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The Game Awards 2024: The 15 biggest announcements and new trailers including The Witcher 4 and Elden Ring

The Game Awards are over — congratulations to Team Asobi for Astro Bot taking home the Game of the Year award. Our review of Astro Bot earlier this year called it "one of the best games Sony has ever made," and it seems the industry and game-playing public agree. 

As always, the long, long stream was a hybrid award ceremony, advertising reel and game announcement marathon. 

There were countless announcements interspersed throughout the awards, including all-new games like Intergalactic: The Heretic Prophet from Naughty Dog, The Witcher 4 from CD Projekt RED and Split Fiction from It Takes Two studio Hazelight. It was also a show of revivals, with long-dormant franchises like Okami, Onimusha, Ninja Gaiden and Virtua Fighter returning.

You can view all of the winners at the Game Awards' official site. And if you missed it, you can watch a the Video Game Orchestra's GOTY medley; it's always a highlight of the show and watching them fit Astro Bot and Balatro in this year was a vibe — praise the keytar!

Here are our top announcements from the show, in no particular order — you can watch all the trailers below, or click on one of the headlines to get the full story.

The first Witcher 4 trailer sees Ciri kicking butt

Well, let's be honest: I don't think any of us expected to see CD Projekt Red preview The Witcher 4 any time soon, and yet the studio did just that, sharing a lengthy cinematic trailer for the upcoming sequel at the Game Awards. Even if there's no gameplay footage to be found, fans of the series will love what they see.

Intergalactic: The Heretic Prophet is a new sci-fi game from Naughty Dog

Naughty Dog is pivoting from post-apocalyptic fungal drama to interstellar sci-fi bounty hunting with its newest game, Intergalactic: The Heretic Prophet. The studio revealed its new title with a cinematic trailer at The Game Awards on Thursday. Intergalactic takes place thousands of years in the future and it stars bounty hunter Jordan A. Mun, played by Chilling Adventures of Sabrina actor Tati Gabrielle. Jordan finds herself stranded on the planet Sempiria, which has been cut off from the rest of the universe for more than 600 years. She's on a mission to escape Sempiria, but it looks like some vicious robots are going to get in her way.

Elden Ring Nightreign is a co-op spinoff coming in 2025

Elden Ring: Shadow of the Erdtree is just barely in the rearview mirror and FromSoftware already has a new game in the wings. The first trailer for Elden Ring Nightreign, a standalone co-op action game, at The Game Awards 2024.

RGG reveals a Virtua Fighter revival and a brawler set in the 1910s

Ryu Ga Gotoku Studio delivered a meaty one-two punch at The Game Awards. First came the news that the Like A Dragon studio is behind a revival of the Virtua Fighter series. Not only that, but the forever-busy studio (which, you may recall, has a Like A Dragon spinoff coming in February) is also making a Like A Dragon-style game set in the 1910s.

An Okami sequel is on the way, nearly two decades later

There were several major surprise announcements during this year's edition of The Game Awards, but perhaps none was quite as out of the blue as word of a sequel to Okami. Not only that, the original game's director, Hideki Kamiya, is at the helm.

Borderlands 4 gameplay trailer shows four new Vault Hunters having a bad day

It’s only been a short few months since Gearbox announced Borderlands 4, the next game in its long-running looter shooter franchise. Back in August, all we had was a cryptic teaser, but at today’s Game Awards, we got a proper look at the new game.

The Outer Worlds 2 gameplay trailer reveals it's coming to PS5 as well as Xbox

We told you back in 2021 that The Outer Worlds 2 was a thing that existed, and now, more than three years later, we have evidence in support of this claim: a gameplay trailer.

Mafia: The Old Country is a Sicilian prequel arriving next summer

2K’s consistently sporadic Mafia series will return in 2025. Mafia: The Old Country is set in Sicily in the 1900s, and will explore the origins of organized crime. Developer Hangar 13 announced that a new Mafia title was in development back in 2022, but gave few details beyond that. The game's first trailer is a melodramatic affair complete with a patriarch monologuing over candlelight, horses galloping across the plains and opera music as a backing track. This is drama, people.

It Takes Two studio returns with dueling sci-fi and fantasy worlds in Split Fiction

Swedish indie studio Hazelight is synonymous with co-op gaming, so of course its next project is built for two players — but this time, it also features two genres. Split Fiction is a co-op adventure where players leap between sci-fi and fantasy worlds in a bid to escape the clutches of a greedy publishing corporation. It supports local and online co-op, and, fittingly, it plays out in split-screen.

The next game from the Sifu team is... a 5v5 arcade soccer title?

Brawlers Absolver and Sifu put Sloclap on the map thanks to their memorable looks, slick action and crunchy animations. So naturally the next project for the French studio is [checks notes] a 5v5 arcade soccer game. Uh, sure! Rematch, which is slated to arrive next summer, perhaps makes more sense for Sloclap than first meets the eye. The studio says the title falls within its remit of making challenging action games with a stylized look.

Thick as Thieves is a multiplayer stealth-action game from legends Warren Spector and Paul Neurath

Thick as Thieves is a new project from the team of immersive sim and stealth-action icons at OtherSide Entertainment, which includes Deus Ex creator Warren Spector, Looking Glass Studios founder Paul Neurath, and Thief: The Dark Project lead Greg LoPiccolo. Yes, that's a stacked lineup. Together, the OtherSide crew has created or worked on the System Shock, Deus Ex, Thief and Ultima Underworld series, and (along with Doug Church and Ken Levine) are largely responsible for the existence of immersive sims as we know them.

Dispatch is a new narrative game from ex-Telltale developers

One of the highlights from The Game Awards was the moment Breaking Bad star Aaron Paul and voice actor Laura Bailey took the stage to reveal Dispatch. Set to arrive in 2025, the narrative game is from AdHoc Studio, founded by former Telltale Games developers, and features a stacked cast including Paul, Bailey, Jeffrey Wright, Erin Yvette, Jacksepticeye and others — a mix of A-list Hollywood talent and top-tier game voice actors.

