One Of The Switch’s Earliest eShop Titles Has Finally Got A Sequel

Out today.

All the way back in 2017 (which, yes, is nearly a decade ago now), a curious title called Bulb Boy made its way to the Switch eShop. Available from July of the Switch’s launch year, it was one of the earliest eShop titles for the new system at the time, and now it’s finally got itself a sequel.

Bulb Boy 2: Jar of Despair is available today on the Switch eShop and promises to expand upon the original point and click experience with visuals inspired by ’90s style cartoons. While the original had a consistent green tone to the overall presentation, this one looks all the more vibrant thanks to a much wider array of colours.

Read the full article on nintendolife.com

Messy Up: Unleash Pet Chaos on Xbox & Windows with Couch Co-op Fun

Messy Up: Unleash Pet Chaos on Xbox & Windows with Couch Co-op Fun

Messy Up key art

Hey pet pals and mischief-makers! (Θ3Θ)

We’re Liquid Meow Games— a small team of students who turned our love for playful chaos into a game. We’re so excited to finally bring Messy Up to Xbox Series X|S, Xbox One, and Windows Store, complete with Xbox Play Anywhere support!

The Story Behind the Mess

Every game has a beginning, and ours started in a rather chaotic way—just like the game itself.

It all began with 72 hours and a Game Jam.

Back in 2021, I gathered a small crew of four or five teammates for a Game Jam. 72 hours of caffeine, crunch, and pure creative madness. The result? A rough but lovable prototype we called Messy Up. To our surprise, it won Best Technology Award.

The inspiration? Pretty simple actually. Most of us grew up with pets—a hyper Husky who saw couches as chew toys, a cat who believed gravity was the enemy of anything left on tables. We thought: What if we turned that daily chaos into a game? And here we are.

From 2D Pixels to 3D Furballs

After the Game Jam, I couldn’t let go of this little idea. So, we spent the next six months—nights, weekends, every spare minute—rebuilding everything from 2D into full 3D. New characters, richer environments, more ways to wreck the house.

Then something unexpected happened. We shared a short gameplay video online, just to see if anyone else thought this was as fun as we did. Overnight, it hit over a million views across platforms. People actually wanted to play as naughty pets.

That support kept us going. Along the way, the 3D version went on to receive multiple awards from major game competitions—a huge encouragement for a tiny team just starting out.

And Now, the Moment we’ve Been Waiting for

Today, we’re beyond excited to bring Messy Up to Xbox players everywhere. After years of dreaming, prototyping, and playtesting on couches just like yours, our little pet chaos simulator is finally landing on Xbox Series X|S, Xbox One, and Windows Store—with full Xbox Play Anywhere support, so you can take your mess wherever you go.

Whether you’re teaming up with friends on the couch or playing solo with AI companions, we can’t wait for you to meet this furry crew and start your own happy chaos.

Tips from Me (Read These, Seriously)

  • Don’t just rush in. Learn to dodge. And your teammates aren’t just there for emotional support—they’re great at taking the heat for you.
  • Tired of wrecking? Try the parkour challenges. Stuck in the story? Hop into Arcade Mode and just vibe.
  • Playing solo? AI teammates have your back. And wait until you unlock the beach, the castle, the office—each level has its own tricks.
  • Use props. Use the debris. Use anything to block the Owner.
  • Different pets, different playstyles. Unlock them all.
  • Those little rewards—photos, flags, trophies, certificates—they’re not just clutter. You can actually use them to decorate.
  • And yes, you can build your own home.

I made this game with a lot of laughs and even more love for fluffy troublemakers. Whether you’re here for the couch co-op chaos, the creative building, or just to live out your inner mischief-maker—I hope Messy Up brings you and your friends some good silly memories.

Thanks for reading. Now go make a happy mess.

With paws and playfulness,

He Qian & the Liquid Meow Games team

Xbox Play Anywhere

Messy Up

E-Home Entertainment Development Company Ltd


$7.99

$6.39

“Messy UP” is a cute pet collaboration game featuring cats and dogs~

Due to the owner’s busy life after graduation and starting work, there is less time to spend with the pets. The pets plan to create a big mess at home to grab the owner’s attention and encourage them to spend more time together. After all, what mischief could a little dog possibly have in mind?

[Crazy home destruction!
Cooperative multiplayer!]

