Petit Planet Is Like Animal Crossing Meets The Little Prince

Petit Planet is not the first to mimic Animal Crossing to some eyebrow-raising degrees, nor will it be the last. Developer HoYoverse doesn’t shy away from acknowledging the similarities – a character even balks at the idea of its new planet-owning lead falling into debt for merely having a home – though they don’t deny that upgrades will come at a price. In my short time of about five hours with a preview of the closed beta, Petit Planet offered a charming, “The Little Prince”-themed take on Animal Crossing: New Horizons with an emphasis on clear progression and multiplayer. While these are two things some seemed to crave and were left empty in ACNH, the Genshin Impact and Honkai: Star Rail studio may offer an answer – with potential caveats.

For all I enjoyed about Petit Planet, I started disappointed with its opening on a lackluster character creator. The skin tone range is limited and the hairstyle options are a bummer, though more hair and eye styles and colors for each are available for in-game currency later on. I acknowledge this isn’t the final version of Petit Planet, so I’m hoping that’ll be the case for a game touting customization that limits its global players to four skintones, with only one looking darker than a light brush with the sun.

The overall setup of Petit Planet is that you’re joining three anthropomorphic animal members of a company called Loomi Co in developing a fledgling planet and exploring the surrounding galaxy. You get to choose between two with different environments and different starting planets to begin with. I chose the one described as “hot and dry” with golden prairies. As you complete tasks assigned by Mobai, the fill-in for Isabelle and Tom Nook, you’re given special water for an equally special tree that serves as the heart and, in a way, control center of your planet. With new levels and upgrades, the playable area takes shape with a multi-level field, larger river, and a beach and ocean. I liked that, after a point, I could take a look at the sorts of upgrades ahead, like a mountain area and new kinds of trees.

The overall setup of Petit Planet is that you’re joining three anthropomorphic animal members of a company called Loomi Co in developing a fledgling planet and exploring the surrounding galaxy.

The first hour held a death grip on my playtime with confined tutorials and limited space for any sort of exploration or creativity, but it loosened up considerably after that, while still introducing new mechanics. The next three or four hours is where upgrades start getting locked behind daily progression. Not the mobile-game clock countdown kind, but real days similar to ACNH. Since Petit Planet access is tied to logging into a HoYoverse server, you can’t force your way forward by changing your device’s clock. That being said, I didn’t run out of interesting things to do while needing to wait.

I spent my time with familiar activities; smacking trees for fruit, catching bugs, picking flowers, smashing rocks for ore, fishing, and, a nice and quite different touch – using shellfish tongs to collect tidepool creatures. Then of course there’s crafting and cooking, all the things you’d expect, but with a dash of charm in the starry, round designs and constant, clear direction. Activities that involve tools require strength, or basically energy replenished by consuming fruit or food. Fruit and sources to make food were ample in my playtime, so this wasn’t much of a hassle.

I also enjoyed meeting the three Neighbors I encountered, or Petit Planet’s NPC residents who you invite to live on your planet and build relationships with. I especially love that, familiar to HoYoverse’s other games, each character has a distinct identity that goes deeper than their aesthetics and catchphrase. Each has background stories, and more information about them and their individual tastes that can be discovered over time. The first two are used as introductions to core mechanics, but I’m excited to see who else I’ll run into in space travels.

During my playtime, I unlocked access to a car of my own that let me explore the stars – with limitations. The car runs on earnable and purchasable (with in-game currency) batteries. One lasted me about two or three trips to random Planettes, or tiny planets in a sea of stars that have limited and sometimes unique resources or potential new Neighbors. I found one on these Planettes, and convinced her to move to my larger Planet.

More than any other game HoYoverse has made, Petit Planet looks intended to grab the attention of young audiences.

The other place I was able to travel to was called the Galactic Bazaar, or an online multiplayer hub with two simple mini-games and plenty of spots to sit and chat with other players. More than any other game HoYoverse has made, Petit Planet looks intended to grab the attention of young audiences. The player characters even look like children. Yet when you get to the Galactic Bazaar, you’re immediately encouraged to sit and talk with strangers. The in-game text chat didn’t seem to have limits on mild expletives I tested. You do have to sit in certain spots in the Galactic Bazaar to chat with others, but as it is, I didn’t see any other ways to limit other player interactions in this space I had to visit as part of the main quests.

Safe online spaces for children are another conversation entirely, but I do hope HoYoverse has plans to make sure I’m not invading spaces of younger folks when I just want to play a game like Animal Crossing with my friends. That all being said, the official closed beta test FAQ calmed my worries a tad seeing that this beta test is limited to “users aged 18 and above,” so I’d like to imagine that more serious safety features beyond blocking others are on the way.

