Überblick

Flying Kurt-Lee Arendse helps South Africa clinch New Zealand series

Flying Kurt-Lee Arendse helps South Africa clinch New Zealand series

  • 4th Test: South Africa 43-28 New Zealand

  • De Allende scores early in each half in Baltimore

South Africa thrashed New Zealand 43-28 to complete a 3-1 victory in Baltimore in the fourth and final match of the Rugby’s Greatest Rivalry Test series. The Springboks, who led the series 2-1 after the opening three Tests in South Africa, produced a devastating second-half display at the M+T Bank Stadium to seal victory. chickenroadslot.lat

Tries from Damian de Allende, Morne van den Berg, Malcolm Marx, Pieter-Steph du Toit, Kurt-Lee Arendse and Cameron Hanekom clinched a deserved win for the Springboks in front of a capacity 71,000 crowd.

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Playing RTS with a controller? Total War: Warhammer 40,000 dev says it 'really does work' in their game: 'I think we've landed in a really solid spot'

The kids who grew up playing StarCraft on Nintendo 64 must have thumbs of steel. With the exception of a handful of games designed specifically for consoles like Herzog Zwei and Halo Wars, the RTS has not been a genre that's played well with controllers. It remains the heartland of the mouse and keyboard.

And yet, Total War developer Creative Assembly is committed to releasing Total War: Warhammer 40,000 on consoles. The studio's battle product owner Dave Petry told TechRadar at Gamescom he thinks it's a "myth" that controller support doesn't work for the RTS genre and that they've "landed something that really does work."

"Because yes, obviously, controllers are your primary method for using consoles, but it's just an input method. It's an accessibility tool, right? It's how you want to play or how you would like to play, and so we've always wanted to be able to bring that experience to people who want to use a gamepad."

Creative Assembly co-developed Halo Wars 2, which Petry cited as a specific example of a "really strong implementation of controller and RTS," though it benefits from its simplicity. When the more fiddly Age of Empires 2 came out on Xbox it had to have automated villagers who would gather resources and construct farms based on your preset preference, because that kind of micromanagement is a bit of a faff with twin sticks.

Of course, the Total War games leave building and tech trees for the turn-based side of the campaign, and it's only battles that happen in real-time. While the finer points of cycle-charging or drawing missile fire by marching your lord back and forth might not feel as nice with a controller, I'm sure it would be possible.

"I think we are learning that we can do this right, and yeah, it's definitely something that we're all keen to keep evolving as we ship and work on it," Petry said. "I think we've landed in a really solid spot. I think we're quite proud of where we are when it comes to the technical side of things as well."

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"Ein entfesselndes Spiel": Koschinat schwärmt nach 6:2-Erfolg

Rot-Weiss Essen hat nachgelegt – und wie! Nachdem der Revierklub zuletzt sieben Punkte aus drei Partien mit der Mindestanzahl von zwei Toren schoss, wirkte die Mannschaft von Uwe Koschinat gegen den Aufsteiger aus Würzburg wie entfesselt. Trotz zwischenzeitlicher Drangphase der Gäste feierte RWE an der Hafenstraße einen 6:2-Kantersieg, der den Cheftrainer schwärmen ließ.

"Eigentlich eine sehr beruhigende Situation"

"Wenn du mit einem 3:0 in die Pause gehst, dann ist das ja eigentlich eine sehr, sehr beruhigende Situation", fasste RWE-Coach Uwe Koschinat in der Pressekonferenz nach dem Spiel der Essener gegen Würzburg zusammen. Dass das allerdings alles andere als eine sichere Führung war, zeigte schon der Verlauf der ersten Halbzeit – denn der Aufsteiger aus Würzburg war dran. Und die Gäste holten noch mit zwei Treffern im zweiten Abschnitt auf. "Die Kunst des Trainerseins besteht ja immer darin, auch in einer schlechten Situation etwas Gutes zu sehen. In dem Fall war es so, dass dieses Ereignis vielleicht nicht so unwichtig war", so Koschinat. Was der Coach meint? Nach komfortabler Führung brauchte Essen schärfere Sinne.

"Ehrlicherweise ist uns ja schon sehr viel reingelaufen in der ersten Halbzeit mit den Toren, der souveränen Führung, dem Nicht-Rückstand nach eigenem Fehler", listete der 55-Jährige auf. "Wenn du dann die zweite Halbzeit locker herunterspielen kannst, verfälscht das ein bisschen die einzelnen Spielphasen. Uns so haben wir die Quittung für ein schlechtes Verteidigungsverhalten bekommen." Würzburg holte auf, aber Essen ließ die Partie nicht kippen. Und das war der Punkt, auf den Koschinat hinaus wollte: "Die Mannschaft sieht, dass sie einfach jederzeit die Qualität hat, um ein Spiel dann nochmal zu verändern." Denn aus dem 3:2 nach 3:0 machte RWE souverän noch ein 6:2.

"Kam wirklich ins Schwärmen"

Schon bei "Magenta Sport" schwärmte Koschinat deshalb unmittelbar nach Abpfiff. "Das war in großen Teilen wirklich ein entfesselndes Spiel", erklärte der 55-Jährige, der bekanntlich die Verletzungssorgen rund um Tony Mentzel (Syndesmoseband-OP) und Max Geschwill (Knieprobleme) kompensieren musste. Wie auf der Spieltags-Pressekonferenz angekündigt, bediente sich Koschinat der eigenen Kreativität und brachte keinen neuen Mann auf der Doppelsechs, sondern zog Offensivkraft Noah Pesch weiter zurück – und dazu noch Kostka und Janssen, die allesamt an den Treffern in der ersten Halbzeit beteiligt waren.

