Köln sichert wichtigen Heimsieg gegen zehn Bremer
Das Duell zwischen dem 1. FC Köln und Werder Bremen hatte enorme Bedeutung im Abstiegskampf. Die beiden Teams lagen vor der Partie auf den Plätzen 14 und 15, mit nur einem Punkt Unterschied. cricket-ipl.in
Der FC ging seit acht Bundesliga-Spielen sieglos in die Partie, während Bremen unter Trainer Daniel Thioune zuletzt zwei Auswärtssiege in Folge feiern konnte. Interimstrainer René Wagner erhoffte sich nach dem 2:2 in Frankfurt einen weiteren wichtigen Punktgewinn im Kampf um den Klassenerhalt.
Life is Strange's soundtrack is full of licensed bangers, and still hits even 11 years later
With Life is Strange: Reunion recently wrapping up the decade-long story of Max Caulfield and Chloe Price, I've spent the last couple of weeks thinking a lot about the game that started it all. 2015's Life is Strange came during a hugely formative time in my life—going through some big changes, returning to college after a three-year gap and in that stage of life where you realise you don't actually have everything figured out the second you leave school.
Welcome to Critical Hit (formerly known as Soundtrack Sunday), where I celebrate and lament all things videogame music, audio design, and the ways our favourite games make our ears tingle.
I would wait up until ungodly hours waiting for its next episode to drop, desperate for just a few hours more of Max's rewind powers and Chloe's bombastic personality. Seriously, I stayed up until 4am waiting for the second episode to actually hit the PlayStation store. I was truly a sicko for this game.
More than its janky dialogue (I will forever remind you the lines "welcome to the moshpit, shaka brah" and "go fuck yourselfie" exist), and even more than its heartbreaking tale of queer love and teenagehood, the thing that has stuck with me in Life is Strange is its music.

I do a lot of yapping about original scores in videogames, but I don't do nearly as much about all of the work that goes behind hand-plucking licensed tracks—though I wrote about BioShock's excellent use of real-world music as a narrative tool, if you're interested.
That's partly because licensed music in videogames was largely utilised for immersion purposes. Think ripping guitar to your favourite metal tracks in Guitar Hero, or tuning into a radio in Grand Theft Auto to tracks befitting of each game's era and setting. Or they simply existed to be cool, like the absolute mountain of licensed music in sports and racing games.
But when episodic videogames boomed in popularity in the mid-2010s, the place licensed music had in them felt distinctly different. Spreading one videogame into five or six instalments made them feel more like a TV show, which meant that their music was used in a similar manner. I think a lot about the way Scrubs utilised its music choice to perfection: using tracks like The Fray's How to Save a Life to punctuate emotional moments, or even the revival's most recent episode making use of Jamiroquai's Virtual Insanity for a silly cold open sequence.
Got Well Soon
Developers like Telltale were using licensed music like a TV show to absolute perfection. Picking tracks to open up episodes and set their tone excellently—Tales from the Borderlands is my favourite example of this, especially the episode they open up with Jungle's Busy Earnin'.
But to me, no game does it better than Life is Strange. Despite the fact that it sometimes feels like Dontnod is an alien being told what American high school life is like (the developer is French, so I can't be too harsh) it managed to tie everything together with its music choice.
Walking Max through the halls of Blackwell Academy while Syd Matters crooned "to all of you American girls…" was the pinnacle of indie, coming-of-age movie chic. It immediately clued me into what type of game I was getting into: an unapologetically dramatic teenage adventure, surprisingly grounded despite leaning heavily on supernatural elements.

Life is Strange uses tons of this sort of moody or cosy indie rock. Distorted acoustic guitars, sad men, angsty men. A vibe that feels authentic even when deeply manufactured. An experimental vibe. Just some sad people making sad music in their sad studio. But that experimental flavour fit so perfectly with Life is Strange, a game that also felt like Dontnod figuring stuff out.
The game's excellent soundtrack choices culminate in the very final song, Foals' Spanish Sahara. A song so incredibly loaded with angst and emotion that I genuinely couldn't imagine a more fitting ending track. It works no matter the choices you've made—whether you're attending funerals, driving away from a town destroyed, or reflecting on things you could have done better. It's a song so good and so encapsulating of the game that current series developer Deck Nine brought it back for Reunion, if you come face-to-face with the Dead Timeline Chloe.
I think that subsequent Life is Strange games have some pretty stellar song selections, too—I got very giddy hearing Girl in Red's I'll Die Anyway towards the beginning of Reunion—but nothing will ever come close to how meticulously curated the first game's soundtrack felt. Scrappy, emotional, and heartfelt. Just like the very game each song starred in.
Question time: Do you care about fashion in MMOs, or do you just chuck any old gear on and call it a day?

