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Austin Wintory's Sword of the Sea score wins Grammy for best video game soundtrack | News-in-Brief
Austin Wintory's Sword of the Sea score wins Grammy for best video game soundtrack | News-in-BriefView the full article
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SPONSORED: DC and the U.S. Mint’s Historic Partnership Celebrating Comic Art
For more than 230 years, the United States Mint has produced coins and medals that reflect America’s values, commemorate defining moments, and honor influential figures in our nation’s history. In recent years, that tradition expanded in a historic new direction: recognizing comic art as a uniquely American artform and the values it has conveyed through visual storytelling for generations. In 2025, the U.S. Mint entered a landmark partnership with DC, launching a collectible coin and medal series that celebrates comic book art and its lasting cultural impact. This collaboration marked the first time the Mint formally featured superheroes from American popular culture, acknowledging comic art’s role in expressing ideals such as justice, freedom, courage, responsibility, and hope. The series features nine iconic DC Super Heroes, depicted in original, comic-inspired designs on 24-karat gold coins, .999 fine silver medals, and non-precious metal (clad) medals. The series debuted in summer 2025 with Superman, Batman, and Wonder Woman, and continues with six additional characters scheduled for release across 2026 and 2027. This initiative represents the first public–private partnership of its kind and scale in U.S. Mint history. All obverses (heads side) are designed and sculpted by United States Mint Chief Engraver, Joseph Menna, while each reverse (tails side) is created by one of the Mint’s Medallic Artists under his artistic direction. Together, these designs reflect the Mint’s commitment to craftsmanship while honoring comic art as an enduring visual medium. The Mint selected DC for this series in recognition of its foundational role in the comic art industry and the natural alignment of its characters with American values. Founded in 1934 as National Allied Publications, DC is among the world’s oldest comic book publishers and has helped shape generations of storytelling across comics, film, and television. Through characters that stand for truth, justice, courage, and the belief that individuals can make a difference, DC’s comic art has long reflected ideals that resonate deeply with American culture. This ongoing collaboration marks a new chapter in the U.S. Mint’s history – one that bridges American craftsmanship, popular culture, and artistic expression. By celebrating comic art through coins and medals, the Mint acknowledges its lasting influence on storytelling, creativity, and shared values. Visit usmint.gov/dc to learn more. Source for this information: https://www.usmint.gov/news/press-releases/mint-warner-bros-discovery-global-consumer-products-announce-coin-medal-series-launch-survey View the full article
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Report: Ashes Of Creation Developer Intrepid Studios Shuts Down Weeks After The MMO's Early Access Launch
Ashes of Creation is a self-proclaimed "old-school take" on the modern MMORPG, and is the product of a hugely successful $3.27 million Kickstarter back in 2017. After spending extended time in Alpha, the game surprise-launched into Early Access in December, and now, less than two months later, it seems developer Intrepid Studios, Inc. is shutting down. Over the weekend, PCGamesN noticed the Ashes of Creation website was updated to include a letter from the director, curiously signed off by "The Ashes of Creation Team" rather than the game's director, Steven Sharif. It turns out, Sharif resigned from Intrepid recently, posting in the game's Discord, "I can make a limited statement in my personal capacity and not on behalf of the company, regarding the situation," adding that "Control of the company shifted away from me, and the Board began directing actions that I could not ethically agree with or carry out." "As a result, I chose to resign in protest rather than lend my name or authority to decisions I could not ethically support," Sharif wrote in the Discord post, according to PCGamesN. "I cannot responsibly speak to further details at this time due to ongoing legal and governance matters. What I can say is that the developers and staff acted in good faith and deserved better than the uncertainty they are now facing. I am incredibly dismayed by the situation." Around the same time, over the weekend, Intrepid's director of communications, Margaret Krohn, revealed on LinkedIn that her time at the studio had come to an end. Following that, it appears various other developers at Intrepid were laid