"Als Trainer hast du die Phase zu monieren, in der das Spiel fast gekippt wäre. Aber wir haben gezeigt, dass wir alles für ein positives Ergebnis tun wollen und den Leuten auch bis zur 94., 95. Minute etwas bieten wollen", so Koschinat, der die späten Treffer von Bätzner (78./86.) und Brumme (90.+7) zusätzlich noch für sein goldenes Händchen für Joker eintragen durfte. Letztendlich zeigte sich auch der 55-Jährige beeindruckt: "Zwischendurch kam ich wirklich ins Schwärmen. Wir wirkten so sicher, so klar, so gut abgestimmt. Aus meiner Sicht hat das richtig gut ausgesehen." Die schwierige Phase überstanden zu haben, sei zudem ein Fortschritt im psychologischen Prozess der Robustheit gewesen, wie Koschinat bereits betonte.

RWE weit über dem Soll

So schob sich RWE – auch dank Patzer der Konkurrenten – nach fünf Spielen auf den zweiten Tabellenplatz. Angesichts der Anmoderation, dass Essen nach zwölf Spielen insgesamt 20 Punkte auf dem Konto haben möchte, lag der Revierklub damit über dem Soll. "Zehn Punkte sind mit Sicherheit toll. In der Beantwortung der Frage des 1. Spieltags, wie stabil wir daherkommen können, ist das eine tolle Zwischenbilanz", fasste der Cheftrainer übergeordnet zusammen. "Das tut der Mannschaft, die noch im Prozess des Zusammenwachsens ist, sehr gut." In Mannheim (Mittwoch, 19 Uhr) und zuhause gegen Rostock (Sonntag, 13:30 Uhr) warten nun weitere Prüfsteine für entfesselte Essener.

World of Warcraft: Forever is a whole new WoW game launching in November that'll live alongside Classic and Vanilla

For months, World of Warcraft fans have been speculating that something is about to happen to WoW Classic. Blizzard Entertainment has now put those theories to bed and announced World of Warcraft: Forever - an all-new version of the MMORPG that lives alongside Classic and Vanilla. The best part? It comes out in seven weeks, on November 4.

Executive producer Holly Longdale revealed the game at tonight's BlizzCon 2026 Opening Ceremony presentation, describing it as "a new beginning that never ends" and is set around the same time as WoW's Year One. Longdale even called it Classic Plus casually, if that makes it easier to understand.

A World of Warcraft: Forever beta begins this Thursday, September 17. The game is apparently "friendly [and] familiar" for both newcomers and oldheads alike, and it's aiming to return to what made WoW so iconic two decades ago. "There's no rush here," according to Longdale. "It's the journey that counts."

The upcoming MMO sounds seriously huge, so let's quickly list off everything it's promising. Four new zones including Mount Hyjal and Zephras Isle, which is intended to be a starting area of sorts. Zones from the original game that have now been expanded. New dungeons and new raids that accommodate 10-players or 20-players. New skills and talents, a new playable race called the Skyborne, over 1,000 quests, toggles for SD and HD character models, updated visuals, and so much more. Phew!

World of Warcraft fans were eating good even before the company got around to announcing Forever. BlizzCon's Opening Ceremony also revealed that WoW: The Last Titan is coming out next year, with Midnight: Eclipse giving us enough to chew on until then.

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Why is Blizzard still announcing games years ahead of release? 'We want to convey confidence in some of our biggest bets coming forward'

Reactions to the StarCraft trailer shown at BlizzCon this year seem pretty universal. Initial excitement, immediately deflated when the words "STARCRAFT RETURNS 2030" appeared at the end. (The fact it's going to be an "open world shooter" didn't help.) The surprise announcement of Diablo 5 coming in 2029 seems odd too. There were 11 years between Diablo 3 and Diablo 4, but the gap between that and Diablo 5 will only be six.

Announcing videogames more than a couple of years ahead of release feels like a relic of the past. Everyone assumes games will get delayed anyway, and viewers are adding "at the earliest" as a footnote. Saying something is just around the corner earns goodwill, while saying it's three or four years away tells us to gear up for a hype cycle we'll be tired of before the actual game materializes—if it ever does.

Blizzard president Johanna Faries spoke to Bloomberg ahead of BlizzCon. "We want to convey confidence in some of our biggest bets coming forward," she said on this topic. "We're a Blizzard that's going to ship, and ship big, and ship on time, and all hands on deck to set those projects up for success."

Blizzard has so far managed to avoid being hit by Microsoft's recent layoffs, but more are coming next year. It's a good time to make sure everyone knows you've got loads of exciting projects in the works and you need as many staff as possible to make them a reality.

While Faries didn't discuss the possibility of job losses, she did say she wanted BlizzCon to be "a sort of oasis, a moment for real joy" for both Blizzard's staff and its fans, and that she was "completely focused on creating as healthy a Blizzard as possible".

"Preserving that has been my ultimate focus," Faries said. "The unique special sauce that is Blizzard both culturally and creatively. And to the extent that we can perform well for Microsoft, I think that should be seen as a mutual win."

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