Bringing the Unique Style of DC’s Peacemaker to Mortal Kombat 1

Bringing the Unique Style of DC’s Peacemaker to Mortal Kombat 1

Mortal Kombat Peacemaker DLC

After working at NetherRealm Studios for more than 10 years, I have experienced my fair share of memorable days as part of the design department, but the day we all learned we would be designing Peacemaker for Mortal Kombat 1 was certainly one of the best. The only concern I had was the possibility of designers fighting each other on who would take the coveted role of point person. In all seriousness though, when we heard this news, we immediately started sharing clips from the show and brainstorming ideas.

The reason for all the excitement speaks to how much we love the character and series. The humor resonates with our own, and I think if we were to design our own superhero, it would be heavily inspired by elements of Peacemaker.

Mortal Kombat Peacemaker Screenshot

From day one, it was clear to us that translating Peacemaker into Mortal Kombat 1 was going to be exciting. The first part was to craft a gameplay design around a core set of attacks and special moves while then layering in reference after reference and adding very specific details to the way the attacks look and feel. This meant watching and re-watching scenes of show while meticulously noting details that stuck out to us.

One of our favorite scenes from the show was the first time we get to see Peacemaker use the Sonic Boom helmet. The butterfly girl he had been fighting leapt into the air to attack, but Peacemaker was able to activate Sonic Boom in time to vaporize her. It was a shocking moment as we are left with a shot of Peacemaker sitting on the ground completely stunned at what just transpired.

Mortal Kombat Peacemaker Screenshot

When we went to create Peacemaker’s Brutality with the Sonic Boom, we wanted to mimic very specific details that stood out to us like capturing that last shot of Peacemaker sitting on ground in total shock. Additionally, we created a Brutality from the scene in the show where he made a homemade grenade using a tank shell. We even created new blood splats with bigger spreads and longer meteors of meat bits to better mimic those on the show. In all, this is the part of the design process that we have a lot of fun with.

As we were developing Peacemaker in Mortal Kombat 1, we believed it was critical to showcase his over-the-top personality everywhere possible. This becomes a summation of nuances, voiceover, dialog, motions, and mannerisms that are keys to how we wanted to convey Peacemaker’s unique personality to the audience. This is always important but especially in this case because of how familiar players are with this character, and anything slightly off will be noticed right away.

Mortal Kombat Peacemaker Screenshot

Fortunately, we had the pleasure of working directly with John Cena who delivered an impeccable performance (no surprise) as Peacemaker in the game, adding the ultimate level of credibility to the voice capture and dialog. In the mocap studio, we closely studied Peacemaker’s mannerisms, oftentimes bringing up clips from the show on the big screen and comparing them with the actor’s performance as we captured the motions to ensure they were reading like Peacemaker. As you might expect, there were a lot of laughs in between takes as some of the more the comedic moments were shining through.

Gameplay-wise, Peacemaker was designed to have a straight-forward and accessible playstyle. We wanted to prominently feature both his helmet attacks and coordination with Eagley, the character’s loyal bald eagle sidekick. For the helmet attacks, we needed to design special moves that supported both his gameplay design and references we felt were important from the show. For his helmet-centric moves, he will employ his torpedo attack and anti-gravity abilities that allows him to float up and slam down over opponents, with the enhanced version of this move acting as an evade with additional options to cancel out.

Mortal Kombat Peacemaker Screenshot

For Eagley’s attacks, we were looking to design meaningful special moves that would be helpful in certain situations. For instance, Eagley can attack an opponent’s Kameo Fighter, mauling them and shutting down their use. For a few of us, the funniest move Peacemaker has is his blow dart special move, which fans should recognize from The Suicide Squad(2021)movie. In-game, he is in the same sneaking stance and can move forward and back while holding the blow dart, which can be released at any time and is designed to hit opponents out of the air.

It would be an understatement to say it was a privilege for us to design and develop Peacemaker in Mortal Kombat 1. This was one of the most collaborative and fun experiences we’ve had as a design group so far. We feel that Peacemaker is a great fit for the Mortal Kombat Universe, and we can’t wait for players to get their hands on him. Peacemaker will be available on Feb. 28 as part of the early access period for Mortal Kombat 1 Kombat Pack owners, followed by wide availability on March 6. A trial version of Mortal Kombat 1 will be available to play for all Game Pass Core and Game Pass Ultimate subscribers as part of Xbox Free Play Days from March 7-10, with access to all multiplayer game modes, the first two chapters of the cinematic Story mode, the base roster of iconic characters, and more.


