the original game: the familiar climbers, parachutists, bombers, and bridge builders, plus the three kinds of diggers. Seeing them again feels like meeting old friends. Yet by no means is Lemmings Revolution a carbon copy of the first game in the series. In addition to the revolution mechanic itself, there are any number of new obstacles and affordances within the levels: switches, saws, lasers, instantaneous transporters, and, most ingeniously, gates that reverse the force of gravity to make your lemmings walk on the ceiling. All of this contribute to a slightly more mechanized feel this time around. There are now weasels to contend with as well; these consider a lemming to be a delightful snack, and must be either avoided or — more satisfyingly — done away with in one way or another. Another new wrinkle comes in the form of special lemmings who are impervious to either drowning in water or being scorched by acid, the better to handle the pools of same that are occasionally found in their way. Exits are now hot-air balloons that must be reached, and sometimes there are more than one of these, with each only able to accept a limited number of riders. The most important point is that all of the additions feel organic to the experience rather than tacked on by some focus group somewhere. Thankfully, no attempt is made to individualize the lemmings and turn them into fodder for television. We’re back to the juxtaposition of generic cuteness and morbidity that made the series stand out during its glory days. All told, then, playing this Lemmings game is like going home again. Early training levels yield to more fiendish ones that will have you scratching your head by the middle stages, pulling your hair out by the last ones, as you have to make use of every single affordance at your disposal to succeed. As many of you know by now, I adore games that build up gradually in just this way to challenge their players. And I’m proud to say that my wife and I rose (gradually) to the challenge; we made it all the way to the end. That Lemmings Revolution succeeds as well as it does in so many ways begins to seem still more remarkable when one considers the rest of its development history. After first agreeing to pay for this last kick at the can for the franchise, Sony abruptly pulled its funding just as it was nearing completion. Through some last-minute scrambling, Psygnosis’s management was able to place the game with the rival publisher Take Two Interactive and see it released for Microsoft Windows if not for the PlayStation. Granted, some scars from the trauma were left behind. Several levels were bugged badly enough in the initial release to be impossible to complete, until Take Two came out with a patch. Even in the final version of the game, one level — the one called “Lock In” — can be completed only by exploiting a glitch in the game engine. It’s so at odds with the rest of the level designs, which are sometimes diabolical but always scrupulously fair, that I can’t believe this was intentional. I even fancy I can see how the level was supposed to be solved. At any rate, if you decide to play the game, I recommend that you save yourself a lot of frustration and just turn to a walkthrough when you get to this level. It’s obvious that Lemmings Revolution didn’t have an overly lavish budget even before Sony pulled the plug on it. A thin glaze of story — something or other to do with those weasels who can sometimes be found lurking in the levels — is presented via an opening movie that probably absorbed about half the budget on its own. It’s never mentioned again afterward — not that it really matters. We are given only as many bells and whistles as are necessary to make the levels go and remind us that we’re playing a Lemmings game. The closing movie lasts all of seven seconds; the operative philosophy was apparently that it’s better to tempt the punters in the shops who might buy the game than it is to reward the already captured players who have put many hours of their life into it. All of which is fine really. By the turn of the millennium, so-called “mid-priced releases” like this one — Lemmings Revolution sold for just $20 from its very first day on store shelves — were often more interesting and innovative than the expensive AAA opuses, whose publishers felt more of a need to protect their investment via micromanagement and risk aversion. Certainly the production values of this Lemmings game are no worse than those of the original. We never came to Lemmings to participate in epic stories; we come to face puzzles and to curse and stomp and almost throw our mice across the room, until a light bulb goes off somewhere in the old noggin and the fingers do what they’re supposed to and we solve that level. At which point it’s on to the next level, to repeat the procedure. We are strange creatures, we humans, aren’t we? Even stranger than lemmings, one might want to say. Anyway, this humble game called Lemmings Revolution is one of my favorites of all the ones I’ve played from the year 2000 for these histories. I’m happy to give it a place in my personal Hall of Fame and to recommend it to all of you — especially any of you who might have enjoyed the more famous and popular Lemmings games, and thought the later ones had nothing comparable to offer. You were mostly right — but only mostly. For better or for worse, there isn’t much else to say about the series after Lemmings Revolution came and went with so little fanfare (or, one has to suspect, sales). There have been occasional remakes over the past quarter-century, mostly for mobile platforms, but nothing that displays much in the way of design or commercial ambition. As late as 2010, the franchise was frequently mentioned as being “ripe for revival” for a new era where unabashedly simple and cartoony casual games were by some reckonings out-earning the hardcore ones. But for whatever reason, that revival was never seriously attempted, and the cultural window for the franchise is probably closed by now, what with most of us who were there when it was so huge having entered into our fifth or sixth decade of life by this point. This is no tragedy. Lemmings came to the zeitgeist and then it went; such is the fate of most pop culture. Good game design, however, transcends trends and fads. If you’re a fan of puzzle games and you haven’t played these ones, know that Lemmings, Lemmings 2: The Tribes, and Lemmings Revolution, the three high points of the series, can still be very vexing and satisfying indeed. This is as true today as it was a quarter-century ago, as true as it will still be a quarter-century on. Even if everyone stopped making games tomorrow, we would still live in an era of unprecedented ludic riches. Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like. Sources: The books Grand Thieves & Tomb Raiders: How British Video Games Conquered the World by Magnus Anderson and Rebecca Levene and Jacked: The Outlaw Story of Grand Theft Auto by David Kushner. Retro Gamer 39; Computer Gaming World of September 2000. Online sources include “The Making of Lemmings” by Rich Stanton for Read-Only Memory, “An Ode to the Owl: The Inside Story of Psygnosis” by Damien McFerran for Time Extension, a Lemmings Universe interview with Mat Thomas, and Damian Katz’s gamebook page. Where to Get Them: Oddly, none of the vintage Lemmings games are currently available for purchase. You can find downloadable versions of the original Lemmings and Lemmings 2: The Tribes in my earlier articles associated with those games. As for Lemmings Revolution, the third of the three Lemmings games that are well worth revisiting today: you can find it on a certain well-known archiving site if you only search for it. After you install it, you will need to install a patch to make it run properly on modern versions of Windows (and Linux systems under WINE). Andrew Pam September 18, 2026 at 4:22 pm “Swan son” – typo for “swan song” with a g. “igneous” – hilarious typo for “ingenious”. :) Jimmy Maher September 18, 2026 at 6:08 pm :) Thanks! Ajax September 19, 2026 at 1:59 pm “Igneous” was so good I thought it was deliberate, that the player was supposed to trick them into lava. Mr. Crispy September 18, 2026 at 5:28 pm “Psygnosis was a big part of all that, through such early PlayStation hits as WipEout, Ridge Racer, and Destruction Derby.” Ridge Racer is a Namco game. Colony Wars is what I associate Psygnosis with on Playstation, though I never played it. Jimmy Maher September 18, 2026 at 6:11 pm Thanks! chazwhiz September 18, 2026 at 5:59 pm I find it really odd that not only is no one remaking them, no one’s really even cloning them. Like the gameplay concept itself doesn’t even show up that often even though it’s proven to be fun and popular. The only “big” game I can think of are some of the Mario vs Donkey Kong titles. P-Tux7 September 19, 2026 at 12:29 am It was popular enough to get several open-source clones, some with the original Lemmings and one, Pingus, inspired by Linux’s Tux mascot. For better or worse, Pingus is old news now, being made in 1998 and last updated in 2003, but it stuck out as one of the first great open-source games at the time – especially for those, unlike Doom or Quake, which were original creations instead of newly open-source commercial games – and would inspire the more-popular SuperTux, a game which had a big and stable 0.7 release this year. Ingo Ruhnke’s delightful painterly graphics in Pingus and the first several versions of SuperTux are still a treat, standing out from many shareware games of the era by eschewing pixel art or 3D-rendered graphics. Veronica Connor September 19, 2026 at 4:02 pm There was a small wave of clones when the original came out. Very briefly, “puzzle game where you give jobs to otherwise identical characters” became a genre on the Amiga. The magic Lemmings formula really falls apart of you change any variable in it, though, so none of those other games were very good. As for thus-far-unmentioned ports, there was also a modern community port of the original on the Apple IIgs done by Brutal Deluxe called (fittingly) LemminGS. It was a “they said it couldn’t be done” sort of thing, and it’s very impressive for the platform. Kwanda Rosman September 18, 2026 at 7:49 pm Lemmings was my most played Sega Genesis game because of the two player mode. Leo Vellés September 18, 2026 at 8:40 pm Jimmy, the first two links of the online sources are the same. I click on both and both took me to “The making of Lemmings” Jimmy Maher September 19, 2026 at 5:58 am Woops! Fixed it. Thanks! Sarah Walker September 18, 2026 at 9:22 pm “But whereas Tetris and SimCity would be grandfathered into that revolution at the turn of the millennium” I was trying to think of why this didn’t happen to Lemmings, and can think of a few reasons. Apologies if this isn’t entirely coherent! Sony’s ownership of the franchise obviously comes into play; they’ve got no reason to push Lemmings specifically in favour of numerous other franchises they own. The late 90s PSX re-release of the original game did quite well from memory, but came to nothing. I get the impression they were serious about the 2006 PSP title, but when sales of that were disappointing they gave up on it, and they’ve little reason to push it again. I also think Lemmings has some fundamental differences to the likes of Tetris and SimCity (and to throw in another contemporary, Worms). The latter three can, effectively, be played forever – Tetris starts afresh on every new game, SimCity is (scenarios aside) an empty landscape to be filled as the player wishes, and Worms levels are procedural generated from scratch at the start of every match. By contrast, Lemmings is based around hand designed levels, and has you specifically working towards a definite goal of completing the game. I suspect (and I definitely remember this being the case bitd) that most people who played the original Lemmings played the tutorial levels over and over, rather than actually working towards the end (kind of like casual Myst players never leaving the first island). Unlike the other games I mentioned, Lemmings is _hard_, even before you get into the Lemmings 2 additions. So I’m not entirely surprised casual players didn’t stick with the series, without a hook beyond “more Lemmings”. Thinking about it, in some ways the GTA series almost went down a similar path. The original Grand Theft Auto was a major hit, but from memory most players just drove around the first city over and over and never actually attempted to complete the game. Neither of the initial followups had anything like the same impact; GTA London has a very Oh No! More Lemmings feel about it, being basically the first game but not as good, whereas GTA2 piled on the complexity and lost much of the wide appeal. In GTA’s case, GTA 3 (from memory largely not the work of the old DMA Design team) massively course corrected, stripping back most of the GTA2 complexity, adding the novelty of a massive 3D open world and a much stronger narrative. Makes you wonder what an alternate universe Lemmings 3 would have been… P-Tux7 September 19, 2026 at 12:33 am These puzzle-box game genres are kind of a tragedy, aren’t they? However, Lemmings does lend itself to more “level editor”-esque tools than Myst or other adventures, and it’s sad that it didn’t ever get one, unless you count the PSP version in 2006 or NeoLemmix’ unofficial editor. Gregor Klajnšek September 18, 2026 at 9:29 pm Interestingly enough, when Lemmings 3D came out in 1995 people that enjoyed watching cute little things die in 2D on the screen got a different beast to enjoy… Worms. Sure, the concept is much simpler and is not a puzzle game, but it is fun as hell. I am wondering if it filled some kind of void … Actually, how come you never covered Worms ? Was the game simply not that popular in US ? I think the game was huge in Europe. Or is it just that the game play is too simple and there was generally not enough story there ? One thing that is really interesting for me regarding Worms is how they took that basic familiar concept from the QBasic Gorillas , a game that everyone learning basic in the early 90s knew, and made it so much more fun. Somehow though it seems that the Worms franchise had a very similar arc to Lemmings. Jimmy Maher September 19, 2026 at 6:08 am There’s always a lot of competition for coverage, of course. That’s my ultimate answer to most questions of this nature. dsparil September 19, 2026 at 12:29 pm Yeah, Worms wasn’t that popular in the US. PC Gamer did champion Worms 2 in particular, but general interest in the series really fell off after Armageddon. 