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Are Skating Games Making A Comeback?
Skate's huge launch paints a hopeful picture, but the once dominating genre still has a ways to go Maybe you've noticed, but everywhere you look now, skating is back. Though skateboarding games once dominated the gaming scene in the 2000s, the well appeared to all but dry up as the ambitions of the games industry evolved through the decades. Recently, however, there's been a resurgence of skating games, and an audience made up of both oldheads and fresh-faced players alike has been showing up for them. It feels safe to say there's still an appetite for these kinds of titles. With the early-access release of EA's Skate--a revival of a series that once took up a lot of space in this industry--as well as the acclaimed releases of the Tony Hawk's Pro Skater remakes, the once-dying genre seems primed for a comeback. Want us to remember this setting for all your devices? Now Playing: skate. | Early Access Season 1 Trailer I first clocked this resurgence a while ago while playing an entirely different kind of skate game: a remarkably chill longboarding game called Driftwood. In Driftwood, you take on the role of a pretty cool sloth who carves and bombs--in skating parlance, to "bomb" means to ride down a huge hill--picturesque mountainsides. As a guy who longboarded back in high school and primarily cruised through the city, Driftwood brought me back to what first turned me onto skating--the rush of wind in my admittedly unprotected hair as I barreled down derelict roads and hills, and the satisfying (not to mention casual) coolness I'd feel swerving through throngs of walkers and traffic. It feels suiting, then, that the game that reminded me why I loved skating also opened my eyes to just how many skating games had emerged in the past few years. For years now, developers have been producing a remarkable spectrum of titles, from the outlandish SkateBird to simulators like the aptly named Session: Skating Sim. SkaterXL came around a number of years ago, Bomb Rush Cyberfunk landed with all the noise and aplomb of Hawk's first successful 900--and has a sequel on the way--and all the while, the OlliOlli games grew in size, substance, and style with every new release right up until Roll7's unfortunate closure. There's been no shortage of skating games keeping the dream to shred alive, but with Skate's return, it feels like all the sectors of games development--the indie, AA, and AAA space, to be clear--are fully in the throes of a skating game renaissance. So why exactly is this the moment for these kinds of games to re-emerge? What about the gaming landscape of 2025, and the last few years preceding it, has made developers choose to revisit this part of gaming's past? According to Jason Mann, one of the developers who worked on Driftwood, the answer's pretty simple. "If I had to guess, it's probably that the people who grew up with the Skate and Tony Hawk series are getting old enough to make their own games, or at least have a bigger sway on consumer spending." Considering the timing, he's not exactly wrong. The Tony Hawk games first began appearing on the market back in the late '90s and the Skate series began about a decade after them. The average kid who played either is likely in a position to work in the industry and do something about their conspicuous hiatuses, the result of which we're seeing now. Given the industry's penchant for nostalgia and revisiting the touchstones of its past, this seems like the safest bet. By and large, I agree with this opinion. But while I find the resurgence of skating games a welcome one, it also feels a bit like a tactical retreat at times. Maybe it's just the cynic in me, but when surveying the state of the games industry, one has to wonder: What works anymore? At a time when the field is fraught with layoffs and cancellations, it feels natural to see a reflexive nostalgia for the games that developers grew up with--games with legacies defined by their massive success and staying power. It makes ample sense then for something like Skate, which reshapes a beloved property into a new live-service model, to exist--even if it leaves audiences trepidatious. Amusingly, the latter two of these titles allow players to ride on a sword. If I had a nickel for every time that happened, I'd have two nickels, which isn't a lot, but it's weird that it happened twice. For Spicer, this sort of looming spectre of skating is likely because "the desire for skating games [has] never truly dwindled." Mann echoed this thought, pointing to how previous Tony Hawk and Skate games have enjoyed "cult followings that appear to get quite some social media engagement." And how many of us haven't seen some wildly popular shortform video of a player hitting an unbelievable Christ Air in Skate 3 set to Pearl Jam's "Even Flow." Still, the uptick in skating games and their popularity is becoming palpable, which Spicer attributes to "the growing playerbase" and their demand for more. Fortunately, this moment feels ripe for someone who might want to get into them and clearly there is a desire. Mat Piscatella, a senior director and analyst at the market research company Circana, confirmed that Skate's release for EA seemed to be off to a "phenomenal start." Evidently, the free-to-play revival of the series "ranked among the top 5 titles in weekly total actives" over the majority of the platforms for which numbers are reported, putting its starting audience on par with the likes of giants like Fortnite and Grand Theft Auto. While it is typical of tentpole releases to see huge numbers out the door, it's a little rarer to see the feat accomplished by a title belonging to a once popular niche in a series that hasn't released a game in 15 years, making Skate's debut a refreshing shock to the system. Speaking of their once dominating presence, Piscatella also shared that when he worked at Activision, "Tony Hawk games were what games like Call of Duty and Madden are today: annualized releases with a loyal audience that would buy the new version every year." The challenge now, as Piscatella puts it, is to turn these "pulses," instances where a sporadic major release spiked interest and sales in skating games, into a flashpoint that translates to more staying power. Maybe Skate can manage that feat, but folks like Mann would also welcome more original games from the genre's other big series, as well as skating games with "full-fledged story modes" and a bit more grit. No matter what form or shape it takes, the devs I spoke to seemed enthusiastic. Not just about the mainstream moment skating games are once again having, but at the prospect of their own work keeping a "torch lit for future generations to find skating," per Spicer. "Be it getting new kids on their first board or getting old skaters to dust off their set ups, skating is for everyone."