The Overcooked team has a new creepy-cute co-op game called Stage Fright

There are two cool pieces of news here. First, the indie studio behind the Overcooked series, Ghost Town Games, is working on a new title called Stage Fright, and it'll support both online and couch co-op. Rad! Second, Stage Fright is being published by No Man's Sky studio Hello Games, a move that marks Hello's first foray into publishing other studios' projects. Double rad! Stage Fright is built around co-op, and its mechanics bring Overcooked-style chaos to a series of escape rooms in a spooky, Luigi's Mansion kind of world.

Onimusha's back!

Capcom has announced Onimusha: Way of the Sword, the first new Onimusha game since the original 2001 PS2 version was remastered in 2019. Revealed at The Game Awards 2024, it reveals a modern take on the classic dark action game, minus the fixed perspective. The trailer for the single player, Wordplay action game shows an unnamed Samanosuke-like hero as he takes on samurai zombies in bloody combat, collecting golden orbs as before.

Ragebound is a new Ninja Gaiden game from the team behind Blasphemous

Resurrecting a beloved gaming series like Ninja Gaiden is always a tricky proposition. Anyone who might have worked on the franchise in its heyday has likely moved on to other projects or left the industry entirely. But judging by the talent working on Ninja Gaiden: Ragebound, the new series entry revealed at the Game Awards, I think it's safe to say the franchise is in safe hands. That's because Ragebound unites two companies who know a thing or two about making quality games.

Update, December 13, 3:00PM ET: This article was updated to include a couple more stories that rolled in after we originally published. Enjoy the Dispatch and Onimusha trailers! (The headline was also updated from "13" to "15" because math is important.) We also added a link to view all of the award winners, a shoutout to our Astro Bot review, and a link to the Game Award Orchestra's GOTY medley, just because.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-game-awards-2024-the-15-biggest-announcements-and-new-trailers-including-the-witcher-4-and-elden-ring-043849098.html?src=rss

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© The Game Awards

Game of the Year

Intergalactic: The Heretic Prophet is a new sci-fi game from Naughty Dog

And now for something completely different. Naughty Dog is pivoting from post-apocalyptic fungal drama to interstellar sci-fi bounty hunting with its newest game, Intergalactic: The Heretic Prophet. The studio revealed its new title with a cinematic trailer at The Game Awards on Thursday.

Intergalactic: The Heretic Prophet takes place thousands of years in the future and it stars bounty hunter Jordan A. Mun, played by Chilling Adventures of Sabrina actor Tati Gabrielle. Jordan finds herself stranded on the planet Sempiria, which has been cut off from the rest of the universe for more than 600 years. She's on a mission to escape Sempiria, but it looks like some vicious robots are going to get in her way.

The reveal trailer is gorgeous, even if it is just in-game cinematics. It shows glittering galaxies and Jordan being sassy with her superiors in a Porsche spaceship, all set to droning lo-fi tones and upbeat '80s tunes. Once the camera reaches the planet level, there's a huge, multi-armed robot with a glowing red sword. Jordan pulls out her own weapon and the fight is on.

This is the beginning of a new IP for Naughty Dog — it's the studio's first game that isn't Uncharted or The Last of Us since 2005. Game director and Naughty Dog studio head Neil Druckmann shared just a little more insight into the game's story on the PlayStation Blog

"What we can tell you is that this game lives up to the Naughty Dog tradition of creating an emotional, character-driven epic journey. Our narrative goals are rivaled only by our gameplay ambitions. This will be the deepest gameplay in Naughty Dog’s history, taking our learnings from our previous franchises and pushing them beyond anything we’ve ever done before."

The soundtrack for Intergalactic: The Heretic Prophet is being handled by Trent Reznor and Atticus Ross (at least when it's not literally just Pet Shop Boys).

Intergalactic: The Heretic Prophet is in development for PlayStation 5 and it doesn't have a release window yet.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/intergalactic-the-heretic-prophet-is-a-new-sci-fi-game-from-naughty-dog-042920073.html?src=rss

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© Naughty Dog

Intergalactic: The Heretic Prophet

Mafia: The Old Country is a Sicilian prequel arriving summer 2025

2K Games’ consistently sporadic Mafia series will return in 2025. Mafia: The Old Country is set in Sicily in the 1900s and will explore the origins of organized crime. Developer Hangar 13 announced that a new Mafia title was in development back in 2022, but gave few details beyond that. Now, we know it's heading to PC, PlayStation 5 and Xbox Series X/S in summer 2025.

The game's first trailer, which debuted at The Game Awards on Thursday, is a melodramatic affair complete with a patriarch monologuing over candlelight, horses galloping across the plains and opera music as a backing track. This is drama, people.

Mafia: The Old Country is a linear, narrative-driven game with stealth and gunplay mechanics in purposefully cinematic environments. It stars Enzo, a new, original protagonist. Here's how publisher 2K Games describes his journey: "Enzo has survived a childhood of indentured labor in Sicily’s hellish sulfur mines. Now, through a twist of fate, he has the opportunity to join Don Torrisi's crime family, and will do whatever it takes to carve out a better life for himself. By swearing an oath, Enzo has committed himself to the Torrisi family's code of honor, with all the power and hardship it entails."

The Mafia series started in 2002 as a more serious take on the GTA formula, set in a 1930s nod to Chicago. Mafia II landed in 2010 and took place in a fictionalized version of post-World War II New York City. Another long gap led to 2017, when Mafia III flashed forward to the '60s in not-New Orleans. 

In 2018, 2K merged Hangar 13, the developer of the third title, with 2K Czech, the team that made the first two games, and that combined studio is now working on The Old Country. A 2025 release window will give us eight years between Mafia installments, which is right on target for the series.

This article originally appeared on Engadget at https://www.engadget.com/gaming/mafia-the-old-country-is-a-sicilian-prequel-arriving-summer-2025-034422942.html?src=rss

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© 2K Games

Mafia: The Old Country

The Overcooked team has a new creepy-cute co-op game called Stage Fright

There are two cool pieces of news here. First, the indie studio behind the Overcooked series, Ghost Town Games, is working on a new title called Stage Fright, and it'll support both online and couch co-op. Rad! Second, Stage Fright is being published by No Man's Sky studio Hello Games, a move that marks Hello's first foray into publishing other studios' projects. Double rad!