3D being so-so didn’t help things either. From what I’ve read, those early games were successful in Europe by the standards of the time, but I wouldn’t say they were huge. Veronica Connor September 19, 2026 at 4:07 pm Worms was a commercialization of a US game that had a cult following, though- Scorched Earth. I think when the audience for Worms saw it in Canada (at least in my experience), we all said “oh it’s just Scorched Earth” which we were all tired of by that point. Mayhem September 20, 2026 at 2:35 am There’s also the two player real-time death match variant Liero, which was a Finnish one man developed game. It was immensely good fun in ‘98/99. But yes, the whole category of artillery games is one that goes back right to the beginnings, and is definitely worth a poke. From Artillery in the Apple II right through Tank Wars, Gorillas, Scorched Earth, Worms and even Angry Birds. Kirinn September 18, 2026 at 10:15 pm Lemmings 2 was really enjoyable and I still listen to the music sometimes. Never could get past a few of the most fiendish levels though even with a single lemming. I loved Lemmings 3D! It’s the only one I’ve actually played all the way through. And now there’s LOAP, an open engine remake. https://www.lemmingsforums.net/index.php?topic=5907.0 Another Alex September 18, 2026 at 10:18 pm I played Lemmings Paintball as a kid. It was by no means a classic, but I remember it being reasonably fun. It was kind of a…puzzle shooter? where you had to figure out your way around the map, how to get the jump on the red guys, and not get blasted yourself. Definitely not essential playing, but I don’t recall it being _bad_. It also included the original Lemmings and Oh No! on the CD, which I played much more of than Paintball. I wonder how many folks bought the later games just for the bonus original. DarkMage September 19, 2026 at 4:58 am Lemmings 3: “Those magazines that bothered to review it at all generally weren’t kind.” Regarding Amiga reviews, nine are documented. However, of these, only two gave the game low scores: a not-that-low 70% in Amiga Format 68 (“nice touches to please fans of the original, but more of the same, really”) and a 50% in Amiga Power 46 (“If this is the direction in which the Lemmings series is going, it’s hard to see how it’s going to survive” (heh)). All other reviews, including those for the then-required AGA version, gave it 80+ scores and two- or even three-page reviews. Amiga Computing: “Anyone who played the original game and liked it will love to get their hands on a copy of Psygnosis’ latest offering. It’s what you might call a conglomeration of old and new. The old being the original and incredibly addictive gaming concept, the new being the advances in graphics and sound. These two elements combined make for a rip-roaring action-packed 90-level puzzler that just gets better and better the more you play.” Psygnosis had so much clout (and maybe leverage, with those huge ads all across every magazine) on the Amiga that a negative review for their games was hard to come by. Jimmy Maher September 19, 2026 at 6:13 am I think by this point the Amiga was also reaching the stage of, “We’re glad that you’re still making games for our platform at all. We don’t want to end that by being nasty about them.” Beggars can’t be choosers, in other words. DarkMage September 20, 2026 at 5:38 am The Amiga press operating on a desperate survival instinct is perfectly encapsulated by how they handled the 3D FPS era. Amiga Format 80 (Jan 1996) featured a peak delusion in their review of Breathless, a below average (but technically acceptable) Doom clone. Under the header ‘The Best Versus The Rest’, they added screenshots (two for each game): Breathless, Doom, Marathon. The amount of ‘cope’ in the captions is staggering: they actively lied about PC Doom (“eight hours to get the game to install (?) and it still doesn’t look as good”).The hypocrisy gets hilarious under the Marathon screenshots, especially considering Feldspar’s comment about Mac pride: ‘To run it like this, you need a Power Mac costing in excess of £1,500’. Yet, they casually brush past the fact that Breathless itself is shown running on a 1200 with a Blizzard 030 card installed. For the same price you could get a 486 DX2 and run the OG Doom once and for all. It’s exactly as you described: the sinking-ship mentality made them abandon all journalistic objectivity. They had to pretend their extremely expensive, heavily upgraded Amiga running a clunky 3D engine was somehow the pinnacle of gaming to keep the dream alive. The only review that rated Breathless below 92% was by Stuart Campbell on Amiga Power, calling out how poor the level design and gameplay were. P-Tux7 September 19, 2026 at 9:34 am I feel like a lot of consoles and computers – not least of them the Amiga – get communities like this where they appreciate the sentiment of the game being for their platform more than the game itself. Is Zool really an 88% good game, or did those reviewers just wish they had an 88% good Sonic-esque game? I think it’s partly delusion that yes, it is that good, and also sort of pretending it’s good and buying it to not scare off developers, like Jimmy said, so they will hopefully get a legitimately good game in the future. Or perhaps just buying it to “support the Amiga” and “own Sega” (a fate which Sega would fall to, but one not caused by Zool!) This whole “owning Sonic/Mario” thing as seen in Zool, Superfrog, etc. is kind of sad (even if I’m not sure Team 17 was actively trying to refute Mario or Sonic with Superfrog, a lot of Amiga fans treated it like that) because it was the first tremors of how having the privilege of large teams like Sega and Nintendo had could outrun “indie devs”, which is what most Amiga developers were. Amiga developers just didn’t have the time and manpower to keep iterating on the platforming physics and level design – they just had to throw something at the wall and release the game or have no revenue. It’s like GATTACA, you have to keep swimming without saving any energy for the trip back. Not only was it costly to redo the physics and levels, but getting such feedback would have required hiring testers – and when you test your own game, of course you’re proud if it. It was easy to create something that superficially looked like Mario or Sonic, but the secret sauce was something else entirely. (And, of course, in most of Psygnosis’ games, one of the few