No one will claim that Renown, the Medieval European-flavored base-building survival game, is bringing brand new ideas to the genre. If you’ve played anything like it, from its primary inspiration, Rust, to more modern iterations like Runescape: Dragonwilds, you have a good idea of what you’re in for when you drop into a server to start your journey from humble homesteader to lord of the realm. My brief hands-on time with it was fun, but also raises and doesn’t clearly answer an important question: if you currently have a favorite survival game, is it worth making the switch right now? My ****** course started with a tour of some aspirational structures that were all built with in-game resources. Some of them, like a huge castle complete with a small village lingering in its shadow, were things the team taking me on the tour, lead by Game Director Jesse Jacobsen, didn’t expect to see players to ever be able to make without concerted team efforts. But the ones that were within reasonable player reach were cool in their own rights. Tall sturdy stone walls with mighty working gates to keep enemies out and winding halls and spiraling stairs is a step above what is often just square rooms with storage stuffed in them. The couple I walked through myself came with a significant investment of time and in-game gold, and was positioned as the form your typical endgame stronghold would want to look like before the regular server resets. So it's only right that we spent the first bit of our session tearing one of them up in a raid, right? After taking a quick spin on a catapult, a few of the devs entrenched themselves inside a nearby fort, while my group attempted to conquer it. We left the siege machine behind and opted for something more mobile: hammers and door-breaching petards to turn them into splinters. When inside, we ran through the halls and stairways looking for fights, eventually culminating into a sprawling skirmish up on the battlements. After putting down the foes, we took the castle’s banner, and claimed it for ourselves. Renown is heavily skewed towards players who would rather raise a sword to fight versus a hammer to build. These fun scenarios make up the bulk of Renown, which is heavily skewed towards players who would rather raise a sword to fight versus a hammer to build. This is reinforced by its mechanically nuanced melee system that takes cues from games like Chivalry, Mordhau, or Kingdom Come: Deliverance. Swinging your weapon at various angles creates different offensive maneuvers which can be useful for getting around shields, the safest and most reliable defense you’ll encounter. For the bolder player, a parry exists that, when timed right, can be followed up with a fast attack that helps poke holes in stubborn defenders. In one-on-one duels, all of this nuance shines and creates a tense back and forth that you won’t find in simpler melee systems. It’s not quite realism, but the lethality of every strike mixed with the motion captured HEMA animations really elevates swordplay in the moment. In multiplayer brawls, I relied very little on these tools, opting to just gang up on whoever my squad was bullying to overwhelm them with blows they couldn’t possibly deflect. Maybe it's pretty realistic after all. Getting the combat right was the driving force behind Jesse and Executive Producer Charlie Ettershank’s need to make Renown a reality. “Ever since me and Charlie met, we would spend most nights after school discussing how cool it would be for Chivalry combat to be in a survival game.” Jesse told me. They played games like Realm of Kings and Rust and would love everything about it except the melee combat, and took it upon themselves to create the thing they wanted to see in the world. You of course can’t become a badass knight decked out head-to-toe in plate armor without first knocking trees over with a stick in order to build the workbench that will produce all you need for your empire. The gathering process in survival games like this is never one that I would confidently call “engaging,” but Renown’s is especially boring in comparison to its peers. Some parts of the process are streamlined – you still need to build individual fixtures to craft specific things like a tailor’s bench to make leather armor and a stone furnace to smelt metals – but all the crafting can be done in your inventory menu so you don’t have to stop at every little building to make and receive stuff. But gathering materials felt like more of a chore than ever. Things are pretty expensive, so you'll need a good amount of wood and stone to get the basics. At least they’re easy to find. I spent 10 minutes walking around in search of animals to hunt for hide and ****, essential for moving through the tech tree, and couldn’t find any. I imagine all of this plays differently with a server full of other players who can potentially harass you during your gathering and construction campaigns, but in this leisurely environment, I found it tough to stay motivated to grind. The “survival” part of Renown is also exclusively a PVP thing, as there isn’t much to manage as far as keeping yourself alive if there are no enemy arrows to dodge. Without genre staples like hunger meters or day/night cycles I was free to exist completely at my pace. These