Stage Fright is built around co-op, and its mechanics bring Overcooked-style chaos to a series of escape room environments in a spooky, Luigi's Mansion kind of world. It doesn't have a release date but it's available to wishlist now on Steam.

Overcooked and its sequel have helped re-energize the co-op genre in recent years, serving up frantic restaurant gameplay that always feels more fun — and shouty — with a friend. Overcooked supports cooperative couch play and Overcooked 2 introduced online co-op to the series. Stage Fright represents the culmination of everything that Ghost Town has learned about co-op gaming from Overcooked, complete with local and online play.

"Nothing else really played like Overcooked when it came out and Stage Fright is just as innovative, but in a really different direction," Hello Games publishing lead Tim Woodley said.

Ghost Town Games has a core team of just three people, founders Oli De-Vine and Phil Duncan plus writer Gemma Langford. They've been developing Stage Fright under the codename Project Attic — because they've literally been building this game in their attic — and their website lists six additional contributors. There's also the Hello Games of it all.

Stage Fright
Ghost Town Games

De-Vine and Duncan have been friends with the Hello Games crew — including founders Sean Murray, Grant Duncan, Ryan Doyle and David Ream — for years. After Hello found success with Joe Danger in 2010, they helped connect Ghost Town with the eventual publisher of Overcooked, Team17. Overcooked came out in 2016 and the rest is culinary co-op history.

"Phil and Oli came to visit us for advice with the very earliest demo of Overcooked about ten years ago," Woodley said. "We have such fond memories of the four founders of Hello playing that Overcooked demo, screaming at each other about onions — it was instantly obvious this was something special." 

Hello Games is currently developing Light No Fire, a cooperative survival and exploration game that takes place on a fantasy planet as large as Earth, offering a mix of role-playing and sandbox mechanics. The studio is also still very much supporting and expanding its breakout hit, No Man's Sky (and things seem to be going really well). Stage Fright will be Hello's debut as a third-party publisher, but it doesn't mean the studio is pivoting to publishing full-time.

Stage Fright
Ghost Town Games

"Hello Games has a bunch of experience we can lend behind the scenes, support we can give, but if we’re honest it really appeals to us to have fun working with a bunch of creative people we just love spending time with," Woodley said. "When we played an early version of Stage Fright we got the same buzz as we had with Overcooked all those years ago. It’s just something we wanted to be involved in."

Expect more information about Stage Fright over the next 12 months.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-overcooked-team-has-a-new-creepy-cute-co-op-game-called-stage-fright-030009063.html?src=rss

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© Ghost Town Games

Stage Fright

The Outer Worlds 2 gameplay trailer reveals it's coming to PS5 as well as Xbox

We told you back in 2021 that The Outer Worlds 2 was a thing that existed, and now, more than three years later, we have evidence in support of this claim: a gameplay trailer. 

The new trailer, which debuted at The Game Awards, shows off a vibrant universe of flora, fauna and firearms, with a layer of classic Obsidian cheekiness. The joke here is that The Outer Worlds 2 is just more of the original game — more action, more weapons, more graphics. You get the idea.

All chuckles aside, that's not a terrible pitch for a new game. The Outer Worlds came out in 2019 and offered an engaging universe filled with quirky characters and strange adventures, complete with dystopian sci-fi vibes and a helping of dark satire. Obsidian is the studio behind Fallout: New Vegas, Star Wars Knights of the Old Republic II and Neverwinter Nights, and The Outer Worlds 2 is an RPG in a similar vein.

Notably, today's trailer confirms The Outer Worlds 2 is definitely heading to PlayStation 5. Obsidian is owned by Microsoft and, until now, it wasn't entirely clear whether the sequel would be exclusive to Xbox platforms. The Outer Worlds 2 is set to hit Xbox Series X/S, Game Pass, PS5 and PC via Steam in 2025.

Obsidian is also working on Avowed at the moment and it's looking like a fabulous entry in next year's lineup of fantasy RPGs. Avowed is due to his PC and Xbox Series X/S on February 18, 2025.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-outer-worlds-2-gameplay-trailer-reveals-its-coming-to-ps5-as-well-as-xbox-022608769.html?src=rss

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© Obsidian Entertainment

The Outer Worlds 2

Borderlands 4 gameplay trailer shows four new Vault Hunters having a bad day

It’s only been a short few months since Gearbox announced Borderlands 4, the next game in its long-running looter shooter franchise. Back in August, all we had was a cryptic teaser, but at today’s Game Awards, we got a proper look at the new game.

Gearbox says the new Borderlands game will arrive with four new Vault Hunters with "the deepest and most diverse" skill trees in the series' history. The game's story will focus on the Timekeeper, "a ruthless dictator who dominates the masses from on high." As with all the Borderlands games, 4 will support solo or co-op gameplay with up to three players. 

The last Borderlands game was 2019’s Borderlands 3, which debuted on PS4, Xbox One and PC. It was well received — though less so than the first two mainline games — and sold over 5 million copies. Since then, Gearbox also developed and released Tiny Tina's Wonderlands, a fantasy-infused spinoff with a sizeable contingent of diehard fans, and took over development of Risk of Rain 2

Gearbox was acquired by Take-Two Interactive in March 2024, following the extended and expansive implosion of its former owner, Embracer Group. Borderlands 4 will be Gearbox's first release since the acquisition and there's something about this that feels like coming home, considering Take-Two's label 2K Games is the Borderlands series’ longtime publisher.

This article originally appeared on Engadget at https://www.engadget.com/gaming/borderlands-4-gameplay-trailer-shows-four-new-vault-hunters-having-a-bad-day-021532109.html?src=rss

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© Gearbox

Borderlands 4

It Takes Two studio returns with dueling sci-fi and fantasy worlds in Split Fiction

Swedish indie studio Hazelight is synonymous with co-op gaming, so of course its next project is built for two players — but this time, it also features two genres. Split Fiction is a co-op adventure where players leap between sci-fi and fantasy worlds in a bid to escape the clutches of a greedy publishing corporation. It supports local and online play, and, fittingly, it uses split-screen.