publishers who could have tested them better, it seems like they just didn’t care… Lemmings was only as good as it was because of DMA, right?) I know this sounds cynical, but I think there’s always been this tension with the Amiga that a lot of its best games were the games you could only do on a computer, but people at the time were very jealous of the consoles’ success, so they asked the computer and the software makers to be something that they weren’t good at. And ironically, I think the good platformers (Robocod, Ruff N Tumble) never gave the Amiga zealots (the kind of people propping up Zool, you know?) what they wanted anyways – the popular love afforded to Sega, a killer app like Sonic where your mates would get an Amiga just to play [Game X]. No game could have – by the time of 1991 and 1992, the Amiga was pretty much past that point anyways. Post-80s Amiga is kind of a tragedy, as we all know, but the most interesting aspect I find is seeing how it dawned on more and more people as the decade went on from 1990 to 1994. That zeitgeist going from “The Amiga is popular, right?” to “Hooray, this game will save the Amiga!” to “Dear God, please let this game save the Amiga.” It’s 5 AM and it’s hard to think after all this writing, but you can see a lot of the sinking-shipness in Jimmy’s historical writings – not least of all the literal Titanic, but also in the weak latter-day attempts to save the independence of Egypt or the attempts at the Crusades to give one last go at a Christian domination of the world. Feldspar September 19, 2026 at 1:01 pm Yeah I’m not so familiar with the Amiga, but like you say I think it was a common thing for a lot of platforms. For sure there was a similar attitude in the Mac press in the 90s, where there was definitely a large bias towards games from “Mac-first” or “Mac-only” developers. Like the original Marathon games are good, but they definitely enjoyed an outsized positive reputation among the Mac community as being considered just leaps and bounds ahead of Doom, and a lot of it was pride about Bungie at the time being a Mac-first developer. Meanwhile on the PC side Marathon 2 is an obscure game among the litany of also-ran “Doom clones”… Veronica Connor September 19, 2026 at 4:10 pm What P-Tux just wrote is probably the best summary of the Amiga zeitgeist that I’ve ever seen. That’s exactly what it felt like at each stage of denial and despair. DarkMage September 20, 2026 at 5:09 am Brilliant observations. The ultimate ‘Killer App’ that certainly sold truckloads of Amigas was, without a doubt, Shadow of the Beast. It has aged horribly, and even at release, more than a few magazines noticed that actual gameplay was at the very bottom of developer Reflections’ list of priorities. It was the quintessential ‘look what my machine can do’ game that we used to justify the hardware, perfectly mirroring that console envy you mentioned. I was one of those lured by SotB, returning sadly home to my MSX and its meager 8-bit architecture after seeing and hearing SOTB back in 1989. Very few games throughout the Amiga’s timeline actually achieved that desperately hoped-for combo of ‘True Masterpiece + Amiga Exclusive’. Turrican II was certainly one of those rare triumphs where the platform gave us something truly special. Another World was another one (pun intended), and a perfect example of an indie dev hit – well, it became the very opposite of exclusive. But beyond a handful of titles, almost every other genre or style eventually had better options or superior ports elsewhere. Project-X, the Japanese shoot’em up killer? Released with no playtesting; a special edition was required so anyone could get past level 2. Zool? No level design, just run and jump all around saying to yourself “Sonic Who?” and fall into a spike. Rise of the Robots? Well, the shame was split with MS-DOS, at least. Philipp R. September 19, 2026 at 6:12 am Just a typo: “anti-climatic” > “anticlimactic”. Jimmy Maher September 19, 2026 at 6:14 am Thanks! Ahab September 19, 2026 at 2:53 pm I found Lemmings 3D to be a legitimately good puzzle game that justified its third dimension well, even if the controls weren’t very well thought out or intuitive. Most of the levels did things that just weren’t possible in 2D, and never felt samey or repetitive. I can remember the majority of L3D’s 80 levels despite playing it over 20 years ago; the boot camp intro with the diving platform, the Air Force One-inspired ziplining between planes, the level that looks like a computer desktop complete with a monitor displaying the game’s own framebuffer in realtime, connect the dots in space, that enormous ferris wheel, any so many others. There was even a level that intentionally made the strange camera controls part of the puzzle! The instant replay feature which lets you play back a failed attempt and take the controls over at will is also a good addition which got retroactively added to Lemmings 95 and Neolemmix. There aren’t many puzzle games that make you truly think in terms of 3D space, perhaps for good reason, but Lemmings 3D still feels unique because of it. Sung September 19, 2026 at 7:18 pm One thing for sure – DMA Design, which eventually became Rockstar North, made the right move with moving away from Lemmings to GTA. Their influence on gaming is just massive. Incredible that the same studio made both series. Matthias Sohr September 19, 2026 at 7:27 pm > By the turn of the millennium, so-called “mid-priced releases” like this one — Lemmings Revolution sold for just $20 from its very first day on store shelves — were often more interesting and innovative than the expensive AAA opuses, whose publishers felt more of a need to protect their investment via micromanagement and risk aversion. The more things change, the more they stay the same. I for one certainly spend a lot more money on low and medium priced titles than on the big ones, especially since the proverbial levees broke on the 50€/$ high end price point. Sarah Walker September 19, 2026 at 9:34 pm It’s interesting to note that like with Rollercoaster Tycoon, this was a $20 game from new. Was that common in the US at this point? Those low prices weren’t a thing for new games everywhere; in the UK, both were full price at £29.99 (about $50 at the time). Lander September 20, 2026 at 4:44 am This was a very informative read. Interesting to see that the idea for a Lemmings cartoon DIDN’T start concurrently The Adventures of Lomax (as this interview with Henk Nieborg led me to believe https://www.sega-16.com/2016/04/interview-henk-nieborg/) and had been planned much earlier, by CTW of all companies. Lemmings just fading away after such a smashing start stings as someone who really loves the characters themselves (the games not so much, though Lomax is a stone-cold classic in my book and NeoLemmix improves on much of the faults of the originals). I would’ve loved to see them in more things, and I’m a bit surprised they never showed up in the latest Astro Bot considering how much of an icon they are.

