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  1. More information on Attack on Titan 3 will be revealed tomorrow. View the full article
  2. One of the most important decisions in Gothic 1 Remake is related to the factions, and you can pick one from three different choices. All three factions have their respective strengths and weaknesses, and your decision has an impact on the rest of the gameplay. But before we get to the picks, let’s understand how the system works. Gothic 1 Remake faction system explainedhttps://embeds.beehiiv.com/a8d62108-86ed-4039-bf49-44877ba62c15 There are three factions in Gothic 1 Remake. Old School New School Swamp School Old School will be the earliest one you encounter, but it’s not compulsory for you to join. Your decision will have three major impact. Screenshot by Destructoid Your faction decides what quests you’ll complete. This is especially true for the first chapter when we complete the quest where we deliver a message for the Fire Mage boss in Old Camp. I decided that I would look to work for the Old Camp and chose decisions that aligned with it. However, you can pick different. However, certain quests will be lost once you pick a faction. That said, you can still do some quests from the rival factions (they will just be less in number). Promotions you get will depend on your chosen faction. This is because your faction determines your archetype and playstyle. Hence, the promotions you receive will be aligned accordingly with your decision. You get armor specific to your faction. Here’s the list of armor that comes with each faction. Old Faction: Shadow Armor (upgrades to Warder Armor) New Camp: Bandit’s Dress Swamp Camp: Novice Robes Let’s now figure out which faction is best suited for you. Which is the best faction to join in Gothic 1 Remake Unfortunately, all three factions have certain vices. They’re far from being saints, and they somehow appear to co-exist in the Colony. As I mentioned, you’ll sacrifice quests from certain factions and gain more from your chosen one. Screenshot by Destructoid Hence, you should pick your faction based on what type of character you want to build. The Old Camp is ideally suited if you would like to go full mage. You can master different magical abilities and enhance their effects with your attacks. The location is also pretty convenient, and this is what I went with (also because I felt lazy). If you wish to go magical with your build, this is your best choice. The New Camp will impart various skills of thievery. You’ll master abilities like lockpicking quickly, allowing you to get extra loot on your adventures. If you dream of becoming a mercenary, you can pick this faction. The Swamp Camp’s earliest introduction in The Old Camp’s arena highlights what it is. The Swamp Camp is essentially like a cult that believes in their one true Sleeper god. While the trainers can teach you some useful skills, you can bypass the restrictions with bribes. /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post Which faction should you join in Gothic 1 Remake appeared first on Destructoid. View the full article
  3. Monster Hunter Wilds' massive expansion arrives on PS5, Xbox, and Steam next year. View the full article
  4. Remedy shares another Control Resonant trailer ahead of its launch this September. View the full article
  5. RuneScape: Dragonwilds will exit early access and launch for consoles and PC this September. View the full article
  6. You can wishlist Guild Wars 3 now. View the full article
  7. The full game launches in 2026. View the full article
  8. ***** showcased a new Stranger Than Heaven trailer during Summer Game Fest 2026. View the full article
  9. Steam has just dropped a critically acclaimed game with an Overwhelmingly Positive review status entirely for free, and if you’re interested in checking out this highly rated game, you can already do so. You can find plenty of great free options on the platform, from discounted games to entirely free-to-play titles. Not all the new freebies on Steam are great, but some of them truly exceed expectations and, despite flying under the radar compared to large AAA productions, are just as good, if not better, than the huge releases. View the full article