In Split Fiction, you play as Mio and Zoe, two writers who end up trapped in the same bubble of a creativity-stealing machine controlled by an evil publisher. Mio is a sci-fi author and Zoe writes fantasy, and their two worlds have come to life around them. Together, they have to escape by jumping between the sci-fi and fantasy realms, surviving the unique dangers in each fictional space. It sounds like a classic story about the power of friendship and platforming.

The game's debut trailer, which premiered at The Game Awards, showcases two richly stylized worlds and a variety of mechanics in each. Mio's sci-fi realm has neon lights, robots, lasers, hoverboards and gravity bikes, while Zoe's fantasy space has dragons, magic, adorable villages, giants and castles. Each level has a unique mechanic. For instance, in one fantasy level you hatch dragons and their abilities evolve from carrying you between platforms, to rolling you up like an armadillo, and finally to full-on dragon riding.

Hazelight and its founder, Josef Fares, are as much a part of The Game Awards as Hideo Kojima at this point, and the studio's previous title, It Takes Two, won Game of the Year in 2021. Amazon is adapting It Takes Two into a movie, with Sonic the Hedgehog film writers Pat Casey and Josh Miller tackling the script.

Split Fiction
Hazelight

Like Hazelight's previous games, Split Fiction is being published by EA under its indie-focused EA Originals label. Split Fiction is due to hit PC, PlayStation 5 and Xbox Series X/S on March 6, 2025, and it'll cost $50. On PC, it's coming to Steam, the Epic Games Store and the EA app. Crucially for the co-op aspect, it supports cross-platform play among PS5, Xbox and Steam.

This article originally appeared on Engadget at https://www.engadget.com/gaming/it-takes-two-studio-returns-with-dueling-sci-fi-and-fantasy-worlds-in-split-fiction-014152431.html?src=rss

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© Hazelight

Split Fiction

Thick as Thieves is a multiplayer stealth-action game from legends Warren Spector and Paul Neurath

Thick as Thieves is a new project from the team of immersive sim and stealth-action icons at OtherSide Entertainment, which includes Deus Ex creator Warren Spector, Looking Glass Studios founder Paul Neurath, and Thief: The Dark Project lead Greg LoPiccolo. Yes, that's a stacked lineup. Together, the OtherSide crew has created or worked on the System Shock, Deus Ex, Thief and Ultima Underworld series, and (along with Doug Church and Ken Levine) are largely responsible for the existence of immersive sims as we know them.

So, Thick as Thieves is one to watch. OtherSide's latest project adds multiplayer to the immersive stealth genre, creating a first-person PvPvE experience set in an alternate timeline at the dawn of the 20th century. The game takes place in a version of the 1910s that's been infused with advanced technology and magic — but these two forces are at odds, and they've created vast disparities in wealth and power.

The game's main city contains a dark criminal underbelly and audacious displays of wealth, and players have to infiltrate both spaces in a competitive multiplayer experience. Thick as Thieves is all about sneaking in, stealing things and escaping unnoticed in a variety of steampunk-adjacent locations.

Strategizing and smooth execution are key in Thick as Thieves, but other players pose a constant threat. The game supports varying play styles, from pure stealth to run-and-gun, and you can adapt your approach with each new mission. OtherSide promises there are secrets in every shadow of the city and vital information to uncover from NPCs, and your personal storyline will evolve based on the way you choose to play.

Thick as Thieves
OtherSide Entertainment

Here's how Spector describes it: “Thick As Thieves captures the vision of immersive gameplay that OtherSide was founded on. With this game, we’re empowering players to create their own stories in a world that values observation, craftiness, and creative problem-solving.”

Thick as Thieves is being published by Megabit, and it's due to hit PC, PlayStation 5 and Xbox Series X/S in 2026.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/thick-as-thieves-is-a-multiplayer-stealth-action-game-from-legends-warren-spector-and-paul-neurath-004352183.html?src=rss

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© OtherSide Entertainment

Thick as Thieves

Sleight of Hand gameplay trailer showcases occult card strategy in a noir world

Since its announcement in March, it's sounded like Sleight of Hand should be a fantastic stealth-action game in a magical noir setting — and now it looks that way, too. Its latest trailer, revealed in the Day of the Devs 2024: Game Awards Edition stream, showcases witchy card-slinging gameplay on the gritty streets of Steeple City for the first time.

In the stream, creator Joshua Boggs describes Sleight of Hand as, "If you took Metal Gear Solid and replaced the guns and tools with cards." This is followed by a shot of the protagonist, Lady Luck, trying to sneak past a guard, only to trigger a brass-backed exclamation point as she's spotted. The classic stealth references don't end there, either: Lady Luck is voiced by Debi Mae West, who played Meryl Silverburgh in Metal Gear Solid. (The new trailer begins at 37:20 in the below video).

Lady Luck is a retired occult detective who takes on one last case in order to destroy her former coven, which has a stranglehold on Steeple City. The game combines third-person stealth action with card-based strategy, and in the new trailer, these mechanics appear to work in hardboiled harmony. Cards in Sleight of Hand allow Lady Luck to see through walls, deploy smoke bombs, blind enemies, teleport, sling hexes and crush all the bones in someone's body, to name a few abilities.

Side note: On its face, Sleight of Hand's premise is eerily similar to Deconstructeam's The Cosmic Wheel Sisterhood, a fabulous 2023 game starring an exiled witch who enacts revenge on her former coven by reading and building tarot decks. The games are entirely different otherwise — Sleight of Hand is third-person stealth action and Cosmic Wheel is an isometric narrative affair — and I don't point this out because I think anything nefarious is going on. I just thought it was interesting. Clearly there was something in the zeitgeist that made card-wielding witchy women a hot concept at both studios, and it's fascinating to see how the same conceit can be interpreted in such vastly different ways. 