Take on the role of cats and dogs and go wild, wreaking havoc at home! Each pet possesses unique abilities and skills, with various types of pets waiting for you to explore~
When other pet companions are caught, you can go to rescue them~
Either cause mayhem alone or collaborate with friends to create trouble for the owner. Up to three players can cooperate in dismantling the house.
Play as either the owner or a pet, deciding whether to demolish or defend the furniture and lock up the mischievous pets.

[Rich game mechanics!
Numerous maps!]

Utilize various mechanisms to dismantle and destroy homes. Fans, soccer balls, doors, takeout food—everything around you can become your tool of destruction!
Whether it’s at home, on the beach, at the office, or in a castle, any place can become the target of the pets’ demolition!

[Abundant pets!
Extensive collection!]

Gather a group of adorable pet companions, each with their own distinct personalities that can be freely customized~
Collect photos, qualifications, prizes, keychains, and various unique and cute rewards await you~

The post Messy Up: Unleash Pet Chaos on Xbox & Windows with Couch Co-op Fun appeared first on Xbox Wire.

‘We Had to Take Nothing Out’ — Extreme Horror Game Hellraiser: Revival Gets Its ESRB Rating

If you’ve seen anything of the upcoming survival horror game Hellraiser: Revival, then you’ll know it isn’t for the faint of heart. Full of bloody violence, gruesome gore, and BDSM-themed sex and nudity, it’s a true translation of the pain and pleasure film series, which, despite all of these extremities, has managed to secure an ESRB rating.

Chief creative officer at Saber Interactive, Tim Willits, shared the news in a recent interview with IGN. “I can say that we have our ESRB rating, which was great, and we had to take nothing out for that,” he confirmed.

The fact that nothing had to be cut may come as a surprise to some. Of course, different ratings boards around the world weigh different aspects of mature games more than others. In the U.S. and Canada, the territories covered by the Entertainment Software Rating Board (ESRB) are traditionally stricter when it comes to sexual content, something that Hellraiser: Revival certainly doesn’t shy away from — its opening scene is an extended sequence of sadomasochism involving hooks and other sharp objects. So, it’s somewhat impressive that the game has passed through with nothing needing to be taken out.

As for other regions around the world, that’s still very much work in progress for Saber. European ratings boards such as PEGI and the USK view graphic violence in a different way than America does, but are more liberal when it comes to the sexual side of things. Similarly, the Australian Classification Board is far stricter on games involving drug use, so it remains to be seen if just one version of Hellraiser: Revival will be able to be released globally, or if altered versions exist depending on where you live.

‘Oh my God, I can’t believe they did that.’ That’s the kind of emotion that we want to get out of people.

It’s something that Saber is exploring currently and feels confident about. “We’re working with all the other ratings groups now, and I think that we’re going to do really well,” said Willits. “It’s all context. It all fits with the IP. It is an artwork, and it is a mature game for mature audiences. We’ve stayed within those lines, and we’ve been very successful at moving the game through all rating boards.”

Willits and the team are not shying from the graphic side of the game either. “It’s an active goal for the team. Yes. You can actually say that,” Willits explained. “Because if you are familiar with the franchise, if you’re familiar with what Clive [Barker, Hellraiser creator] has done, it definitely pushes. And when we announced that we were making this, lots of people online were like, ‘They better do it right, they better not make some ‘whooshy’ game that’s all censored.’ So we’ve tried to embrace it as much as we can. I really hope that players, they’re kind of like, ‘What’s around the next corner? What crazy stuff am I going to see next? Where is this going to go? Oh my God, I can’t believe they did that.’ That’s the kind of emotions that we want to get out of people.”

Last year, we heard from Willits that Saber intended to push its M Rating as far as it could with the upcoming video game adaptation. In that interview with IGN, he said: “We are going to go as far as we possibly can, as far as the people that make rules will let us go.” Well, it looks like that’s exactly what the team has done, securing an ESRB rating long before we even know the game’s release date.

Having played a good chunk of Hellraiser: Revival at gamescom 2025, I can indeed confirm first-hand that the limits for what’s allowed in a video game are being stretched by this blood-soaked pain and pleasure fest, where internal organs more often than not end up becoming external ones. You can read my full Hellraiser: Revival preview here, where I called it “Resident Evil for sickos.” I stand by it, even following some of the gory sights I’ve seen in Capcom’s latest, Resident Evil: Requiem.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Highguard’s Final ‘Farewell Tour’ Patch Gives Everyone a New Warden and Skill Tree to Play Around With Until the Very End

Highguard, the free-to-play PvP raid shooter announced at The Game Awards last year and set to close next week, has released its final update.