  10. The Champions mode in FC 26 has seen one of its biggest updates yet with the introduction of Tokens. The rewards system as we knew it is completely revamped from its earlier iterations. If you’re confused about how many wins you need to aim for, this guide will answer all your queries. Table of contentsHow do Champions Tokens work in FC 26Best Champions Tokens rewards in FC 26https://embeds.beehiiv.com/a8d62108-86ed-4039-bf49-44877ba62c15 How do Champions Tokens work in FC 26 Champions Tokens rewards have been introduced to Ultimate Team as part of Season 8. No longer will you need to be in Division 6 or above to qualify for Champions. Instead, everyone gets to play 15 games with the objective of winning as many as you can. Screenshot by Destructoid You’ll be ranked after 15 games based on your wins. If you manage to lose all games, you’ll get 50 Champions Tokens. If you manage to secure Rank I by securing 15 wins, you’ll get 1,500 Champions Tokens. You can then spend the Champions Tokens in the exclusive store. You can find the Champions Token store under the ‘Token Store’ category. Just like FoF Token options, the available rewards expire after a fixed *******. Best Champions Tokens rewards in FC 26 This is largely subjective because your rewards will largely depend on how many wins you can secure. Most of the PTG-themed cards and packs are available for one week as of writing. However, they will be replaced by something similar next week when a fresh round of Champions begins. Screenshot by Destructoid Here are my best recommendations for this week (starting June 5). National Pride Red Picks (600 Tokens each) FoF PTG Team 1 Players Pack x14 (Tradeable) (1000 Tokens) 93+ FoF PTG Team 1 Players Pack x10 (Untradeable) (850 Tokens) FoF PTG Team 1 Players Pack x14 (Untradeable) (650 Tokens) Here’s the beauty of the new system. If you don’t like the rewards on offer, or if you haven’t earned enough Tokens, you can choose to keep this week a skip. You can then finish another round of Champions next weekend and have a larger pool of available Tokens. You can spend all of it for better rewards or save some for next week. Ultimately, the choice is completely yours. The new system not only gives us the freedom to pick our main rewards, but we can also focus on promos that we like. If there’s a promo that we don’t like, we can just save our Tokens that week. /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post FC 26 Champions Tokens explained: Best rewards to pick appeared first on Destructoid. View the full article
  11. Saber Interactive has announced HITMAN Classic Trilogy Remastered, a new remastered set of the original three HITMAN games. HITMAN Classic Trilogy Remastered is in development for PC (Steam), Xbox Series X|S, and PS5 with a release set for 2027. Here’s a rundown on the new release, plus a trailer: Discover the origins of the world’s deadliest assassin […] Source View the full article
  12. Steam has a ton of games on offer that you can check out to celebrate Pride Month, and you can find them pretty easily by simply browsing titles under the official LGBTQ+ tag on the platform. Further, if you're looking for some great deals on Pride-oriented games, the official LGBTQ+ ***** is live now, featuring some excellent discounts on various titles in the genre. View the full article
  13. The Old Camp location in Gothic 1 Remake is a hub of activity, and you can complete the Snaf’s Recipe quest to earn some much-required rewards and experience points. This is one of the easier tasks to complete in the early stage of your adventure. Let’s find out how to start and complete this quest. Gothic 1 Remake Snaf’s Recipe quest walkthroughhttps://embeds.beehiiv.com/a8d62108-86ed-4039-bf49-44877ba62c15 To begin the quest, you’ll need to speak with Snaf. He is located in the southern part of Old Camp. Continue straight past Dexter in the camp, and you’ll eventually find Snaf by his cauldron. Speak with him, and he will ask you to find him three Meatbugs and five Hellcaps. Not the most delicious of ingredients, but needs must, I suppose. The quest requires you to find the following items. Three Meatbugs Five Hellcaps Screenshot by Destructoid You can find three Meatbugs near the South gate of the Old Camp. It’s near the spot where an NPC usually mines (if it’s during work hours). Just stop the insects and get the meat to add to your inventory. If you stomped the two that roam near the starting mines, your job will be easier. Screenshot by Destructoid Hellcaps can grow in the open fields, but they’re easier to find in caves. The easiest way to get the five is via another quest. When you speak with Sly, he will inform you about Nek, who has gone missing. This starts The Vanished Warder quest, and you have to find Nek. You’ll eventually find him in a cave outside the South gate of the compound. Screenshot by Destructoid You’ll also find all five Hellcaps in the same cave. Now there are other areas where you might also find Hellcaps, but this is the best spot. You get the right quantity and also finish two different quests simultaneously. Once done, return to Snaf and provide him with the ingredients. He will then supply you with the Meatbug Ragout dish, and you’ll also unlock its recipe. You will also get 100 XP for your efforts, which is substantial when you’re starting out. Finally, you can now speak with Snaf daily to get free food items that will help you to recover lost health. /wp-content/themes/destructoid2025/assets/img/icons/likes-off.png0 The post How to complete Snaf’s Recipe quest in Gothic 1 Remake appeared first on Destructoid. View the full article
