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Split Fiction Devs Claim No Interference From EA As They Begin Work On Their Next Game

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Split Fiction Devs Claim No Interference From EA As They Begin Work On Their Next Game


Summary

Split Fiction is a commercial and critical success with over 1 million copies sold in 48 hours. Hazelight Studios is already working on their next game despite Split Fiction’s success. EA respects Hazelight’s independence, allowing them to create without interference.

Split Fiction is a bona-fide commercial and critical hit for Hazelight Studios. It sold over one million copies in just 48 hours and established a new concurrent record on Steam for an EA-published game.

While some studios might bask in their success before moving on, Hazelight’s development team is already gearing up for its next game.

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Hazelight Boss Jose Fares Confirms Studio Already Working On Next Game

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Hazelight founder Jose Fares was a guest on the Friends Per Second podcast (via Culture Crave) where he said, “Split Fiction is the best-received game we have done, everybody is super happy, but I’m so fully focused and excited on the next thing.”

As one might expect, Fares didn’t offer anything specific regarding Hazelight’s next project. While Split Fiction is a massive success, the studio isn’t feeling the pressure for its next game. On the contrary, it thinks it can do even better.

Fares shared, “It’s not like we’re feeling now, ‘Oh, shit, how will we top [Split Fiction] or do better than this?’ We just feel like… just wait until [you see] what we do next. I know it’s cocky. But that’s how confident we feel in what we’re doing.”

In the same chat, Fares revealed that Hazelight does not pitch the studio’s game to publisher Electronic Arts (EA). In case you didn’t know, EA has been the publisher of all of Hazelight’s games. Instead, they tell EA what they’re doing. Fares explains, “That’s it. They have zero to say about what we are doing next.”

Additionally, Fares acknowledges that EA might be “fu**ng up its partnerships with other companies, but not Hazelight. “They respect us. They respect what we do. I am very clear with them that they cannot interfere with what we do,” Fares noted.

Related

Split Fiction: 10 Easter Eggs Hidden In The Game

Split Fiction is full of easter eggs, and here are some of the best ones.

Whatever Hazelight’s next project is, don’t expect it out anytime soon. The studio usually takes 3-4 years to develop a game. A Way Out started development in 2014 and was released in 2018. It Takes Two was released in 2021, and Split Fiction was released this year. By that estimate, don’t expect Hazelight’s latest game to be available no sooner than 2028 or 2029, which means there’s a very big possibility that the studio’s next game might be a title for the PS6 and the next Xbox console.

If you haven’t played Split Fiction, you might want to change that, as the game really is that good. Our review even mentions how “Split Fiction has proven that Hazelight is simply the best modern studio in the co-op business.” Just remember that Split Fiction, much like Hazelight’s past games, is purely a co-op experience, You cannot play it solo or with a bot. If you have another friend who has a capable PC or a PS5 or Xbox Series X|S, you can share the game via the “Friend’s Pass” system.

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10 Best Drop-in/Drop-Out Co-op Games

Leaving in the middle of the session doesn’t feel so awkward now.



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Pokémon Go director addresses concerns about its new owners and the future of the game

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Pokémon Go director addresses concerns about its new owners and the future of the game


Last week, Niantic announced that its games division, which makes augmented reality games Pokémon Go, Monster Hunter Now, and Pikmin Bloom, was being sold to mobile gaming powerhouse Scopely for $3.5 billion. The move, which had been rumored for nearly a month, raised concerns among longtime Pokémon Go players — a passionate and dedicated fan base that isn’t shy about sharing its opinions — about the future of the game under Monopoly Go! maker Scopely.

As a longtime Pokémon Go player myself, I also had concerns about the game’s new ownership related to monetization and sharing of player data. On Friday, I spoke with senior product director for Pokémon Go Michael Steranka — who’s been working on the game for eight years — to learn more about the deal from his perspective and address burning questions from the player community.

You can read our conversation below, which has been edited for clarity.

Polygon: As someone who works on the game very closely, what do you think this deal with Scopely means for Pokémon Go for players?

Michael Steranka: I definitely have been looking online myself and reading some player theories and hypotheses and whatnot. What I would love to be able to get across is like, Hey, it’s actually great. It’s going to be a good thing for the game and for the communities out there. Very happy to chat with you and hopefully have an opportunity to set the record straight or at least quell a lot of the concerns that I’ve been seeing from folks online.

Why do you think it’s going to be great?

So, I am one of the few people that’s actually had the fortune of having been able to chat with members of the Scopely team for the past few months and really get to know them quite a lot before this deal got signed. In the course of getting to know the team over at Scopely, I’ve come to really find that they share so many of the same values that we’ve held near and dear to us at Niantic in terms of really caring about the player communities that they’ve fostered through their various games. [There are] also lots of shared values on how to operate within a team and caring about the people on the teams as well. But also through those conversations, something that’s become really clear to me is how they operate as an organization comprised of lots of different game teams building their total portfolio. The way that they operate is they truly give all of their individual game teams full autonomy to make the best decisions that they can for their games. There’s not really a lot of top-down, executive-level guidance or pressure on any of the different game teams. They’re really there to do their best to support the different teams and make sure that we have all the resources that we need to be as successful as we can.

So hearing all of that, and doing my own personal investigation with friends that I know at Scopely just to get a gut check on how folks felt on the ground, I’ve found that to be true and be very reassuring insofar as we’re going to be able to continue to operate Pokémon Go the same way we always have, with the same practices that we always have, and evolve the game in the way that we’ve always envisioned wanting to do.