Developer Wildlight announced that it would permanently shut down Highguard on March 12, but not before a “farewell tour,” which also just-so-happens to be the name of the shooter’s final patch.

Highguard launched on January 26 after almost no communication with prospective players between its December announcement and launch day. While Steam concurrents almost hit a high of 100,000, peak concurrents on Valve’s platform soon plummeted (neither Sony nor Microsoft make player numbers public). And though Wildgate was quick to address issues with the game, even adding a 5v5 game mode to counter 3v3 complaints, shortly thereafter, most of the studio was laid off.

Now, as the team issues its final patch, it thanked everyone who has and is still playing Highguard, writing: “Even though we are shutting the game down, we are excited to give our remaining players one last big update to keep you entertained over the weekend. Thanks again for playing with us. Enjoy!”

This final update adds a new Warden, a new weapon, account level progression, and a skill tree for those who want to get their final matches in.

Highguard ‘The Farewell Tour’ Patch Notes:

For our final patch, we’d like to thank everyone who has played and is still playing Highguard. Even though we are shutting the game down, we are excited to give our remaining players one last big update to keep you entertained over the weekend. Thanks again for playing with us. Enjoy!

Account Progression

You’ll now level up your account level just by playing the game. As you return to the lobby, you’ll gain XP, level up, and earn Skill Points to be spent on the new Skill Tree!

Everyone’s account will start at level 0, and goes to level 100.

Your first level acquired will reward you with 5 Skill points. Afterwards, you receive 1 skill point per level up until level 40 for a total of 44 points to spend. This allows players to choose up to two skill trees to max.

Skill Tree

The Skill Tree is designed for players to build out their upgrades in 4 distinct playstyles. Each branch has a variety of options for players to choose from, with 2 tiers of power on all small nodes. Here is a list of what each branch focuses on, along with a few examples.

  • Raider – for players looking to be unstoppable during Raids, along with some buffs and abilities focused on general combat efficiency.
    • Infiltration – while raiding, zipline further into the enemy base
    • Juggernaut – destroying a wall provides a short duration overshield
    • Spearhead – you receive a Domesplitter and a Thumper Charge when your Siege Tower rolls in
  • Harvester – for players who are looking to increase their Vesper gain and the power of their Warden Axe
    • Heavy Swing – you swing your axe with two hands, instantly destroying Vesper Nodes
    • Shatter Orb – destroy enemy soul orbs with your Throwing Axe or Regular Axe Swing
    • Field Crafting – Create Armor, Equipment and Raid Tools in the battlefield
  • Treasure Hunter – for those players who love to loot
    • Treasure Seeker – hidden chests can be found and opened at PoIs
    • Archaeologist – Can sell items to Trader Flynn
    • Artifact Mastery – Amulets have a bonus magical property when equipped
  • Protector – for players who enjoy defending and keeping the team together
    • Resonant Walls – reinforced walls are more durable
    • Unbreakable Armor – once every 2 minutes, armor loss is prevented on death
    • Vanguard – while defending your base, allies can spawn on you

You can unequip a skill easily, and you can Reset all your points at no cost by clicking the button at the bottom.

We’ve tuned the XP gain to be very fast so players can earn points quickly and enjoy the full spectrum of the feature.

New Warden – Koldo

Koldo was discovered on Highguard. A lost soul from long before the continent disappeared, trapped inside a suit of armor, he searches for answers to his past. Koldo uses the power of his soul to protect his allies.

Passive: Guardian Angel

Protect any friendly orbs around you from destruction.

Automatically deploy your shield when reviving allies.

Tactical: Soul Shield

Deploy a shield for you and your allies.

Ultimate: Battle Cry

Koldo raises a standard that creates a protective dome. He can pick up and carry the standard, and drop it again at will.

Being inside the dome gives allies faster health regeneration.

New Weapon – The Switchback

The Switchback brings unparalleled versatility, comfortably handling both close range and long range encounters. When used in hipfire, it’s a shotgun. Aiming down the sights will transition the weapon into a marksman rifle.

The name “Switchback” originates from its unique double-barrel design. You’re able to rapidly shoot twice before needing a rechamber, though you also can pace your shots to keep up a continuous stream of fire.

In the field, many Wardens have sought to wield the Switchback. Only a few have truly learned to master it.

Gold Versions

The Switchback has 2 gold versions that can be found in loot chests, or with Trader Flynn.