  14. Capcom has announced Monster Hunter Wilds is coming to Nintendo Switch 2. While details are scant, the new Switch 2 port for Monster Hunter Wilds is already in development, more info is coming later. In related news, a “massive” new expansion for the game, Monster Hunter Wilds: Ascendance, was announced – read more here! Monster Hunter Wilds is available now across […] Source View the full article
  15. ArenaNet revealed that it’s working on Guild Wars 3, the latest installment in the venerated MMORPG franchise. While it didn’t give a release date, it plans to launch a beta test for the game in fall 2027. The game is planned for launch on PC, Steam and PlayStation 5, marking the debut of Guild Wars on consoles. According to the developers, the third game takes place over a millennium before the original and is set in the region of Orr, on a magical, untamed frontier. The player character is a Vaelwarden, a kind of adventurer that protects Orr and the nature spirits there. They’re accompanied by a Seeker, one such spirit who is both a companion and a mount for traversing the open world. The game’s combat system has been designed to work on both keyboards and controllers, with an emphasis on movement modes and momentum, says ArenaNet. Players can “harness their speed and turn it into ******* damage and impact when fighting their foes” according to the official description. ArenaNet will reveal more information about the game later this year and in 2027. Colin Johanson, Guild Wars 3’s game director, said in a statement, “Guild Wars 3 is a new era not just for ArenaNet and Guild Wars, but also for MMORPGs as a whole. The MMORPG genre has millions of players worldwide eager for new, modern experiences, and the opportunity to harness that excitement is immense. Our approach with Guild Wars 3 is to push MMORPGs forward, to create an online game world that feels believable, rewarding, responsive, and innovative while at the same time respecting players’ time and providing a positive, supportive space to build community and enjoy new stories in our universe.” The post Guild Wars 3 announced for PC and PlayStation 5 appeared first on GamesBeat. View the full article
  16. Fortnite has just concluded a stunning live event that saw the game's storyline propelled forward in dramatic style, with a shock defeat for Dwayne 'The Rock' Johnson's heroic character, and an eye-popping unmasking of his ally played by Ben Starr. Epic Games' battle royale is now in downtime following the events of Shattered, the long-awaited conclusion to its latest season that saw players decide the fate of a months-long grudge match between Johnson's The Foundation and his frosty rival The Ice King. Shattered was unique as it offered two entirely separate narrative viewpoints from which to view its events, depending on whether you'd previously backed The Foundation or The Ice King over the course of the season. Players who backed The Foundation began the event in a bunker with trusty ally The Visitor (played by Clair Obscur's Ben Starr) and long-time Fortnite protagonist Jonesy, picking up banter and clues to the mission ahead. Players who picked The Ice King, meanwhile, got a glimpse into his wintry fortress, and learned more about his mission to serve the game's current major antagonist, The Dark Voyager. As the two teams moved against each other, players briefly came into combat — though the fireworks were truly reserved for the showdown between The Foundation and The Ice King themselves, which players could follow close-up as they smashed up each other and huge chunks of the Fortnite battle royal Island. Ultimately, The Foundation lost — regardless of team, players were informed on screen that the overall winner of the season was not the former WWE star — and because of that, players saw him frozen solid, his ultimate fate left uncertain. The Ice King fared no better in the end, however, as he was double-crossed by The Dark Voyager, and seemingly reduced to atoms. It's interesting to ponder how the pair might have fared if players picked The Foundation to win. Would their fates have been similar, somehow? Either way, both characters have been taken off the board, for now. Shattered concluded with players witnessing Fortnite's long-term macguffin, the Zero Point, reforged just in time to completely revamp the game's map — a mid-year refresh of a kind never seen in Fortnite before. Narratively, it's a cool idea and fitting with the Zero Point's return. Mechanically, it's also a sign Epic Games may be keen to