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Palworld lead says "a very story-based" spin on the survival game is possible, as he knows "a lot of creature collector fans are used to story games" more like Pokemon
Pocketpair Publishing boss and Palworld designer John "Bucky" Buckley says that a more linear story-based take on the Palworld franchise could be explored in the future. Although I think Nintendo and Pocketpair would rather it stop, it's impossible to talk about Palworld without Pokemon coming up. But when it comes down to it, the two games don't really have all that much in common outside of the creature collecting aspects. One is an open-world survival crafting game while the other is an RPG with a predefined arc, generally seeing you battle the gym leaders and become the Elite Four champion. Palworld is, ultimately, a survival crafting game. I know a lot of creature collector fans are used to story games, but Palworld was never designed to be a linear narrative game. It's open-ended on purpose. Perhaps in future, a very story-based Palworld can be made though🤔December 2, 2025 Palworld is, ultimately, a survival crafting game. I know a lot of creature collector fans are used to story games, but Palworld was never designed to be a linear narrative game. It's open-ended on purpose. Perhaps in future, a very story-based Palworld can be made though🤔December 2, 2025 Palworld is, ultimately, a survival crafting game. I know a lot of creature collector fans are used to story games, but Palworld was never designed to be a linear narrative game. It's open-ended on purpose. Perhaps in future, a very story-based Palworld can be made though🤔December 2, 2025 Bucky recently asked Palworld fans what the one thing they would like to see added to the game would be, whether it be "big or small, realistic or completely impossible." One user says that they would love to see story and narrative elements added to the game, adding that they struggle to keep playing without some narrative pushing it forward. Palworld's new farming sim spin-off has been in the works "for over a year now," but Pocketpair is still hiding "something even CRAZIER" that's not been announced yet Palworld dev seemingly fires back at comparisons between life sim spin-off Palfarm and Pokemon Pokopia, says he's "surprised" folks think Pocketpair has "wizard-level developers able to make a game in 1 week" As Palworld gears up for another indie collab, dev says "it's a dream come true to be trusted by the developers of our favorite games" and the Terraria and Ultrakill crossovers happened because "we like them" Bucky responds to this user, saying that Palworld is a survival crafting game at its core: "Palworld is, ultimately, a survival crafting game. I know a lot of creature collector fans are used to story games, but Palworld was never designed to be a linear narrative game. It's open-ended on purpose." However, it's not all bad news. As the franchise grows with spin-offs like Palfarm, Bucky notes: "Perhaps in future, a very story-based Palworld can be made though." Of course, that ignores the existence of the Palworld dating sim which is mostly story-based, but granted that probably wouldn't be the same story found in the mainline game. Palworld dev isn’t impressed by "so-called" AAA, prefers indies since they "include the kind of systems you can’t find in other games": "AAA titles are overwhelmingly about graphic quality and fidelity"
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Jordan Gerblick
2026-02-14
Dragon Quest 7 Reimagined producer says Square Enix tried to convey the "cuteness" of legendary Dragon Ball creator Akira Toriyama's original designs without compromising the JRPG remake's "unique atmosphere"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! There's been a lot of buzz both negative and positive about Dragon Quest 7 Reimagined's diorama-style art and doll character designs since they were revealed, especially since the recent Dragon Quest 1-3 HD remakes opted for a more traditional pixel art aesthetic. Whether you're a fan of the doll vibes or not, one thing's for certain: the art style stays very faithful to the original designs drawn up by the late Japanese mangaka and Dragon Quest series artist Akira Toriyama. We recently caught up with Dragon Quest 7 Reimagined producer Takeshi Ichikawa via email, and we couldn't help but ask him what it was like adapting Toriyama's iconic character designs in such a distinctive style. "The original Dragon Quest 7 was defined by Akira Toriyama's designs, featuring charming, stylized characters," said Ichikawa. "We considered how to convey that cuteness while still capturing the game's unique atmosphere." Dragon Quest 7 Reimagined "isn't meant to supplement or improve upon" previous versions of the classic JRPG After just an hour playing Dragon Quest 7 Reimagined, I'm charmed and unsettled in equal measure – this JRPG remake has surprisingly ambitious storytelling goals Bless him, Dragon Quest creator Yuji Horii says "warmth" and "accessibility" are key to the almost-40-year-old JRPG series' enduring success For my money, they nailed this aspect of the game. My overall feelings on Dragon Quest 7 Reimagined (too easy) aside, I absolutely love the way the remake manages to modernize Toriyama's designs without compromising whatever it is that makes them so uniquely Toriyama. In terms of what drove Square Enix to go with the doll-like look to begin with, Ichikawa said Square Enix had seen a similar visual style in successful movies and games and simply wanted to try it out. "At the same time, we discovered that movies and games featuring doll motifs were well-received globally, which inspired us to combine this concept with Dragon Quest 7's character designs," he said. "We felt this approach would create a visually appealing style, leading to our decision to move forward with the hand-crafted aesthetic." Dragon Quest 7 Reimagined "isn't meant to supplement or improve upon" previous versions of the classic JRPG, but simply to "represent" the game "for today"
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Kaan Serin
2026-02-14