In those discussions that you had, did you get the impression that Scopely views Pokémon Go differently than its other free-to-play titles?

Absolutely, yeah. This is maybe a little bit into the business side of things, but through the diligence process, they get access to everything on our side, all of our data and our [key performance indicators]. I think through looking at all of our data, they’ve found just a really incredible story of a group of game developers who’ve built a game very differently than any other developer in the market. And what they’ve shared with us time and time again is they’ve been so inspired by how we’ve been able to build such a durable and just a fantastic product with such a strong, rabid fan base that they just haven’t seen anywhere else. So of course they’re really interested in the fact that Pokémon Go is such a stable business, but almost more than that, they’ve been really interested to try to learn from us and see what they can take from how we build Pokémon Go and apply that to potentially other games in their portfolio and future games to come as well.

I think the big concern is that there will be intrusive ads that will interrupt gameplay in Pokémon Go — obviously, you do have ads, but they come in a very different delivery system. Or they worry that people would be restricted on playtime and then would have to pay money to keep playing. Is that something that’s going to come to Pokémon Go?

If there’s one takeaway that I would love for people to have from this conversation, it’s that definitively no, that is not happening in Pokémon Go — not now, not ever. Again, Scopely really recognizes how unique this game is, and they’ve told us themselves that they would be foolish to try to change the recipe of what’s made this such a huge hit and a success. So yeah, absolutely not. We will not be building into our games any type of obtrusive ads or anything like that. I just really want to reiterate Scopely as a company, the way that they operate is they give all of their teams the agency to make the decisions that’s right for their games. And that is not something that we feel would ever be right for Pokémon Go.

I’ve seen some concern that people’s location and movement data is being shared with a second corporation, even more people, and when you get to the top of the organizational structure, a different country. Are there any plans to address those concerns in terms of what players can keep private about their location, their travel information, the businesses they visit? Is there any thought addressing that now that you’re moving to a different company?

I’m happy to address that one head-on. We do not sell player data to third parties, full stop. We only leverage location data to operate the game, and we store any location data needed to operate the game on U.S.-based servers, and we follow all of the incredibly strict regulatory best practices to protect that data as best as we can. So if there are any fears that this is going to other places that you may or may not know or may or may not trust, I hope that what I’m sharing today can help quell any of those fears, because that is absolutely not something that happens today and not something that will happen in the future.

In the past, when I’ve spoken to [Niantic CEO] John Hanke very briefly and other Niantic people, one of the things that I think was raised again and again was the philosophy of getting out, being active, exploring. I guess what I’m curious is, is that a Niantic-specific philosophy? Does this move change that mandate in any way? What does this mean for you to have more freedom to do beyond Niantic?

It is definitely a Niantic-driven mission for sure. But I will say it’s something that we on the game team also feel very passionate about as well. And I would be remiss if through this transaction, Pokémon Go became Pokémon Stay at Home. We still want this game to be something that at its core encourages players to go outside and explore the world and create those real-world social connections because I think that truly is what makes this game unique and as valuable as it is to a company like Scopely. So I wouldn’t expect any changes on that front anytime soon because that’s a mission that we’re hoping to carry along with us, even through this new ownership.

I saw that Pokémon Go senior VP Ed Wu implied that even in-person community events like Safari Zone and Go Fest will continue as they are.

It’s totally true. The two things that I heard time and time again through the Scopely leadership that I’ve had a chance to chat with is, number one, how impressed they’ve been with our ability to build such strong and passionate communities. But number two, how blown away they’ve been at what we’ve created in terms of our live event experiences. That’s something that no other game in the industry really does, and it’s an area that if anything, they want us to double down on and grow in the future. So first and foremost, all of what we’ve announced for Pokémon Go Fest this summer, that’s all still happening. And then beyond that, if anything, what I would say is expect maybe even bigger and better live events from us and maybe in even more locations in the future.

One of the other things I’d seen people say and wanted to address was what seemed to be a bit of a reassurance with players that no matter what Scopely may do with Pokémon Go, that at the end of the day, The Pokémon Company has guardrails set up to protect its players and protect its brand. Can you address what TPC’s role is in a situation like this and how they have oversight over the game?

Yeah. Well, again, not to get too into the business side of things, but The Pokémon Company has always been a part of the Niantic board ever since we spun out from Google. They’ve been walking side by side with us through every step along the way and have been very supportive of this Scopely acquisition. And so we would not be able to make a transaction like this without The Pokémon Company being on board, and they’re going to continue to be absolutely valuable partners for us as we continue to build great and authentic Pokémon experiences for Pokémon Go.

Is there anything else that you think that people are misunderstanding or over-panicking about as it relates to this deal?

The thing that I really want to reiterate to folks is the team that has been building Pokémon Go over all of these years, everybody’s coming along for the ride if they want to. Of course, if someone doesn’t want to come along, nobody’s forcing anybody to come. And so that was something that was not only important to us, it is really important to Scopely as well. They wanted to make sure that there was true continuity here and that the operational aspects of this game did not degrade as a part of this transaction. And so that’s really important to me. We have such an incredible team working on Pokémon Go, and I would not want to continue operating this game if it meant that I didn’t get to work with the same amazing people that I’ve been able to for years and years.

In a situation like this, where do you get most of your feedback on the game from? What’s coming into you the most and how do you process all that?

