Lost Soul Aside Review

Aside from a confused, misguided mish-mash of different and poorly executed ideas that take turns setting up rakes for itself to step on, Lost Soul Aside is an enjoyable character action game. I’ve had a blast in battles and boss fights, but too often in between them I had to slog through a repetitive story plagued with unmemorable characters, levels peppered with awkward platforming, and puzzles that would make the shape-matching challenges you’d give to a toddler look like rocket science, all disguised in a deceptively flashy package.

Originality is fleeting in games, a medium where ideas and innovations blur the line between craft, technology, business, and art. That’s especially true in the ever-wider tent of high-budget fantasy action games with flashy combos and light RPG elements. And normally, that’s not an issue; even a competent take on a character action game inspired by the likes of Bayonetta or Devil May Cry is probably going to provide some fluffy, inoffensive fun – and to its credit, Lost Soul Aside is more than competent as an action game. But in clearly borrowing and worsening ideas from multiple recent Final Fantasy games in particular, it’s not attempting an idea of its own that didn’t work out; it’s doing something badly that begs comparison to games that got the same ideas right, some of them nearly a decade ago.

That’s what drove me up the wall during my playthrough. I feel like I’ve been playing the product of boardroom meetings held a week after Final Fantasy XV or VII Remake came out where the discussion was on how to capitalize on their success, rather than a passion project made by a team paying homage to those games. From a we-have-Noctis-at-home main character (named Kaser), to the story’s setup feeling awfully familiar, to the structure and scale of each level resembling a pared-down Final Fantasy VII Remake, with all of it peppered with uninteresting extra puzzles and platforming challenges, I found something new to sigh at around every corner – and trust me, that’s not because I was swooning over the bad-boy protagonist.

Sound familiar? If it doesn’t you should play Final Fantasy 7 instead.

Set in a sci-fi/fantasy world where a mysterious alien energy has been harnessed to fuel an all-powerful empire, Lost Soul Aside opens with a premonition that humanity is soon to face its darkest days and that a savior will rise to the occasion. Then, you’re thrust into an opening segment where you’re introduced to an underground resistance organization run from a poor neighborhood in the capital city as they carry out an open act of defiance against the empire – sound familiar? If it doesn’t you should play Final Fantasy 7 instead, because it’s done better there and this retelling doesn’t do anything interesting or original with it.

Doled out through occasionally dazzling, action-packed cutscenes but mostly in significantly less impressive, awkward dialogue sequences, the story is highly repetitive. Every opportunity for a twist or tonal shift is squandered in favor of a straightforward, black-and-white tale that doesn’t feel like it’s about anything other than wanting to be like other RPGs. Lost Soul Aside doesn’t use its roughly 16-hour runtime efficiently enough for any characters to grow. Instead, it flings proper noun after proper noun at you, hoping that one of its many side characters will make an impression. But this story’s rhythm moves too quickly for anybody to exist beyond cartoonish caricature at best. Being generous, maybe their memorable characteristics were lost in the English translation, but maybe they were never there to begin with.

Its individual story moments come in a similarly offbeat meter, with awkward animations and mostly flat voice acting filling in its hours’ worth of basic, over-the-shoulder dialogue segments. All of it is delivered by characters who often fall into unflattering RPG cliches (like a scantily clad woman who looks and acts like a teenager but is actually hundreds of years old or a gruff, emo protagonist who’d fit in with a boyband and has a mysterious backstory and a penchant for kicking ass) without playing with or evolving these ideas in any discernible way.

With a better localization, more lively voice direction, or a stronger commitment to the bit, Lost Soul Aside could perhaps have nailed the same B-movie-like campy charm worn so well by the action games that so clearly inspired its better parts. Instead, it’s somehow both half-hearted and overserious. Kaser and his dragon-like sidekick Lord Arena eventually share a few moments that bent the edges of my lips into a smirk, but it takes so long for the pair to hit their stride that I was mostly checked out from the story and there only for the action by the time their dynamic clicked.

Lost Soul Aside’s combat system is the star of the show.