My favorite Zelda: Breath of the Wild-like indie has a new expansion that doubles the size of the game, and it even follows Tears of the Kingdom with an underground twist
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! My favorite indie game inspired by The Legend of Zelda: Breath of the Wild has a brand new expansion out, doubling the size of the base game, and the DLC naturally borrows from Tears of the Kingdom with an underground pivot. Arguably the best thing about The Legend of Zelda: Breath of the Wild might just be all the fantastic indie games it's influenced over the years, with dozens of modest open-world games, like Sable and A Short Hike, trusting players to go their own way in maps devoid of a million markers. That's exactly why Lil Gator Game appealed to me so much a few years ago. Our playful gator can tackle objectives in any order or just mess about, climbing to the highest points on the island only to glide down and shield surf on water. It's joyful. Some might say it even deserved Elden Ring's GOTY crown. From Indiana Jones to Still Wakes the Deep, the best expansions of 2025 gave us new reasons to return to our favorites After blending Wind Waker with Kiki's Delivery Service last year, indie dev reveals N64-inspired Zelda-like RPG From Dispatch to Spilled and Peak, covering indie games every week in 2025 has been packed full of welcome surprise And just this week, developer MegaWobble released Lil Gator Game: In the Dark, a game-sized expansion that takes our bubbly hero to an underground cave. "Getting to the caves is as easy as following your nose," the expansion's Steam page says." In the base game's island, you’ll stumble upon a lil' entrance that’' been there all along, to take you below ground." "This DLC has all sorts of new toys to play with, including never before seen item types. Lil Gator can now double jump their way across canyons with a flick of a gymnastic ribbon and slams into cardboard crooks from above." Despite only being out for a few days, the expansion also has literally perfect user reviews on Steam. "A wonderful addition to the antic's of the greenest hero," one player writes. "So much more variety in gadgets and fashion to keep the fun coming and that's before addressing the soundtrack and story. Overall a perfect addition to a wonderful whimsy adventure." Lil Gator Game: In the Dark is available on PC, PS5, PS4, Nintendo Switch, Xbox One, and Xbox Series X|S. There's a celebratory launch discount on all storefronts. For more, check out the upcoming indie games of 2026 and beyond.
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Kaan Serin
2026-02-14
Ori boss shares "one of the crazier ideas" for a possible third game that would flip the Metroidvania on its head: "Think Katamari, but with a Ghibli-twist"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Ori and the Blind Forest and Ori and the Will of the Wisps are already full of unique, really exciting twists on the Metroidvania formula, but developer Moon Studios' CEO Thomas Mahler has now shared a possibly "crazier idea" for a potential third game in the brilliant series. "One of the crazier ideas I had for a potential Ori continuation at some point was inspired by this here," Mahler writes on social media alongside a link to Rebirth, a GameCube FMV tech demo following some sort of woodland creature as it wanders around the forest, before it eventually cocoons itself and grows into a giant tree. "I always loved the idea that we'd get to play a Spirit Tree where the whole game revolves around maneuvering as a little tree within a desolate environment that you bring to life again, bit by bit," he continues. "Think Katamari, but with a Ghibli-twist. I think there's something deeply satisfying in allowing players to change the environment they're in and to basically flip the Metroidvania design on its head a bit: Instead of just giving the player more power, it's often even more satisfying if you empower the environment itself." As Zelda devs tested contraptions now in Tears of the Kingdom, director realized Breath of the Wild still had potential Hollow Knight devs highlight a big difference between their sequel and most Metroidvanias: "The player's choice about where to go in Silksong is not dictated by what power-ups you currently have" The 25 best Metroidvania games you can play in 2026 Mahler gives an example that the map might start out as a desolate forest. In most Metroidvanias, you'd need to unlock a double jump or a dash to cross large gaps, but in this theoretical Ori threequel, you'd do so by restoring the forest. Perhaps you can repair the water flow to cross ravines or encourage tree growth to use as bridges, rather than empowering yourself via power ups. "A lot of the videogames that have become wildly successful are about core human instincts," Mahler adds. "Hunting and Gathering, Farming, Collecting, etc. I think the farming and gardening concept hasn't really been fully explored yet and could potentially lead to a whole new genre that could take off exactly because it's so core to the human experience." Ori and the Blind Forest has sold around 10 million copies which "probably makes it the most successful Metroidvania ever made," but its dev could've gone bankrupt
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Kaan Serin
2026-02-14
"It was very bad": Baldur's Gate 3 was once heavily teased in Larian's Divinity Original Sin 2, but it was so obvious the devs had to water it down
