لیندا گوستەر بەشداربووە لە کۆمپانیای DualShockers و ڕۆژنامەنووسێکی یاریکردنە و بنکەکەی لە بەریتانیادایە و پسپۆڕە لە یارییە ڤیدیۆییەکان، وەرزشی ئەلیکترۆنی، شیکاری پیشەسازی، تایبەتمەندی، لیست، پێداچوونەوە، چاوپێکەوتن و هەواڵ. لە ساڵی ٢٠٢٠ەوە بە شێوەیەکی پیشەیی نووسینی کردووە و لە ساڵی ٢٠٢٥ دەستی بە ڕووماڵکردنی یارییە ڤیدیۆییەکان و وەرزشی ئەلیکترۆنی کردووە و خولیای تەواوی ژیانی کردووە بە فۆکۆسی پیشەیی خۆی.
پێش ئەوەی پەیوەندی بە کۆمپانیای DualShockers بکات، لیندا وەک سەرۆکی ناوەڕۆک بۆ Esports Insider DACH و The Escapist Magazine Germany کاری کردووە. پێشتر لە ئەندازیاری نەرمەکاڵا و میدیای دیجیتاڵیدا کاری کردووە، ئەمەش پێشینەیەکی تەکنیکی بەهێزی پێبەخشیوە و توانای ڕوونکردنەوەی سیستەمی ئاڵۆزی بە ڕوونی پێداوە. لە سەرانسەری ژیانی پیشەیی خۆیدا، هەزاران پارچە هەواڵی نووسیوە و کلتوری یاریکردن، وەرزشی ئەلیکترۆنی، تەکنەلۆژیا و پێشکەوتنە بەرفراوانەکانی پیشەسازی ڕووماڵ کردووە.
There aren't many gaming events where you get to commit friendly fire against both a game's creator and your own editor-in-chief in the same session, but gamescom 2026 delivered that experience in Exterminauts, and I regret nothing. It also happened, I should note, fairly frequently – not because I was being particularly reckless, but because Exterminauts is exactly the kind of game where the battlefield collapses into joyful, screaming chaos so quickly that keeping track of which explosions are yours becomes secondary to keeping track of which explosions are aimed at you. That chaos is entirely intentional, and it works.
Exterminauts is a three-player co-op PvE shooter developed by Behaviour Interactive – best known for Dead by Daylight, though this comes from an entirely separate team – and published by Tencent. You play as an Exterminaut: not a soldier, not a superhero, just a highly armed contractor sent down to planet Tian to repair corporate infrastructure and exterminate the alien fauna that has been destroying it. Punch in. Clean up. Get paid. It's a premise that sounds simple and turns out to have considerably more going on underneath it.
The framing of Exterminauts is one of its strongest assets. The game draws from a very specific well of '80s and '90s sci-fi cinema – Ghostbusters, Aliens, Armageddon, Men in Black – and the connective tissue between all of those is ordinary people doing extraordinary jobs. Not chosen ones, not military elites, just people on a work site trying to get through the shift. That registers immediately in how the game presents itself: the signature orange high-vis uniform, the tool belt, the helmet with its red ring, the Overdrive backpack that looks like something you'd see on a construction site before you learn it's a plasma storage unit capable of detonating aliens on contact.
Planet Tian is beautiful in the way that a planet that has been ruined by corporate extraction while simultaneously fighting back against it can be: sweeping vistas, alien fauna that has genuine ecological logic to it, and infrastructure scarred and crumbling across environments that the game uses well for both vertical play and longer sightlines. I spent a significant portion of my session positioned somewhere high up watching enemies stream in from below, which as I relayed to the developers during our conversation, is exactly how I tend to play shooters. They mentioned long-range rifles are in the game. I consider this deeply good news.
The Overdrive – that large plasma backpack – is the game's most interesting mechanical contribution. Attached to you via a cable and clamp, it functions differently depending on whether you're using it for utility or combat. On the utility side, you power up terminals with it, short-circuit systems, open doors, and reactivate zip lines. In combat, you can either clamp onto an enemy that's down to finish it instantly, or power up your special weapon into an Overdrive state for a window of maximum damage output.
The special weapons are the product of polymorphic plasma being harnessed by corporations – specifically Chem 9, the most ethically ambiguous of the five corporate entities in the game's background – and they range from cryo to lightning to combinations that produce exactly the kind of visual chaos you'd expect from a dev team that spent about a year and a half explicitly leaning into the idea that their game should feel like controlled chaos. The enemies reinforce this: 25 to 30 distinct types at launch, flying, burrowing, massive, small, many that do things you don't expect. The battlefield is rarely the same twice.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.dualshockers.com/gamescom-2026-preview-exterminauts/