We leverage lots of sources for feedback. I’m personally reading things that I see online and whatnot, but I also talk to folks in my local community and I’ll catch up with people at Go Fest, but my own personal sort of processing of feedback aside, we also have a robust user research arm in the company. And so we’re constantly serving players and pulling not just quantitative feedback, but qualitative feedback as well, because any source of information can come with its own inherent biases, and we really want to be able to cut through that and sample a broad range of players.

We’re coming up on a decade of Pokémon Go. In light of this big change happening, what are the things that stand out to you the most as to how the game has changed, the things that you’ve learned as a team, and what you want to kind of carry forward into — this is scary to say — the next decade of Pokémon Go?

So you might not know this, but I’ve been spearheading our 10-year anniversary projects, so that’s been a big part of my day to day for the past one and a half, two years or so. We’ve been planning on this for a long time, so I really want to make sure that next year is as big of a celebratory moment as possible for Pokémon Go. And as you probably know, it’s also the 30-year anniversary for Pokémon as a brand. So I think next year as a Pokémon fan, you are going to have just the best year of all time. So I cannot wait for folks to see what we all have planned in terms of these past 10 years compared to the next 10 years.

I often look back at the announcement trailer for Pokémon Go. In many ways, that signaled what the future of this game might look like. If you look back on the trailer today, you’ll find that a lot of the promises we made back in 2016 we’ve delivered on. So I’m very interested in, if we were to create another, maybe not a launch trailer, but a next-10-years trailer, what might that look like and how can we excite and inspire players for another decade of this fantastic experience? Nothing specific to share on that front, but we as a team are really thinking about that. We look at Pokémon Go as a forever game, as we’ve said before, and I’m happy to share that Scopely also looks at Pokémon Go and all of their franchises as forever products. That’s another area where I feel like there’s just such great synergy between the two groups, and I have all the confidence that Scopely is going to invest in the long-term success of Pokémon Go and not just what’s going to be good for next month.

Finally, with this move to Scopely, does this get us any closer to getting Caterpie in a cowboy hat in Pokémon Go?

Nothing to share on that front, unfortunately. What, cowboy hat Snorlax wasn’t enough for folks? We have to put it on more Pokémon?



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Ark: Survival Ascended’s First Expansion Lost Colony Is Coming This Year

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Ark: Survival Ascended’s First Expansion Lost Colony Is Coming This Year



Ark fans have been waiting for more information regarding Ark 2 since its debut trailer at The Game Awards 2020. Studio Wildcard may be getting closer to revealing more information, as the team announced the first original expansion for Ark: Survival Ascended, Lost Colony, that will directly link the Ark story to the upcoming sequel this November.

Lost Colony will see players assume the role of heroine Mei Yin–voiced by Everything Everywhere All At Once’s Michelle Yeoh–as she searches a new world for hidden secrets. The expansion will add new abilities, gear, builds, beasts to tame, and more to the game, while those who preorder the expansion will receive “exclusive gameplay preview content” immediately after placing the order.

The expansion will include multiple anime story sequences created by Studio MAPPA, which is known for multiple hit series including Attack on Titan, Jujutsu Kaisen, and Chainsaw Man. Along with Yeoh, the voice cast also includes The Wheel Of Time’s Madeleine Madden as Helena Walker and Moana’s Auli’i Cravalho as Meeka.

Ark: Survival Evolved first launched in August 2017, with the updated Survival Ascended delivering it to the current console generation in late 2023. Lost Colony marks the first expansion made specifically for the Survival Ascended update; previous updates only included content from Survival Evolved with Ascended’s upgraded tech.

Ark: Survival Ascended is available now for Xbox Series X|S, PlayStation 5, and PC. The Lost Colony expansion is set to launch in November, with preorders opening up in June. The expansion can be wishlisted on Steam today.



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New PlayStation First-Party Studio Dark Outlaw Games Revealed

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New PlayStation First-Party Studio Dark Outlaw Games Revealed


Sony’s line-up of first-party developers has grown once again. Led by Jason Blundell, the new team’s existence has been something of an open-secret for some time now, which is perhaps why it’s first official appearance was rather low-key.

Jason himself lifted the lid on his new studio in an interview conducted by Jeff Gerstmann.

“I’ve had the amazing opportunity to create a new studio within PlayStation Studios for Sony,” he revealed. “The studio is called Dark Outlaw [Games and we’ve] been working away in the shadows for a while, and when we’ve got something to talk about, we’ll step out into the light.”

“But you know the story for me is about the game, not about the studio,” he continued, “so the reason why we’re not doing a fanfare or shout about it from the rooftops is like, let’s get something, right?”.

Blundell previously worked on the Call of Duty games, acting as co-head of Treyarch as well as director of the Zombies mode. He left in 2020 to found Deviation Games in 2021 which was backed by Sony. However, the studio ran into problems in 2023 which resulted in numerous lay-offs. Deviation ended up formally shutting down last year, and since then there have been a number of reports and rumours suggesting Blundell had been hired by Sony directly and had been charged with forming a new studio.

The formation of this new studio brings PlayStation’s total first-party count to 15.

Let’s just hope Blundell isn’t working on yet another live-service title, eh?



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Hopetown’s devs accept that Disco Elysium’s shadow looms over them, but say the “seed of an idea” for a spiritual successor has evolved into “something different”

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Hopetown’s devs accept that Disco Elysium’s shadow looms over them, but say the “seed of an idea” for a  spiritual successor has evolved into “something different”


If you’ve been following the news saga of Disco Elysium and its spiritual successors, there’s a chance you’ve seen a specific image of Hopetown, the would-be Disco successor from Longdue Games.