Sleight of Hand looks like a stylish new entry in the stealth-action genre, and its witchy noir universe seems to support a variety of approaches in each encounter. It's developed and published by New Zealand studio RiffRaff Games. RiffRaff was originally founded by Boggs in 2019 under the name MayDay, following the success of his spy-comic game, Framed. Tencent threw down an undisclosed amount to become a minority investor in the team in 2022, which is when it changed names to RiffRaff and hired up talent from around the globe.

Sleight of Hand doesn't have a firm release date, but it's on track to hit Steam, Xbox Series X/S and Game Pass in 2025.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/sleight-of-hand-gameplay-trailer-showcases-occult-card-strategy-in-a-noir-world-182341033.html?src=rss

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© RiffRaff Games

Sleight of Hand

'PBJ — The Musical' is a coming-of-age game with Shakespearean sandwiches

"If Shakespeare lived today, what would he write about?" Philipp Stollenmayer asked the audience during this week's Day of the Devs 2024: Game Awards stream. According to Stollenmayer, Shakespeare would write about the invention of the peanut butter and jelly sandwich from the perspective of a rebellious strawberry and a disillusioned peanut. Also, it would be a musical. Oh, and it would take the form of an interactive scrapbook with kids as the main voice actors. Obviously.

PBJ — The Musical is the latest mobile game from Stollenmayer's studio, Kamibox, and it offers an utterly unique approach to interactive play. PBJ is a side-scrolling narrative adventure built out of real-life paper collages, with images cut from vintage cookbooks and stitched together via stop-motion. The vibe is modern Monty Python mixed with Julia Child, plus a dash of theater nerdery for balance.

In PBJ, players can push, pull and drag everything to transform the story, which involves adorable, food-based interpretations of Shakespeare quotes and lots of singing. On the musical side of things, Britain's Got Talent semi-finalist Lorraine Bowen writes and performs all the songs in PBJ, and everything seems to have her signature upbeat, oddball feel. There are also unlockable remixes in each of the 10 stages.

Mixing mediums is kind of Stollenmayer's thing: He's a papercraft artist who turned to game design, and many of his projects blend the two disciplines in some way. Under Kamibox, he's made the mobile games Sometimes You Die, Bacon — The Game, Song of Bloom and two dozen other titles, and he's picked up an Apple Design Award, nominations at the Independent Games Festival and other accolades since founding the studio in 2012.

PBJ is due out in early 2025, and it's heading to iPhone and iPad.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pbj--the-musical-is-a-coming-of-age-game-with-shakespearean-sandwiches-175413688.html?src=rss

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© Kamibox

PBJ -- The Musical

Blue Prince preview: Build your own escape room and then live there

Blue Prince has been making the rounds at physical and virtual conventions like EGX, Gamescom and the PC Gaming Show, and it’s already high on the puzzle community’s figurative list of most anticipated titles for 2025. It was just featured in the Day of the Devs showcase before The Game Awards, one of its highest-profile debuts yet. So, if you’re getting excited about Blue Prince for the first time, hello and welcome to the club. There are snacks in the parlor — but in order to eat them, first you’ll have to build the parlor.

In Blue Prince, you are the literal architect of your own future. It’s 1993 and you’ve inherited the expansive estate of Mount Holly from your uncle, but the bequest comes with a catch. There are 45 rooms in the manor, and you have to find the mysterious 46th room in order to collect your inheritance. If you don’t discover the impossible space, you lose everything. It’s not just a matter of exploring a mazelike mansion, either: The estate changes shape every day and the layout of its rooms is up to you.

Blue Prince
Dogubomb

Every time you approach a door, you get to select what lies behind it from three options, which include areas like a den, dining room, kitchen, billiards room, patio, bedroom, cathedral, pool, and observatory, to name just a few. Connecting the doorways of these spaces in logical ways is crucial to progression, as it seems you’ll have to touch every available square on your blueprints (get it?) to unlock the 46th room. Each area comes with its own riddle, item dump or unique function that resets at dawn. Entering a room costs one step and you’ll start each day with just 50 steps, so strategizing is key, especially considering all the backtracking you’ll likely do.

The demo, which is live on Steam right now, gives you four days to explore Mount Holly and it’s a solid introduction to the game’s House of Leaves loop. The entryway has three doors, and you start by choosing one and manifesting the room beyond. Bedrooms grant you two steps every time you enter; the storage room offers keys, gems and coins; the cathedral costs one coin per entry; a meal is served in the dining hall only after reaching rank eight; the parlor has a three-box puzzle that changes every day; the observatory’s telescope triggers a specific event based on the constellation in view; the coat check can hold an item for a future run — and so on. 

Blue Prince
Dogubomb

You’ll find objects like a sledgehammer, keycard, magnifying glass, compass, metal detector and shovel in various places, and you can carry these around to help solve puzzles in adjoining spaces. The billiards room is one of my favorites because it has a straightforward but satisfying dartboard riddle, and I can feel in my bones that there are oodles of secrets and room types that I haven’t discovered.

The environments of Blue Prince are dotted with symbols, paintings and statues that I’m sure will be relevant in later mysteries, and the game’s art style and execution welcomes close scrutiny. It inhabits a cel-shaded 3D world with hand-drawn touches and heavy blue shadows, where interactable objects can truly stand out. Each room is crisply rendered, even down to the fine details. Using the magnifying glass to zoom in on the signature at the bottom of a letter, for instance, doesn’t uncover jagged edges in the ink. Blue Prince is supremely compelling to look at and it has smooth, intuitive first-person controls — excellent traits for an exploration game.

Blue Prince
Dogubomb

The puzzles come in a variety of difficulty levels and mechanical flavors, from deduction riddles and engineering logic to esoteric math problems, and that’s just what’s included in the four-day demo. Pieces of lore scattered around the estate lay the foundation for a broader family mystery, and much like the mechanics of the game itself, the narrative tension builds smoothly throughout the early stages. There’s more to uncover here than spare rooms and heirlooms.