Combat in Lost Soul Aside acts as a palette cleanser for the uninteresting story. Kaser hacks and slashes through enemies with stylish flair, using the genre-standard light and heavy attack buttons. Mixing the two together with different timing and order will open up new combos, and you can unlock even more using skill points to fill out branches on a skill tree. With a choice between four different weapons – sword, greatsword, poleblade, and scythe – each has its own skill path and playstyle. And switching them on the fly mid-combo opens up an expressive, varied tree of attacks catered to a range of playstyles. The polearm, for example, works well at long range, where the greatsword is best for dealing satisfying, heavy blows. My favorite was the standard sword, though; an all-around, quick, agile weapon with solid ranged and melee attacks, it’s remained my go-to for cutting up legions of invading Voidrax beings during the duration of my playthrough.

Supplemented by additional mechanics like the combo-extending Burst Pursuit that allows you to throw out big finishers after a combo or the Witch Time-like perfect dodge that nets you a different, powerful attack for each weapon, requisite – though cleverly restrained – parry, and the Arena powers that let you throw out big, area-of-effect attacks that work well for resetting the battlefield, Lost Soul Aside’s combat system is the star of the show. Even against largely unmemorable enemies, I’m really enjoying experimenting with new combinations and powers as Kaser and Arena’s flashy animations dazzled during longer sequences.

The boss fights that cap off parts of each level make for even more stylish encounters. While bigger opponents play with scale, throwing out massive, arena-sweeping attacks, others are more nimble duels to the finish against human-sized opponents. Nearly every fight culminates in an exciting finale. Dosed with just the right amount of toothy challenge, each battle provided the right kind of brain-tickling, thrilling showdown as I dodged and weaved between attacks before wailing on their stagger meter to deal a special Sync Finisher on my dazed opponent.

I did find an odd pain point in some of these fights, though: There’s not enough feedback when Kaser takes damage from some smaller swings. So as I’m wailing away at a bad guy seemingly doing well, I’ll glance down at my health bar and it’s significantly lower than I thought it would be because I didn’t know that I’d taken any damage in the first place. Thankfully, Kaser and Arena are talky enough that you’ll hear about it once your health is really low, and those barks stand out against the otherwise-repetitive battle chatter.

Unfortunately, Lost Soul Aside isn’t a pure boss-rush combat gauntlet, and the rest of the gameplay between each fight isn’t nearly as compelling. Most of the levels are made up of a linear, boring series of corridors with occasional “open” areas that add an extra platforming “challenge” or two to the mix. Sure, there might be a basic puzzle or treasure chest around a corner (though I used almost none of the crafting materials accumulated during my playthrough because the rewards didn’t improve my stats enough to bother with), but nothing I’ve seen so far has really come close to justifying its existence beyond drab padding between battles. Its high-fidelity, visually detailed spaces mask simple, homogenous non-combat challenges and empty chambers that toss a few unrewarding pickups your way, seemingly just to break things up.

That makes sense, considering most of the level progression and exploration is marked by boring and simple paths where you mostly just walk forward until the next fight, broken up with a simple puzzle here or there. It was nothing offensive…. until the platforming reared its ugly head. At multiple points during Lost Soul Aside I found myself jumping through platforming segments that could make even the Plinko and Chuckster levels that make up the dregs of Super Mario Sunshine look like a blast. Plagued with imprecise running and walking, floaty jumps with laggy-feeling animations, poor feedback, a claustrophobic field of view, and a barely visible shadow, I am truly shocked at the low-quality platforming I endured to get from fight to fight. Some of it was optional, but I still had to do a lot to complete any given level. Thankfully, I could find ways to cheese certain annoying segments, but don’t expect to see anyone at GDQ showing off Lost Soul Aside speedrunning techniques; these are tourniquets used to slow fatal bleeding, not expressive tools indicative of a mechanically deep platformer.

The Biggest Magic: The Gathering Crashers and Climbers This Week – September 8

It’s another week, and that means it’s time to take a look at the Magic: The Gathering Crashers and Climbers as we close in on the release of Spider-Man less than two months since Edge of Eternities.

This time around, our climbers are a nice eclectic mix of cards from sets from 2024 and 2025, as well as a rapidly climbing space dragon. Intrigued? You should be. Let’s go!

Climbing

Let’s start with the space dragon, then, with Nova Hellkite available for just a few cents the other day and now reaching almost $3 in market value in climbing.

Why the climb? Well, as TCGPlayer points out, the card featured in a mono-red deck that won the Magic Spotlight Series: Planetary Rotation, and it’ll likely keep doing well until it’s rotated out of standard eventually.