  • Basebreaker
  • Repeater

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

“In a sense, we’re kind of victims of ourselves” says Crimson Desert’s chief marketer, who reckons it plunged over the announcement Kliff too early

Is it a bird? Is it a plane? Is it a really shonky Zelda: Tears of the Kingdom? Is it a dork ass enormity of an open world action-RPG? Is it a sort of janky Assassin’s Creedlike where you explode stuff a lot? Is it something with slippery combat that’ll break your heart? Is it a game where you’ve got to press 15 million buttons just to pick up a thing?

All of these are the sorts of questions folks have asked as they’ve grappled to understand exactly what Crimson is ahead of its release this month. According to developers Pearl Abyss’ main marketing man, that’s a consequence of the shonky enormity of exploding slippage being announced way too early.

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The Resident Evil Requiem Reveal That Has Big Implications for a Resident Evil 5 Remake

This article contains spoilers for Resident Evil Requiem.

Resident Evil Requiem is now in our hands and, as our review makes clear, it’s a massive success. But what’s next for Capcom’s long-running horror series? Resident Evil has settled into a release cadence over the last few years that alternates between new mainline entries and extravagant remakes. With the most recent remake being an overhaul of Leon S. Kennedy’s iconic Spain-set adventure, Resident Evil 4, the next one up on the docket is likely to be Chris Redfield’s co-op odyssey, Resident Evil 5. That would be interesting for many reasons, but to make matters more intriguing, one of Resident Evil Requiem’s third act plot reveals seems to hint at the ways Capcom intends to alter the series’ continuity in a hypothetical remake of the fifth mainline chapter. Let’s take a look at how Requiem may be quietly setting up a lore-altering remake of Resident Evil 5.

Big Spencer

Even people who have never played a Resident Evil game before have probably at least heard of the Umbrella Corporation, the nefarious pharmaceutical company behind many of the series’ biohazardous events. Who they’re less likely to be familiar with is Oswell E. Spencer, the founder and CEO of Umbrella. Although he’s rarely made direct appearances in the games, Spencer could arguably be considered the overarching antagonist of the entire franchise. The first game took place in his mansion, after all, and the series’ dense web of viruses, monsters, and shady villainous factions almost all tie back to Spencer in one way or another because of his initial work with bioweapons.

Resident Evil Requiem brings Spencer back in the spotlight, but in an unexpected way that recontextualizes his place in the Resident Evil universe. Where previous lore depicted Spencer as a megalomaniacal oligarch who wanted to remake the world using weaponized viruses, Requiem presents a more human side of this ambitious scientist.

In the game’s final act, protagonist Grace Ashcroft learns that her mother, reporter Alyssa Ashcroft, interviewed Spencer in his twilight years. As part of their meeting, Spencer explained that he’d been taking care of an orphaned infant – Grace herself – and gave her to Alyssa to raise. He also seemed to express genuine remorse for all the death and destruction he’d caused. Requiem doubles down on this idea with the twist that Elpis, Spencer’s secret final project that the villains have been seeking all game long, is not a new bioweapon like they believed, but in fact an antiviral agent that can cure infections caused by Umbrella’s viruses. In Requiem’s “good” ending, Grace realizes that Spencer wanted to atone for his actions by using Elpis to nullify the bioweapons he once created. She releases the antiviral into the world, and Leon is saved from his T-Virus infection.

The scene of Spencer and Alyssa’s conversation is remarkable because it managed to evoke pity and even a bit of sympathy from me for a character who I know is an egotistical madman responsible for numerous atrocities and millions of deaths. That’s the power of strong writing and voice work. But while making Spencer more sympathetic serves a self-contained purpose within Requiem’s story, the idea that he had regrets before his death carries huge implications for the series’ established canon, especially as it relates to Resident Evil 5’s place in the timeline.

Flashback Attack

Spencer made one of his few in-person appearances in Resident Evil 5, popping up in a flashback cutscene that featured him talking with another recurring series antagonist, Albert Wesker. Spencer is shown as an old man in a wheelchair, barely clinging to life while still espousing his eugenics-minded philosophy. He raves about how he had the “right to be a god,” and reveals to Wesker that he was part of a program designed to create superior beings whom Spencer was to be the master of. Wesker then kills Spencer, saying that he was “arrogant even until the end.”

This is Spencer’s canonical death, although this version of him is incongruous with the revelations in Requiem. But that might not be a problem if a Resident Evil 5 remake reworks this scene and Spencer’s role in the plot to fit with his newer, more regretful portrayal.