Blue Prince feels like a build-your-own escape room wrapped up in a strategy game and tied together with home-renovation sim twine. Even though it supports a broad mix of unrelated concepts, Blue Prince feels a lot like home. And it will be, once I find that 46th room.

Blue Prince is due to hit Steam in spring 2025. It’s developed by Los Angeles film and game studio Dogubomb and published by Raw Fury.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/blue-prince-preview-build-your-own-escape-room-and-then-live-there-173816152.html?src=rss

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© Dogubomb

Blue Prince

Indiana Jones and the Great Circle review: Great movie, good game

Indiana Jones and the Great Circle has no business being as entertaining as it is. Outside of the superhero genre, there aren’t many high-quality licensed games out there, and this one comes with decades of film lore to live up to. And, frankly, it’s a little bit of a mess on Xbox Series S. Some of its scenes are stunning, but it’s also infested with resolution issues, mechanical glitches and silly animation bugs. In most other games, the combination of these problems would make me throw down the controller and uninstall.

And yet, Indiana Jones and the Great Circle is endlessly endearing. The game’s tone is pitch-perfect, it offers moments of earnest beauty and Troy Baker’s Harrison Ford impersonation is a treat to witness, let alone embody. In fact, every actor in the game is fabulous, and its writing, audio and direction feel like classic Spielberg and Lucas fare — but this time it’s all in first-person, interactive form, courtesy of Wolfenstein studio MachineGames.

I can’t speak highly enough of the writing in The Great Circle. Indy feels like an authentic extension of the film character, and his sassy remarks and dad-like frustration spill out in hilarious bursts throughout the game. His companion, Gina, is just as witty, mysterious and independent as Dr. Jones himself, expertly portrayed by actor Alessandra Mastronardi. The main bad boy, a Nazi archaeologist named Emmerich Voss (played by Marios Gavrilis), is supremely unsettling as he manipulates his troops and monologues at his captors, every word dripping with a dark sense of entitlement. 

The story is set in 1937 between the events of Raiders of the Lost Ark and The Last Crusade, and it takes players to Rome, Giza, The Himalayas, Shanghai and the ancient kingdom of Sukhothai in north-central Thailand, on a quest to save the world from an old and powerful magic.

Of course, it also involves punching lots of Nazis right in their stupid faces.

Indiana Jones and the Great Circle
Bethesda Softworks

There are moments in The Great Circle where the music, environment, lighting and writing converge to create a memorable vignette, such as Indy’s first real conversation with Gina on a balcony in the Vatican. They banter back and forth as a Nazi airship docks on a domed turret behind them, afternoon sun glinting off gold roofs, and the music reacts to their strategizing and flirting with small trills. For a second, the game feels indistinguishable from a classic Indiana Jones movie, and it’s a real joy. There are a few cutscenes and gameplay bits that feel like this in The Great Circle, though there are just as many that look less polished on Series S, with stilted animations and too-harsh lighting. The writing and tone, however, is consistently top-notch.

It almost feels like two studios made this game, and one of them was much better at taking advantage of the Xbox Series S hardware. The visual disparity is odd, with animation and resolution quality shifting from scene to scene. In between gorgeous set pieces, there are sequences that look like a remake of a game from the Xbox 360 era. It’s strange. However, I imagine playing on Xbox Series X or a capable PC would boost the resolution and stability nicely.

Mechanically, the game is also hit-or-miss. Combat relies mainly on hand-to-hand fights, and while there are guns, they’re generally not the strongest weapon at Indy’s disposal. His whip is useful for stunning, creating distance and pulling enemies closer for a punch, and he’s able to pick up items like shovels, candlesticks, bottles and batons to use as projectiles or melee weapons. Random one-on-one fights against Nazis and fascists play out fine, with solid-sounding punches and sharp whip cracks, but the scripted melee battles tend to feel stagnant. Enemies don’t have a health bar and there’s little indication of how much damage Indy is inflicting at any given time. Dodging is a key element in these fights and it’s not the most responsive or forgiving system; inputs feel laggy or ineffective at times, and enemies are allowed to power up big hits even while they’re being punched.

Indiana Jones and the Great Circle
Bethesda Softworks

Combat might be sluggish, but I had a great time playing The Great Circle as a stealth experience, crouching to sneak past Nazis and fascist guards like a fedora-wearing ghost. Stealth is a valid option in basically every scenario and it’s a simple, effective mechanic. Stay out of enemies’ sight lines, don’t shine lights in their direction and stay crouched, and you’re good to go. There’s usually enough time to adjust your position if you’re spotted, and guards are quick to move on once you’re properly hidden again. I truly enjoyed mapping out sneaky attack routes and then weaving between guards, throwing bottles every now and then as distractions. It’s kind of absurd when Gina tags along in these missions because she’s so, so awful at being stealthy, but the game never punishes you for the NPC’s missteps. Just enjoy the ridiculousness of your extremely obvious companion and keep slinking along.

Puzzles are a major component of the game and they’re perfectly adequate. None of them stand out as being particularly challenging or innovative, but they’re built on clever ideas and executed well. There are light-reflecting puzzles, matching games, spatial-awareness tests and simple logic riddles, and they’re always finished with a cool item or a dramatic reveal. I may have missed some more advanced puzzles in the sidequests, and now that I’ve finished the main line I’m tempted to go back in and see what I missed, which is surely a sign of a successful game.

Indiana Jones and the Great Circle
Bethesda Softworks

Exploration is The Great Circle’s most critical mechanic and thankfully, it feels great. Indy can climb and swing across gaps using his whip, and there are plenty of ledges, boulders, ladders and scaffolding to scale. Secrets, side missions and rewards are secreted around the maps, and curiosity is richly rewarded at every turn. Missions take Indy and Gina to snowy mountain peaks and down to murky, monster-filled waters, and there are moments of real terror and true beauty to be found. The game’s world feels alive, and it makes great use of vertical space. If you ever feel stuck in an area, just look up — that is, if you can.