That same deck also featured our second climber, the Razorkin Needlehead from Duskmourn, House of Horror (a set that doesn’t get enough live in my humble opinion).

This creepy customer has first strike on your turn and deals 1 damage when your opponent draws a card, meaning you’re constantly pinging them for damage with a card that costs two red to cast.

It’s now up to over $8, having been less than $3 not long ago.

Next up, a bit of an ‘odd couple’. Temur Battlecrier is, as we say in the UK, ‘cheap as chips’. It’s a three-cost card that lowers the cost of your spells if you have some big creatures out, but its value is on the up thanks to an appearance in an MTGO Standard Challenge.

It pairs with Outcaster Trailblazer, which is likely to see a spike as a result. This other half of the dynamic duo gives you mana when it enters, triggers the four power requirement of Temur Battlecrier to make spells cheaper, and as you bring in additional cards with four or more power, you get a card to draw, too.

If you want to put this combo together, Outcast Trailblazer will cost you under a dollar right now, but expect it to climb.

Finally, for our climbers this week, Seize the Spotlight is seeing what could be described as a meteoric rise.

The sorcery, which can allow you to take control of opponents’ cards or draw and create treasure, was $4 not long ago but is now around $9 and could climb further.

Crashing

As we approach the end of Edge of Eternities, cards from this year’s sets are starting to drop in value.

The first one that’s worth mentioning is the Mythic rarity Ugin, Eye of the Storms from Tarkir: Dragonstorm.

This powerful colorless Planeswalker has a lot to like, and it’s dropping from over $30 to just over $20 at the time of writing.

Sticking with dragons, I wanted to point out Atarka, World Render. She’s a 6/4 dragon that was my first ever Commander, but she’s now just 35 cents.

Given there’s always some fun to be had with dragons, that’s a low cost to give them double strike.

Icetill Explorer from Edge of Eternities is finally dropping, having been over $20 in recent weeks, and you can grab it for just $12 right now.

Ragost, Deft Gastronaut was the talk of the town not long ago, but he’s down to just $5 now if you want the slick borderless art version.

Finally, he’s still causing carnage in standard, but at least Vivi Ornitier is now just under $35.

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Subscription models like Xbox Game Pass are “not properly valuing” developers, says former Bethesda exec

Former Bethesda marketing chief Pete Hines has been chatting about the ups and downs of videogame subscription platforms, such as Microsoft’s Game Pass service, GeForce Now and whatever the hell Ubisoft are calling theirs at the minute. Subisoftscription? UbiPassPlus? Answers on a postcard.

Hines is broadly of the opinion that subscription platforms are failing many of the developers who sign up to publish through them, though he cautions that his experience is out-of-date – he retired from Bethesda in October 2023.

Read more

Review: NBA 2K26 (Switch 2) – Brilliant B-Ball Has A Disappointing Debut On Switch 2

Hoops!…they did it again.

As much as I can understand the derision from some quarters regarding NBA 2K26, FC 26, Madden — any of these big sports’ games in their yearly, money-grubbing modern forms — I have, unfortunately, got a few of them to thank for several things that I enjoy in life these days. One of which is the old basketballs.

For most of my life, Basketball was a game where people ran up and down a court, scoring and then letting the other team score. There was no discernible defence, no strategy, nothing other than to be incredibly athletic and awesome and beautiful – and good at going airborne. Oh, and if you had a gigantic wobbly NBA Jam head and a pair of fireproof sneakers, well, all the better.

Read the full article on nintendolife.com

Digimon Story: Time Stranger hands-on report

It’s been a hot minute since the last Digimon game graced our screens, but the wait is nearly over – Digimon Story Time Stranger will be advancing the series in fresh ways when it hits PS5 on October 3. I was lucky enough to spend some time with the monster-taming RPG to find out what evolutions await.

An intriguing story, set within stunning sights

My introduction to this new era of Digimon was bookended by two separate story beats. The first was the opening of the game, where I chose Dan Yuki (and then later Kanan Yuki, but my choice didn’t affect the story) of ADAMAS, a secret organisation charged with investigating and fixing anomalous phenomena. And it just so happens there’s one in Shinjuku.

A trek across my starting point in Tokyo led to an encounter with some Digimon within a perilous underground section, a broken and abandoned office space, and eventually a fraught battle on top of a skyscraper.