keep its game feeling fresher than ever as player numbers decline. But the most shocking part of the event was still to come, as Jonesy reflected on its events and realized something fishy was going on... only for trusty ally The Visitor to remove his helmet and reveal himself to actually be Geno — the ultimate villain of Fortnite never properly glimpsed in-game before, but teased in other live events and depicted in spinoff comic books. Geno is a figure that fans have wanted to finally see since his name was initially referenced five years ago. The boss of the Imagined Order, the creator of the Oathbound, his name is legend among Fortnite lore fans... and now he is here, as Fortnite begins its next season in just a few hours' time. On social media, fans have reacted with praise for the live event, which featured more gameplay and narrative surprises than any other in recent memory. Starr, meanwhile, has revelled in confirming his role as Geno going forward (and yes, when he appeared tonight at Summer Game Fest, he was indeed wearing a pin teasing his character's true identity). For those who want to watch the live event, you can watch its introduction from both teams' perspective above, with its main gameplay then also watchable from the viewpoint of both Team Foundation and Team Ice King. Tom Phillips is IGN's News Editor. You can reach Tom at [email protected] or find him on Bluesky @tomphillipseg.bsky.social View the full article
  17. You might remember that recently we covered a rumor that Tifa Lockhart would be joining the cast of Street Fighter View the full article
  18. Telltale Games made an appearance at Summer Game Fest’s 2026 showcase, where it revealed a new trailer for its long-in-development title, The Wolf Among Us 2. According to the new trailer, the new game launches sometime in 2027, published by Telltale and its partner PM Studios. The trailer teases the mystery, in which players return to Fabletown with Bigby Wolf to investigate a series of crimes while Snow White attempts to keep order against the city’s underworld. Alongside the new game, Telltale also revealed it’s launching a remaster of the original Wolf Among Us, which launches sometime in the 2026 holiday season. Jamie Ottilie, CEO of Telltale, said in a statement, “With The Wolf Among Us Remastered, we wanted to preserve the original experience while introducing Bigby and the world of Fabletown to a new audience. At the same time, The Wolf Among Us 2 allows us to continue the story of Fabletown in a way that pushes the series forward while staying true to what fans have loved about these characters and this world from the very beginning.” Michael Yum, CEO of PM Studios, added, “Working alongside Telltale on both The Wolf Among Us Remastered and The Wolf Among Us 2 has been incredibly special for our team. We’re excited for longtime fans to step back into this neon noir world they’ve waited years to revisit, while welcoming a whole new generation of players to discover Bigby Wolf and Fabletown for the very first time.” The post The Wolf Among Us 2 gets 2027 release window alongside remastered original appeared first on GamesBeat. View the full article
  19. At Summer Game Fest, IO Interactive revealed the first year of content planned for 007 First Light, which brings back Lenny Kravitz's character Bawma in a brand-new mission. It's been an impressive few weeks for 007 First Light as the game not only racked up plenty of positive buzz from critics and fans, but it has apparently sold very well to help put the Bond franchise back on the map after a number of uneven releases. View the full article
  20. Telltale Games will finally launch The Wolf Among Us 2 in 2027, after a remaster of the beloved original game arrives later this year. As confirmed tonight during the Summer Game Fest 2026 showcase, The Wolf Among Us 2 is now on track for launch at some point in 2027 for PC via Steam and Epic Games Store, PlayStation 4, PS5, Nintendo Switch, Switch 2, Xbox One and Xbox Series X/S. It's been almost a decade since the original incarnation of Telltale Games confirmed plans to develop more The Wolf Among Us, an adaptation of the noir fantasy series based on dark fairytale comic book Fables. The project has since survived the shuttering of Telltale, the brand's revival, a complete reboot, various delays, subsequent layoffs, and a now-dissolved partnership with Dispatch maker AdHoc Studio — which worked on the game for several years. "Set after the events of the original game, The Wolf Among Us 2 returns players to the shadowy streets of Fabletown, where fairytale characters live hidden among humans in modern-day New York," reads an official blurb. "As tensions rise and long-simmering power struggles threaten to erupt, Snow White struggles to maintain order while new forces