It’s what looks to be a screenshot showing the main character engaging in pretty Disco Elysium-looking conversation with an old lady surrounded by pigeons, aptly-named Pigeon Lady Prudence. Lines like “I’d rather lick the bin [knock the bread from her hands]” and “Yeah, feed the masses! So let it be done. EAT UP, SKY RATS! (Take the bread)” are among what can be said. The screen’s been dissected with surgical precision by Disco fans like you and I, all asking one main question, the main question all of these studios have faced: does this feel worthy of being considered Disco-y?

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“Leading up to the Kickstarter, it’s really hard to get that message out to say, ‘Here’s what we’re about, here’s what the game is going to be, here’s why you should be interested in it’,” Hopetown narrative director Grant Roberts tells me. “We had an image that was showing a sample, like an example conversation in the game. The original purpose with that was for it to live on the Kickstarter page [and say] here’s what this looks like.

“Before it, there’d [be a bit] talking about all the ways the conversation system is going to work, afterwards [a bit] talking about some of the skills, and in the middle here’s this [image]. But that image was also used for promotion, for marketing, and so the first example of the writing of Hopetown out in the world is basically this – it wasn’t a screenshot it was basically still a concept image [showing] here’s what a conversation would look like. Is that the best representation of what the writing is going to be ultimately [in] what we ship?

“Probably not, but we won’t be able to get to that point of ‘here’s what the writing is going to be, here’s why you should consider backing us or consider joining us on this journey’ until much later. So, we’re considering doing things like Early Access. We’re considering doing something like a demo to give people an idea of what they could be getting into, but until we get to that point, all we can do is show you the kickstarter and show you what else is out there.”

Is telling some sky rats to eat up Discoey enough? | Image credit: Longdue

Roberts doesn’t blame folks for dissecting that image (and Hopetown’s other marketing and promo material) to the extent they have. “It’s been simultaneously hard and not,” he says. “When we’re making a game that’s so clearly inspired by this legacy of CRPGs up to and including Disco Elysium, when people look at something like that – and I would do the same thing – what I have in my head is my memory of the most amazing moments from those games. When I’m comparing that to a concept image that’s styled as a screenshot, because that’s the phase of development that we’re in right now, nothing is going to hold up to that level of comparison, that level of scrutiny. I’m in no way saying that it’s unfair for people to make that comparison. We put it out there, judge it for what you will.”

Roberts joined Longdue as narrative director on Hopetown in October 2024, meaning he’s only been in the post for roughly five or six months. He tells me he was “one of the first people [brought on] full-time in the company”. By that time, as detailed in an extensive report from IGN in November last year, former ZA/UM developers Argo Tuulik and Dora Klindžić had already parted ways with CoGrammar, the company tech entrepreneur Riaz Moola founded Longdue through. This resulted in a dispute over release contracts that led to a court case which left Tuulik and Klindžić facing a six-month wait before commencing work on the kinda Disco Elysium spiritual successor studio they’d since announced, Summer Eternal.

What Roberts and Hopetown technical lead Piotr Sobolewski tell me of the game’s development so far seems very much to reflect the effect you might expect such a situation to have on a game’s development.

“When I started,” Roberts says, “There had been a little bit of work done on an original concept, before I got there slash right as I got there. But a lot of that work – the setting, the main character and stuff – has all been made obsolete by the work that we’ve been doing since then. So, there’s still a kernel of what was there in the original concept, but it was the seed of an idea basically, and now over the last few months it’s grown into what you’ll see on the Kickstarter.”

“The people who are here early on, being ex-ZA/UM people, they were passionate about specific themes and specific settings and specific time periods and specific things that could happen in the world,” he says slightly later in our conversation, “As they moved away from the studio and other people started to come in, while we’re still extremely passionate about making something true and making something great and putting our blood and our passion into it, the things that were initially explored, that setting and those themes, they’re – not that they’re less interesting to us, but they’re someone else’s themes, someone else’s passions. With the dev team as it stands now, we have different passions, and we’re making a game about something different.”

A chat with a wall in Hopetown.

Just your average chat with a wall. | Image credit: Longdue

So, the kicker. What is the game about as it currently exists? Well, it casts you as a rogue journalist in a Northern English mining town that’s “steeped in corruption and power plays”. The journalist part of the equation has a direct link to Roberts’ past.

“I was a journalism major for a while in college, back in the olden times,” he tells me. “I used to write for a video game magazine, Next Generation magazine back in the late 90s, so I’ve got a bit of a journalism background. There are other people on the team who have journalism backgrounds, other people’s families who have had backgrounds in journalism. We’re talking to all of them about the craft of journalism about what it meant to be a journalist during [certain times], what it means to be a journalist in modern times, what it will mean to be a journalist in [Hopetown’s] world.”

He brings up the current state of the profession, how much things have changed for it in recent times with “a lot of more traditional journalistic endeavors, no longer having the support both from the public or from benefactors”, and the need for a “robust” press in 2025, when the world is undergoing a “sometimes slow, sometimes rapid slide into authoritarianism”.

Meanwhile, he says that creating a fictionalised town in the north of England being the setting is something that Longdue’s art director has been looking into visual reference-wise. “The north east of England and the Yorkshire area is where I think we’ve looked for inspiration. The vibe up there, or at least the vibe around the time period that we’re looking at [for inspiration], as well as some of the visuals.”

Roberts’ team also plan to use the real world UK’s long history of coal mining to “help inform the game”. “Not that we want it to be dry or a history lesson or a documentary or anything,” he says, “but we’re setting it in a world that [you] will recognise on purpose, so we can dig into that stuff, so to speak.”