off as a result of a "studio wide shut-down," which is how former Ashes of Creation environment artist Alyvia Plummer described the situation in her LinkedIn post. In another LinkedIn post, Intrepid sound designer Kevin Stiles writes, "Hi everyone, with the recent closure of Intrepid Studios, I'm now actively seeking new opportunities in game audio," seemingly confirming Plummer's description of the situation as a complete studio closure, as reported by Game Developer. Intrepid Studios hasn't said anything about a closure in official communications – the most recent communication is the posting of the aforementioned letter from the director, which addresses fans' concerns about the game and issues impacting the player experience. Notably, that letter states a full development update for the game will arrive via a Twitch livestream on February 13; given the various LinkedIn posts stating the studio has closed, it remains to be seen if this update will actually happen. Game Informer will continue to monitor the game's status and update the story accordingly. In the meantime, be sure to check out Game Informer's cover story on the upcoming Midnight expansion for the uber-popular MMO, World of Warcraft. [Sources: PCGamesN, Game Developer] Have you played Ashes of Creation? Let us know what you think of it in the comments below! View the full article
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IGN Fan Fest returns in February, featuring exclusive reveals for Lego Batman and 007 First Light
Entertainment site IGN has announced its seventh digital Fan Fest event, comprising two days of livestreamed announcements, interviews and trailers for games, TV and movies. GamesIndustry.biz is owned by IGN parent company IGN Entertainment. Read more View the full article
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Developer behind Kickstarter's most successful MMO reportedly loses management and staff following troubled launch
A significant number of management and development staff working on Kickstarted MMO Ashes of Creation have resigned or were laid off from developer Intrepid Studios, according to social media posts over the weekend. Read more View the full article
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Indie game film adaptation Iron Lung earns $21.5 million on opening weekend
A low-budget horror film based on indie game Iron Lung earned $21.5 million on its opening weekend, thanks to the involvement of YouTuber Mark Fischbach, better known as Markiplier. Its success, off a reported production budget of $3 million, points to the significant transmedia potential of even smaller game adaptations. Read more View the full article
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Alone in the Dark: The Trilogy (GOG) Giveaway
Add Alone in the Dark: The Trilogy 1+2+3 to your GOG library for free! Don´t miss these amazing classic adventure ... View the full article
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The Black Within (itch.io) Giveaway
Download The Black Within for free via itch.io! The Black Within is a single-player first-person psychological game with creepy ... View the full article
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Dragon Quest VII Reimagined Review - Smooth Sailing
Reviewed on: PlayStation 5 Platform: PlayStation 5, Xbox Series X/S, Switch, PC Publisher: Square Enix Developer: Square Enix Release: February 5, 2026 Rating: Everyone 10+ With both the original PlayStation version and the 3DS remake of Dragon Quest VII largely inaccessible due to outdated hardware and digital storefront closures, the timing of Dragon Quest VII Reimagined couldn’t be any better. This second remake of the classic Japanese RPG game has been streamlined to be an approachable experience. While its new art direction and mechanics make gameplay more engaging than ever before, the lack of challenge may put off veteran players. Dragon Quest VII Reimagined is smooth sailing, but this ship’s edges are sanded off a bit too much. The game starts off with our main protagonist, who's been given an ancient map fragment, indicating that a long time ago, there were multiple islands aside from their own small home of Estard. Looking for a way to travel back in time to explore these islands, he and his friends actually manage to find it. By solving various issues plaguing these islands in the past, the cast’s meddling manages to restore them in the present. It’s a nostalgic story that’s reminiscent of the games released in the early Y2K era like Kingdom Hearts, and one that’s also aged gracefully. It retains the whimsical, childlike wonder while balancing apocalyptic stakes that make players feel heroic. One of the most notable aspects of this remake is the change in presentation. Instead of going for a HD-2D pixel sprite route like the