Spencer’s death in Resident Evil 5’s main campaign is merely part of a cutscene, but the sequence became more interactive with the Lost in Nightmares DLC. The expansion sees Chris Redfield and Jill Valentine battle Wesker shortly after he kills Spencer, with you fighting in the very same room he commits the deed in. Should this sequence be recreated and integrated into the main campaign of a potential RE5 remake, Capcom would have the opportunity to rewrite Spencer’s final moments so they line up better with Requiem’s reveals. This could be the first moment in the series’ timeline that our heroes learn of Spencer’s real feelings on his legacy. And with the DLC being one of the only parts of RE5 that mechanically feels akin to the franchise’s classic survival horror gameplay, it’s a prime candidate for a level that could be included in a remake that would, presumably, look to reformat the story to better suit the series’ renewed survival horror ambitions.

Capcom has already been fairly liberal with Resident Evil remakes making adjustments to previous continuity.

It makes a certain amount of sense for Capcom to do this, because this very scene has already been the subject of a retcon. The villains’ conversation sees Spencer claim that Albert was the only survivor of the Wesker program, but that turned out to be untrue when we learned about Alex Wesker, who was the main villain of Resident Evil: Revelations 2.

Capcom has already been fairly liberal with its Resident Evil remakes making adjustments to previous continuity. The first game’s remake introduced entirely new characters, the most notable being Lisa Trevor, the daughter of the Spencer Mansion’s architect. Umbrella used Lisa as a test subject, and her mutated body was the vessel from which William Birkin, one of the main villains of RE2, first harvested that game’s G-Virus. Resident Evil 2’s remake, meanwhile, adds a lot of flesh and nuance to characters like Ada Wong, Marvin Branagh, and Annette Birkin.

Most pressingly, Resident Evil 4’s remake ends with Ada stealing the dominant plaga sample (referred to as “the Amber”) and refusing to give it to Wesker, something that very much did not happen in the original game. Since Wesker’s work with Las Plagas created many of the threats present in Resident Evil 5, this alteration (as well as the reveal that Wesker recovered Jack Krauser’s corpse), hints that the context for how RE5’s monsters come to be will be different in the seemingly inevitable remake.

What Does This Mean For Resident Evil 5?

Recent Resident Evil games hinting that the events of RE5 will be different in the new continuity are pretty big clues that a remake of the fifth game is all but assured. While the remakes have been a largely successful creative endeavor, Resident Evil 5 in particular is an interesting subject for a remake. Both its mechanical and narrative relationships to the rest of the franchise are somewhat fraught, and a remake provides the opportunity to smooth over those discrepancies. I doubt that a remake would ditch the co-op campaign – one of the original version’s most beloved and foundational features – but the game marked the point where it was borderline impossible to argue that the series was still trying to be a survival horror game. Resident Evil 4 got away with the shift to a more action-heavy style because it revolutionized third-person shooting and was a masterclass in tension. RE5 doesn’t have the same pedigree and moved even further away from the atmosphere of the early games, something that could be rectified in a remake.

I say this as a fan of the fifth game: it could really use some serious changes. I have played through Resident Evil 5 somewhere north of 20 times, on multiple platforms and with many different co-op partners. It’s an excellent game to throw on with a buddy, and is easy to play as a casual hangout activity. That said, the series’ adherence to the “stop and shoot” mechanic, as appropriate as it is for the classic entries, is not conducive to the fast-paced two-person experience RE5 wants to be, nor is its incredibly primitive attempt at cover mechanics for specific encounters. A version of RE5 that uses the many refinements the franchise has made to its gameplay in the years since the original’s release would let it feel more fresh and dynamic instead of an awkward midpoint between Resident Evil 4 and Gears of War.

More substantively, the Resident Evil remakes have done a tremendous job of improving the franchise’s narrative credibility with stronger writing and more believable performances while not significantly altering the actual plots of each respective entry. Resident Evil 5 could use this more than most, both because it pushes RE4’s carefully considered campy tone a bit too far into maximalist absurdism, and also because the game did not do the best job of navigating the perils of being a horror game with an African setting. RE5 has been a subject of controversy for racial insensitivity since before it was even released, and while your mileage may vary on how big of a problem that is for you, it’s difficult to absolve the game of the accusation. Not even secondary protagonist Sheva Alomar being a heroic figure can eliminate how misguided some parts of RE5 are. It’s not that the story can’t be set in Africa, but the game’s middle chapters with plaga-infested tribal warriors could be easily swapped out for something that feels more in line with contemporary sensibilities.