A newspaper in Hopetown.

It’s harder than it looks, you know. | Image credit: Longdue

On the other hand, both Roberts and Sobolewski cleared up one thing that the game won’t involve: generative AI. Some speculation about this had been ignited by Sobolewski’s LinkedIn profile, which cites his Ph.D qualification in AI, as well as several roles involving the tech.

“This is my other passion next to game development,” Sobolewski responds when I bring this up, “but I’m not mixing these two at Longdue. These are things that are my personal stuff that I’m doing for a living, and for my own personal growth. I’m not shy about it and not hiding anything. Yes, I am an AI consultant for various companies. For me, I think consuming art is kind of like consuming food, and if it’s not done by a human, it doesn’t have soul. It’s kind of like eating plastic.

“I think that AI is great because it understands human language and can turn unstructured data into structured data, so it can actually extract some information from documents, etc,” he continues, “I don’t think AI should be used as a replacement for human creativity. I don’t think it’s a good direction.”

“Our writing is from writers in everything that we put out,” Roberts adds, “Our art is from artists, and that will continue to be the case. Even if we wanted to use generative AI to make content for the game – which we don’t – the technology isn’t there to pull off good writing. It’ll write dialogue that sounds like good writing, but the people who appreciate good writing can tell the difference.”

The narrative director, meanwhile, has a CV that’s not attracted as much attention from Disco fans. Throughout a long career in game dev, he’s worked as a writer on the likes of Bungie’s Destiny 2 and Rocksteady’s Suicide Squad: Kill The Justice League. He tells me that having seen how the development process works at large studios on triple-A projects like those has helped give him “a really zoomed-out view into how to do it well, while still leaving room for that passion” that he’s applying to the smaller-scale Hopetown.

“It was still really satisfying to find new stories to tell with characters that people already loved and the worlds that people already loved,” he adds in terms of how incorporating the personal into writing can differ between larger games with established lore and a new IP like Hopetown. “But being able to build something new, a new world with new characters that people will love is, I think, exciting in a different way.”

A shot of the player exploring Hopetown from above.

You’ll be looking down from the heavens, as you have in Disco and a bunch of other stuff. | Image credit: Longdue

At the end of the day though, as that aforementioned non-screenshot has proven, this freedom for Hopetown is coming with one measuring stick Longdue has taped its game to. For better or worse.

“There’s a lot of ways that it will be similar and a lot of ways that it will be different,” Roberts says when I ask him directly how Hopetown will set itself apart from Disco Elysium. “We’re not specifically honouring the legacy of any one game, it’s more about the history of the genre. While we did use that messaging early on, based on the people that were working on that early concept who are no longer with the company it made sense to say that it was a spiritual successor.

“So, there are parts of Disco Elysium that we are inspired by and that we want to make in this game. Psychological complexity and storytelling, that is intelligent and modern and mature, but not in a dark and gritty way, but like an adult way. Really enormous, hugely impactful conversations with characters in the game, both inside and outside of your head. Disco inspired us a lot in those ways, and a lot of games over the last few decades have looked like Disco, they’ve got this camera perspective, either isometric or diametric, or however you want to think of it. We’re going to look like that, we’re going to have conversations with ranging dialogue and with skills that will speak up during conversations, and that will guide you during conversations.

“So, it is for people who – I think the other day I described it as – if you like Disco Elysium, then you’re probably going to like Hopetown. And if you didn’t like Disco Elysium, then you might like Hopetown anyway.”



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Pokémon TCG Pocket Is About To Have Some Competition

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Pokémon TCG Pocket Is About To Have Some Competition


Screenshot: Bandai Namco / Kotaku

Some rivalries you just can’t let go, even if one side has clearly outpaced the other. There’s Nintendo vs. Sega, Kendrick Lamar vs. Drake, and of course, Pokémon vs. Digimon. Bandai Namco’s monster tamer series hasn’t kept the vice grip on pop culture that Nintendo’s has, but Digimon has been respectably trucking along with all manner of games, anime and products for a dedicated audience. These days, Digimon is mostly doing its own thing. But, it’s about to release its own mobile card game app to compete with Pokémon Trading Card Game Pocket.

A teaser for the new game was posted on the official Digimon Trading Card Game social media channels, where the fox-like Digimon Renamon picks up a smartphone and is digitized and sucked into the device. The screen then states that more information will be available at Digimon Con, a dedicated live stream taking place on March 19 at 11 p.m. Eastern. The teaser is vague, so we don’t know if this will be an official digital platform to play the modern card game, or if it will have gacha mechanics similar to Pokémon TCG Pocket. But either way, Digimon is about to enter the card game app market again.

While Pokémon has had one major TCG for 30 years, Digimon has had multiple iterations of a card game over the decades, the current one launched in 2020.

Outside of the card game app, we’ll hopefully hear more about upcoming Digimon anime and video game projects like Digimon Story: Time Stranger coming later this year. Right now, there is no active Digimon anime on TV after Ghost Game ended in 2023, so it would be cool if we heard about a new series later this week.

 



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Citadelle des Morts Needs a Major Fix for High Rounds in Black Ops 6 Zombies

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Citadelle des Morts Needs a Major Fix for High Rounds in Black Ops 6 Zombies


Call of Duty: Black Ops 6 Zombies needs to make one small but impactful change to high-round gameplay in Citadelle des Morts.