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Mortal Kombat™ 1

Warner Bros. Games


367


$69.99

$41.99

It’s In Our Blood!

Discover a reborn Mortal Kombat™ Universe created by the Fire God Liu Kang. Mortal Kombat™ 1 ushers in a new era of the iconic franchise with a new fighting system, game modes, and fatalities!

MK1: Kombat Pack

Warner Bros. Games


293

$39.99

The Kombat Pack includes the Johnny Cage character skin featuring voice and likeness of actor and martial artist Jean-Claude Van Damme (available now), along with 6 new post-launch DLC playable characters and 5 new post-launch Kameo Fighters. Kombat Pack also includes 1-week early access to all DLC playable characters. 

DLC Playable Characters (All Coming Post-Launch)
Omni-Man (Invincible)
Quan Chi
Peacemaker (DC’s Peacemaker)
Ermac
Homelander (The Boys)
Takahashi Takeda

DLC Kameo Fighters (All Coming Post-Launch)
Tremor
Mavado
Janet Cage
Ferra
Khameleon

The post Bringing the Unique Style of DC’s Peacemaker to Mortal Kombat 1 appeared first on Xbox Wire.

Coming soon to PS VR2 – Zombie Army VR, Little Cities: Bigger!, Wanderer: The Fragments of Fate, The Wizards – Dark Times: Brotherhood, and more

PlayStation VR2 launched one year ago, backed by a 40+ game launch window lineup which included all-new experiences like Horizon Call of the Mountain and Pavlov, as well as PS VR2-compatible titles such as Gran Turismo 7 and Resident Evil Village. Over the next 12 months, our experiences were expanded further: intense first-person adventures such as Synapse, Red Matter and Resident Evil 4 VR Mode; puzzlers like Humanity and 7th Guest VR; action rhythm add-ons for the likes of Beat Saber, Synth Riders and Drums Rock; multiplayer fun in the form of Among Us VR, Ghostbusters: Rise of the Ghost Lord, C-Smash VRS and more. 

Now, following on from recent reveals of Metro Awakening and Legendary Tales by way of last month’s State of Play, we’re highlighting a number of games in today’s PS Blog post. New announcements, release date reveals, DLC debuts and a game launch: find them below, all introduced by the creators behind the games. There’s so much to look forward to.  

Also, we’re pleased to share that we are currently testing the ability for PS VR2 players to access additional games on PC to offer even more game variety in addition to the PS VR2 titles available through PS5. We hope to make this support available in 2024, so stay tuned for more updates.

Without further ado….

The Wizards – Dark Times: Brotherhood | Out today


“The Wizards – Dark Times: Brotherhood is an action-adventure spellcasting game where you become a powerful Wizard, and thanks to the power of Playstation VR2, you can cast a variety of spells with your very own hands. As developers, we’ve meticulously crafted an immersive world where players wield the power of magic through intuitive gesture-based spellcasting, a staple mechanic of The Wizards franchise. With the full might of PS5’s hardware at our disposal, players can expect breathtaking visuals and seamless gameplay while traveling through the realm of Meliora in single-player and 3-player co-op experience. And we’re happy to announce you won’t have long to wait to play: the game launches on PlayStation Store today!”

– Pawel Nitta, Head of Marketing, Carbon Studio VR



Coming soon to PS VR2 – Zombie Army VR, Little Cities: Bigger!, Wanderer: The Fragments of Fate, The Wizards – Dark Times: Brotherhood, and more

Wanderer: The Fragments of Fate | Out June 27 


“Calling all time travelers! Mighty Eyes is excited to unveil exclusive gameplay content (and confirm the release date) in this latest reveal of Wanderer: The Fragments of Fate, which you can watch in the trailer above. Under fire in World War 2 we see the player harness their trusty watch companion’s time-traveling abilities to gather an eclectic arsenal of weapons, only to return moments later to gain the upper hand! Playing as Asher Neumann, players can seamlessly time travel at will, exploring immersive worlds and experiencing exhilarating action while solving mind bending puzzles and wielding their time-traveling powers to reshape the course of history. We’re also thrilled to share other, exciting news, so make sure to stay to the end of the video. Did someone say sea shanty?!”