recent Dragon Quest I, II, & III remakes, Dragon Quest VII Reimagined keeps the 3D graphics, but with doll-like and handcrafted character models. What really elevates the presentation is the brand new voice acting, which the original Dragon Quest VII games lacked. It adds a lot more charm and personality to the characters, like highlighting Sir Mervyn’s wisdom and conveying Prince Kiefer’s stubbornness. This new art direction takes some time to get used to, but I ended up adoring it. Sure, the characters’ heads look a bit big, but they strike the perfect compromise between faithfully recreating the original 3D models and the more realistic proportions of recent entries like Dragon Quest XI. Dragon Quest VII Reimagined keeps the franchise’s classic turn-based combat, but the highlight is the new Moonlighting feature. It expands on the original’s job system, and now lets characters equip two Vocations instead of one. This opens the floodgates for so much creativity, flexibility, and customization. It’s really fun to mix and match the different Vocations to see which ones synergize the best. Want a character to handle both offensive and defensive magic? Equipping the Mage and Priest combo is the way to go. You can also choose which Perk (ultimate attack) to unleash when you have two Vocations equipped, which lets you change strategies on the fly, adding layers of depth to battles. Additionally, if one of your equipped Vocations is maxed out, extra proficiency points earned from defeating enemies are instead transferred to your other Vocation. That way, it feels like I’m not letting my points go to waste. But within that rub contains this game’s biggest flaw: It’s too easy. In particular, the Mage job gets access to the non-elemental multi-target spells, Bang and Boom, incredibly early. It makes normal battles an afterthought, as these spells pretty much function as auto-delete buttons against many enemies. Plus, you can avoid normal encounters altogether by toggling the setting to not have enemies chase you in the open field, removing much of the game’s friction. Thankfully, boss battles still pack a punch, and require careful play so as to avoid getting steamrolled. There were moments where I barely achieved victory by the skin of my teeth, providing immense satisfaction. Despite the general lack of challenge outside of boss battles, I do appreciate the variety of difficulty options that this remake provides. There are easy, normal, and hard mode presets, as well as the ability to toggle different parameters separately like EXP and damage modifiers to tailor your experience. Additionally, the much-appreciated objective marker makes story progression and finding map fragments less frustrating endeavors this time around. Dragon Quest VII Reimagined has just as much heart as its previous iterations, but is now also much more welcoming and modernized. The presentation is endearing, and the new gameplay mechanics, as well as the plethora of modifiers, will help new players navigate uncharted territory. Even if the challenge isn’t always there, those who’ve set sail on this adventure before will find plenty to love in this latest expedition. Score: 7.5 About Game Informer's review system View the full article
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The Third Season Of The Last Of Us Could Be Its Last, According To HBO CEO
The third season of HBO's The Last of Us could be its last, despite showrunner Craig Mazin alluding to needing at least four seasons to wrap up the story last year. That's according to HBO CEO and chairman Casey Bloys, who was asked by Deadline about speculation that The Last of Us's third season will be its last. "It certainly seems that way, but on decisions like that, we will defer to the showrunners," Bloys told the publication. "So you can ask them." Perhaps Bloys knows something everyone else doesn't, because last year, following the conclusion of season two of The Last of Us, Mazin said, "But certainly, there's no way to complete this narrative in a third season," adding, "Hopefully, we'll earn our keep enough to come back and finish it in a fourth. That's the likely outcome." Maybe Bloys received word from Mazin that the third season will, in fact, be its last; otherwise, it's a bit odd to say, "It certainly seems that way." That said, Bloys then said HBO defers to the showrunners, so if Mazin is still set on a fourth season, it sounds like that is also just as likely. The third season of The Last of Us is due out on HBO sometime in 2027, though there's no word on exactly when. If it follows in the footsteps of the first two seasons, it could hit the streaming service in early 2027, but only time will tell. In the meantime, read about why my set visit to watch the cast and crew film the second season of The Last of Us was equal parts boring and intense, and then read this interview to learn more about The Last of Us co-creator Neil Druckmann's thoughts on the creative process behind making this TV show. After that, read Game Informer's review of The Last of Us Part II. [Source: Deadline] Do you think HBO can wrap up the story in one more season of The Last of Us? Let us know in the comments below! View the full article