move to reshape the city’s underworld. "When a brutal series of crimes threatens to fracture the fragile balance holding Fabletown together, Bigby Wolf, sheriff of Fabletown, finds himself drawn into a dangerous conspiracy that reaches deep into the city’s criminal underworld. As suspicion spreads across the city and powerful forces work against him, Bigby must uncover the truth and decide what kind of sheriff - and what kind of wolf - he is willing to become." The Wolf Among Us 2 will arrive following a fresh version of the series' original game, which will return as The Wolf Among Us Remastered, due sometime this holiday for PC via Steam and Epic Game Store, PS5, Switch, Switch 2 and Xbox. For this remaster, Telltale Games promises improved visuals, UI and accessibility features, and an hour of bonus content exploring deleted scenes, plus interviews with the game's cast. IGN recently sat down with Jamie Ottilie, CEO of Telltale, to find out why it's been such a long road to launch for The Wolf Among Us 2, what happened with the split from Dispatch maker Ad Hoc, and discover more about Telltale's plans for the future. To catch up on all the announcements from tonight, be sure to check out IGN's roundup of everything announced during Summer Game Fest 2026. Tom Phillips is IGN's News Editor. You can reach Tom at [email protected] or find him on Bluesky @tomphillipseg.bsky.social View the full article
  21. Nearly a decade on from Telltale Games' first announcement of a Wolf Among Us sequel, there's finally some good news. The rebooted version of Telltale has committed to a 2027 launch for Bigby Wolf's long-awaited next chapter, as well as a remastered version of his first adventure due out later this year. But what has taken so long? Well, the project has survived the shuttering of Telltale in 2018 and the brand's subsequent revival, a subsequent reboot, numerous delays, layoffs, and the now-dissolved partnership with Dispatch maker AdHoc Studio — which worked on the game for several years. But, as Telltale Games CEO Jamie Ottilie discusses with IGN below, that's only part of the story. Read on for detail on why Telltale restarted work on The Wolf Among Us 2 back in 2023, what became of the company's partnership with AdHoc, and how much of the Dispatch developer's work remains in the game — plus, Telltale's plans for the future, and whether we'll ever see a Wolf Among Us 3. IGN: I'm looking forward to replaying The Wolf Among Us. Obviously there have been reports of a remaster, but it's definitely been long enough since the original. Jamie Ottilie: That's good to hear. Some people are on the fence about remasters and why would you be? It's 13 years old and we want to preserve it and make sure it runs on modern consoles and that new people can experience it. Why wouldn't we do it? And I guess you want the sequel to launch to as big an audience as possible and the first one coming back again helps grow that audience, 13 years on. Ottilie: Yeah, I can't believe it's been so long. The anniversary is this October. The remaster should be coming contemporous with the anniversary. Should be. Because it's been so long, fans have wondered if Wolf 2 will tell a completely different story to avoid alienating anyone — even if many hope at least some aspects continue from the first game to the second. What can you say there? Ottilie: It's a new story but it's certainly a Bigby story. It's contemporous from a timeline standpoint with the first one. It's a true sequel. You don't need to play the first one to understand it, but it will help. It's the same universe, the same characters, fans should be very happy with what we're doing with the sequel. The original ended on something of a cliffhanger, or the suggestion of a reveal. Can you say whether that will be addressed in the sequel? Ottilie: I can't say that right now. The other folks on my comms team are on this call will get very upset with me if I answer that question, but some of that will get covered at Summer Games Fest. I can say we do think fans will be very happy with what we're doing with the story and how we're respectfully treating some of the content from the first one. Out of all the original Telltale games, why is the new Telltale so committed to The Wolf Among Us like this? Ottilie: Some of it's selfish [laughs]. I think it's important, it's one of my favorite games. One of the things that Mike and I bonded over is it's one of his favorite games. Quietly in conversations, you'll find that a lot of people will express that and put it in their top five or their top 10. It deserves a sequel. One of the reasons I chose to get involved with this iteration of Telltale was to see this sequel through. That level of desire is there and it isn't just me, it's everybody on my team. When I talked about