mechanics are often nags but without them there’s uncomfortably little push back when playing alone. There are quite a few steps between crafting your first workstation and creating a sword, steps that can be bypassed if you're willing to venture out into the wilderness to find loot. I did not get to experience this part of Renown in any meaningful way, but I was told that prebuilt points of interest, like the aforementioned grand castle, double as hot spots full of gear and trinkets that could be an instant upgrade to a players kit or at least worth lots of in game gold. I can only speculate that in a PVP environment, this kind of skulking around presents the same dangers as other popular survival games, but I couldn’t speak on how this flows with Renown’s heavy focus on intimate close quarters combat. There were a lot of features that sound great but either I didn’t experience them directly, or they weren’t available yet. This biggest feature coming that I think will be a pivotal one for Renown’s success long-term are server events. As it stands pre-early access, the 8000 or so playtesters in the alpha right now are tasked to find their own fun, with the construction and combat systems both being toys in an open sandbox of possibilities without any explicit direction from the game itself. Right now, a solid contingent of players collaborate to build strongholds and siege weapons and march on enemy camps without much prompting, but even the RDBK team admits that some guided play would bring some necessary balance. One event they’ve been prototyping would turn an NPC settlement into a claimable fortress when signaled, driving all of the disparate bands of warriors on the server to join one another in chaotic combat over it. Other ideas are based in similar form as this, with caches of loot spawning in specific locations on the map to be claimed by whoever can secure it first. There were a lot of features that sound great but either I didn’t experience them directly, or they weren’t available yet. But Jesse really emphasized how important, and frankly proud, he is of being a facilitator of the sandbox for individual communities to flourish in. His team has even reached out and recruited almost all of the official Rust server hosts to run Renown servers. “That’s mostly because we’ve provided them the tools… to make that an easy process.” Jesse assured, as well as providing financial compensation for the effort. The goal being that they can use their particular expertise to help modify and regulate game tools and create server climates that can cater to all sorts of players. Maybe I'm not the only one who thinks the grind speed is slow, as there could be a server that picks up the pace or starts players off with kits of goods to get off of the blocks faster. Servers wipe weekly to keep player progress from being insurmountable, but a server can exist where those wipes happen less often, if at all. The Renown team want as close to infinite player adaptability as possible, and they want to be as involved as a server host needs them to be to make it happen. “We think we have a good idea of what makes the most enjoyable gameplay aspect, but we're not going to kid ourselves and think that no one else could think of something better inside of this sandbox, ya know?” A lot of the ruggedness of Renown’s alpha state is manageable, and is probably even great when you have a dedicated community to play it with. But there are a few pain points that are going to make it a tough sell for people not already bought in for the long haul. I had quite a bit of performance issues when playing – both with the devs and on my own. Framerates jolted and lag really did its best to undermine me when I needed the stability most. The current UI and menus are rough around the edges and inconsistent throughout, some tooltips are arrayed across selection wheels while others sit in lists that are difficult to navigate while in the thick of the action. All of these things are on the list to reform and fix as the development team expands, hopefully before its slated Q3 2025 Early Access launch. Renown’s crunchy combat has a lot of potential in a genre not known for making close combat an elaborate affair. The basic and sometimes mundane gathering and building game that you have to trudge through to get to cool stuff is very raw and still has a ways to go to meet the quality standard of the games it hopes to compete with. While its dearth of content, stability issues, and ragged UI are strictly RDBK Studios’ responsibility, the community is poised to have a lot of control over the day-to-day experience. Time will tell if the former can come together quickly enough to nurture the latter. View the full article