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SunBlockers (Epic Games) Giveaway
SunBlockers is free on the Epic Games Store! SunBlockers is an indie survival mini-adventure with cartoon zombies. View the full article
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007 First Light Cover + Resident Evil Requiem w/ Giant Bomb’s Jan Ochoa | The Game Informer Show
It's a stacked episode of The Game Informer Show this week, so we've got our pal Jan Ochoa from Giant Bomb here to help break it all down. First up, Brian is back and ready to share all that he learned about 007 First Light on our latest cover story trip to IO Interactive. Then, Jan and Wesley break down their impressions of Resident Evil Requiem after seeing the latest in Capcom's survival horror series. And lastly, Wes dives deep into Code Vein II, to unpack whether Bandai Namco's Souls-alike moves the genre forward. The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about your favorite titles – past and present – alongside Game Informer staff and special guests from around the industry. Watch the video version: Listen to "007 First Light Cover + Resident Evil Requiem w/ Giant Bomb’s Jan Ochoa" on Spreaker.Follow our hosts (and guest) on social media:Marcus Stewart (@MarcusStewart7)Brian Shea (@brianpshea)Wesley LeBlanc (@wesleyleblanc)Jan Ochoa (@janochoa)Jump ahead to a specific segment:00:00 - Intro 05:03 - 007 First Light Cover Story 37:36 - Resident Evil Requiem 58:39 - Code Vein 2 View the full article
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NightReaper2 (Epic Games) Giveaway
Score NightReaper2 for free via Epic Games Store! NightReaper2 is a stylized action game. Check it out! View the full article
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WWE 2K26 Gets CM Punk Cover, Launch Date, And A Host Of New Features
WWE 2K26 is coming in March, and after revealing the covers for its special Attitude Era and King of Kings editions, we finally know who the primary cover superstar is. That would be The Best in the World and current World Heavyweight Champion CM Punk, who graces the cover of a WWE game for the first time since 2012. In a virtual preview event with developer Visual Concepts, we learned all about what the next WWE 2K game has in store. In addition to being the first WWE 2K game this generation to leave PlayStation 4 and Xbox One behind, it also boasts highly requested new match types and weapons, reworked gameplay mechanics, its largest superstar roster yet, and much more. The RosterWWE 2K26 boasts over 400 superstars, both current and legends, at launch, the biggest day one roster to date. While we only know of a small handful of names currently, the roster includes a host of new talent. Here are the confirmed superstars so far: Andre the GiantBret HartBlake MonroeBron BreakkerCharlotte FlairCM PunkCody RhodesDrew McIntyreEddie GuerreroIyo SkyIzzi DameJohn CenaKaneLiv MorganLogan PaulMyles BorneNaomiPentaRandy OrtonRandy SavageRey FénixRhea RipleyRoddy PiperRoman ReignsRusevSeth RollinsStephanie VaquerThe UndertakerAdditionally, former TNA World Champion and recent WWE signee Joe Hendry will be included as a pre-order bonus. When asked if Lucha Libre AAA, which WWE acquired in 2025, would have any representation in WWE 2K26, Visual Concepts coyley replied, “Maybe. Stay tuned.” It’s worth noting that the game’s website features a teaser of a desk laden with WWE easter eggs and one suspiciously prominent photo of an iguana, potentially a nod to AAA star Mr. Iguana. New Match Types And Gameplay UpdatesWWE 2K26 will introduce four new match types: Inferno, I Quit, Three Stages of Hell, and Dumpster. Like 2K25, every match can be contested under intergender rules, so male and female wrestlers can compete against each other. The commentary teams now include Wade Barrett and Booker T as well. Before the match starts, you can spice up and have more agency during introductions thanks to more interactive entrances. As superstars make their way to the ring, you can now toggle one of three pre-set special animations and interactions based on superstar face/heel alignment (such as offering/rejecting pre-match handshakes). You can similarly trigger pyro on the stage or in the ring. Players can also now choose to start matches in different ways, such as hyping the crowd before initiating contact or rushing an opponent before the bell rings. As for gameplay updates, thumbtacks and shopping carts can now be used as weapons. Tables can also be stacked on top of each other in another much-requested addition. Visual Concepts touts improved reactability to falling/getting slammed on weapons, where superstars behave more realistically and take more damage from weapon offense. They also tout smaller touches, such as how thumbtacks will visually stick to the bodies of characters to display damage. 