While this created a good foundation for the game, the second story section was a comparative explosion of colourful fantasy, letting me explore the Digital World’s Abyss Area. Sure, Tokyo has its charms, but the Abyss Area’s beautiful and unapologetic depiction of the Digimon culture ranks as one of the most impressive sights in the series to date. Between the clear pools, shimmering rock formations, and a group of Digimon revering MarineAngemon singing and dancing, it was an unforgettable set-up that truly showed off the glossy, anime-style visuals.  

It has a mature side

The Digimon series is no stranger to deep themes and topics, so fans will be happy to hear that even this curated playtest showed signs that Time Stranger isn’t going to shy away from big questions. Between the two story sections, there were already clear indications that there’s an exploration of interspecies war between the Digimon and Titans, the pressure of societal expectations, and even the navigation of mental health when I was visiting Shellmon and trying to discover why they haven’t left their home.

There are still plenty of light-hearted laughs

Even when the stakes are high, Digimon Story Time Stranger doesn’t forget its Saturday morning cartoon influences, either. Any brooding is balanced by its desire to have fun and deliver a lightness of touch, whether it’s through the idle animations of your party members, its joyful voice acting, humorous dialogue choices when talking to NPCs, or the ability to collect a variety of incidental cards and costumes.

Not to mention that, yes, you can ride some of the Digimon in your team via the DigiRide option. Does it make traversing the environment any quicker? Only in some cases. But is it fun to see your agent hop on Leomon’s shoulder as you romp through a kaleidoscopic land of wonder? Oh yes.

Starting out with familiar RPG elements

Digimon Story Time Stranger’s tried and tested battle system has plenty of familiarities to get you started. My first encounter with the cute digital monsters offered me a choice between the Data mammal Patamon, Vaccine sea beast Gomamon, or Virus little devil DemiDevimon.

As usual, this is a gentle intro to the ‘rock-paper-scissors’ attribute system that sets up the turn-based battle mechanic – Vaccine is strong against Virus, Virus is powerful against Data, and Data is best against Vaccine. But on top of that, they can possess four other attributes and 11 elements such as Water, Plant, and Dark, meaning there are a vast combination of how your 450+ Digimon can shape up. Which translates into varied and strategic combat to figure out how to exploit your enemy’s vulnerabilities.

DigiAttacks, new Personality system, and more

What’s more of a surprise is the intricacies added to the battle system. For one, enemies are now visible on-screen, so you can sometimes avoid them or trigger pre-emptive strikes by pressing R2 for a DigiAttack, which can instantly defeat weaker foes.

I also got to play with the Personality system, which is designed to make each Digimon more individual. Depending on where your beastie lines up within the 16 different personality types, bracketed into Philanthropy, Valor, Wisdom, and Amicability, you’ll benefit from stat and skill perks. For example, ‘Friendly’ gives Defence and Attack buffs when coupled with the Slow Starter personality skill, which provides attack boosts from round four onward.

These personalities can be changed based on mini conversations you have with your Digimon, too. During quiet moments, you can engage with your pals, who will ask curious questions. My Leomon enquired if I was being reckless and that maybe I should take a break. When I replied with gratitude, they responded that they simply didn’t want me to collapse, which then turned their personality to Philanthropy.

Another time, my Dinohyumon asked the surprisingly philosophical question if we can overcome anything by being brave, to which I responded that “other things mattered, too”. He sighed with “ugh, that’s tough,” and I was given the option to replace an old personality skill with the new one of First in Line, so in subsequent battles, he always got to act before everyone else. Handy.

So many mysteries to uncover

In the near couple of hours I played, it was clear that Digimon Story Time Stranger was rife with secrets. I briefly got to explore the In-Between Theatre, a multi-dimensional space populated with odd faceless beings and managed by recurring character Mirei Mikagura. While the Theatre could be used to travel to other areas, there were clearly other uses and elements it was hiding beneath its luxurious décor.

There were also lots of nice little gameplay elements to keep things fresh, including a thrilling chase sequence where I had to escape from a brutal MetalGreymon, and the ability to use R2 when exploring to blast through obstructions and also receive hints when noteworthy items were nearby.

There’ll be plenty more to discover across time and space when Digimon Story Time Stranger releases on October 3 on PS5 – and based on my experiences you’re going to have the time of your digital life.