No matter how Capcom decides to tackle a Resident Evil 5 remake, the alterations in these recent games indicate that the studio won’t be faithfully remaking RE5’s story. Quite how changes to Spencer’s legacy and Ada Wong’s decision will change the direction of any hypothetical remake is not yet clear, so we can’t yet say if such retcons will pave the way for Capcom to better align the game with the creative sensibilities of the modern era, or if it simply means the lore around its story will feature minor adjustments.

We don’t know what the next Resident Evil game following Requiem will be, but whenever the Resident Evil 5 remake does come together, it seems like it won’t be exactly like we remember it.

Carlos Morales writes novels, articles, and Mass Effect essays. You can follow his fixations on Twitter.

In Total War: Medieval 3, you can change the laws of your kingdom to ensure your feckless heir doesn’t inherit the throne

While Creative Assembly will readily tell you that Total War: Medieval 3 is still years away from release, with the project currently only in pre-production, the team are being quite open with their plan for the long, long, long-awaited strategy game. A recent message from the game’s creative director, for instance, goes into how you can mess around with inheritance planning for the whole kingdom of France.

As someone who is currently going through the process of creating a will and signing life insurance paperwork, I am delighted to turn this boring bureaucracy into a transferable skill to ensure my friends and family can keep sticking it to the British throughout my 12th century campaign.

More importantly, potentially even than that, is how these systems are an example of the replayability Creative Assembly is hoping to build into Total War: Medieval 3 and what they’ve learned from Crusader Kings 3.

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PlayStation Indie Hit ‘Kena: Bridge Of Spirits’ Is Headed To Switch 2 Soon

Raising the spirits.

Back in 2021, you may recall the release of Ember Lab’s celebrated Kena: Bridge of Spirits on PS5 – perhaps you even played it on Sony’s consoles or PC. This lovely-looking indie adventure was snapped up by PlayStation in a timed exclusivity deal on consoles until it came to Xbox in 2024 – and it’s coming to Switch 2 “this Spring”.

The Switch 2 version will come with the Anniversary DLC and New Game+ mode included. Check out the reveal trailer above to get a better look at it.

Read the full article on nintendolife.com

Castlevania: Belmont’s Curse Is ‘Not a Roguelike or a Roguelite Game,’ Konami Insists

Castlevania: Belmont’s Curse — announced at Sony’s State of Play showcase last month as part of Konami’s celebration of Castlevania’s 40th(!) anniversary — will play like a classic Castlevania game rather than a roguelike, despite the expertise of the studio making it.

That’s according to Konami, which told The Verge earlier this week that while the game is in development by Dead Cells maker Motion Twin, it will play like a traditional Castlevania game.

“Castlevania Belmont’s Curse is a 2D action-exploration game where players can freely explore vast, elaborately crafted maps,” Konami’s Tommy Williams said. “It is not a roguelike or roguelite game.”

As for why Konami’s making this clear now? Well, the announcement trailer did leave some fans wondering about the gameplay, not least because some thought they spotted a whip card pop-up on screen, as though it was a roguelike power-up.

As one prospective player said on Reddit following Konami’s clarification: “Okay NOW I’m interested. I’m so sick of Metrovania games that are roguelike or roguelite or Soulslike, for that matter.” Another simply said: “I wouldn’t want it any other way, to be honest.”

Castlevania: Belmont’s Curse is out later this year on Nintendo Switch, PC, PS5, and Xbox Series X/S, and is already available to pre-order. The new stylized 2D Castlevania game co-developed by Evil Empire and Motion Twin is set in 1499, where Medieval Paris is engulfed in flames as monstrous creatures suddenly emerge from the shadows. Armed with the legendary holy whip, the Vampire Killer, Trevor Belmont’s successor ventures into the burning streets and the looming castle to hunt down the beasts.

Konami says this is just the first announcement to mark the series’ fourth decade, which started way back on the original Nintendo Entertainment System and has since spawned a hugely successful and critically acclaimed adult animated series on Netflix.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Oblivion Remastered multiplayer mod announced by company aiming to give a bunch of single player games their GTA 5 moment

From Skyrim Together to the more recently released Witcher Online, modders bringing multiplayer to big single player games isn’t new. Folks spend hundreds of hours mucking about in Tamriel or on The Continent alone, so the idea of being able to do so with a gang of mates has obvious appeal, as much as it can be fiddly to pull off.

A newly announced mod will add multiplayer to Bethesda’s Oblivion Remastered later this year. But this one’s not from your typical group of hobbyists.

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