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Larian Studios' breakout hit Baldur's Gate 3 was actually teased years before the public knew of its existence in the developer's very own, previous game, Divinity Original Sin 2. But the Easter Egg's initial version was so obvious, it had to be watered down, according to the devs. Larian CEO and Baldur's Gate 3 director Swen Vincke shed light on the tease via a recent studio livestream, when lightly nudged toward the topic by communications developer Aoife Wilson, who brought up the Divinity Original Sin 2 necromancer that mentions going to "another world." "The preview of BG3," Vincke remembers. "Originally the reference to BG3 was very explicit" and eventually had to be reigned in a little bit. "We did it very last minute because we actually, in the summer, when DOS2 shipped, we wrote the first draft of BG3 because we had a contract with [rights holder] Wizards of the Coast and we needed to do it then. It was very bad." Larian and Baldur's Gate 3 boss Swen Vincke says he's never been more nervous than with Divinity announcement We're getting Divinity over more Baldur's Gate 3 because Larian devs weren't enjoying "doing the D&D thing" Baldur's Gate 3 sales are huge since Divinity announcement says Larian boss, and OS2 has had "its best month" since 2017 As Redditor truebma nicely summarized, the D&D nods extend way past a vague mention of a strange, faraway land. Divinity Original Sin 2 features an item called Mind Maggots or, in other words, brain-mutating tadpoles, as well as references to the Grand Design and plotting octopuses, AKA mind flayers. Needless to say, anyone looking for more clues pertaining to Larian's upcoming Divinity game should whip out the magnifying glass and give Baldur's Gate 3 a once over. There may well be clues to the studio's future hidden in plain sight. Baldur's Gate 3 had so "many people involved" that there are all sorts of influences running through Larian, with one combat dev being "a big JRPG fan" but the CEO being "an Ultima guy"
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Kaan Serin
2026-02-14
Post-Skyrim and pre-Fallout 4 was a glorious time at Bethesda, devs say: "When we made that game, it was like World Series Red Sox"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Bethesda Game Studios developers have reminisced about the company's glory days following the widely successful launch of The Elder Scrolls 5: Skyrim. The mammoth RPG's senior designer and writer Emil Pagliarulo tells Game Informer that by the time Fallout 4 "rolled around, our team was so tight" because of everything they had learned from Skyrim's production. "When we made that game [Skyrim], it was like World Series Red Sox," he says. "I used the term that the studio is a starship full of Rikers [Star Trek: The Next Generation reference]. Everyone could captain this ship, that's how good everyone is. We were really tight. We really communicated well. We moved fast on things. We had a good groove. We had been working together for a long time, and I think that was really instrumental as we moved forward." Todd Howard likes "to start over" on every Elder Scrolls game, and 15 years after Skyrim the slate sure is clean Bethesda devs love switching between Elder Scrolls and Fallout because going from fantasy to sci-fi "keeps things fresh" Bethesda reflects on 10 years of Fallout 4: "You have to accept the creative choices you make on every game" "When I look at that transition between Fallout 3 and Skyrim, and then Skyrim to Fallout 4, I really look at how we, as a development team, worked together and improved our craft and the process," producer Angela Browder adds. "I think with every project, I can absolutely, with 100-percent certainty tell you that we, as a studio, got better. Our process – the process of making a game – got better with every single one." Browder then mentions that the team could have just rested of their laurels after Skyrim's massive sales, near universal acclaim, and endless shelf life, but all of that success didn't "negate any of the learnings that we need to take from the development process." So the studio was still apparently thinking about how to improve its development process with Fallout 4 and beyond. Todd Howard likes "to start over" on every Elder Scrolls game, and as we approach Skyrim's 15th anniversary I don't know that Bethesda needed to start over that hard
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Kris Holt
2026-02-14
Relooted, Reanimal and other new indie games worth checking out
Welcome to our latest roundup of what's going on in the indie game space. A whole bunch of compelling games arrived this week, and Sony dropped some news about more that are on the way to PS5 and other platforms during its State of Play stream on Thursday. For one thing, I didn’t have a prequel for Neva, one of my favorite games of the last few years on my bingo card. I’m very much looking forward to checking out that DLC next week. It’s really neat that Motion Twin and Evil Empire — the studios behind Dead Cells and its expansions, respectively — are getting to make a proper Castlevania game. While it might not be developing many games in-house anymore, giving external studios the chance to run with its franchises is a very smart move on Konami’s part. Not least because we’re getting a Silent Hill game set in Scotland as well. I’ve had Big Walk on my radar since the game was first shown off at The Game Awards a couple of years back. This is a co-op multiplayer game from Untitled Goose Game studio House House and publisher Panic in which you'll go on adventures with your friends and help each other through puzzles and other challenges using voice, text chat and gestures. You can just hang out with your buds and watch the sunset or put their binoculars into the ocean too. Expect Big Walk to arrive later this year on PS5 (including as a Monthly Game for all PS Plus members), Steam and Epic Games Store. There will be support for cross-platform play between PS5 and PC. Also, Remedy Entertainment is technically an indie studio. As such, I can mention here that I cannot wait for Control Resonant, which is probably going to break my brain with all the perspective shifting Remedy showed off in the gameplay trailer. As with any successful heist, planning and execution are equally paramount in Relooted. Setting things up properly before hightailing it out of a museum with artifacts reminds me a bit of Teardown albeit without all the voxel destruction. But Relooted is a lot more than that. It’s an anti-colonialist story in which parkour enthusiast Nomali and her crew take back African artifacts (all of which exist in real life) from Western museums. I did encounter some performance issues while playing on PC, but that didn't take too much away from the enjoyable, in-the-moment action and having to adjust escape routes on the fly when things go awry. Nor did the framerate drops detract one bit from the important story that South African