2K26 also features improved and expanded crowd and barricade combat features. Other presentational touches include the addition of championship belt podiums at ringside during title matches. The reversal and stamina systems have been revamped, and physics interactions have been upgraded. Visual Concepts compared 2K26’s physics as being akin to Smackdown vs. Raw 2011, for reference. Ringside PassVisual Concepts is ditching its usual DLC pack model to introduce its version of a traditional battle pass. Called the Ringside Pass, it consists of 60 free tiers and 40 premium (paid) tiers where players can earn XP to unlock new content simply by playing the game. The team describes this as an "added value upgrade to DLC" in that players will pay the same amount of money they normally would for the old DLC packs, but the Ringside Pass rewards more content. Players earn XP across all game modes, and players who reach tier 40 of the Ringside Pass Premium Season can unlock Superstars, cosmetics, customization items, VC, and more. Visual Concepts also confirms that unlockable DLC superstars are available in the first section of the Ringside Pass, so it seemingly won’t take as long to gain new faces. The studio points out that Superstars and Legends that used to be part of the Supercharger, which is no longer a thing in 2K26, will instead be obtainable in the Season 1 Ringside Pass' free tier. Six Seasons of Ringside Pass will be released throughout the year, with the Season 1 pass launching alongside the game. Showcase Mode2K26’s Showcase Mode will center on the career of cover star CM Punk. Narrated by the champ himself, this interactive documentary lets players relive Punk’s biggest matches and moments as well as engage in “What If?” style fantasy matches. For example, Visual Concepts says Showcase will explore the feuds and matches that could have happened if Punk hadn’t left WWE for nearly a decade in 2014. The IslandThe Island, the explorable quest-filled hub that debuted in 2K25, makes its return in improved form. This mode is available on all platforms this year (including PC, where it was absent last year). The mode’s story builds upon last year’s iteration, with a player choosing one of three factions battling to fill the power vacuum left after Roman Reigns’ fall as the tribal chief. The Island’s progression system has been reworked, and it features a new environment: Scrapyard Brawl. It also features more immersive quests with cutscenes and dialogue screens. The Island boasts new Towers, shops, and branded gear for players to purchase using in-game and paid currency. My RiseThe story-driven campaign is back with two new division-based storylines, and Visual Concepts says the babyface/heels decisions have a larger impact this time. My Rise is also more replayable, as players can continue engaging with the mode after wrapping up the main story to earn additional unlockables and achievements. My GMThe popular general manager simulation mode features more match types, more possible matches, and more outcomes. Players can book intergender matches as well as bouts pitting 5, 6, and 8 superstars against each other. My GM now has more shows per season, the option to play a 50-week season, more cross-brand PLEs, and new management challenges to test would-be showrunners. My FactionWWE 2K’s collectible card game has new intergender lineups and the ability to “Quick Swap” cards during battles for more instantaneous and strategic play. New My Faction chemistry allows players to boost card performance and run-in support. Of course, you can now collect new card designs and enjoy a regular release of new themed card packs and seasonal content throughout the year. Universe & Creation SuiteThe simulation-based Universe Mode features the WWE Draft as the big new addition. Money in the Bank cash-ins have been improved, and more promo types have been added. Furthermore, Universe Mode has a new Watch Show Mode. The Creation Suite fulfills a long-time fan request by doubling the number of custom superstar slots from 100 to 200. The same goes for Create An Image slots, which have been increased from 1,000 to 2,000. Body and face-morphing sports deeper tools, and two-tone hair color blending have been implemented. As for cross-platform creation sharing, Visual Concepts is still looking into whether this can be made possible, but does not make any promises. The Editions