– Sam Ramlu (she/her), Executive Producer at Mighty Eyes



Coming soon to PS VR2 – Zombie Army VR, Little Cities: Bigger!, Wanderer: The Fragments of Fate, The Wizards – Dark Times: Brotherhood, and more

Little Cities: Bigger! | Out March 12


“We’re delighted to bring endless cozy creativity to PlayStation VR2! Little Cities: Bigger! unites our signature diorama city building with over 18 months of dreamy update content – our most substantial slice of relaxing island crafting ever. It’s been a blast playing with the power of PlayStation VR2 to get the game in tip-top condition. You’ll feel everything from the satisfying ‘whomp’ of a well-placed mountain to the brush-stroke sensation of island sculpting with Sense controller haptics. And thanks to headset feedback, experience world-rumbling volcanic eruptions while tiny helicopters rush to the rescue! We cannot wait to see what you create…”

– Kelly Howard, Co-Founder, Purple Yonder



Coming soon to PS VR2 – Zombie Army VR, Little Cities: Bigger!, Wanderer: The Fragments of Fate, The Wizards – Dark Times: Brotherhood, and more

Zombie Army VR | Out 2024


“Bringing the much-loved Zombie Army franchise to VR for the first time, Zombie Army VR lets you experience the fear, thrill and spine-chilling tension of the zombie apocalypse through the immersion of your PS VR2 headset.

Complete with online 2 player co-op, the thrilling campaign sees you reprise the role of a Deadhunter as they fight their way across war torn Europe doing battle with the zombie hordes. Choose your weapon from an authentic World War 2 arsenal including sniper rifles, submachine guns, pistols, and explosives as you lay waste to the undead and free Europe.”

– Steven Archer – Executive Producer, Rebellion


Arizona Sunshine 2 free update | Out today


“The goodest boy ever just got a free, furry upgrade: Meet Corgi, your new fearless companion Buddy, who’s available in-game later today! Dive back into Arizona Sunshine 2 and face off the toughest Freddies by choosing the Corgi as your preferred four-legged sidekick through the newly added Cosmetics Screen. And that’s not all – get ready for more multiplayer mayhem with three new Horde mode maps, dropping one each month from March to May, allowing up to four players to battle waves of zombies together. It’s gritty, it’s intense, and it’s also free of charge.”

– Giulia Covre – Global PR Manager, Vertigo Games


Soul Covenant | Out 2024


“Today we’re happy to reveal new details and screenshots for our upcoming narrative action JRPG Soul Covenant that showcase one of its core mechanics: turning fallen comrades into weapons! In a near-future Japan that sees humanity fight for survival against a mech regime, you’re tasked to take on hordes of encroaching enemies and colossal, powerful foes in tense, melee-based combat. You’re not alone though. You’re but one of a four-strong troop, joined by three other avatars (in the form of NPCs or controlled by other players). If a comrade falls, they can still contribute to the battle, as their remains transform into a weapon that can be equipped, giving you access to axes, dual swords, chainsaws and more. Acquired weapons can be strengthened further through items dropped by downed enemies. With each one offering two different forms, you have a growing number of versatile combat styles with different reaches and power sets to try out. It’s why in the world of Soul Covenant, troops share the very specific phrase before heading into the battlefield: ‘I’ll make sure to pick up your bones’.”

– Koh Okamura, Producer, Thirdverse


More on PlayStation VR2

  • Discover more about PS VR2 and its range of experiences here
  • New to PS VR2 and want to sample some of its games? There’s a selection of demos available now on PlayStation Store. 
  • Find out about the tech behind PS VR2 and how it was created in this PS Blog article.

EA Sports Reveals College Football 25 Player Compensation, New Game Details, and More

While we have to wait until May for a full reveal of College Football 25, EA Sports shared some new details, including how much players will get compensated, what will and won’t be included in the game, and more.

In an article by ESPN, EA Sports revealed how much it will pay players opting to use their name, image, and likeness (NIL) in College Football 25. The article notes that over 11,000 college football players can opt-in to be featured in College Football 25.

Players who opt into College Football 25 will receive $600 and a copy of the game. The game itself is valued at $70, according to ESPN. ESPN further notes that student-athletes will remain in the game for all their collegiate football careers but can opt out of future installments.

Yet, the $600 and a copy of the game is not the only form of compensation players will receive; should a player remain in the game for multiple years, they will be compensated annually, even if they transfer with the only requirement for transfer students be that they remain on a roster for that school’s football program.

EA Sports VP of business development Sean O’Brien told ESPN that the studio looked at deals they completed for other sports video games, such as the Madden NFL series, and that the deal made for the college football series “comes with no expected services by the athlete and will be guaranteed no matter the game’s success.”