Pokémon TCG: Black Bolt & White Flare Booster Bundles Are Now Cheapest at Amazon

Fans of the Pokémon Trading Card Game once again have a new reason to keep an eye on Amazon and Walmart, with it being the best place to score packs of White Flare and Black Bolt.

The Booster Bundles have been trending slightly downward in price, likely with attention being turned to the upcoming Mega Evolution set & the recently announced Phantasml Flames, offering collectors and players an opportunity to pick them up for less than at most other retailers.

Right now, at Amazon, the Black Bolt Booster Bundle is available for $48.90, “down” from its Amazon list price of $58.95, while the White Flare Booster Bundle has dropped to $45.01, a notable “discount” from $59.95.

Each bundle includes six booster packs from its respective expansion, with the chance to pull cards like Zekrom ex among Black Bolt’s most valuable cards, or Reshiram ex in as one of White Flare’s most high-priced chase cards, plus the exclusive Black White Rare Victini that appears across both sets.

Of course, the official MSRP for these bundles is only $26.94, though finding them at that price is nearly impossible now that they’ve officially hit shelves. Best Buy is technically the only retailer still listing at MSRP, but availability has been restricted to in-store purchases and tends to vanish quickly.

At the moment, Amazon has the edge with the White Flare Booster Bundle priced at $45.01 and the Black Bolt Booster Bundle at $48.90. Over on TCGplayer, while both bundles are hovering in the $40-$48 range (which could make them the cheapest, depending on the listing), sellers for the current listings have added shipping costs, which you’ll have to cover.

Walmart sits in a similar bracket, with listings ranging between $47.85 and $48.87 depending on which bundle you’re after, with limited units left at the time of writing.

The reason demand is so high comes down to the sets themselves. Black Bolt and White Flare together feature all 156 Pokémon from the Unova Pokédex, a callback to the beloved fifth generation of games, Pokémon Black and White. Filled with alternate art cards and multiple foil variants, these expansions have been must-haves for completionists.

Even as more fans are looking ahead to the late September Mega Evolution set and the fall release of Phantasmal Flames, the allure of all there is to collect in White Flare & Black Bolt still has plenty to keep your decks and collectable binders buzzing.

For those who missed out at MSRP, Amazon’ & Walmart’s current discounts still represent the most affordable way to secure these Unova-themed packs before demand pushes prices even higher. These are sure to sell quickly once more keen collectors hear about these, so be sure to grab them whilst you can if you want them.

Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.

Starfield’s second DLC might involve a “Terran Armada”, and that sounds quite whelming

Steam tells me I’ve spent 171 hours of my life to this point playing Starfield. It’s not an insignificant amount of time, but it pales in comparison to how long I’ve spent with the myriad other works of developers Bethesda. Said devs now look like they might have fired up the tease rocket for the space RPG‘s second major expansion. If they have, the very little they’ve shown off so far hasn’t gotten me right on board to play more.

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War Mechanic Re-revealed; Doubling Down on Single-Player Gameplay

Get your first look at developer Chronospace’s revamped War Mechanic, a single-player alternate-history “what if the Manhattan Project had been sabotaged?” action-adventure game where you must survive, pilot your combat car, deal with NPCs that have their own agendas, and build up your base.

The reworked War Mechanic brings in Narrative Designers Jacek Komuda and Maciej Jurewicz (The Witcher 1 and 2) as players take on the role of Jack Wallace, a mechanic stranded on the war-torn Nordook Island. “Bringing in veteran storytellers let a young team grow up fast,” said Co-Producer Rafał Lewkowicz. “The vision is the same—now it’s precise, readable, and worth fighting for.” On the island, you’ll rebuild your base, modify your guns and equipment, salvage parts and materials with your multi-torch, set up automated defense systems.

“The re-reveal isn’t a reset; it’s a refocus,” said Co-Producer Rafał Pelc. “We aligned everything to narrative—richer lore, character-driven quests, and exploration that actually matters.” Visually, Chronospace says, “War Mechanic now boasts a visual overhaul with photorealistic assets, haunting environments, and creatively designed robots and bosses that feel as alive as the world they inhabit. Combined with a redesigned UI and immersive systems-driven gameplay loop, War Mechanic balances player agency with a gripping narrative.”