WWE 2K26 launches on March 13 for PlayStation 5, Xbox Series X/S, Switch 2, and PC. Those who pre-order or purchase the more expensive editions can play early, starting on March 6. For the first time, WWE 2K26 comes in four different editions instead of its usual three. Here's what each version has to offer: Standard Edition - $69.99 King of Kings Edition - $99.99 Joe Hendry PackRingside Pass Premium Season 1 + 32,500 VCKing of Kings Pack (Triple H '98, Stephanie McMahon '00, Triple H signature taunt for The Island)Attitude Era Edition - $129.99 King of Kings Edition contentRingside Pass Premium Season 1-4Attitude Era Edition Pack (The Rock '99, Kane '98, Chyna '97, Stone Cold Steve Austin "Rattlesnake" and The Rock "People's Champ" MyFaction EVO cards, Raw is War '98 arena, Undertaker "Thumb Across the Neck" and Shawn Michaels "DX Crotch Crop" emotes for The Island)Superstar Mega-Boost (200 MySuperstar attribute points for MyRise)100,000 VCMonday Night War Edition - $149.99 Attitude Era Edition ContentRingside Pass Premium Seasons 1-6Monday Night War Edition Pack (Shawn Michaels DX, Macho Man Randy Savage '98, WCW Thunder '98 arena, Diamond Dallas Page "Bang" emote for The Island.Entitlement for the WrestleMania 42 Pack, which includes the WrestleMania 42 arena and three WrestleMania 42 Superstar Persona Cards View the full article
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CALLUS (itch.io) Giveaway
Want to go for a walk? Grab CALLUS for free on itch.io! Callus is a small indie psychological walking ... View the full article
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Envelope (itch.io) Giveaway
Download Envelope for free via itch.io! Envelope is a 3d first-person exploration sim with unrestricted freedom of choice. Check ... View the full article
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GameStop wants to conduct 'major acquisition' of a public company
The CEO of retailer GameStop, Ryan Cohen, has said he wants to acquire a publicly traded company. Read more View the full article
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Google releases Project Genie AI tool for creating "playable worlds" that can feature copyrighted IP
Tech giant Google has started to open access to its latest AI tool, Project Genie, which allows users to create "playable worlds". Read more View the full article
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Austrian Supreme Court rules that FIFA loot boxes are not gambling
The Supreme Court of Austria has ruled that the loot boxes in the FIFA games do not constitute gambling as they do require some skill. Read more View the full article
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Mighty No.9 and ReCore maker Comcept has been dissolved
Japanese developer Comcept has officially shut its doors. Read more View the full article
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Side opens new studio in Taiwan
Gaming services provider Side has opened a new studio in Taiwan. Read more View the full article
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Dispatch censored on Switch and Switch 2
AdHoc Studio's Dispatch has been censored on Nintendo Switch consoles. Read more View the full article
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AdHoc Studios is "working with Nintendo on a path forward" to address Dispatch censorship
Update, February 4, 2026: AdHoc Studios issued a statement last week regarding the censorship of Dispatch on Switch platforms, citing that the title did not meet Nintendo's guidelines and it "made changes that would allow [it] to release on their platform." Read more View the full article
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How 007 First Light Learns From And Moves Beyond Hitman
For the last 25 years, developer IO Interactive has been known primarily for the lauded Hitman franchise. In that series, players take control of Agent 47, a blank-slate killing machine who travels the world to hunt down targets and take them out in ways that either look like an accident or are untraceable back to him. The series, particularly the World of Assassination trilogy, saw IO Interactive reach new heights, delivering some of the most engaging sandbox stealth experiences the medium has ever seen. Though markedly different experiences, many of the skills that IO developed transferred to the development of 007 First Light. However, IO Interactive CEO and 007 First Light game director Hakan Abrak credits Hitman with helping to establish the studio's identity. “It’s defined many things for us throughout the years, from the technology we’ve been doing to the communities we’ve built,” IO Interactive CEO and 007 First Light game director Hakan Abrak says. “When it comes to creating a spy or agent fantasy that travels the world – the globetrotting, contemporary