Had I not known in advance that I was going to be playing Towa and the Guardians of the Sacred Tree at Play Days last weekend, I might have overlooked its trailer during Summer Game Fest. The announcement itself was less than two minutes long, and what we saw mostly looked like Hades, but with character selection. However, after playing 15 minutes of the game at Play Days, I'm far more interested than I initially expected to be in Towa's take on the roguelite genre...though I'm going to need waaay more than 15 minutes to get good at it. Towa and the Guardians of the Sacred Tree stars Towa, the guardian of Shinju Village and a child of the gods. When a dark god begins consuming the land around Shinju with an evil miasma, Towa rallies eight villagers to fight back. These "Prayer Children" head out into the field, two at a time, to fight against the minions of darkness, with one taking on the role of "Tsurugi", or sword, and the other taking on the supportive staff role, or "Kagura." At the start of each run, you pick which of the eight characters you want in each role, with all characters having different abilities depending on which role they took on. In my preview, I selected the solumn Rekka as my sword, who attacks with short, quick slashes and a lingering spin attack. My staff was Nishiki, a Koi-inspired fish person who can summon lightning orbs to surround the player and shoot a wave of water in any direction. At the start of each run, you pick which of the eight characters you want in each role. Immediately, I struggled a bit to adapt to the twin-stick controls. Nishiki automatically followed Rekka, who I controlled with the left stick, but it was clear that for optimal play I needed to break Nishiki free of Rekka and run him around with the right stick simultaneously as I fought enemies. Easier said than done. I think this is a really interesting twist on what I'm used to for top-down games, almost reminiscent of the original The World Ends With You having you control two characters on two different screens. But I do think I needed more than 15 minutes in a demo to get used to it. Apparently, you can also play Towa in co-op, with one person controlling each character, and that's an appealing prospect, too. A second unique element that I really, really wanted more time to master was Quick Draw. In Towa, your sword wielder carries not one, but two swords, but only has one equipped at a time. Each sword has a different ability, with Rekka having her short slashes attached to one and her chargeable spin attack on the other. As you use one sword, it begins to dull until it's unusable, and you have to use a Quick Draw ability to swap to the other one so the first can recharge. Successful combat in Towa revolves around smoothly swapping between the two swords so you're never caught in a situation where you need one attack ready, but have a dull blade and are stuck with an inefficient ability. It's a cool system in principle, certainly a unique one, and I'm curious as to how it will play out at higher skill levels. Everything else I saw in Towa will be familiar to your average Hades-lover. Everything else I saw in Towa will be familiar to your average Hades-lover. You'll clear all the monsters in a room, and get a choice of a "Grace". Graces enhance your power in all sorts of ways, from straight power increases to changing how different abilities work and interact with one another. Doors to the next room may denote enemies or shopkeepers or other room types, and you'll smash stuff as you go to collect currency for upgrades at shops and special ore that can be enhance your characters' abilities when you take it back to the village. My time with Towa was cut short just as I walked into a boss battle, so unfortunately I can't speak to how that would have played out. But this preview absolutely succeeded in making me want to play more. I want to muck around with the different character configurations and see what other upgrades are available, and I want to practice my twin-stick game so my staff user doesn't die on me before I even hit the halfway point (oops). I don't know if Towa and the Guardians of the Sacred Tree can live up to the lofty legacy of Hades necessarily, but I do think it has the potential to carve out a space in the roguelite genre all its own. Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to [email protected]. View the full article
Xbox Game Pass Ultimate has added EA Sports FC 25 to its content catalog. This is the sixth new title to reach Microsoft's subscribers in June 2025, as well as the 67th Xbox Game Pass release since the turn of the year. View the full article
Metal Gear Online! I'm assuming that's the first thing you thought of when you heard that Metal Gear Solid Delta: Snake Eater is getting an online mode, but I need you to throw that thought in the bin. The MGS3 remake is getting a multiplayer mode, but as shown off in today's Konami Press Start showcase, it'll be its own, original thing called Fox Hunt. Read more View the full article
I love Deus Ex. I love the way it looks, how it plays, the music, the writing. Even its 'imperfections' make it better - JC Denton's stiff facial expressions, the bizarrely-behaving NPCs, and the reading-from-the-page voice acting are all part of the essential Deus Ex aesthetic. Now, 25 years later, the single most brilliant PC game of all time (sorry Doom, sorry Fallout, sorry Command and Conquer) has just gotten better. A transformational new mod expands and overhauls Ion Storm's sci-fi RPG masterwork with fresh mechanics, revised systems, more difficulty options, high-definition visuals, and more-detailed environments. Although it's completely unofficial, this feels like a Deus Ex remaster. Read the rest of the story... RELATED LINKS: Deus Ex may be the greatest PC game of all time, and now you can own it for free The best old games to play 2025 Deus Ex writer reveals canceled sequel that linked Mankind Divided to DX1 View the full article