I encountered one game-breaking bug in The Great Circle. I was about 80 percent through the story, and I boarded a boat in the gunner seat as enemies raced us down the river and shot at us from the shores. I was unable to move the camera up and down, but I figured this was a weird restriction of the gunner mechanic. However, it persisted even after I stepped off the boat and entered the following scenes. I was unable to see climbing opportunities, never mind the problems with combat, sneaking and interacting. I tried restarting the game and the console to no avail, and I finally had to restore an old save and replay about 30 minutes of content. This worked, but the experience made me feel slightly crazy and a little sad (so, not too different from my baseline).

Indiana Jones and the Great Circle
Bethesda Softworks

The feelings of unease didn’t last long, because I soon found myself trading punches and insults with a Nazi karate master in the middle of a raucous thunderstorm — you know, Indiana Jones shit. This was the cadence of my playthrough: Moments of satisfying climbing, puzzle and stealth gameplay interrupted by supremely silly glitches. What makes these bugs funny, rather than frustrating, is the game’s tone, writing and acting. With The Great Circle, MachineGames leans into the easy charm of Indiana Jones, highlighting his snark and the wild, unbelievable scenarios expected in popcorn action flicks.

This game would make a great movie.

And maybe that’s the thing about The Great Circle. MachineGames made a fabulous, classic-feeling Indiana Jones film, but they could’ve polished the game aspects a little more. So, set your expectations accordingly. Roll with the bugs, soak up the narrative, find all the secrets, and take a moment to laugh at Gina’s ludicrous running animation when she’s dressed as a nun.

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/indiana-jones-and-the-great-circle-review-great-movie-good-game-000029449.html?src=rss

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© Bethesda Softworks

Indiana Jones and the Great Circle

Avowed preview: Classic Obsidian fantasy on a AAA budget

It looks like 2025 is going to be an excellent year for action role-playing games. We’ve already started things off with a big Dragon Age: The Veilguard bang, but next year will also bring Kingdom Come: Deliverance 2, Fable and the subject of today’s dissection, Avowed. Each title offers something distinct for single-player RPG fans, and Avowed is poised to provide top-tier dialogue trees and rich worldbuilding, courtesy of Fallout: New Vegas, The Outer Worlds and Pentiment studio Obsidian Entertainment. This is Obsidian's first tentpole title under the Xbox Game Studios banner and its first AAA fantasy game ever. 

While I couldn’t determine its full scope in the preview I played this week, I’m pleased to report that so far, Avowed’s world is as gorgeous as its writing.

The preview included the game’s first two hours or so, from character creation through the initial main missions. Avowed is a spin-off of the Pillars of Eternity series and it’s set in the Living Lands, an area unexplored in the existing games, giving Obsidian a blank canvas for an epic original story. A blight called Dreamscourge is spreading across the region, infecting plants, animals and people with a prismatic fungus that induces madness, rage and death. You play as the envoy of the emperor of the Aedyr Empire, which has a deep history of invading and colonizing the surrounding lands.

Of course your protagonist is special, even by the standards of this magical world. Players are a godlike, meaning they’ve been touched by the divine and marked by facial growths of rainbow fungus. Generally, your godlike status and relationship with Aedyr automatically instills respect and suspicion in the people you meet. As you learn more about the Dreamscourge, it becomes impossible to ignore its similarities to the godlike marks you carry, and this existential terror builds beautifully in the game’s first few hours.

Are nature’s mutations madness or divinity? It’s a thin distinction with a long and dark history, and Avowed wallows in this gray area. Its first few hours introduce multiple narrative themes that can be mined throughout the game — the violence of colonization, palace intrigue, spiritual visions, insanity and religious fervor form the most prominent talking points. These arcs play out in conversations with supporting characters and in interactive pieces of lore scattered around the environments, each concept unspooling in a natural and intriguing fashion. There are plenty of opportunities in the dialogue trees to investigate these ideas and learn more about the world or your companions, with specialized responses that unlock if you have the right stats. In general, dialogue in the Avowed preview is nice and quippy, and each new character comes with a distinct, believable personality. Already, I’m curious to know more about the people of the Living Lands.

There are no strict classes in Avowed. Instead, players freely level up their abilities across fighter, ranger and wizard categories using acquired skill points. There’s also a godlike tree, a page to upgrade your companions’ skillsets and a character sheet with classic RPG attributes that you can place points into. I focused on building up my magic, health and damage, and it took a minute to find my preferred combat style. There are two weapons loadouts you can swap between on the fly, a pop-up radial with extra abilities, and four programmable spots on the D-pad. It’s a lot to manage in the frenzy of battle, but new weapons and tools are added to your inventory at a steady pace and it’s easy to experiment with different builds. In terms of weapons, I stumbled across a knife, spear, bow, shield, grimoire, wand, pistol and giant hammer, but I suspect there were even more tools hidden in the world. The bow and pistol have unlimited ammo, but reloading the pistol is a lengthy process, and the hammer is incredibly powerful, but its swing takes a moment to connect, leaving you vulnerable between hits. Combat is chaotic — especially when fighting hordes of giant spiders — but the game responds well to rapid-fire inputs and generally, each encounter feels like a real skills test.

Avowed
Obsidian Entertainment

For me, everything felt right once I found the wand. I closed out the preview with the bow in one loadout, and the grimoire and wand in the other, and I was starting to feel like a real badass. The wand is a quick midrange weapon, and combined with the rechargeable spells in the grimoire and the long range of the bow, it worked really well for my preferred fighting style. One annoyance I noted was the fact that I couldn’t draw my bow while taking sustained toxic damage, as each small hit made my character lose focus — this was a tough lesson to learn while trying to fight off a gang of rat-toothed reptilian creatures, but I definitely absorbed it.

In any RPG, I have a hard time leaving an area without smashing every vase, breaking every box and exploring every path. Avowed rewards this behavior with bits of worldbuilding, potions, strange animals, coins and tools hidden in the corners and crannies of the Living Lands. Or, sometimes, there’s just a breathtaking view. Either way, it makes me excited to see what secrets the full game is hiding.

I also played Avowed for about 45 minutes at Xbox’s Gamescom event in August, starting with a pre-built mage character in the middle of a search-and-rescue mission a few hours into the game. I had a good time flinging spells from my grimoire and chatting with characters in the caves I was exploring, but I sensed a slight disconnect that I attributed to the rushed and public nature of the demo. Now, I know what was missing: Character creation.