studio Nyamakop is telling here. Relooted is out now on Steam, Epic Games Store and Xbox Series X/S. It typically costs $15, but there's a 10 percent discount on Steam until February 24. It's available on Game Pass Ultimate and PC Game Pass. Little Nightmares and Little Nightmares 2 developer Tarsier Studios is back with another slice of atmospheric horror. In Reanimal, two siblings set out to save their missing friends and escape from an island they once called home. However, they'll have to face a litany of dangers, including a lot of creepy creatures. I haven't played Reanimal yet, but the various trailers have have always grabbed my attention. It's out now on Steam, PS5, Xbox Series X/S and Nintendo Switch 2 for $40. Reanimal has single-player, couch co-op and online co-op modes. A friend pass that allows you to invite a pal to play with you online at no extra cost should be available soon. Mewgenics had been in the works for a very long time before it arrived this week. It was initially announced in 2012 when co-developer Edmund McMillen was still part of Super Meat Boy studio Team Meat. After years of Mewgenics being in development hell amid McMillen focusing on projects such as The Binding of Isaac: Rebirth, he's finally seen the game through with the help of longtime collaborator Tyler Glaiel. This is a turn-based strategy roguelike in which players breed cats and then take kitties with wild mutations and blends of powers into combat. There's a lot to explore and discover here. McMillen and Glaiel claim the main campaign runs for over 200 hours. Having more than 10 character classes (each with 75 unique abilities), more than 900 items and hundreds of bosses and enemies could well ensure that things stay fresh enough to justify that run time. Reviews have largely been positive for this one, though the humor didn't click for some critics. Mewgenics is out now on Steam. It usually costs $30, but you can save $3 if you buy it by February 24. Rogue Point is a co-op shooter for up to four players that’s worth paying attention to, in large part because it’s from the team behind Black Mesa, the fan remake of Half-Life. It's now available in early access on Steam, typically for $20, though there's a 15 percent discount until February 26. This appears to be in the vein of tactical shooters like Ubisoft's Tom Clancy games. There are objective-based missions and a Counter-Strike-style economy for unlocking and upgrading gear. While there are only four maps as things stand, Crowbar Collective has implemented a system that randomizes the layouts to keep things fresh. Steam Next Fest is almost upon us. Many developers and publishers are preparing to release demos for their games, but some are arriving ahead of the event, such as one for Starship Troopers: Ultimate Bug War! The demo is a blast and it feels like the kind of retro Starship Troopers shooter I wish we'd had in the late '90s. I really enjoy Helldivers 2, which takes a lot of inspiration from Starship Troopers. In turn, this game draws from Helldivers 2, with features like tossing a flare to tell a support craft to send gear down to the planet's surface. I just wish the mech was a bit more fun and effective to use. If you would like to know more about this game from Warhammer 40,000: Boltgun developer Auroch Digital and publisher Dotemu, you can check out the demo on Steam. Starship Troopers: Ultimate Bug War! is coming to Steam, GOG, PS5, Xbox Series X/S and Nintendo Switch 2 on March 16. A demo for a line-based puzzle title called Rope popped up on Steam this week ahead of the full game's arrival in April for about $3.50. The aim is to connect ropes of the same color to clear them. More rules will be introduced over time to make the game more challenging. While Rope looks charming enough, I mainly wanted to include it in this week’s roundup because I thought developer Ikuo's comments in the press release were quite lovely. "My games are neither flashy nor extravagant. Instead, I focus on preserving the essence of play. Like hide‑and‑seek or tag — simple rules that draw you in until you forget the time," Ikuo said. "Rope brings that timeless spirit of play into a modern puzzle game. It is intuitive, endlessly replayable and quietly absorbing. I aimed to create a small, understated experience that stays with players long after they put it down. I hope this game leaves even a small impression on someone’s heart." The Mermaid Mask is a project that SFB Games put on the backburner after another one of their games became a hit (that would be Crow Country, which was one of our favorite games of 2024). This point-and-click puzzle game is the latest installment in the long-running Detective Grimoire series. A teaser trailer doesn't give away too much, but I do enjoy what we see of the hand-drawn 2D animation here. Here's hoping this is a worthy follow-up to Tangle Tower, an Apple Arcade game we enjoyed very much. We'll find out for sure when The Mermaid Mask lands on PC and consoles this summer. In the meantime, you can check out an updated demo that just hit Steam ahead of Next Fest. The premise of The Stairwell is practically identical to that of The Exit 8. You walk through a small, contained scene multiple times. If everything looks okay, keep walking forward. If something is out of the ordinary, you turn around. Just try not to miss many anomalies. Rather than walk through corridors as in The Exit 8 (the film adaptation of which looks pretty promising), The Stairwell sees you going up or down a seemingly infinite tower as you try to reach the goal. This anomaly game, which is from Hidden Palace, has been on Steam since last year. It’s coming to PS5 on February 19. Expect jump scares. Let's wrap things up for this week with an arcade game that requires just two inputs: one button to turn left, and another to veer right. You can't control the speed of your craft in Ship v Maze. All you can do to avoid crashing and ending your run is to react quickly enough to steer your ship through various obstacles. It's all about putting your reflexes to the test. Ship v Maze is from Cosmic Droplet (aka solo developer Frederic Vanmol), It'll hit Steam on April 2 for $4. A demo is available now.