world fantasy – we have spent a lot of hours traversing in that area, which, I think, has given us a certain expertise and know-how over the years.” That very DNA influenced the direction IO Interactive took with 007 First Light, informing the studio's approach to the more open-ended sequences of the game. "Whenever we can, we try to open it up; in the gameplay trailer, you have to infiltrate this chateau," narrative and cinematic director Martin Emborg says. "This is where we try to bring that IOI DNA that we have from Hitman, where you represent it as a way where there are different paths into this chateau, and then you have to go from here. And then, we have the Kensington level, where we have several segments, especially going through the trespassing segments where combat is involved, where you have a much wider range of choice: You can go stealthy or you can go combat, or anything in between. It's actually up to you, and all these routes or play-style choices should all be viable and fun to use." However, even with Hitman's influence and DNA permeating 007 First Light, they still look, flow, and play completely different. "Obviously, we've had a lot of learnings from our Hitman titles, especially because we knew we also wanted to have some kind of stealth in this game," gameplay director Andreas Krogh says. "It was very obvious for us to just say, 'Okay, we have a stealth loop in Hitman, and a way of approaching that with environment interactions and the moment-to-moment, second-to-second gameplay that we like and saw users like.' It was obvious for us to bring that to the table. But on the other hand, we knew we had a new game here, with a new protagonist that we knew we had to do some of the areas we weren't good at in Hitman." In addition to the structure being much more linear, with a combination of set-piece action moments and sandbox creativity sequences, in the Hitman games, there is no driving, and combat is often a last resort if you're made by the enemies. In 007 First Light, you'll be expected to embody all parts of Bond's persona, including his expert driving ability and skilled bravery within the chaos of a firefight. "There's obviously experience from [Kane & Lynch and Freedom Fighters], but there are certain things where, you know, new blood, new talent to IO from the outside," Abrak says. "There are things that we're really, really good at, and there are things where we had to get new expertise that helped develop our engine, our technology, and our game features to deliver above the benchmark for an action game, because Hitman does give you the freedom to go guns blazing. However, even though we give you that freedom, [...] the full experience in Hitman is premeditated; you're planning, you're observing, it's not impulsive, necessarily. It's very thoughtful with pre-planning that goes into that, understanding the wants and motivations, the patrolling patterns, and where the different opportunities are before you make your move for a perfect execution and getaway. Bond is different." For 007 First Light, IO Interactive wanted to establish a consistent forward momentum for players. "An important difference is that in Bond, we are striving to do forward momentum gameplay all the time, both in combat and in stealth," Krogh says. "Where in Hitman, we had some setups where we wanted you to use some time to stake out the situation and maybe poke a little bit at it to see what happens. In Bond, you can use time to observe a situation, but it’s very evident there are options you can use right away, and you can just use them and see what happens and come forward. We want to reduce that decision-making time to always keep moving forward and be a little bit faster." And then there's the driving sequences, which are unlike anything IO Interactive has ever released. In my time watching a live demo of an intense driving sequence, I was surprised by how smooth the controls look – way more smooth than you might expect from a studio with seemingly no experience with driving mechanics. "It’s true that we haven’t released any game with driving and vehicles,” Abrak says. 'However, we’ve done numerous IPs, and luckily, a lot of them saw the light of day. Some of them haven’t, and some of the prototypes… we always have incubation going on in IO Interactive, and in some of the incubation groups we’ve done vehicles and driving. With that said, getting that from prototype into a fully finished game, it’s a long journey. We also spent almost six and a half years on 007 now, so it’s a great amount of effort going into creating these vehicles, their behavior, their physics." On top of that, Bond has a much more prominent personality, which, from what I saw, is performed admirably by actor Patrick Gibson. "There are a lot of good things going for us, going from Hitman, but I will say in the same breath that retraining your brain creatively from doing an agent that is an antihero, Agent 47, to create a fantasy that is a hero, and is a charming, talkative one, to the audience, to the player, that has a completely different demeanor and way about him. That has been the creative challenge that we had to crack." From everything I've seen, IO Interactive has risen to the occasion with its transition from the Hitman: World of Assassination trilogy to the superspy action of a James Bond game. However, we won't know for sure until we get ahold of the final product when it arrives on PlayStation 5, Xbox Series X/S, Switch 2, and PC on May 27. View the full article