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this guy sacrificed his lvl 100 character in Path of Exile 2, giving everyone in his league a free skill point

r/gaming · original → · 7/10 · Gaming: Path of Exile 2 permanent choice mechanics
[image →] Back in June, cArn found a chamber in Path of Exile 2 that warned him it would permanently destroy his level 100 character. He went in without knowing what the reward would be. It unlocked…
[image →]

Back in June, cArn found a chamber in Path of Exile 2 that warned him it would permanently destroy his level 100 character. He went in without knowing what the reward would be. It unlocked an extra passive skill point for everyone in his league.

I'd like to see more games do stuff like this. Permanent choices that affect people outside your own party. Years later you could still be talking about something a player did on your server, instead of just what came in the latest update.

Here’s cArn’s video of it.

submitted by /u/Zonticore
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Trails in the Sky 2nd Chapter is now the best-rated game of 2026, pushing aside Resident Evil Requiem, Pokemon Pokopia, and more

r/gaming · original → · 7/10 · Gaming: Trails in the Sky 2nd Chapter JRPG remake reviews
As we await the rest of the 2026 game flood, including the likes of The Legend of Zelda: Ocarina of Time remake and GTA 6, there's suddenly a new and very unexpected game of the year contender.…

As we await the rest of the 2026 game flood, including the likes of The Legend of Zelda: Ocarina of Time remake and GTA 6, there's suddenly a new and very unexpected game of the year contender. That's Trails in the Sky 2nd Chapter, a new remake of a 20-year-old cult classic JRPG, which is launching to the best reviews of any game this year. Trails in the Sky 2nd Chapter officially releases tomorrow, September 17, but critic reviews are slowly trickling in. On Metacritic, the PC version has earned a 93 based on 10 reviews, while the PS5 version has gotten a 92 based on 13 reviews. Either score puts it as the best-rated new release of 2026. (The Switch 2 version is a fair bit lower at 84, but that score is based on fewer reviews.) Over on OpenCritic, which puts all platform reviews into a single pool, Trails in the Sky 2nd Chapter has earned a 92. Across either site, that puts the JRPG ahead of all the best games of 2026, from big publisher releases like Forza Horizon 6, Resident Evil Requiem, and Pokemon Pokopia to indie breakouts like Mewgenics, Mina the Hollower, Titanium Court, and Big Walk. Latest Videos FromGamesRadar+ For decades, developer Nihon Falcom's Trails series was something of an underground sensation – one for the hardcore JRPG sickos. But in recent years, the pool of sickos has either gotten much bigger, or the series has started to find a much larger audience. And with extensive world-building, robust combat systems, and memorable characters, it's no wonder the Trails fandom is growing. Trails in the Sky 2nd Chapter, as the name suggests, is the second in a line of remakes that are reviving the series from the beginning. Trails in the Sky 1st Chapter launched in 2025 to similar acclaim, and Falcom's president says the success has the company "hoping to continue the remakes for a while." Given the time investment it'd take to play through the entire Trails series at this point, these remakes might just be the jumping we all need. These are the best JRPGs you can play today.

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'CONTROL Resonant' - Review Thread

r/gaming · original → · 7/10 · Gaming: Control Resonant review thread and scores
Game Title: CONTROL RESONANT Platforms: PlayStation 5 (September 24, 2026) XBOX Series X | S (September 24, 2026) PC (September 24, 2026) macOS (September 24, 2026) Trailers: Control Resonant -…

Game Title: CONTROL RESONANT

Platforms:

  • PlayStation 5 (September 24, 2026)
  • XBOX Series X | S (September 24, 2026)
  • PC (September 24, 2026)
  • macOS (September 24, 2026)

Trailers:

Developer: Remedy Entertainment

Reviews aggregates:

OpenCritic: 86 Average - 86% Critics Recommend

Metacritic: 86 / 100

Some Reviews:

VICE - Brent Koepp - 10 / 10

Control Resonant features some of the most mind-bending level designs you will ever experience in gaming. Remedy’s move to an open-world city fixes a lot of the flaws of Control’s original map system suffered from. Resonant is filled to the brim with side quests and NPC’s with incredible storylines. The game’s action-packed combat and traversal mechanics makes this Remedy’s most fun game to date.

VGC - Jordan Middler - 5 / 5

Control Resonant gambles on a new genre and it pays off. A stellar cast and some of the strongest art direction you'll find in a game this year make for a sequel that builds on the promise of the original, and delivers even more special moments. Make time for Control Resonant this year. You won't regret it

Omelete - Brendo Deulindo - 100 / 100

Control Resonant is the portrait of a bolder studio. Remedy is never scared of taking risks, and that shows through many ways in this game. Bizarre, inventive and extremely fun to play, Control Resonant will probably be running for all the prizes it can by the end of the year.

Loot Level Chill - Mick Fraser - 10 / 10.0

Control Resonant is a shining example of what a studio like this can do when given time and patience, and it's surprising and entertaining at every single turn. An astounding game.