Black Ops 6 may be about to welcome its fifth map to its already impressive roster, but fans are still calling for a fix to the title’s first post-launch DLC.

Citadelle des Morts is seen by many to be the best Zombies map in recent history, but there is one small issue that tends to really frustrate fans when they get to high rounds.

Citadelle des Morts Needs to Fix Helmet Zombies

Call of Duty Zombies fans are calling on Treyarch to make changes to the unique knight helmet-wearing undead that spawn after Round 10 on Citadelle des Morts.

For those out of the loop, these special enemies will drop Stamps when killed, allowing players to claim each of the four Elemental Sword Wonder Weapons.

Knight Zombie in Black Ops 6 Citadelle des Morts

Usually, when the fourth stamp is obtained in-game, these unique enemies will stop spawning.

However, loading a save file in Citadelle des Morts will cause these knight zombies to begin reappearing, regardless of how many Stamps you’ve collected.

Anyone who saves their game and loads back in at a later date will be flooded with helmet-wearing zombies every subsequent round, with no way to get rid of them.

Why Are Knight Zombies Such an Issue?

At first, it’s not immediately obvious just how much of an issue this can prove to be. After all, the enemies start off as weak as standard undead, only with a completely invulnerable head due to their helmets.

But at higher rounds, the knight zombies will become ‘super-sprinters,’ charging at the player at top speed. What’s more, they seemingly start to take more punishment to kill than standard enemies, and cannot be headshot for bonus damage.

At high rounds, players can go down to just one or two hits from a standard enemy, even with all the Perks and Armor Plates Essence can buy.

So with all that in mind, fans are calling on Treyarch to fix Citadelle des Morts by either bringing the zombies in line with standard enemies, or simply eliminating the save/load bug entirely.

Of course, this is an issue that could easily fly under the radar, as it only affects a small percentage of Black Ops 6 players. However, Treyarch has already shown that it’s listening to Zombies players with some of its recent changes, so we think it’s very possible that this will get a fix before long.

But right now, the focus is likely on preparing Black Ops 6 Zombies’ new Season 3 map – here’s everything we know so far!



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Formula V20 1985 – A nod to Pitstop II and Pole position for the Commodore Vic-20 +24k [81′ +16k UPDATE]

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Formula V20 1985 – A nod to Pitstop II and Pole position for the Commodore Vic-20 +24k [81′ +16k UPDATE]


It’s not often we get new racing games for the Commodore Vic-20, but searching through the itch io website earlier today, we’ve found out that Huffelduff has released the Commodore Vic-20 game of ‘Formula V20 1985’. A new game in that the developer says is a nod to classic Commodore 64 games such as Pitstop II and Pole position.. In light of this news as ever we’ve got some new footage of this arcade racer which can be found below.

And here’s the latest from the itch io page. “Formula V20 ’85 is a racing computer game for the 24k expanded Commodore Vic-20. It has been crafted in the style of the classic Commodore 64 games Pitstop II and Pole position. Pick from seven different racing teams and four different circuits. Join a single race or compete in the world championship”.

Requirements, loading and running the game:

A Commodore VIC with 24k RAM expansion minimumA joystick plugged into the joystick portInsert Disk and type: load “*”,8,1 and then press return. After loading type: run and press returnInsert Tape and type: load and then press return. After loading type: run and press return

UPDATE : If you enjoyed playing Formula V20 1985 on your VIC-20 +24k you may be interested to know, that as of today you can also download the latest release of Formula V20 1981 by Huffelduff. As in the words of the creator “Formula V20 ’81 is a racing computer game for the 16k expanded Commodore Vic-20. It’s the prequel to Formula V20 ’85. There are eight tracks, and the main goal is to beat the clock. Traverse each track while avoiding the competitor racing cars. There are tunnels where visibility is limited and sections where ice and sleet cover the track, which causes the player to skid wildly. Oh yes, remember to catch the clocks for time extensions. Anyway, good luck!”

Requirements, Loading, and Running the Game:

A Commodore VIC with a minimum of 16 KB RAM expansionA joystick plugged into the joystick port

Links :1) Source



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Marvel Rivals developer hit with massive lawsuit

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Marvel Rivals developer hit with massive lawsuit


You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you’re reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

Marvel Rivals has been one of the most popular games over the past few months. It’s attracted millions of players, which doesn’t come as a surprise considering how fun it is. On top of this, the game features some of the most popular comic book characters ever created. Unfortunately, this rapid growth has also brought some problems, and after layoffs, the Marvel Rivals developer is also facing a lawsuit.

The game developer is being sued for $900 million by Jeff and Annie Strain, owners of Prytania Media.

The outcome of the Marvel Rivals developer lawsuit is uncertain

The lawsuit against NetEase was filed in January in Louisiana. Its outcome remains uncertain, as this could be a long legal process. Jeff and Annie Strain claim that the game developer, which previously held a 25% stake in their subsidiary Crop Circle Games, leaked false information about Prytania Media. This information suggested mismanagement and fraud, causing potential investors to withdraw their support.

“Shortly after NetEase spread the above referenced rumors, all of the potential investors into Crop Circle Games pulled out of the ongoing discussions regarding possibly investing in the Company,” the lawsuit states. These problems have led to financial trouble for Prytania Media, which was forced to close all of its studios. Eventually, the company was shut down.

Pyro Prison ability in Marvel Rivals Human Torch
The Marvel Rivals developer is facing a $900 million lawsuit. Image by VideoGamer.