The other thing I’m worried about is pricing: what’s going to be the cost to play this free-to-play game? As with any of HoYoverse’s games, it seemed there were ample ways to earn the few currencies I saw in-game, but it’s hard to see exactly how that’ll work in the future. I doubt we’ll see HoYoverse relinquish its gacha method of random rewards mixed with a slight chance to get what you want, but it’s hard to say if characters, cosmetics, or both will be what they target for this. It’s also worth noting I found two different AI chatbots in Petit Planet. One as an on-demand source of in-game help, and another was a barista you can chat with in the Galactic Bazaar. These are easy to dodge if you don’t care to use them.

All that being said, Petit Planet being an online HoYoverse game is a potential massive strength. Progression has been clear and fun so far, and knowing how HoYoverse has supported its other big games, it’s highly probable that we’ll see this get plenty of updates, events, and regular quality-of-life support. Mobai mentioned that we don’t have a “restaurant yet,” and I’m already eyeing cute cosmetics I want to save for and whole furniture sets I want to craft. The data from my playtime will all be wiped, but I still couldn’t help but be excited about what the upgrades I’ve earned will bring to my planet tomorrow.

Square Enix Hit By Mass Layoffs As Part Of Global Restructuring

Over 100 jobs in the UK are potentially affected.

Reports have emerged that Square Enix is the latest video game company to be hit with layoffs today, with job cuts across “nearly all areas” outside of Japan including roles in sales, marketing, and publishing.

VGC broke the news earlier today and reports that Square Enix president Takashi Kiryu held a video call to staff outside of Japan — including Europe, the UK, and the US — to tell employees that a “fundamental restructuring of the overseas publishing organization” will be taking place.

Read the full article on nintendolife.com

Marvel 1943: Rise of Hydra Delayed ‘Beyond Early 2026’

GTA 6 isn’t the only high-profile video game delayed today — Marvel 1943: Rise of Hydra has suffered a delay of its own.

Coming just an hour after Rockstar announced GTA 6 had moved from May to November 2026, Skydance Games announced Marvel 1943: Rise of Hydra was delayed “beyond early 2026.” In a statement, Skydance Games said the delay was necessary “to fully realize our vision.” Tellingly, no new release window was offered. This is yet another delay to Rise of Hydra, which in May was pushed out of 2025 to early 2026.

Marvel 1943: Rise of Hydra is a narrative-driven adventure featuring Captain America, Azzuri, the Black Panther of the 1940s, Gabriel Jones of the Howling Commandos, and Nanali, a Wakandan spy embedded in Occupied Paris.

It hit the headlines early 2024 after an eye-catching trailer revealed as part of Epic Games’ State of Unreal event at GDC. It’s in development at the Skydance Games team, which is led by Hennig (Uncharted) and co-president Julian Beak.

Hennig’s Skydance team is also working on an untitled Star Wars game, which has yet to be fully revealed.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Take-Two CEO Is ‘Highly Confident’ on New GTA 6 Release Date, But Says When Games Are Released Too Early, ‘Bad Things Happen’

GTA 6 is delayed again, this time to November 19, 2026, marking the game’s third delay since it first got a release window. But publisher Take-Two’s CEO Strauss Zelnick is “highly confident” that this is the last time.

Speaking to IGN on a call ahead of the announcement, Zelnick reiterated the company’s statement that the delay was simply for Rockstar to have time to polish the game. “We wanted to give Rockstar the appropriate amount of time to polish the title and make sure it can be the very best it can be,” he said.

Previously, Grand Theft Auto VI was announced for a fall 2025 release, which CEO Strauss Zelnick told me he felt confident in even as rumors swirled of a delay. The game was later delayed to May of 2026, with Take-Two and Rockstar similarly citing a need for polish.

So I asked Zelnick again: How confident do you feel in this new date? Do you think there’s any chance we’re looking at GTA 6 in 2027?

“I’m highly confident,” he replied “And at the same time, there have been limited circumstances where more time was required to polish a title and make sure that it was spectacular and that time has been well-spent, when our competitors go to market before something was ready, bad things happen. That said, that said, I’m highly confident on the new date.”

Take-Two reported net bookings of $1.96 billion in the best second quarter in company history thanks to the releases of NBA 2K26, Mafia: The Old Country, and Borderlands 4. GTA V continues to sell millions each quarter, having now reached over 220 million units sold lifetime.

Meanwhile, Take-Two fired dozens of employees last week, alleging they leaked “confidential information in a public forum.” Those employees claim they were actually fired for discussing unions and organization at the company, and protested their firing in front of Rockstar North and Take-Two’s UK offices today.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Opinion: Third-Party Support For Switch 2 Is Already A Dream Come True

An avalanche of quality.

The Switch 2 has gotten off to a bit of a weird start.

Although there’s no denying that the console has been a massive commercial success since its launch on 5th June 2025 — officially selling over 10 million units — there’s a niggling, underlying sense of dissatisfaction amongst some fans regarding Nintendo’s first-party lineup (and let’s just save Game-Key Cards for another time, hm?).

Read the full article on nintendolife.com

An Inside Scoop of the Boxes: Lost Fragments Development Process

An Inside Scoop of the Boxes: Lost Fragments Development Process

Summary

  • Come behind the scenes with Big Loop Studios.
  • Focus on intricate mechanical puzzles and beautiful design.
  • Developed over 30 months with major late-stage improvements.