This is Terminally Online: PC Gamer's very own MMO column. Every other week, I'll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we've all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice.
It's often said that the true endgame of any MMO is fashion—well, those that have a glamour or transmog system, at least. And there's some truth to that.
While endgame rewards structures can get scuppered by poor balancing or mandatory gear treadmills, as long as you have some decent-looking item models in your game, fashion is incorruptible.
However, any time I look around in a dungeon or raid, I'm always astonished at the variance on display—some people are all dressed up in their raid-day best, while others look like they stumbled through a hot topic blacksmith, tripped on some glue, and fell into a pile of legos. Sometimes this is on purpose, others? I have to wonder why they even bothered.
So what about you? Are you one of those designers turned hardcore raiders who'll do any tough content if it means they get a shiny pair of shoulder-pads? Or do you just load up a nice-looking tier set and call it a day?
I wouldn't call myself a fashionista, per se, but I've absolutely done content in my MMOs of choice just to settle on an outfit—somewhat shamefully, I usually take outfits other people have designed and shared on sites like EorzeaCollection to use as a template, but I like to make adjustments to fit my characters along the way.
Or, you know, to save money. Pure white dye is expensive and I might need that 500,000 gil for… something. You don't know me.
Maybe you've got some other kind of style going—I know plenty of players who deliberately craft the ugliest, rainbow-offensive looking creatures to ever slide out of the primordial ooze just for kicks. Personally, I like to go for understated, realistic-looking outfits—the moment a game gives me a puffy-sleeved shirt or some practical pants, you bet I'm getting a transmog together to look all practical.
If you want to get into the nitty-gritty, feel free to share your own personal outfit strategies below.

Best MMOs: Most massive
Best strategy games: Number crunching
Best open world games: Unlimited exploration
Best survival games: Live craft love
Best horror games: Fight or flight
Mein Feuerelementar und ich: Titan Quest 2 stellt sein neues Summoner-Update vor
Titan Quest 2 bringt im April 2026 die Beschwörungen zurück. Jede Meisterschaft erhält Diener, die durch neue Energiemechaniken automatisch neu erscheinen.
Jede Meisterschaft erhält eine eigene Beschwörungsfertigkeit sowie passende passive Talente. Ihr könnt künftig entscheiden, ob eure Diener passiv im Hintergrund agieren oder durch den aktiven Einsatz eurer Fähigkeiten massiv verstärkt werden. Wer beispielsweise zwei Kreaturen gleichzeitig führt, kann deren Kräfte abwechselnd bündeln, während er selbst eigene Zauber wirkt. Verschiedene Modifikatoren erlauben es euch zudem, das Verhalten der Wesen individuell an eure Strategie anzupassen.
Aktualisiertes Early-Access-Fazit: So gut ist Titan Quest 2 inzwischen
Beschwörungen funktionieren in Titan Quest 2 als dauerhafte Fähigkeiten, die einen Teil eurer Energie reservieren. Der große Vorteil: Sie belegen anders als im Vorgänger keinen Platz mehr in eurer Aktionsleiste. Sollte ein Begleiter im Kampf fallen, wird er automatisch neu beschworen. Ihr müsst eure Ausrüstung jedoch genau planen, um trotz der Energiereservierung genug Ressourcen für weitere mächtige Zauber aufzubringen.
Das Beutesystem erfährt mit dem nächsten Early-Access-Patch ebenfalls eine Überarbeitung. Mit den Talismanen kommt ein neuer Gegenstandstyp für die Schildhand ins Spiel, der besonders Magiern hilft, aber auch anderen Klassen nützliche Energieboni liefert. Die epischen Gegenstände werdne zudem fast durchgehend überarbeitet, da sie zuvor oft zu schwach waren. Mit neuen Affixen für Tränke und Stäbe soll die Jagd nach dem perfekten Build noch diesen Monat spannender und abwechslungsreicher werden.
Einen Release-Termin für Version 1.0 von Titan Quest 2 existiert noch nicht.Überzeugender Erfolg: Stuttgart dominiert Hamburg und wahrt Champions-League-Chancen
Nach der bitteren 0:2-Heimniederlage gegen Borussia Dortmund wollte der VfB Stuttgart im Kampf um die Champions-League-Plätze wieder Boden gutmachen. Trotz des Chancenplus (12:5) und 65 Prozent Ballbesitz gegen den BVB standen die Schwaben ohne Punkte da.
Der Hamburger SV reiste mit einer durchwachsenen Bilanz an – nur eines der letzten sieben Spiele konnte der Aufsteiger gewinnen. Die Norddeutschen hatten jedoch mit zehn erzielten Kontertoren die zweitbeste Quote der Liga, während Stuttgart bereits neun Gegentreffer nach Kontern kassiert hatte.