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Jordan Gerblick
2026-02-14
007: First Light will be less stealthy than Hitman because IO is pushing "forward momentum gameplay all the time"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Hitman developer IO Interactive has always seemed like an ideal studio for a 007 adaptation, for reasons that probably don't need specifying here. That said, IO has long been transparent about not wanting 007: First Light to simply be a Hitman game starring James Bond. The studio has also made clear its next game won't be an Uncharted-style action game, either - even if it really looks like one - making it something of an open question exactly what style of gameplay is to be expected. Talking to Game Informer, Gameplay director Andreas Krogh compared 007: First Light's approach to stealth with how stealth is handled in the Hitman series. "Hitman was a game where we thought about [stealth] as puzzle design. We're taking that same type of stealth into Bond," said Krogh. "But I will say an important difference is that in Bond, we are striving to do forward momentum gameplay all the time, both in combat and in stealth. 007 First Light will do something no Bond game has done before – slow down: "Players might be surprised" Boy, 007: First Light really looks like Uncharted but with Hitman-style stealth, and honestly hell yeah GoldenEye 007 is "a fantastic game," but 007 First Light has "a far wider and more expansive offering" says IO dev "Where in Hitman, we had some setups where we wanted you to use some time to stake out the situation and maybe poke a little bit at it to see what happens. In Bond, you can use time to observe a situation, but it's very evident there are options you can use right away, and you can just use them and see what happens and come forward. We want to reduce that decision-making time to always keep moving forward and be a little bit faster." That checks out. While it's easy to draw parallels between Agent 47 and James Bond, the 007 IP in general is known for fast-paced chase sequences and explosive action whereas Hitman games are generally much slower paced. It sounds like IO is just trying to do justice to the respective IP. 007 First Light will do something no Bond game has done before – slow down: "Players might be surprised at how much they enjoy those quieter experiences"
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Dustin Bailey
2026-02-13
Mass Effect fan claims massive discovery and a win for game preservation: DLC prototype uncovered after 19 years with a look at the cut side mission that became Bring Down the Sky
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Notch another win for game preservation, as a Mass Effect fan has uncovered a prototype version of the cut mission that became the Bring Down the Sky DLC. It represents an extremely specific slice of the legendary RPG's development history, but for those of us who've been waiting nearly a decade for Mass Effect 5, any look at "new" content is sweet manna. This was a "my uncle works at Nintendo"-level rumor, but it was specific enough to get the attention of someone who goes by TheUnsungHero26. "While it sounded outlandish and came from an unverified source," they explain in a ResetEra thread, "it was such a specific claim that part of me believed it... And it turns out it was true!" 5 years on, I still think about Mass Effect Legendary Edition's symbolic first trailer An old Xbox 360 dev kit has become a treasure trove of new Fallout: New Vegas content as fans turn cut material into mods More than Mass Effect's spiritual successor, Exodus wants to pull decades of player choice into a single story That video, which you can see above, showcases a full playthrough of this DLC prototype. It's not the most exciting thing in the world – it mostly consists of a bunch of the same cookie-cutter sidequest areas that always drove me up the wall about Mass Effect 1 – but the fact that it exists at all is fascinating. Particularly since it is, indeed, labeled as Caleston DLC. The name Caleston is already familiar to hardcore of Mass Effect fans, as it's the original name for the cut planet – technically, a cut moon – that eventually became Therum in the final game. Despite the location's appearance on the galaxy map in this prototype, TheUnsungHero26 explains that "selecting it actually takes you to an entirely different cut planet: a very early version of Bring Down the Sky, when it was meant to be a side quest in the main game." But it's very different from the DLC that we actually got. "The map is different," TheUnsungHero26 says. "There are no Batarians, instead, the enemies are humans (as per the mission's original plot, which you can read about on the wiki), there's a timer, and instead of three bases, you are looking for three mine shafts with generators to shut down. There's also some oddities, like three crates with unique armor and weapons that were previously inaccessible, and a rachni nest." It's a bizarre confluence of things – a cut mission, tied to the name of a cut planet, that eventually became DLC – but I'm hard-pressed to think of a game dev story that doesn't involve a bunch of pieces shifting around in ways that only make sense once the project is finished. Saving these sorts of development insights is a big part of what game preservation is all about. "Now I realize the contents of this probably aren't too exciting to anyone except the most hardcore Mass Effect fans," TheUnsungHero26 concludes, "but experiencing 'new' content for a nearly two decades old game that I hold dear is something special. My hope is we see more pre-release builds of the game dumped, so we can uncover more cut content (of which there is a lot!) Big shout out to everyone who helps make game preservation like this possible." The Mass Effect series includes some of the best RPGs ever made.