putting Telltale back together with the folks who helped me do it, this was central to the conversation. So it's been there from the very beginning in terms of like, why are you doing this? What are you doing? Well, we're going to make this game, then we're going to figure the rest out. It's been a longer journey than any of us had hoped. It's hard for me to believe it's been seven years. It's been hard to be quiet the last few years while we got our stuff together and got the game going, but we're here now, it feels pretty good. "It's been hard to be quiet the last few years while we got our stuff together..." The Telltale brand still holds a lot of love from fans and there's a lot of curiosity around where the company as a whole is at. Can you get into the team's current size, and how much you're handling development internally? Obviously you've worked with Deck Nine on The Expanse, and then I believe it's Trick Studios you're now working with on Wolf 2? Ottilie: Yeah, Trick is our co-dev partner. We're working with Trick on a myriad of things and have been for a couple years now. One of the things that we decided to do as a company in terms of how we built this iteration of Telltale was to understand that development is cyclical. Your staffing meets are not consistent across a three-year ******* or a four-year ******* and rather than the ***** bust cycle that we all went through in terms of hiring and laying off, that we would build intelligently around co-dev. So people that are internal to Telltale are really focused on leadership positions we know we're going to need for the long-term, structured around what the components of a Telltale game are and how we work effectively with co-dev partners to deliver that when you need to be at scale making content. That's been part of our business plan really from the outset. We did The Expanse externally with Deck Nine because we acknowledged that trying to do two games at the same time with a company from scratch is really not a great business plan. There's always been the understanding that you have to focus on what you can do. It's taken us longer than we intended because we did a tech reset in 2022. We originally started off with the legacy Telltale tool [and] Unreal Engine 4, and on paper that looked like [it would provide] all sorts of good production gains and tools and scalability and iteration. And a couple years into that journey the reality that like, 'no, that's not going to be true' became obvious. And so we did a reset on pipeline and went back to square one in terms of how we were building the content, not what content we were building, but how we were structuring it, how we were building it. There's a lot of cinematic minutes that go into a Telltale game and building those at quality [and] efficiently is kind of the central problem to how you run the company. So, Telltale still has its own development staff? Ottilie: [It's] 40% internal, 60% external from a rule of thumb standpoint. We work with Trick. We also have a couple subject matter experts for some things like character rigging — it's super important and super specialized, but you also only need it for a [specific] *******. And when you're done with it, those are very expensive, very talented people that don't have a lot to do for the rest of the title. So stuff like that is outsourced in the traditional way [to] subject matter experts and then Trick and Telltale have structured an integrated team. We don't do traditional co-dev that's asset based or output based. We run one team, and where those people happen to collect their paychecks is irrelevant from a team structure standpoint. It all works under the same management system, the same standups, the same milestone basis, the same sprints. And so that's been a really effective way for us to work together. We've invested a couple years in our relationship with Trick, getting to the point where we can function this way. How did the Wolf Among Us Remastered project get started? Ottilie: Wolf 1 has been, because it's on the legacy engine and a bespoke code base, it is harder to work with than doing stuff from scratch, just because there's a great deal of institutional knowledge that's necessary to be able to wield those tools. We're about a year and a half into the journey on the remaster for Wolf 1. It really started out of 'we need to update this to keep it current on consoles and functioning and there are some bugs here that are pretty egregious that would be nice to get rid of as we're playing through this.' And then we did some experiments with, is it possible to make it look incrementally better and what would that look like? And so Wolf 1 just kind of grew organically out of that, wanting to continue to support it, wanting to see it stay in the market and be a really