Avowed
Obsidian Entertainment

Rich character customization is a massive reason RPGs can feel so immersive and emotionally powerful, and it was a treat to play around with this system in Avowed’s latest preview. As a godlike, your character’s face is dotted with technicolor fungal growths, and tweaking the placement and appearance of these details was delightful, allowing my brain to build the foundations of my character’s story immediately. I chose a face with fuschia butterfly-wing paddles covering my eyes and forehead, and a crown of neon ridges draped over my skull. I then started molding my character’s backstory as a witchy scholar with a logical mind and a heart of gold, and swapped a dexterity attribute point for constitution. All of the expected customization mechanics were there, allowing me to tweak the size and shape of each facial feature, and change my hairstyle and color, skin tone, body type, voice, background, basic skills, pronouns and name. Put simply, the Monster Factory boys could have a lot of fun with this one.

That said, it’s hard to find anything ugly in Avowed. It’s shaping up to be a beautiful game, and the preview showcases expansive medieval vistas, shimmering psychedelic spores, rainbow-flecked animals and highly detailed NPCs. I was particularly impressed with the skin textures in the preview: Our main companion, Kai, has snakelike teal skin, and I very much enjoyed watching the light shine on his scales as we chatted by the fire of our party camp. Maybe I’m developing a reptile fetish, or maybe Avowed is just a really pretty game — at least when running on a PC with an RTX 4070 Super. I haven’t had the chance to try it out on an Xbox yet, and I’m curious to see how it will perform on both the Series X and Series S.

Avowed
Obsidian Entertainment

I have it on good information that Pillars of Eternity players will recognize the rainbow fungus and its infesting ways, but I don’t because I’ve never played those games. Avowed is my introduction to Obsidian’s dark fantasy universe, and I’m not alone in this position. Developers at Obsidian are keenly aware that Avowed will be the first Pillars game for many players, as art director Matt Hansen and production director Ryan Warden explained to me in August.

“We don't want players to feel like there's required reading,” Hansen said. “So everything that we do should be accessible and fun and enjoyable on its own. If you're just playing Avowed and that's the only game you play, you'll have a good time. And then on top of that, we're finding ways to weave in little winks and nods.” He specified that these take the form of documents, books and even a few familiar faces. He continued, “We just wanted to make sure that this is a game that's fun for everyone, and thankfully the world is rich enough that it's easy to inject someone in at any point. It's also part of the reason we picked the Living Lands. Its unexploded territory gives us a lot of freedom.”

Warden added, “Even on the quest front, we try to keep it enriched by lore, but you’re not completely lost when you're a new player.” He said that characters in Avowed offer more information on the history of any given situation if you’re interested in asking them for it, and there’s a lore tooltip feature that allows you to look up terms mid-conversation (which is also a thing in Pillars of Eternity 2: Deadfire, so it’s kind of like a meta wink).

Avowed
Obsidian Entertainment

Hansen and Warden also shared some thoughts about the scope and layout of the full game, something that can’t be conveyed in a two-hour preview.

“The game is structured similar to Outer Worlds, where there's open zones that are open-world in structure, but not one contiguous open world,” Warden said. “So it allows the critical path, the main story to be more focused and have key moments that happen at a cadence that doesn't feel weirdly paced, but it also allows a ton of freedom for player choice. You can go off and do side quests and the regions are just small enough to be manageable. You can do a lot, you can explore, but it’s not just checking off a bunch of icons. Everything is bespoke. It's hand-done. There's not much reuse of things.”

Hansen nodded and said, “Lots to explore, but you're not punished for not exploring it. I mean, frankly, I'm becoming an old man. I don't want to spend 120 hours on a game anymore. I like being able to play through our game relatively swiftly. Or, I've had playthroughs that were like six times as long as other playthroughs because I started to get into the nitty gritty. And that's a nice accommodation.”

“It can be as long as you want it to be,” Warden finished.

Avowed is due to hit Steam and Xbox Series X/S on February 18, 2025.

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/avowed-preview-classic-obsidian-fantasy-on-a-aaa-budget-140056761.html?src=rss

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© Obsidian Entertainment

Avowed

Lorelei and the Laser Eyes makes its way to PS4 and PS5 on December 3

Lorelei and the Laser Eyes is one of the most twisted, trippy, satisfying and deeply complex puzzle games to hit the market in years, and it's heading to a new platform. Lorelei and the Laser Eyes will debut on PlayStation 4 and PS5 on December 3, joining the game's existing versions on PC and Switch. PlayStation players, prepare yourselves for mind-bending riddles in a lonely hotel that exists outside of time.

Lorelei and the Laser Eyes comes from Swedish indie studio Simogo, which previously made Device 6, Year Walk and Sayonara Wild Hearts. Simogo is helmed by its two co-founders, Simon Flesser and Magnus “Gordon” Gardebäck, though they collaborate with other creators on each new project. Lorelei is published by Annapurna Interactive.

Lorelei and the Laser Eyes presents a dramatic mystery in a grayscale world shot through with red accents, glitching and bright like the player is watching everything play out on an old surveillance feed. Most of its puzzles require mind-numbing amounts of logic and deduction, though others are solvable by pure instinct, and both types are incredibly gratifying. At the same time, a current of quiet terror underpins every scene: The hotel grounds are filled with maze-faced phantoms, the remnants of unhinged artists, memories of death and ghostly children with owl faces. Simogo knows how to make a puzzle game that David Lynch would love.

Lorelei and the Laser Eyes is one of the most innovative titles of 2024, and it's nominated in the Best Independent Game category at this year's Game Awards, alongside Animal Well, Balatro, Neva and UFO 50. That's an absolutely stacked category and Lorelei certainly deserves to be there.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/lorelei-and-the-laser-eyes-makes-its-way-to-ps4-and-ps5-on-december-3-170013561.html?src=rss

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© Simogo

Lorelei and the Laser Eyes
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