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Austin Wood
2026-02-13
"It's important that our game doesn't just feel like FromSoftware": Lords of the Fallen 2 dev says what too many Soulslikes forget
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Hill and three other CI Games devs liberally reference FromSoftware's games and the recognized tenets of the Soulslike genre throughout their combat-focused discussion, but they also remain bullish on what separates their game from the genre it's entering. We obviously haven't played Lords of the Fallen 2 for ourselves yet, so who knows how it pans out in-game, but their intent is interesting. Hill offers an example indirectly. "Your typical Soulslike game, you've got your light attack, your heavy attack," he says later in the video. "Your heavy attack, yeah, it's a bit slower, but the payoff is it does a bit more damage, and that's really the extent of it. Whereas I know what the team has done this time around is really put a use to those heavy attacks, whereby there's a real purpose for them in combat." Soulslike action RPG Lords of the Fallen 2 is on the "same journey" as the Batman Arkham games, dev says "I'm not slamming FromSoftware," says Lords of the Fallen 2 dev, but CI Games' RPG has "more drives to experiment" "Soulslikes thrive on challenge": Lords of the Fallen 2 devs let you dismember enemies to sweeten every tough victory During this segment, alpha gameplay footage shows a Lords of the Fallen 2 character using heavy attacks to break a shield-bearing enemy's guard, suggesting these moves have a disruptive or staggering quality that goes beyond their damage. Game director James Lowe says a driving goal with Lords of the Fallen 2 is giving players more reasons to "experiment" with, and in, combat. "Yeah, they can smash and rain hell on them" with heavy attacks, he says, but "they can even charge that attack and start to really imbue it with power, which will then do even more." "It's giving these little micro loops and pushing players to make micro decisions in these tense situations," he says. Hill stresses ways to balance the speed and agility that Lords of the Fallen 2 is pushing for without losing "that sense of weight and commitment that players love from a Soulslike," the way you "commit to the hit." Here, Lowe comes back to purpose: "Every button I have is a consequence I have to plan." He describes his intent with combat as "enemy-first" – a way to also give options and agility to enemies and let them inform the tempo of combat. An enemy called the Hysteric "uses the space, I would say, even more than the player," Lowe says. "In those situations, you feel slow, and that's this kind of spike that we want players to feel." The two devs agree that combat should feel like a dance. "Every Soulslike needs to have that feeling," Lowe says, adding, "I think this is where Lords of the Fallen 2 goes another step." This brings the game back to different enemies. "You have that feeling in spades, but then what you also have is just being able to mow things down," Lowe continues. "It's that Dark Crusader fantasy, right? Just aggression, running in, ripping heads, and just having a good time. And then being faced with something that's like, oh shit, now I have to think. Let's take stock. Now let's re-engage." Soulslike action RPG Lords of the Fallen 2 is on the "same journey" as the Batman Arkham games, dev says "I'm not slamming FromSoftware," says Lords of the Fallen 2 dev, but CI Games' RPG has "more drives to experiment" "Soulslikes thrive on challenge": Lords of the Fallen 2 devs let you dismember enemies to sweeten every tough victory It's not that the idea of varying the pace of combat is unprecedented, nor is letting players bully trash mobs but making them take their time with elites or bosses. What I find interesting here is the given motivation for doing so – the pursuit of a game that accounts for the general expectations of Soulslikes, but not at the expense of its own fantasy. It's also somewhat rare to hear a bunch of developers specify Soulslike so frequently and loudly. This is partly a function of audience jargon versus developer intent (see also: JRPGs), and how broad or undefined that jargon can be. But I've spoken to a lot of developers behind action RPGs like this, such as The First Berserker: Khazan, and many distance themselves from Soulslike as a term or target. But CI Games is very clearly all about it. In similar games that have taken obvious inspiration, the ideas and rules that work so well for FromSoftware can sometimes end up with the tail wagging the dog, with creators operating purely where Soulslikes have already been rather than pushing the space forward. This isn't inherently a deal-breaker or unique to Soulslikes, but in a relatively young genre styled after a single standout series, this baggage can feel especially pronounced or limiting. Lords of the Fallen began as a slavish Souls clone but the 2023 reboot ended up being pretty good despite some underwhelming bits and annoying problems, and I'm hoping the sequel can really nail it by exploring what isn't in FromSoftware's wheelhouse. "I'm not slamming FromSoftware," says Lords of the Fallen 2 director, but CI Games' Soulslike has "more drives to experiment a bit" with your build.
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Ashley Bardhan
2026-02-13
Diablo 4 PC filled with real human blood is "virtually perfect" after 3 years, according to owner who doesn't know where the blood came from but would "love to give this to my future kids"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Blizzard pulled what seemed like a grisly stunt nearly 3 years ago by giving away a Diablo 4 gaming PC "infused with real human blood" as part of community blood drive – but the guy who won the computer doesn't think it was a "stunt" at all. To him, a streamer with the username Storms888, it's a miracle. Storms888 tells Nathan Grayson at Aftermath in a new interview that "the PC is virtually perfect." It doesn't even seem to have stained his carpet at all. It's just like any other gaming computer with an Nvidia 4090 graphics card and Intel 14900k processor, only Blizzard "added red blood cells inside of it." Its owner doesn't know who those cells originally belonged to, since "there was a donor slip that specifically said it was a confirmed blood sample/donation, but that was all." In any case, Blizzard gave Storms888 an extra blood vial in the event he needed to add some more, but the bottle of unidentified human blood "did leak a ton though." Diablo 4 is bringing back killstreaks in run-up to season 12, with special bloodied items to help you unleash hell No Rest for the Wicked lead blasts "irreparable damage" to Diablo under ex-Blizzard boss, who says "chill" The verdict is in: Diablo 4's new Paladin class is delightfully overpowered and "so insanely fun" "I had to put the bottle in a separate bag," Storms888 bemoans. He still thinks a little dot of blood here or there is a small price to pay for a computer that otherwise "genuinely has been a life-changing experience, and it's opened up so many doors for me professionally with streaming." "I don't want to change any aspect of it for the novelty factor – would love to give this to my future kids some day," Storms888 says. For his sake, I hope they aren't universal donors. Diablo 4 is bringing back killstreaks in run-up to season 12, with special bloodied items to help you unleash hell, and nostalgic fans are pleased: "Seriously missed these from Diablo 3."