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Witchfire Is So Good It Has Me Rethinking Early Access Games
Early Access games have been around for a while now. The trend of launching a game into Early Access to allow curious of players to check out an in-progress game and get their feedback for 1.0 continues to grow. But knowing what I'd be playing is unfinished and could change has always kept me at an arm's length from these games. I even skipped Hades II's Early Access period, despite adoring the first game and knowing developer Supergiant Games is good for its in-development word. I'm starting to wonder if I've been throwing a wet blanket on this type of release after playing Witchfire, an Early Access game that has me hooked. I started it yesterday and already have a dozen hours in it. It is fantastic. But Game Informer Editor-in-Chief Matt Miller has been singing its praises alongside thousands of other early adopters for years now; I'm not saying anything surprising here, and if you want to read about why this game is good, there's lots of great writing out there for that. Having put aside the mouse and keyboard that control my Preyer's arsenal of destruction, I'm stuck thinking about how many other games I've dismissed sight-unseen because they're in Early Access. I know I'm checking Witchfire out years into its Early Access life at this point, which began in 2023, but I'm bewildered by just how much is here, and how much of it is so polished, too. I'm still overwhelmed by how many systems and synergies are at play in Witchfire – various build types, leveling and progression systems, weapons, magic spells, enemy types, biomes to explore, and bosses to fight. I'm not even sure what I want to see in a 1.0 build; if the version of Witchfire I am playing right now launched today, I wouldn't question a thing about all there is to do in the game. That makes it all the more exciting that a 1.0 launch is happening this year, promising even more to come for this so-far excellent FPS roguelite adventure. I'm sure there are examples of Early Access games that are significantly more feature-lite, and to be clear: I think that's okay. I just know I'd rather wait for the full 1.0 release at that point. But there are also probably just as many feature-rich Early Access games I'd likely enjoy as much as The Astronauts' shooter, where I'm left wondering how the game isn't a content-complete 1.0 release. I suppose this is less a dive into the gamut of Early Access games and their role in game releases (typically in the PC ecosystem) and more so an admission of me being plain ole silly. Of course, I check out Early Access games from time to time for work, but prior to Witchfire and outside of work, I only played 1.0+ releases as if Early Access was a black mark unworthy of my free time. But I know all too well how game development works and how Early Access allows developers to accomplish goals they would otherwise never reach. Games like Hades might never have been the success they are if not for what Supergiant learned during its Early Access period: understanding what its players like, love, dislike, and hate, and shaping the game into something both parties enjoy. The same goes for Witchfire, and there's a world where I might have missed the fun and excellence that is this game had I brushed it off as just another Early Access release. The potential of one day checking out its 1.0 release was always there, but that potential has now metastasized into a thrilling excitement – anticipation for changes, an eagerness to dive into what's new, and a newfound enthusiasm for a game I almost ignored. If you're like me and haven't given Witchfire a go yet, it's available in Early Access on PC via Steam and the Epic Games Store. In the meantime, you can read our preview here to learn why it's one of our most anticipated games of 2026. After that, read about the Webgrave update that added a new region, new enemies, and more last year. What are some of your favorite Early Access games? Let me know which ones I need to check out in the comments below! View the full article