clean experience for new players that come in and want to play through it. And then, you called it out earlier, we're doing the sequel. The best way to introduce people to the sequel is to let them play the first title. And so it made business sense, it made production sense. It made sense as fans of the content and materials to do it. So that's been effectively moving forward, a very slow burn with the right approach, training new folks to work with the tools and tech and standing that stuff back up and ensuring that we could do it effectively. How was development impacted by the Ad Hoc leaving? Can you talk about why that partnership ended, and how far it got? Ottilie: We were working with Ad Hoc in the same way we were working with Trick, as an integrated team. It was not like a Deck Nine situation where we had an [external] developer. When we started working with Ad Hoc, they were relatively new. They were effectively four people, three of which had worked on Wolf 1. So it was natural for us to work together. When we did the tech reset and we realized that we're not going to be producing content for at least a year in terms of how we're approaching this, it didn't make sense for us to keep them tied up and effectively sitting on the sidelines not doing a lot while we went through the pipeline and [worked out] how we were going to build the content. And so it sort of came to a natural break point based upon the reality of where we were from a pipeline standpoint and they obviously had desires to ship their own games and did not want to be idle either. And I don't know if you know the core history of the team, but the core group's been together for 11 years across multiple companies on a journey to ship games and they deserved to be able to go out and do that and make that happen. So we just sort of got to a place where it didn't make sense for us to keep them tied up, as much as we wanted to collaborate on this title. And then by the time we were ready, they were off doing Dispatch as we all know now and it wasn't really effective to reintegrate them into the team. Unfortunately, timing works that way sometimes. "I'm not saying it was easy on anybody" It sounds like from your side, the reset was just a technical thing you wanted to do. Ottilie: It was the reality that we weren't going to ship on the path we were on, we were not going to ship a game worthy of the name [The Wolf Among Us] based upon how the content was coming together, what the pipeline looked like. It was a hard choice to do a reset. Nobody wants to do that. I'm not saying it was easy on anybody, I guess is what I'm trying to say. It's not the decision anybody wanted to make, but I think we all understood the nature of the decision of why it had to be made. Can you shed any light on how much of AdHoc's work remains in the game? Ottilie: Certainly there's some pieces of it that are there, but at the end of the day, when you do a complete reset, you have to reset with the creative leadership you have and how you're building the game. So it certainly isn't the same game as envisioned that was there. Some of the gains we were expecting on the tools and pipeline were about how much content we could create in a given ******* of time on a given budget number and that wasn't going to come to fruition either. So the number of minutes and the scoping had to be different than where we were in terms of how we approached the content. There are elements of it, but it's a different game is probably the best answer that I can give. There are people that have been working on the title from its inception consistently. So there is some continuity in the team, and it's very difficult to draw like a clean line, 'Oh, this is the Ad Hoc version. This is what was going on here.' It was always a collaborative approach to how the content was being built. Is there anything more you want to say now, to reassure fans after this bumpy development process? Obviously Dispatch is now out, and has been this huge success which is great to see. Ottilie: It's a great game. I would say internally we're thrilled that Ad Hoc got to go away and make Dispatch. The weird thing about narrative [games] is that none of us really think of each other as competitors. We're in such a niche piece of content that there's definitely a sprite of core in terms of people who make this kind of content. We're all rooting for each other. In terms of reassuring the fans, let's show you what we have at Summer Games Fest. We're pretty confident what we have will make Wolf two fans happy. We've shown it to enough people to know that we're on the right path here. We get a very positive response from when we take people into what we're doing right now. We are trying to be good stewards of the IP and the universe and everything that's there. While