The Marvel Rivals developer addressed the lawsuit and provided the following statement for Polygon: “The allegations by Prytania Media and its founders Annie and Jeff Strain are wholly without merit, and we emphatically deny and will vigorously defend ourselves against them. Our record as a global gaming company speaks for itself, and we remain committed to conducting business with integrity. We are confident that the legal process will vindicate our position and shed light on the real reasons behind the demise of the Strains’ studios.”

Not even a month ago, NetEase was put on blast for laying off its Seattle-based team. Now, the Marvel Rivals creator is facing a lawsuit, which could have serious consequences for the company’s reputation and future business dealings. As the legal battle progresses, many are watching closely to see its outcome.


marvel rivals cover image showing marvel characters line upmarvel rivals cover image showing marvel characters line up

Marvel Rivals





Platform(s):
macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X


Genre(s):
Fighting, Shooter



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10 Best Multi-Phase JRPG Bosses, Ranked

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10 Best Multi-Phase JRPG Bosses, Ranked


JRPG fans all know the trope of a party of teenagers who leave home to help their mom and, by the end of the adventure, are slaying gods or some other deity.

The thing is, many of these mystical creatures seem harmless at first, whether they take on human form or appear on a smaller scale, similar to our party members.

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Nothing enhances the drama and immersion in a JRPG like a protagonist screaming their lungs out.

However, after we take down their first form, that’s when they reveal their second—or even third—form, transforming into something grotesquely massive or strangely epic and beautiful.

In this list, I’ll highlight some of the best multi-phase JRPG bosses we’ve faced in our epic adventures. Some are simply hard, while others are memorable, but all are a treat to defeat.

Spoilers ahead. Caution is advised.

10 Infini

Breath of Fire IV

breath-of-fire-4-infini

The first final battle against Fou-Lu in Breath of Fire IV puts Ryu in a one-on-one fight against his other half, trying to prove that he has grown throughout his journey with humans.

Unconvinced, Fou-Lu gives the young dragon a choice: join him or perish alongside humanity. If the player refuses to unite, we face Tyrant, Fou-Lu’s strongest form, leading to the good ending.

But I included Breath of Fire IV because of what happens if the player chooses to join Fou-Lu. In this case, Ryu is absorbed, and together, they become Infini, the supreme dragon.

The worst (best) part? We actually control Infini and fight our own party members in a completely one-sided battle. No matter how much Nina and the crew struggle, there’s no way they can win, and we are ultimately forced to kill all our friends. Damn, I regret putting this entry in.

9 Wiegraf

Final Fantasy Tactics

final-fantasy-tactics-wiegraf-belias

Wiegraf from Final Fantasy Tactics is one of the most rage-inducing multi-phase bosses of all time because he’s responsible for the most softlocks in JRPG history. I know. I’ve been there. Stupid younger me. Who puts Ramza as a White Mage?

For those unaware, some Final Fantasy Tactics battles have Chain Battles, meaning you can only leave after finishing all encounters. In the case of Riovanes Castle, there are three battles, with the last one being against Wiegraf.

If you only use one save slot, reach the final battle, and, for whatever reason, you’re underpowered to beat either Wiegraf in his human form or as Belias, I’ve got some terrible news. You can’t go back and grind. You either play with the cards you’ve been dealt, or start over.

The problem is that the first fight is a one-on-one duel between Ramza and Wiegraf, who abuses Monk’s skills to hit from afar with high damage. Veteran players can cheese the fight and win easily, but newcomers? They either have to hope Ramza has an evolved offensive Job to beat Wiegraf’s face in or pray they had a backup save.

8 Nyx Avatar

Persona 3 Reload

persona-3-reload-nyx-avatar

Do you want multi-phase fights? How about fourteen phases? That’s how many variations Nyx Avatar has in Persona 3, whether in the Portable version or the Reload remake.

Honestly, design-wise, the battle against Nyx is amazing and ties in perfectly with the game’s narrative. The antagonist takes on all fourteen Arcana, consistently delivering a philosophical line related to each one.

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Whether it’s building up your party or striking down foes, everyone loves a good summon in their JRPG.

But in terms of gameplay, unfortunately, Nyx Avatar doesn’t change appearance as it shifts Arcana, and it isn’t even that challenging. In the end, the fight feels more dragged out than anything. Luckily, we get to hear a remix of the Velvet Room theme during it.

Contextually, the boss fight earns its spot on this list. Nyx finishing with the Death Arcana is way too symbolic right before it and the protagonist face their demise.

7 Luca Blight

Suikoden II

suikoden-2-luca-blight

Luca Blight is one of the most vile villains in JRPG history and one of the reasons Suikoden II is a masterpiece of the PS1 era—and of modern times with its re-release.

The insane prince is evil incarnate. He wasn’t shaped by tragic life circumstances or a heartbreaking backstory that twisted his heart toward destruction and slaughter. Luca kills because he enjoys it.

It looks like I’m subverting the meaning of multi-phase bosses because while Luca only has one form, we fight him four times, reflecting how insanely strong and dangerous he is. We battle him three times with different parties before finishing with a duel against our protagonist.

As the fight progresses, Lucas gets battered more and more. Worse of all, he’s not even the final boss of Suikoden II. The actual last boss is a nobody that no one remembers, further cementing how unforgettable Luca Blight is as an antagonist.

6 Jas The Absolute

Fantasian

fantasian-jas-absolute

The first time I played Fantasian was on Apple Arcade, and I called it the Soulslike of turn-based JRPGs. That’s because the game is brutally difficult, but it becomes more manageable once you learn the enemy patterns.