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Jordan Gerblick
2026-02-13
Most of the original Fallout's "dark humor" was added just to make co-creator Tim Cain laugh: "We made this game for each other. When it shipped, we were like, 'Well, I hope other people like it!'"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! It turns out all it takes to make one of the most influential RPGs of all time is a team of developers who just want to make each other laugh. That was my takeaway from a recent Game Informer interview with original Fallout co-creators Tim Cain and Leonard Boyarsky, as well as Interplay co-founder Brian Fargo. Reminiscing about the very conception of Fallout, which was originally intended to be a sequel to Interplay's Wasteland, Cain said a lot of the team's original ideas for the game were simply intended to spark a positive reaction from the other developers. Fallout devs wanted uber-violent deaths to feel "like an R-rated version of Warner Bros cartoons" back in the '90s Fallout was a "B-tier side project" compared to the D&D "money teams" at Interplay, says series co-creator Tim Cain Fallout co-creator showed the engine that would eventually power the RPG at a secret after-hours pizza party "You weren't trying to impose your idea; you wanted to come up with an idea that everybody on the team would go, 'Oh, I love it! That's really cool. You have to have that!' That's the reaction you wanted, not 'I don't know about that,' and then you have to convince them," said Cain. "You'd come in in the morning and go, 'I had this really cool idea, and I think everyone's gonna like it.' And that went for everything from humor to monsters to weapons to unusual quest ideas." Speaking of humor, one of Fallout's defining characteristics is what Boyarsky called its "dark humor," and that too came about because everyone just wanted to make Cain laugh. For instance, the origin of the Radiation King brand of TVs, as is legend at this point, came about because Cain and Boyarsky were big fans of The Simpsons. "A lot of the humor that came from me and [technical art director] Jason [Anderson] was literally stuff that we just wanted to try and make Tim laugh, like the Radiation King television," said Boyarsky. "I didn't tell him I was doing that. "Jason would get so irritated: Me and Tim would start throwing Simpsons quotes back and forth in meetings, and so, I'm like, 'I'm going to call this a Radiation King,' and didn't tell him. He didn't see it until he saw the intro, and of course, he laughed because he thought that was a funny Simpsons reference." Reading about this made me nostalgic for a period I was far too young to comprehend at the time, when big game studios were just a bunch of nerds throwing shit at the wall to see what sticks. That's probably still the case for a lot of small indie developers, but AAA releases these days are generally made by hundreds, if not thousands of different people across many distinct departments. Tangentially, former Bethesda loremaster and Skyrim co-lead designer Kurt Kuhlmann recently touched on this issue and suggested Starfield's main problem was that there were too many cooks in the kitchen, essentially. Bethesda made Fallout 3's VATS system to avoid competing with Call of Duty and Battlefield, taking influence from KOTOR and Burnout: "Imagine the car parts are, like, eyeballs and guts!"
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Dustin Bailey
2026-02-13
Even Valve is impressed by Deadlock's most dedicated simp, who spent hundreds of hours voting 813 times during Old Gods, New Blood: "Every single one was for Celeste"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! The rollout of Deadlock's Old Gods, New Blood has come to an end, and the final hero of the player-voted rollout, Apollo, is upon us at last. Valve's taken the occasion to share some stats on the event, including a few big numbers from the hero vote – and the fact that one very devoted Celeste fan dedicated an ungodly amount of hours to voting. Old Gods, New Blood introduced six new heroes, each released a few days apart in an order voted on by fans. Players earn votes by playing matches, with four extra votes awarded for the first win of each day. In a Steam post, Valve says that a total of 60,776,963 votes were cast over the course of the event. But perhaps the most impressive stat is this: "The highest number of votes cast by an individual player was 813... and every single one was for Celeste." The unicorn lady decked out in dazzling colors and a Bronx accent came in second-to-last despite this voter's dedicated efforts which, as our friends at PC Gamer have estimated, would require a minimum of 252 hours of playtime. In 19 days. Deadlock scores another win with Celeste, a unicorn-horned performer dazzling fans with her "overpowered" bunnyhopping Deadlock icon Celeste survives first round of nerfs, with fans hoping Valve's "slap on the wrist" isn't the last Valve MOBA Deadlock gets perhaps its biggest update yet with 6 new characters, another mode, revamped postgame and more There are fans. There are stans. And then there are simps. The Deadlock subreddit has already decided which one this player is. Celeste simps aside, Valve also has a few more stats to note. "Exactly 600 people had the foresight to only vote for the eventual winner each round," the devs say, and "the largest winning margin was Venator over Celeste at 11%." Ouch. That last one's gotta sting if you dedicated over two-and-a-half weeks to your favorite unicorn girly. Deadlock matchmaking is so broken, even Valve devs are getting put in the wrong lobby: "Can you imagine playing a game and having no one to blame except yourself?"