from the outside it seems like we've been quiet and people have had their doubts about it, for the last seven years there isn't a person on my team that hasn't made this the priority professionally in their lives to get this game done. The amount of sacrifice and creativity that has been necessary to get us this far is incredible in terms of the team that's there. There's a great deal of passion, care, and love for this franchise in this team that is still there building it. "Certainly we'd love to do Wolf 3..." If everything goes well, what is your ambition for Telltale next? Is it more remasters, more sequels? Is there a particular focus? Is it Wolf 3? Is it bringing back another popular franchise from Telltale's past? Where would you love to go? Ottilie: We are actively looking at what we'll do next. We're working on what we're calling a sequential slate, right? Instead of going wide, we're doing things in parallel, one thing in a time. We'll choose what we're doing next this year and have it in concept development while we're finishing up Wolf 2 so we know where we're moving to when we're done. There are quite a few games in contention for what that might be. It won't be Wolf 3 out of the gate. I mean, there needs to be some breathing room between sequels. Certainly we'd love to do Wolf 3, but I think that's a 'ship this one, probably ship something else in between, come back to Wolf', that kind of cadence. In a perfect world, we'd ship a new game every two years or so, taking about three years to make it, starting about a year prior so that there's a little bit of overlap with concept teams. We do a lot of writing and experimenting on paper. Before we move something into production, we throw away a lot of pages. Sometimes we write for an IP that we haven't even talked to the licensor about just to see if it's worth talking to the licensor about it. So we certainly have some ideas. There are three or four frontrunners in terms of what we'd like to do and there's a blend in there. There's some original IP in there. There's some legacy Telltale stuff in there. There's some new universes in there and I don't think we're ready to make that kind of commitment yet in terms of what's next, but it's top of mind for sure. Tom Phillips is IGN's News Editor. You can reach Tom at [email protected] or find him on Bluesky @tomphillipseg.bsky.social View the full article
  22. 007 First Light is getting an impressive amount of post-launch support, according to the game's year one road map. At Summer Game Fest, IO Interactive debuted a teaser trailer for a new story DLC for the game centered around Bawama, the pirate king warlord played by Lenny Kravitz. Details are scarce on what we'll be doing with Bawama, but his story did end rather abruptly in the base game so it makes sense to return to him. It's also unclear if this will be a paid expansion or if it'll be a free update. 007 First Light will also get a year of updates which will include new TacSim challenges, a new gadget, New Game+, and a photo mode. It's pretty exciting, as IO Interactive stated that this is the "year one" roadmap, suggesting that there may be more content after this. IO Interactive is known for supporting its games with tons of extra content, but it will likely depend on if players keep showing up to support the game. Hitman is far more replayable than 007 First Light, but the new Bond game seems to doing well thanks to strong word of mouth. Estimates suggest 007 First Light sold over 2 million copies in its first week and the game has been showered in praise from fans and critics alike. IGN gave 007 First Light a 9/10, noting that it is "demonstrably obsessed with bringing the Bond fantasy to life in a way no game has ever managed before." IO Interactive also set up a sequel at the end of 007 First Light, which Amazon recently confirmed will not be self-published by IO Interactive. Amazon is expected to have a much larger role in future Bond games and will handle publishing on any sequels to First Light. For all other things announced tonight, be sure to check out our roundup of everything announced at Summer Game Fest, where we will be posting all of the biggest announcements and news. Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder. View the full article
  23. The Steam Client Beta has been updated with the following changes: General Updated controller pairing UI. View the full article
  24. We have just shipped an updated Steam Deck Client to the Preview/Beta channel. General Fixed Scaling/Filtering/Sharpening options not showing in the performance menu. Updated controller pairing UI. SteamRT3 Beta Fixed SteamOS updates failing to apply when opted in to the SteamRT3 experimental client. View the full article

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