In a separate article, EA Sports confirmed to ESPN several things that will and will not be included in College Football 25. Reiterating once again, Dynasty Mode and Road to Glory will return in the next college football game. In addition to returning game modes, College Football 25 will run on the same engine as Madden (currently, the Madden series runs on the Frostbite engine), include every bowl game, and incorporate a 12-team College Football playoff system. NIL, the transfer portal, and some of the newer inclusions in collegiate sports will also be featured, though EA Sports did not go into detail as to how both will be implemented.

Although all 134 FBS schools have agreed to participate in College Football 25, with up to 85 players on each team, EA Sports revealed that real-life coaches, such as University of Georgia head coach Kirby Smart, won’t be featured. However, O’Brien did not rule out the inclusion of coaches in the future and said that EA Sports is exploring ways to “offer coaches the opportunity to opt in beyond Year 1.”

EA Sports College Football will get a full reveal sometime in May, with a release window set for this summer.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

2024’s release schedule just got a lot brighter, starting with Pepper Grinder and Snufkin in March

Yesterday’s Nintendo Direct got rather overshadowed by a certain trailer for Elden Ring: Shadow Of The Erdtree, but there were still plenty of good news nuggets to be had in there for us PC folks – which I’ve summarised for you below. The long and short of it is: more release dates! Loads of ’em! And they’re all coming in the first half of 2024 as well. I love it when a schedule comes together.

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Helldivers 2 Patch Causes ‘Nasty’ PS5 Login Bug That’s Stopping People Playing

Helldivers 2’s latest patch has caused a “nasty” PlayStation 5 login bug that’s currently preventing people from playing the game.

Helldivers 2 patch 1.000.11 launched across PS5 and Steam today, February 22, and promised to kick AFK players and fix the defrosting bug.

But it appears to have caused a PS5 specific issue that is now making Helldivers 2 unplayable on Sony’s console. IGN has received multiple reports from players unable to login, and have verified the dreaded “servers at capacity” message is present on PS5.

Addressing the issue in a post on the Helldivers Discord, developer Arrowhead said it was aware and on the case.

“We´re currently experiencing a nasty PS5 login bug,” Arrowhead said. “We´ve sent our most trustworthy team The Bug Crushers (TM) to investigate a relay station in the outer rim that went silent earlier today. As soon as they report back, we´ll update you here. Pray for them.”

Helldivers 2 is Sony’s biggest PC game launch of all time, with a peak concurrent player figure of 457,649 on Steam. Helldivers 2’s success has even sparked renewed interest in Starship Troopers, the film from which it draws quite a bit of inspiration.

But it has also suffered significant server issues Arrowhead has battled since the game came out. A patch released earlier this week aimed to fix the bulk of these issues, but much work is left to do. It has since emerged that Helldivers 2 was built on an engine that was discontinued after work on the game began.

IGN’s Helldivers 2 review returned a 9/10. “Helldivers 2’s combat feels fantastic, its missions stay fresh and interesting, and its smart progression system doesn’t nickel and dime you,” we said.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

You’ll soon be able to play Sea Of Thieves with PlayStationeers, and Grounded with PlayPals and Switchers

As expected, Microsoft yesterday confirmed that four of their games are headed to rival consoles: Pentiment to PlayStations 4 & 5 and Nintendo Switch; Hi-Fi Rush to PS5; Grounded to PS4, PS5, and Switch; and Sea Of Thieves to PS5. It’s nice to see barriers between systems coming down and all, and it’ll likely have consequences of note to serious businessheads, but what relevance does this have for us as a PC gaming website? Well! Grounded and Sea Of Thieves will support cross-platform multiplayer, so we’ll be able to play them with our consolatory chums. That’s nice.

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Random: Donkey Kong: Tropical Freeze Could Have Been About Alien Invaders

Donkey Kong Country: Independence Day?

Donkey Kong Country: Tropical Freeze is all about snow; that much should be obvious from the game’s title, even for those who have yet to play Retro Studios’ excellent platformer.

According to a recent interview from KiwiTalkz in which he chats with former Retro artists Eric Kozlowsky and Ted Anderson, however, early development included a potential martian theme for the game. This was only briefly considered, as the studio was pretty set on the Snowmad enemies at the time, but the gist would be that aliens living on the moon would invade Donkey Kong Island after DK punched it at the end of Returns.

Read the full article on nintendolife.com

Elden Ring Sales Swell to an Incredible 23 Million

Elden Ring sales have grown to hit 23 million, publisher Bandai Namco has announced.