That didn’t stop me from spending almost five hours challenging Jas, the final boss. The antagonist has three final forms, and the last one is among the hardest final bosses I’ve ever faced in a JRPG. But that’s because I was playing Fantasian like any turn-based game.

The final boss demands that you put everything you’ve learned into practice, using all available abilities. In Fantasian, you can swap party members at any time, and the game encourages you to do so.

Buffs, debuffs, healing, items—everything in your arsenal must be used here. Despite struggling like a total noob, I consider Jas one of the best final bosses in turn-based JRPGs, the kind you feel proud to have beaten.

5 Louis Guiabern (Destroyer Charadrius)

Metaphor: ReFantazio

metaphor-re-fantazio-charadrius-destroyer

I adore the final boss fights in Persona. However, since most villains reveal themselves at the last minute, the showdown is less impactful.

Metaphor: ReFantazio does the opposite. From the beginning of the game, we know who the antagonist is, so when we face Louis in his multi-forms—one of which is as bizarre as you’d expect from a JRPG last boss—it’s satisfying.

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Time travel is a finicky theme to get right, but when a JRPG nails it, the results are marvelous.

The first phase is against Archdemon Louis, a version of the general as if he were fused with an archetype. In the second phase, he takes up the whole screen and transforms into Destroyer Charadrius, with three masks, each representing an emotion.

After destroying his masks, Louis reveals his final and hardest form ever, the Destroyer Charadrius. The boss attacks at least five times per turn, inflicts debuffs and negative status effects, and hits like a truck. He’s still not as hard as Metaphor: ReFantazio’s secret boss, but it’s pretty formidable.

4 Xemnas

Kingdom Hearts 2

kingdom-hearts-2-xemnas

Xemnas is one of the longest multi-phase boss fights in JRPGs. First, we face him alongside our travel companions, Donald and Goofy, defeating minions and beating him down on his throne.

In the second phase, in his draconic form, Riku and Sora chase him in an aircraft while trying to reach his avatar, protected within the gigantic creature.

But it’s in the final phase that Kingdom Hearts 2 goes all out. Sora and Riku fight side by side against Xemnas and his double Jedi sabers. It’s a highly frenetic battle—sometimes a bit convoluted—but with an undeniable epic delivery.

The scene where Sora and Riku have to deflect thousands of laser attacks would make Master Yoda proud. It’s a button spam fest, but it’s incredible nonetheless. Seeing the two Keyblade-wielding friends finally teaming up to take down the leader of Organization 13 is sublime and the perfect ending for Kingdom Hearts 2.

3 Sephiroth

Final Fantasy VII

final-fantasy-7-safer-sephiroth

I could have included almost every Final Fantasy in this list, but I went with the most iconic one, featuring one of the most memorable soundtracks in gaming history.

Throughout Final Fantasy VII, we chase after Sephiroth. Who, in reality, isn’t actually him, but Jenova mimicking his appearance – but possibly under Sephiroth’s control.

However, at the end of the game, we finally face Sephiroth’s true body, having evolved almost into godhood. Bizarro first and Safer Sephiroth last can be either extremely easy or difficult, depending on your party and level.

The most striking part of these battles, undoubtedly, is the soundtrack, One-Winged Angel. It became one of the franchise’s most famous themes, living beyond Final Fantasy VII, and even featured in fashion shows. Other tracks might be more epic, but hardly any are as memorable as Sephiroth’s theme.

2 Lavos

Chrono Trigger

chrono-trigger-lavos-core

I don’t know how many times my teenage self faced Lavos, but oh wow, I felt like I’d never be able to defeat the final alien and save Chrono Trigger’s future.

That’s because this sneaky jerk has three phases, and in the final one, it hides inside one of its seemingly harmless minions. While I kept repeatedly taking down its humanoid version, it returned indefinitely, and I had no clue what was happening.

Still, it’s a marvelous fight. The first version is easier, which makes me question how Crono even died to it once. The second is way more menacing but manageable if one abuses Luminaire.

But the final form, Lavos Core, looks like a final villain straight out of Dragon Ball. The soundtrack turns menacing as we travel through different eras throughout the fight.

Whenever the central monster died and the battle didn’t end, deep hopelessness washed over my young self. That’s how I knew Chrono Trigger nailed the game’s final challenge.

1 Bahamut

Final Fantasy XVI

final-fantasy-xvi-bahamut

I’d gladly pay full price for Final Fantasy XVI if it only featured Eikon battles. I know that, in terms of gameplay, there are better ones. But the spectacle here is so grand that it left a lasting impression on me.

The fight against Bahamut has about five phases. It’s a lot. With each transition, the conflict escalates, the stakes become higher, and the narrative unfolds as I edge closer to the screen.

I get that the Phoenix section is a bit dragged, especially if you’re playing on hard while hunting for the platinum. But hearing both Away and Bahamut’s Ascension theme in the same fight is good enough for me.

This battle has all the tropes I love in a story. It’s got sibling power, fusion, a space battle, a dragon trying to destroy the world, and, best of all, an actual narrative reason for it to happen. It’s not just a gameplay feature but a consequence of Final Fantasy XVI’s story.

Again, in terms of gameplay, Bahamut’s fight might not be the best here. But in execution, visual presentation, and soundtrack—oof, it’s going to take a long time before another JRPG boss fight meets my expectations and steals the Dragon King’s crown.

Next

10 Best JRPGs With Fun Traversal Mechanics

Plenty of JRPGs give you more ways to explore the world than just your own two feet.



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