Thumb Wars - Liam Magee - 5 / 5

Overall my experience with Control Resonant ended with me being very pleased with everything involved, as the combat was very in-depth and was constantly shifting, allowing for new gameplay styles and combinations. The story followed Remedy Entertainment’s usual style that kept me guessing right to the credits, and even then I wasn’t sure what I saw was the truth or if there was more to find. Finally, the game’s world was simply a lot of fun to explore with the various abilities being unlocked that made it easier while also providing me with enough challenges that I had to come back in the future.

Giant Bomb - Jesse Vitelli - 4.5 / 5

I love Remedy's willingness to take swings at something, to be wrong rather than to be safe. Control Resonant feels like a confident step in a new direction from Remedy, one that is far from perfect but reminds me of the beauty of not knowing everything. Not needing to be the smartest person in the room or correct all of the time, but the beauty in knowing who you are and what you want to be, warts and all.

Tom's Guide - Tony Polanco - 4.5 / 5

Control: Resonant is another triumph for Remedy Entertainment and is arguably their finest game yet. The team put everything into delivering a worthwhile sequel for fans of the original that still stands on its own. Thanks to its superb combat, sharp graphics, and unique tone, it is easily one of the best games of 2026 — a year stacked with winners. To that end, be sure not to miss out on Control Resonant. It’s a reminder that there’s still true innovation and imagination in AAA gaming. Yes, there are a lot of games coming our way this season, but this is one you’ll kick yourself for missing. Trust me on that!

GameSpot - Mark Delaney - 9 / 10

Alongside the stellar art direction and a surprisingly touching story, Control Resonant’s gameplay loop feels more mainstream than anything this team has made since Max Payne. Such intentional smoothing could’ve been damning if done poorly, but it doesn’t feel like Remedy sacrifices any part of itself to chase a wider audience, even as Resonant may well find one anyway. Control Resonant is Remedy’s take on a semi-open-world character-action game, and that might sound like an experience you’ve had before, but at the transdimensional intersection of its impeccable combat design and the studio’s signature strangeness stands something unforgettably unique.

RPG Site - Hayes Madsen - 9 / 10

I couldn’t help falling in love with Resonant the more I played. The bizarre paranormal world of Control is on full display in this sequel, and it shines through in both the Escher-esque world design and amalgamation of side stories that are a joy to discover. Resonant feels experimental in a lot of ways, like Remedy pushing at the bounds of what it’s known for. But the bumps along the way are more than worth it for the astronomical highs Control Resonant reaches.

IGN - Michael Higham - 8 / 10

Control Resonant may not be quite as deep as its RPG mechanics would lead you to believe and gets tedious in the later hours, but the responsive stylish-action is foundationally sound, even when its sharp edge eventually dulls. And like most of Remedy’s games, its greatest strengths are the things built around that combat anyway. If anything, the fights are simply a slick vehicle for building up Dylan as a character and funneling you through one of the more inventive open worlds I’ve seen. Surprisingly, this is one of Remedy's most conventional stories, but that doesn't mean it doesn't dare to be bold at times. Control Resonant is a game bolstered by a compilation of powerful moments – from the finer details in its superb world design to the twists that elevate its characters beyond the paranormal happenings that dictate their lives. Collectively, it's hard to escape Control Resonant's gravitational pull.

Gamer Guides - Lexi Luddy - 90 / 100

While it’s a slow start at a discordant pitch, Control Resonant quickly tunes into the right frequency and hums with humanity. Its frayed edges can sometimes become apparent; its characters, writing, world, and sheer originality vastly outweigh any downsides.

ScreenRant - Kyle Gratton - 9 / 10

For all its ambition, Control Resonant is still a carefully tailored game. Some of the broader strokes fall short, but its most memorable set pieces resonate singularly and fittingly. Remedy Entertainment's single-player titles have become synonymous with quality, and all Control Resonant asks is that you let it take you along for the ride.

Xbox Achievements - Dan Webb - 90%

Control Resonant is a game that shouldn't work, but absolutely does. It's a sequel that shifts genres, protagonists and setting, yet still retains the original's unique charm and sense of the surreal. Control Resonant is a truly excellent sequel.

PSX Brasil - Bruno Ribeiro - 90 / 100

CONTROL Resonant is an excellent sequel that expands the universe of the first game, changing and adding things in a unique way without losing the essence we knew and loved. You can spend hours delving into the text and audio files scattered across the map to better understand the story. The musical elements are very appealing, making the gameplay even more immersive, as are every visual detail in the environments, some perhaps irrelevant, but still satisfying. On the other hand, the difficulty can make the experience frustrating, causing the player to feel stuck and have to leave some things behind until later. In any case, it's a must-have title for fans of the first CONTROL.

Console Creatures - Bobby Pashilidis - 90 / 100

Control Resonant is one heck of a follow-up to Control, with a setting twisted by a paranatural force that's perverted Manhattan into a supernatural playground. Remedy's somehow taken what makes them so unique in the industry and applied it to an open world that becomes what I can describe as a paranatural rollercoaster throughout Manhattan. What unfolds is unlike anything else you'll play this year. Without a doubt, Resonant delivers a memorable return to the world of Control.

Destructoid - Pedro Peres - 9 / 10

A hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage. CONTROL Resonant distances itself from the original to create something unique and alluring, with top-notch combat, mind-blowing visuals, and amazing characters. Exploration and side quests are one of the strongest parts of the game, and odds are you'll continue playing long after the credits roll.

Postmode - Jordan Oloman - 9 / 10

Brain-boggling, endearing, and remarkably versatile, Control: Resonant is a bracing take on the tired open-world game format from Remedy that opens doors to new dimensions, both figuratively and literally. Step through with an open mind, and you'll find an existential character action experience replete with nooks and crannies both terrifying and hilarious. A deeper reliance on gameplay leads to quality-of-life issues and divisively different progression systems, but the eye-popping visual design and persistent narrative genius more than make up for it.