Total War Warhammer 3 patch 6.2 is on the way, and developer Creative Assembly is making "extensive revisions" to magic items in the sprawling strategy game. Scheduled for launch next week, the new Total War Warhammer 3 update will also include a first introduction to the recently tested enemy AI improvements, and additional units for the Chaos Dwarfs and Vampire Counts. Senior game designer William Håkestad walks us through the changes in a fresh CA dev blog. Read the rest of the story... RELATED LINKS: The next Total War Warhammer 3 DLC is giving Norsca the attention it deserves New Total War Warhammer 3 patch notes buff Kislev and Tzeentch again The next Total War Warhammer 3 DLC finally adds a new Slaanesh legendary lord View the full article
As The Outer Worlds 2 drew attention with its $80 price tag, the game's director stepped in to address the chatter, stating that the studio doesn't set the price for its games. The comment followed the recent Xbox Games Showcase, during which Obsidian offered a closer look at The Outer Worlds 2. Fans got their first introduction to new companion Inez, plus a deeper dive into the game’s three major factions and its familiar focus on choice-driven storytelling. View the full article
MindsEye studio Build a Rocket Boy says it’s “heartbroken” over the buggy experience many launch players have suffered, as PlayStation appears to be issuing refunds to some who are dissatisfied with the game. The Edinburgh-based studio has been scrambling to fix bugs this week, after the internet filled with videos of its single-player action game breaking and distorting in unexpected ways. Build a Rocket Boy and its publisher, IO Interactive, did not supply pre-release review code to the press for MindsEye, but at the time of publishing, its Steam user reviews are around 60% negative. Read More... View the full article
Some MindsEye players are receiving refunds from the PlayStation Store, despite the fact that it goes against the company's usual policy. MindsEyeis the first title from studio Build a Rocket Boy, but its launch has been somewhat of a disaster due to a huge number of performance issues, bugs, and glitches across all platforms. Players are now comparing the launch to Cyberpunk 2077, which is one of the only other games to be refunded by PlayStation due to its poor optimization on release. View the full article
Xbox is giving away free codes for the upcoming Gears of War: Reloaded a full two months before the game is even set to launch. Gears of War: Reloaded is a remastered version of the original Gears of War game with enhancements to better take advantage of modern hardware. Notably, Gears of War: Reloaded will also mark the third-person shooter franchise's debut on PlayStation consoles. View the full article
In a world where horror games are a dime a dozen, Still Wakes the Deep managed to rise above the tides. Perhaps I'm slightly biased - I am Scottish, after all - but The ******** Room's eerie oil rig-set misadventure had its hooks in me from start to finish. As someone who's far too excited about Vampire: The Masquerade - Bloodlines 2, The ******** Room's most recent outing proved that they can make truly great videogames and, quite honestly, sparked some hope that Bloodlines 2 can be the horror epic I'm hoping for. But, ahead of the vampire RPG's release, Still Wakes the Deep is getting a new DLC, aptly entitled Siren's Rest. Read the rest of the story... RELATED LINKS: Still Wakes the Deep release date, trailers, gameplay, and latest news Still Wakes the Deep review - low on scares, big on heart Still Wakes the Deep fixes the worst feature in modern gaming View the full article
MindsEye’s troubled launch has continued with reports that the developer is canceling sponsored streams last minute, and some players are securing refunds. The developer has now issued a statement, saying it is "heartbroken" over the game's difficulties. Build A Rocket Boy’s debut title came out on June 10 across PlayStation 5, Xbox Series X and S, and PC via Steam. On Valve’s platform, it currently has a ‘mixed’ user review rating, with most of the complaints revolving around performance issues, bugs and glitches, broken AI, and game crashes. Some players have reported gaining refunds — even from the notoriously stubborn Sony — rekindling memories of Cyberpunk 2077’s disastrous launch back in 2020. CD Projekt's game was eventually pulled from ***** on the PlayStation Store, but there is no indication yet that MindsEye will suffer a similar fate. PlayStation is allowing refunds for MindsEye [Hidden Content] [Hidden Content] — Wario64 (@Wario64) June 12, 2025 Meanwhile, streamers are saying they received requests to postpone their sponsored MindsEye livestreams, some last minute. As spotted by Kotaku's Ethan Gach, popular streamer CohhCarnage revealed this happened to him just as he was about to begin a sponsored MindsEye livestream: MindsEye dev canceled Twitch streamer CohhCarnage's playthrough of the game seconds before it was supposed to start. He said it was the first time that had ever happened in his streaming career. [Hidden Content] — AmericanTruckSongs9 (@ethangach) June 11, 2025 “For the first time in my streaming career, I changed my title for a sponsored stream, I put in a profile button, I put in the command, that was at eight o'clock sharp — my sponsored stream was supposed to start at eight — I opened up MindsEye, and as it was loading, my management contacted me and said, ‘The sponsor does not want to do this right now, they would like to reschedule.’ And I said, ‘Oh, that’s a first.’ So the sponsor decided not to do the sponsorship for now, and honestly, it sounds like for MindsEye that was the right decision.” Another streamer, DarkViperAU, couldn't even make it through their sponsored MindsEye livestream without breaking down in tears of laughter. Sponsored MindsEye streamer can't keep it together when telling viewers where they can buy the game. [Hidden Content] — AmericanTruckSongs9 (@ethangach) June 11, 2025 In response to the chaos of the past 24 hours, Build A Rocket Boy issued a statement on its Discord, addressing MindsEye’s community and the game's various issues. “We are heartbroken that not every player was able to experience the game as we intended,” the statement began. “Our priority is optimizing performance and stability so that every player, across every device, can enjoy an equally high-quality experience. “Our teams have worked tirelessly throughout the night to solve many of these issues, and we have now identified that the vast majority of crashes were caused by a memory leak. This impacted roughly 1 in 10 of our players. We have developed a hotfix that addresses this issue (alongside other issues that our players have highlighted), which we are working hard to deploy as soon as tomorrow on PC and on consoles once it passes certification with PlayStation and Xbox. “We are fully committed to ensuring all our players have a great experience, and we will continue to provide frequent and transparent updates. We will do our best to respond to all your comments and feedback. “Thank you for playing MindsEye. Thank you for your understanding and continued support – it truly means the world to us. We’re grateful and blessed to have you on the journey with us.” Build A Rocket Boy then outlined the hotfix schedule for the coming weeks. By the end of June, it said, players can expect ongoing performance and stability improvements, a rebalanced ‘hard’ difficulty setting, animation fixes, and AI improvements. It remains to be seen whether Build A Rocket Boy can turn MindsEye around following this troubled start. While Steam concurrent player numbers do not paint the whole picture of a game's success, particularly single-player games, they do provide us with an idea of a game's popularity on Steam's platform. On Steam, MindsEye has a peak concurrent player count of 3,302. Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at [email protected] or confidentially at *****@*****.tld. View the full article
With Deltarune chapters 3 and 4 out last week, players have been eagerly mining the new episodes for more of Toby Fox's characteristic secrets and mysterious plot threads. In the process, they've found an absolutely fascinating bit of dialogue that's almost impossible to get, as it requires beating all four chapters of Deltarune on PlayStation without earning a single trophy. Warning: While this article won't spoil any of the major plot moments of Deltarune, it will talk in vague terms about some of the more common and low/no-spoiler trophy achievements. If you're someone who doesn't want to know a single piece of information about Deltarune before going in, probably better skip this one! Secret Chapter 4 Credits Text on PS4/PS5 (Trophies) byu/millsbuddy inDeltarune .reddit-embed-wrapper iframe { margin-left: 0 !important; } As shared by Reddit user millsbuddy, there's a special, hidden bit of dialogue that appears in Deltarune Chapter 4's credits sequence if, and only if, the player has completed all four chapters without earning a single trophy. This allegedly checks the player's PSN account, so if you try to get this text, fail by accidentally getting a trophy, delete your file and try again, no luck. You still have the trophy, so it won't appear. This is an even more ridiculous task than it sounds on its face, as some of the achievements are so laughably easy to get that you're almost certainly going to get at least a few by accident just through playing normally. There are achievements for taking damage a certain number of times, for using or equiping items, for getting a Game Over, equipping armor, opening too many treasure chests, interacting with chairs, and a lot more. Some achievements have multiple possible triggers. There are also four achievements simply obtained by completing a chapter, but you can avoid getting those by finding a certain secret item in each chapter that will nullify the achievement. Trophies were added to Deltarune with the addition of Chapters 3 and 4 last week, but they're PlayStation-exclusive. Fox noted in a newsletter that this was because trophies were a requirement to shipping a paid game on PlayStation, and alluded to the challenge of finding this special text in his announcement: "We were required to have TROPHIES! This time, they give rise to a pretty hard-core challenge. But - and PLEASE listen - I make no endorsement that you actually attempt it! Even knowing of its mere existence will only bring you frustration and anguish! Honestly, it may be one of the worst ideas I've ever had. Perhaps no one will even try. Maybe that's for the best after all... I think it will be too late for most of you anyway..." For the vast majority of us who either aren't playing on PlayStation or like retaining our sanity, here's the text that appears when you accompish this. WARNING: If you consider this text a spoiler, don't keep reading below the trailer! INTERESTING. YOU FAILED TO ACHIEVE ANY MARKS. WHAT ARE YOU? "(playername)" I VERY MUCH LOOK FORWARD TO THE NEXT. This text seems to be spoken by the same voice that addresses the player in the opening of the game and in a few other places, as well as the same voice that speaks in the end credits with a different message if you finish under any other conditions. Fans, of course, have plenty of theories on who this is, but we'll leave that to the community for now. With chapters 3 and 4 finally out, we've reviewed Deltarune so far, giving it a 9/10 and saying that its "incredible story is already bursting with hilarious charm, unforgettable characters, and an iconic soundtrack that make it worth investing your time in," even though its story is only halfway done. Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to [email protected]. View the full article
Razer has announced not one, not two but three new controllers under their new Kishi V3 mobile controller family. The lineup includes the Kishi V3, Kishi V3 Pro and Kishi V3 Pro XL. Starting with the Kishi V3 features a full-sized controller but a compact form factor, TMR thumbsticks, dual programmable buttons and works with both Android phones and iPhones via the USB-C connector. It can also be used in wired most on PC, iPads and Android tablets. [Hidden Content] Razer Kishi V3 The Kishi V3 has quiet tactile face buttons, a 4-way D-pad and hall-effect triggers. There’s also a USB-C port with pass-through charging and a 3.5mm audio jack. [Hidden Content] Razer Kishi V3 Pro The Kishi V3 Pro (directly replaces the Kishi Ultra from last year) is a full-sized form factor controller that works with iPad Mini and Android tablets up to 8 inches (or 208.9mm in length). It also adds Sensa HD Haptics (which only works on Android), mech-tactile buttons (instead of quiet tactile), an 8-way D-pad and the thumbsticks have swappable caps. [Hidden Content] Razer Kishi V3 Pro Lastly, there’s the Kishi V3 Pro XL which is a full-sized form-factor controller that can fit tablets that are 10 to 13-inches (or up to 282 mm in length). The V3 Pro XL has the same features as the V3 Pro. [Hidden Content] Razer Kishi V3 Pro XL The Razer Kishi V3 line is available worldwide starting today. The Kishi V3 costs $144.99 CAD ($99.99 USD), the KishiV3 Pro is $219.99 CAD ($149.99 USD) and the Kishi V3 Pro XL is $249.99 CAD ($199.99 USD). The Kishi V3 controllers are available now from Razer’s website. Source: Razer View the full article
Recently announced dino management sequel Jurassic World Evolution 3 already has some system requirements, well in advance of its October 21st release. You can give them a peep on the game’s Steam page, where they’re revealed as a refreshingly light list of relatively attainable cards 'n' chips, with a mere 25GB storage requirement – a welcome bucking of recent trends for 100GB-plus SSD installations and extravagant GPU demands. In less encouraging news, the same Steam page also includes one detail that the Summer Game Fest trailer didn’t mention: Jurassic World Evolution 3 makes use of generative AI, specifically to create "Scientists' avatars" among your park staff. Read more View the full article
A recent rumor suggests that The Witcher 3: Wild Hunt could get a new story DLC in 2026. The Witcher 3: Wild Hunt released two DLCs almost 10 years ago, which were highly successful, though the game has since remained dormant in terms of new content—so players might want to hold their breath if the rumors prove to be true. View the full article
Well well well, Silent Hill 2 remake developers Bloober Team are working on a remake of the very first Silent Hill in collaboration with publishers Konami. Please give me a few seconds to pat myself furiously on the back for asking Bloober about the prospects of an original Silent Hill remake, way back in August last year. Oracular insight, thy name is Edwin. OK, that's enough patting, my shoulders are starting to hurt. You can watch the teaser trailer now, which surfaced during Konami's Press Start showcase today. Lovely to hear that gut-twisting banjo melody again. Read more View the full article
***** and The Creative Assembly have announced plans to reveal “the next era” of Total War later this year, as part of the franchise’s 25 th anniversary plans. The companies’ celebrations will kick off in August with behind-the-scenes content including retrospective interviews, developer livestreams, multiplayer tournaments, and discounts across series, they said. Then, in early December, The Creative Assembly will hold an Anniversary Showcase video presentation, “unveiling what’s next for the franchise”. Read More... View the full article
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