As part of the reveal of the hotly anticipated Shadow of the Erdtree DLC, due out this June, Bandai Namco issued a sales update for the base game, which, last we heard, had sold 20 million a year after launch.

This new 23 million sold figure is made up of shipped copies of the physical version as well as download sales, including those on Steam. So it provides a solid picture of Elden Ring’s breakout success. To put that into context, Hogwarts Legacy, 2023’s best-selling video game, has sold 24 million copies, generating well over $1 billion in sales.

Elden Ring is easily FromSoftware’s most successful game, with critical acclaim to go alongside its enormous sales success. It outsold each of the Dark Souls games, Demon’s Souls, Sekiro, as well as Bloodborne (don’t mention a remake!).

Will FromSoftware release Elden Ring 2 or more DLC for Elden Ring following the release of the Shadow of the Erdtree? In an exclusive interview with IGN, chief developer Hidetaka Miyazaki said both are possible, although he stopped short of making an announcement.

Earlier this month, a Genshin Impact-inspired Elden Ring mobile game was reported to be in development, but progress was described as “slow”.

The base version of Elden Ring returned a 10/10 in IGN’s review. “Elden Ring is a massive iteration on what FromSoftware began with the Souls series, bringing its relentlessly challenging combat to an incredible open world that gives us the freedom to choose our own path,” we said.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Shin Megami Tensei 5 is finally coming to PC with with newly expanded Vengeance edition

Shin Megami Tensei 5 is getting the Persona 5 Royal treatment, with an all-new Shin Megami Tensei 5: Vengeance edition that’s out in June. It features a new story path, an improved battle system, new areas, and more, as you’d expect from Atlus’ history of definitive editions. What’s more, while SMT 5 was a Switch exclusive when it came out in 2021, the new Vengeance edition will be heading to PC and other consoles, too. Do I have time for another enormous JRPG? Probably not, but I’ll admit that it’s got me very interested indeed.

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Phantom Liberty Game Director Says Cyberpunk 2077 Successor Is in the ‘Fun Phase’ of Development

“Most companies die with a bad launch, this one actually came out stronger.”

That’s a line from New York University’s Stern School of Business professor Joost van Dreunen, quoted in The Wall Street Journal earlier this year. He was describing the transformation undergone by developer CD Projekt Red from the rocky launch of Cyberpunk 2077 in 2020 to the triumphant release of major DLC Phantom Liberty late last year. And it was with understandable pride that Phantom Liberty game director Gabe Amatangelo opened his talk at the 2024 DICE Summit, quoting that exact line.

Amatangelo went on to describe to DICE attendees just how CD Projekt had accomplished such a monumental task, focusing on the most difficult part: rallying a discouraged and frustrated team around a belief that such a thing could be done. When Cyberpunk 2077 launched, he said, it seemed everyone around them knew that something had gone wrong at his company. The woman who worked at the local coffee shop. His landlord. Everyone. The perceived failure was almost inescapable.

That left Amatangelo with the critical job of rebuilding internal morale. He led by focusing on positives, encouraging the team to celebrate the elements of the launch that had gone well. He worked to build trust, so that developers who needed help felt they could ask for it. And he worked with the team to come up with a handful of key drivers that would enable the production of the DLC to be a success. These included distributing ownership over decision-making and other checks so that the game director role wouldn’t be a bottleneck on production, integrating and empowering QA closely with the rest of the team even in early development, and just…setting aside time for developers to actually play the game. A lot.

To the Stars

After Amatangelo’s talk, I spoke with him about how the team is carrying these lessons forward into its next Cyberpunk project, currently dubbed Project Orion. In addition to what he shared in his DICE talk, Amatangelo expanded on a number of learnings he’s carrying forward into the new game. He emphasizes the importance of contingency planning and the need to share backup plans both up and down the chain of command – and to have multiple backup plans, just in case. He tells me about the importance of putting oneself in the player’s shoes when establishing a new story or world, and imagining what they might hope to see or do in that space so that you don’t let them down.

And he reiterates the importance of making sure studio environments are environments of trust. “One technique, and a lot of the guys and gals that work for me know that whenever I put an idea forward, because of my position, sometimes people might not want to challenge it. So if I see that vibe, I’ll then just play devil’s advocate and I’ll start to break apart my idea. Sometimes they’ll be like, ‘Wait, so do you want to do this or not want to do this?’ I’m like, ‘I’m not sure. Let’s talk about it.’ We established a good chemistry and trust in my circle, my direct report circle, and I think that was replicated a lot as well.”