INVEN - Kim Gyu-man - 90 / 100

A sequel that expands the world of Control through Dylan's story and fast-paced melee combat. Confusing navigation and repetitive puzzles can be tiring at times, but its bizarre, twisted vision of Manhattan can only be described as a work of art.

PPE.pl - Wojciech Gruszczyk - 9 / 10.0

Control Resonant is a bold sequel in which Remedy has rebuilt the foundations of its predecessor, rather than simply offering more of the same. Brilliant combat, excellent development of Dylan’s abilities, satisfying exploration and a Manhattan brimming with abstract ideas make it hard to tear yourself away from this adventure lasting over 30 hours. Not all plot threads maintain the same pace, and the visuals aren’t as rich in detail as Alan Wake 2, but ultimately the Finnish developers have stepped out of their comfort zone and delivered an even better game.

GameBlast - Farley Santos - 9 / 10.0

Control Resonant has a solid grasp of the elements that made the first game stand out and finds interesting ways to expand upon them. The distorted Manhattan, gravity shifts, and agile combat create an engaging adventure, though enemy repetition, customization limitations, and some uninspired content hold the game back from reaching its full potential.Ultimately, Control Resonant is a great experience and an excellent expansion of the universe created by Remedy. It may not be the reinvention its premise might have led us to expect, but it is a sequel that finds new ways to play with the strange and demonstrates that there is still plenty of room to explore within this universe.

GamingTrend - David Burdette - 88 / 100

Remedy’s choice to bet on themselves is another one worth making. CONTROL Resonant is a stellar sequel that risks everything yet succeeds in nearly every area it touches. Certain design choices and a slow start aside, Resonant has the heart of CONTROL inside it with a beautiful story that reaches your soul, vicious combat, and a spectacular world to explore that only they could build. Shaking things up usually works best with Shake 'n Bake, but Remedy cooks with Resonant's shift from the status quo.

Multiplayer First - James Lara - 8.5 / 10.0

I had my worries after seeing that the follow-up to Control was essentially an entirely different game. A new genre, a new protagonist, and basically an entirely new story. Not many IPs get to pull that off, and in fact, would essentially be the knock-on-death door. But Remedy is a studio that isn’t afraid to answer that door, kick it wide open, and invite whatever multidimensional nightmare is waiting on the other side directly into the living room. That’s why so many love them: they refuse to stay inside the creative lines, which often leads to some of the most memorable, bold experiences in modern gaming—and Control Resonant is no exception.

DualShockers - Tay Garcia - 85 / 100

Control Resonant is yet another piece of evidence that we need to protect Remedy Entertainment at all costs. The studio understands and openly embraces its identity, one that smells of coffee and creative weirdness, and this sequel proves they know how to reinvent themselves without losing an ounce of their soul.

SECTOR.sk - Matúš Štrba - 8.5 / 10.0

Control Resonant is Remedy's boldest experiment yet, successfully bringing its distinctive style to the open-world action RPG genre. Its story, characters, world design, exploration, customization and atmosphere are excellent, while the combat is merely decent and holds the experience back. Despite some compromises, its unique world and wealth of content make it difficult to put down.

Uagna - Yuri Polverino - 8.5 / 10.0

After a few years of silence, Remedy returns with Control Resonant with two stated goals: expanding the lore and structure of the first game and appealing to a wider audience. The latter goal, however, remains unfulfilled: Resonant is a sequel through and through, offering little in the way of a welcoming entry point for those who haven't played—and fully grasped—the original, and featuring a somewhat convoluted opening phase (lasting 4–5 hours). Once past that hurdle, however, the game unfolds into an extraordinary narrative crescendo, keeping players hooked for 40–50 hours of gameplay—spanning the main story, side quests, and the studio's signature rich emergent storytelling (documents, audio logs, and environmental dialogue). In terms of gameplay, it is an open-world action title with RPG-like progression: Manhattan is divided into macro-areas that level up alongside Dylan, creating a stimulating structure that rewards exploration. Combat, however, can easily devolve into mindless button-mashing if you aren't into crafting builds, echoing the repetitive nature of the first game. The real weak point is the technical execution—with character models, lighting, textures, and detail falling short of the studio's usual standards—though this is redeemed by the highly inspired art direction. All in all, Control Resonant is a quintessential Remedy game—unapologetically true to its own identity.

The New York Times - Yussef Cole - 80 / 100

Control Resonant’s Manhattan is a stunning and mind-bending distortion of 3-D space, with the boss fights feeling less like reflex challenges than visual spectacles. But the game’s narrative layer, again infused in science-fiction tropes, feels small and far away as I hurtle into that urban chasm.

Forbes - Paul Tassi - 8 / 10

It’s an interesting idea to switch genres to expand the world of Control with a radically different genre. It works, most of the time, though there are aspects that could use more polish and rethinking given that this is Remedy’s first stab at a large-scale brawler. For what it lacks in fleshed-out systems, it makes up in universe building and art direction. I do recommend you play Control first, as some have asked, and I do think that’s a clearly better game, but I imagine Resonant will find an audience as well. As for me, there’s still plenty more to do and see and smash with comically large paranatural hammers.

TheSixthAxis - Tuffcub - 8 / 10

Any game that lets you execute a bus, or stamp on windows to direct a cat to attack a woman called Sandra is a winner in my books. Remedy should be credited for taking their time and making a very different sequel, rather than more of the same, and also for throwing a lot of ideas into the game. However, for me, it's a little too unfocused and padded.