What if every puzzle you solved revealed another hidden layer beneath? Boxes: Lost Fragments invites players into a world of intricate mechanisms and mesmerizing mystery.

Hi everyone, we are Big Loop Studios – the creators of Boxes: Lost Fragments.

We have made many puzzle games before, but when developing Boxes: Lost Fragments, we decided to double down on intricate and satisfying mechanical designs, sensible puzzles, unexpected quirks, and a bit of surreal surprises. This game is for players who like tinkering with multi-component, beautifully crafted puzzle boxes at a relaxing pace.

Concept & Development

We wanted each puzzle box to hold many layers of hidden mechanisms, riddles, and surprising revelations waiting to be uncovered.

The entire development took around 30 months – way, way longer than initially planned. But this extended period turned out to be a true blessing. As time passed, many ideas evolved naturally into better versions of themselves, and some were completely replaced. For example, the tower-like upward progression of the game was introduced in the last three months of production. Talk about last-minute…

If we have to share another peculiar detail, the initial release had a different ending that players did not like. So, thanks to our fans, we created an even better game.

Visuals & Atmosphere

It was essential for the game to draw you in with its sheer atmosphere even before the puzzles begin. All puzzle boxes needed to be highly detailed and beautiful to just observe. In other words, a triumph of the visual crafts, combined with polished animations, effects, and audio.

We approached each box like a piece of art, carefully considering how each part connects to the whole, how each level transforms and evolves as the player solves different puzzle pieces, and how sound cues could build atmosphere and immersion. The result is a cohesive blend of visuals, animation, and audio designed to draw players deeper into the world without overwhelming them.

The load on our artists and designers was immense compared to previous projects, and they did an excellent job. So prepare to get mesmerized.

Puzzles & Gameplay

Boxes: Lost Fragments rewards logical thinking, careful observation, and a willingness to experiment. The puzzles are varied, from clue finding to mechanical inventions and multi-step challenges that unlock new layers of intricacy. Striking the right balance between difficulty and flow was one of our primary goals. We will let you decide for yourself how close we got to this goal. If you ask us, we think the result leans more towards “enjoyably puzzling” than “brain-meltingly hard”.

Bringing Boxes: Lost Fragments to Xbox allows us to showcase every polished animation and detailed mechanism in full fidelity. The tactile feeling of interacting with the puzzle boxes using the controller’s precise feedback feels especially satisfying on Xbox Series X|S.

Boxes: Lost Fragments launches today on Xbox Series X|S and Xbox One. Dive into a beautiful detailed world of puzzle solving today!

Boxes: Lost Fragments

Snapbreak Games


1


$14.99

$13.49

As a legendary thief, your next assignment lures you into a grand and lavish mansion. There you find a series of puzzle boxes, designed for an unknown purpose.

Suddenly, you realize that this is no ordinary building and that you are no longer in control of what is unfolding, and perhaps never were. What should have been a quick in-and-out, turns into your own harrowing struggle for freedom and answers.

Inspired by the cryptic atmosphere, intricate machinery, and smooth controls of the best room escape games, we have created a diverse set of original puzzle levels that will test your resolve and skills to navigate this mysterious and compelling journey. Each level is beautiful, unique, and a true delight to explore and figure out.

The post An Inside Scoop of the Boxes: Lost Fragments Development Process appeared first on Xbox Wire.

Square Enix Undergoes Mass Layoffs As It Reorganizes to Consolidate Development in Japan

Square Enix is undergoing mass layoffs today, potentially impacting over 100 individuals, alongside a broader effort to consolidate its publishing organization and focus its development work in Japan.

Via public posts from former employees as well as confirmation from internal sources, IGN has learned that employees in the UK and US are being informed of the layoffs today, with an unknown number of US employees being dismissed by the end of the week, and a possible 137 jobs at risk in the UK. Under UK law, Square Enix must undergo redundancy consultations to see if any jobs can potentially be saved, so the final number in the UK could be smaller. It is not yet clear which teams were impacted by this, or to what extent.

Internally, a slide presentation now publicly available was also shared with employees earlier today, offered a progress report on Square Enix’s ongoing “reorganization of overseas organizations”, of which this restructuring seems to be a part. Per Square Enix, the strategy has already involved “clos[ing] overseas development studios and shift[ing] toward consolidating development functions in Japan.”

As a part of this, Square Enix already sold Crystal Dynamics, Eidos-Montreal, Square Enix Montreal, and a number of associated IPs to Embracer Group. It also already laid off workers across its Western operations in 2024.

That leaves Square Enix with the Life Is Strange, Outriders, and Just Cause franchises currently managed by its Western studios, as well as the publishing of Powerwash Simulator.

In that same presentation, Square Enix also shared that it expects 70% of its QA work to be handled by generative AI by the end of 2027. The company has stated in the past that it intends to be “aggressive in applying AI” across both development and publishing.

IGN has reached out to Square Enix for comment.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.