I was especially curious about Amatangelo’s plans in light of the announcement that he’s heading up a new CD Projekt studio in Boston. Announced earlier this year, the Boston studio is CD Projekt’s first studio in the United States, and will primarily be focused on Project Orion.

I ask Amatangelo what it’s like starting a new studio at such a challenging time for the industry as a whole. Amatangelo isn’t responsible for the cuts last summer to 10% of CD Projekt Group’s workforce based largely in Poland, but he does now find himself in the position of trying to build up a new studio in North America at a time when a lot of developers are looking for work. Over 10,000 developers worldwide lost their jobs last year, and roughly 6000 have been impacted thus far in 2024. Amatangelo calls it “one of the most difficult things going on right now,” but he’s hopeful the industry will bounce back… and maybe learn some important lessons about planning in the process.

“I think maybe there’ll be a maturing of structuring of certain facilities and aspects,” he says. “We’re seeing that with the rumors around consoles and stuff. I think we’re trying to figure out how to restructure things in a meta sense a little bit. But the bottom line is that the bottom line isn’t going away. That’s not decreasing. More people are interested in being immersed and taking a breather from day to day, so to speak, and having an opportunity to expand their minds or blow off some steam, stuff like that. It’s not going away. So I think it’ll sort itself out, but, obviously, some turbulent times.”

Speaking of maturing and restructuring, I ask Amatangelo specifically how, as studio head, he plans to work to mitigate crunch at the new studio he’s leading, especially given the company’s history with the practice.

“Similar to the techniques used throughout Phantom Liberty, you plan as best you can,” he said. “It’s all about getting ahead of seeing what might come up in the future and scoping accordingly, resourcing accordingly, and also being flexible. If you put in some extra hours this week, take some hours off next week. Because, admittedly, even at a certain point, there was where [responsibility] landed on me and I was like a bottleneck, and I’m like, ‘All right, I’m going to have to do some double time this week. Otherwise, too many people are pulled out, and then next week I’m taking some time off.’ You do the best you can to mitigate that, but as long as there’s that kind of climate and understanding of helping each other. Then when I took some time off, some of my reports rise to the occasion and fill in the gaps while I’m out, and you just do that at all levels.”

The Fun Phase

That’s how Amatangelo is thinking about it now in the early stages of the studio. The real test, the months leading up to launch, is still several years off. Project Orion is still in its early stages. Amatangelo points out that there really aren’t clear lines determining when a game enters different phases of production, but Project Orion is currently in what he calls the “fun phase” of game development.

“In the perfect world, when you’re making a game, it’s all ideation and concepts and putting stuff in concept art and then moving to the next stage once you’re feeling solid about your ideas or maybe your story outline, and then you start prototyping things,” he says. “We’re in that stage, but it’s kind of blurred, like prototyping some things as well as concepting some stuff and working on the story. So, yeah, we got some prototypes going on. We’ve got some exploration, some pipeline setup, some story ideas being thrown at the wall, back and forth, concept art, that kind of phase, the fun phase.”

Amatangelo isn’t sharing much more about what Project Orion is at for now. I did ask him if game console tech is where he wants it to be to meet his ambitions for the game, especially given recent online discussions about new generations of Xbox and PlayStation consoles. And sure, Amatangelo wishes tech was further along… but he admits he might always be wishing for that. “I wish there were Holodecks, you know what I mean?”

We’ve got some exploration, some pipeline setup, some story ideas being thrown at the wall.

One relevant example is AI, which Amatangelo himself brought up to me when he asked if I had stayed to listen to a later DICE talk between Xbox’s Haiyan Zhang and the ESA’s Stanley Pierre-Louis on video games and AI. Amatangelo tells me he himself had been listening to an AI expert talk about large language models and generative AI recently, when they expressed how it would always be “unknowable” how these models arrive at their conclusions. While their comment was intended to be a positive one, Amatangelo says he finds that idea terrifying. He’d rather keep AI busy with menial tasks rather than content creation.

“My gut tells me that AI for pipelines, for tools for helping with, let’s call it, the busy work that no one really likes to do a lot of times, I think there’s a lot of promising stuff on that front,” he says. “It allows developers to have more satisfying jobs overall because they could spend more time on the creative elements. So that’s my optimistic take with AI and stuff like that.”

But as the game director of the next Cyberpunk, he admits the worst case scenarios, even if they terrify him, are useful fodder for storytelling at least. “On the other end, I got science fiction,” he says.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.