Wishlist War Mechanic on Steam if you’re interested.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Johnny Silverhand Actor Keanu Reeves Says He ‘Absolutely’ Wants to Be in Cyberpunk 2

Details surrounding Cyberpunk 2 are scarce, but fans of Cyberpunk 2077 can rest assured that the game’s biggest star is down to return if given the opportunity.

Speaking with IGN while promoting his upcoming movie Good Fortune, Keanu Reeves said that he wants to be part of the sequel to CD Projekt’s 2020 game.

“Absolutely. I’d love to play Johnny Silverhand again,” Reeves said when asked if he’d be interested in revisiting his legendary rockstar terrorist character in Cyberpunk 2.

Reeves’s love-affair with the Cyberpunk community began with his viral “you’re breathtaking” moment at E3 2019. Reeves, on-stage to announce the release date of Cyberpunk 2077, was interrupted by a fan who shouted out “you’re breathtaking!” Reeves’ response was to double-down with his own “you’re breathtaking… you’re all breathtaking!” Cue wholesome memes across the internet forever more. You can see the iconic gamer moment in the video below.

The question is, could Reeves actually play Johnny Silverhand in Cyberpunk 2 even if he wanted to? In other words, could Johnny Silverhand return in the sequel, given the events of Cyberpunk 2077?

Warning! Spoilers for Cyberpunk 2077 follow:

While many players believe Cyberpunk 2077 provided a suitable ending for Johnny and V’s story, depending on which ending of the game CD Projekt makes canon for Cyberpunk 2, the door may be left open for Reeves’ return. Could Johnny return in cameo form perhaps, having downloaded himself into someone or something else? Canon ending dependent, could V end up becoming Johnny Silverhand in mind and body for Cyberpunk 2? Or perhaps it would be better to let Johnny and V rest and go for a fresh start with the sequel.

There are many unanswered questions when it comes to Cyberpunk 2, but in May Cyberpunk creator Mike Pondsmith teased some previously unknown details. Pondsmith, who worked closely with CD Projekt on the 30 million-selling Cyberpunk 2077 and was involved in promoting the game ahead of its 2020 launch, was asked about the scope of his involvement with Orion at the Digital Dragons 2025 conference.

Responding, Pondsmith admitted he wasn’t as involved this time around, but said he does review scripts and had been to CD Projekt to check out the ongoing work.

“Last week I was wandering around talking to different departments, and seeing what they had, ‘Oh look, this is the new cyberware, what do you think?’ ‘Oh yeah, that’s pretty good, that works here.’”

And then, the morsel on the sequel: that it features a brand new city in addition to the Night City we know from Cyberpunk 2077. Pondsmith described this new city as “like Chicago gone wrong.”

“I spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion, because there’s another city we visit — I’m not telling you any more than that but there’s another city we visit. And Night City is still there. But I remember looking at it and going, yeah I understand the feel you’re going for this, and this really does work. And it doesn’t feel like Blade Runner, it feels more like Chicago gone wrong. I said, ‘Yeah, I can see this working.’”

It’s worth pointing out that Pondsmith’s comments do not necessarily suggest the Cyberpunk sequel will feature a future Chicago, rather a city that has the feel of a dystopian version of the city. It may well be a take on future Chicago, but that isn’t confirmed based on these comments. There is also some debate about whether Cyberpunk 2 will expand upon the Night City that’s in Cyberpunk 2077 or feature a new version, and the extent to which it is playable.

Also back in May, CD Projekt revealed that a sequel to Cyberpunk 2077 is officially in pre-production and will be called Cyberpunk 2. The studio also said that nearly 100 developers were already working on the game, which was previously referred to by the codename “Project Orion.” That number had grown to 116 by the end of July.

CD Projekt co-CEO Michał Nowakowski also seemed to confirm rumors that the sequel won’t be out until at least 2030 by stating that the studio’s “journey from pre-production to final release takes four to five years on average.”

Image credit Patrick T. Fallon/Bloomberg via Getty Images.

Michael Peyton is the Senior Editorial Director of Events & Entertainment at IGN, leading entertainment content and coverage of tentpole events including IGN Live, San Diego Comic Con, gamescom, and IGN Fan Fest. He’s spent 20 years working in the games and entertainment industry, and his adventures have taken him everywhere from the Oscars to Japan to Buenos Aires, Argentina. Follow him on Bluesky @MichaelPeyton