Push Square - Aaron Bayne - 8 / 10

Control Resonant is an impeccably confident and tantalising sequel that has all the hallmarks of a Remedy classic. It's endlessly stylish and playful; it looks gorgeous, especially on the PS5 Pro, and it manages to address many of the woes that I had with the original Control.Repetitive combat is the big hitch, however, holding the game back from true greatness. Ultimately, though, it's not enough to overrule all that Remedy is doing right with this sequel.

TechRaptor - Robert Scarpinito - 8 / 10.0

Control Resonant delivers on Remedy's signature weirdness, with psychedelic views, wonderfully woo-woo writing, and intriguing mysteries around every corner. Unfortunately, the combat that connects every great moment feels mundane, repetitive, and limited, and it doesn't get truly fun until nearly the eleventh hour.

Dexerto - Joe Pring - 4 / 5

Control Resonant is Remedy at its most ambitious, turning Manhattan into a reality-bending playground that’s every bit as fascinating to explore as it is maddening to navigate. Combat doesn’t always afford that same sense of freedom, with restrictive loadouts and spongey enemies getting in the way of an otherwise satisfying action-RPG. Dylan also struggles to fill his sister’s shoes, but neither issue is enough to drown out the creativity surrounding him. Resonant is bigger, bolder, and unmistakably Remedy. It may occasionally get in its own way, but when everything clicks into place, but its ambition is far more exciting than its frustrations are limiting.

TechRadar - George Yang - 4 / 5

As someone who’s fascinated with sci-fi and the occult, Resonant plays around with common tropes to great effect. In one particularly memorable main quest, Dylan is tasked with figuring out what happened to a missing crew, and its implementation of time dilation and alternate timelines really had a grip on my attention. It’s moments like these that make Resonant’s story emotionally satisfying, but narratively absorbing too.

RPGamer - Jordan McClain - 4 / 5.0

The result is an extraordinarily original experience that excels atmospherically and visually while staying firmly in control of its plot and combat, even if the paranormal elements sometimes slip into incoherence.

PC Gamer - Lincoln Carpenter - 76 / 100

Story-wise, the sequel can't fascinate in quite the same way Control could before it was a known quantity. But the embattled, functionalist footholds the FBC are fighting and failing to maintain throughout the city have an altogether different effect. Seeing the organization forced to abandon the redaction-heavy deniability of its paranatural purview to operate in the open and on the backfoot makes its mission of managing interdimensionally cursed radios and hellgate slide projectors feel impressively real.

CGMagazine - Marcus Kenneth - 7.5 / 10

The story and gameplay of CONTROL Resonant seem at odds with each other—starting strong, then grinding to a halt in the late game. Combined with the rote, repetitive gameplay, underwhelming powers, and a weaker Remedy music moment, this feels like the weakest Remedy game in over a decade.

Gameliner - Bram Noteboom - 3.5 / 5

With Control Resonant, Remedy Entertainment offers a game that’s especially enjoyable to simply exist in, but not always fun to play through. It doesn’t resonate on every level and can therefore be described as a game of extremes: swinging from one extreme to the other. So be sure to consider why you want to experience Control Resonant. Depending on what you’re looking for, you’ll either find a gem or a title that leaves you with a broken Control(ler). High peaks and deep valleys, but that’s also why we’ll still be talking about Control Resonant for many years to come.

Eurogamer - Alexis Ong - 3 / 5

I realise that Remedy rebukes the idea of Control Resonant being an open-world game, and it's not quite as freewheeling and permissive as that, but Resonant feels like it's chasing the hallmarks of a live-service game while trying, only partly successfully, to echo the very deliberate structure and style of the genre storytelling that worked so well in the first game. You cannot make a good game whose whole cryptic conceit hinges on smart unconventional worldbuilding, and also shoehorn in the most deadening part of MMOs – world events, the equivalent of daily chores – without bringing the whole narrative party down. It's not a question of giving us something we haven't seen before. It's a question of being able to sustain that distinct, uncanny weirdness that brought Control to life. And to expand on that core magic, without muddying what made it special in the first place.

GamesRadar - Oscar Taylor-Kent - 3 / 5

Even so, for a Control fan like me, there are moments in Control Resonant I'll never forget. One playful format shift towards the late-game begins as a fun gimmick, but ends up delivering some of the game's most emotionally charged moments (and, unfortunately, makes me wish the rest of the game could keep up). Plumbing the depths of a high-rise makes as little sense as it sounds but is an absolutely stunning sequence that leads to an inversion of Control's famous Ashtray Maze that's understated and more moving as a result. The tailored, more structured moments are stronger than the more open approach elsewhere. But, like the FBC poring over strange supernatural objects they don't understand, by credits I'm scribbling notes trying to make sense of it. Why is it so overly long? Why all the Action RPG stats when combat is relatively shallow? Why was this the direction of Control 2? I'll seal this one away for now, waiting for a reason to dive back into these records at a later date.

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Items scoring 7/10 or above from 11 sources, scored by claude-haiku-4-5-20251001 on relevance to my interests. At most 3 per source.

Scoring categories & sources
  1. Local Wexford or South East Ireland news
  2. Irish or EU-wide affairs affecting citizens broadly: elections, new laws or policy being debated, cost of living, education — especially impacts on mid-life adults or teenagers. Never courts/crime stories.
  3. Irish news on a topic relevant to my interests
  4. Work and tech topics: networking, AI, Kubernetes, platforms, SaaS
  5. AI news including critical or anti-AI perspectives
  6. Gaming: PC gaming, indie gaming, retro gaming
  7. General interests: gardening, woodwork, cycling, fitness, travel
  8. Comics

Sources: Breaking News Ireland, Wexford Local, Hacker News, r/gaming, r/pcgaming, r/antiAI, r/indiegaming, Lenny's Newsletter, One Useful Thing, Newcomer, Simon Willison