Co-operative starship mishap sim Jump Space just received the first major update of its early access phase, bringing both functional capitalism and a surprisingly enjoyable trio of melee weapons. The former takes the shape of newly opened item shops at your home base, giving you a chance to stock up on guns, repair kits, or artifact buffs before shipping out on a mission. And, having thwacked a few bots with the latter, I’m liking how worthy they are of a precious weapon slot, even in a game previously set up entirely for gunplay.
Two Point Museum is just about to launch on the Switch 2, and to celebrate, Sega has announced another new DLC expansion scheduled to launch this winter.
Dubbed ‘Zooseum’, it’s essentially, well… a zoo. It’s a brand new location that will no doubt introduce a smorgasbord of interesting creatures to care for as you look to expand your blossoming museum even further.
We talk with Design Director Matt Scronce and Senior Director of Production Yale Miller about the map design process Treyarch is employing for the upcoming Call of Duty: Black Ops 7.
Treyarch has crafted some of the most detailed and compelling Multiplayer maps the Call of Duty series has ever seen, following a three-lane map design philosophy that creates a natural flow for players to learn.
Call of Duty: Black Ops 7 launches November 14, 2025, for Xbox Series X|S, Xbox One, Xbox on PC, ROG Xbox Ally handhelds, Cloud, Battle.net, Steam, PlayStation 5, and PlayStation 4. It is an Xbox Play Anywhere title and available day one with Game Pass Ultimate and PC Game Pass.
Boxes are important.
That’s one of my favorite takeaways from talking with Design Director Matt Scronce and Senior Director of Production Yale Miller at Call of Duty: Next recently, where we had a chance to sit down and chat about the map design process Treyarch is employing for the upcoming Call of Duty: Black Ops 7, and how important a well-placed piece of cover (e.g., a trash can) can help bring balance to the overall flow of a map.
Over the years, Treyarch has crafted some of the most detailed and compelling Multiplayer maps the series has ever seen – who can forget Nuketown? Part of that is understanding how these maps feed into a “three-lane” design philosophy, in which two side lanes and a central lane connect the two team spawn locations, creating a natural flow for players to learn — Treyarch has refined this over the years and will continue to do so now with the upcoming Black Ops 7 Multiplayer.
“Every lane needs a purpose,” explains Scronce. “If this lane has a power position, for example, like a building, then you most likely want an opposing power position, likely another building. Toshin, one of the new maps set in Japan, is a very good example of that where you’ve got two power positions looking over the street — the street can get a little dicey, so you want to stay on the move there, but you also want your buddies watching over your flank straight ahead.”
As I touched upon earlier, cover placement is another big piece of a balanced lane, Scronce tells me. “If I don’t have cover, I’m just in the open. Whether it’s a trash can or a crate or a rock, if I can post-up at this piece of cover, then most likely you want the opposing player to have another piece of cover, so we can have kind of a proper head-on engagement.”
My experience on Toshin during the recent Call of Duty: Black Ops 7 Multiplayer Beta confirmed much of what Scronce detailed. That city street between the buildings? In every match that landed on Toshin, I found it to be one of the biggest danger points where teams would mix it up, with each side being naturally driven to that point through alleyways, shops, and apartments. It’s clear a tremendous amount of work goes into crafting every one of these Multiplayer maps, taking chokepoints, lanes, and other considerations into account, and that it must be hard to know when to check a map off as “ready” to be deployed.
“It’s tough: because the team is so passionate about all the maps, they want to continue going forever,” says Miller. “That’s why things like the Beta are so crucial for us. It’s a lot of looking at how a team and the overall community plays on the map.”
To get it to a point where Treyarch feels a Multiplayer map is ready to be deployed, the team goes through a ton of playtesting in the studio, until it feels like they’ve created the best map possible for their players — in the sense that it feels fair, balanced, and the average player could learn the map and get better at it, and doesn’t feel like there’s any spot that’s exploitative in the sense of single power position where you can see the whole map.
“Another huge one is visibility,” adds Miller. “So much work goes into it because you have interiors, you have exteriors, you have lines of sight. If someone’s hiding in the back of a building, but there’s a doorway here and it’s looking down onto a lane, if you’re on the other side, can you see them? Does it make sense how you move through it? Then as you start to layer things like visuals, additional cover… you start seeing different sight lines. You’re smoothing something down and you look for those problem spaces – it’s like whittling wood and trying to get it as smooth as you possibly can. And if we’re playing a bunch and no one’s seeing a huge cut or a nick, to continue that analogy, then we feel like we’re in a pretty good spot.”
Call of Duty maps are well known for showcasing some truly great-looking maps (Hijacked and Carrier come to mind), but part of that “awesome” is also ensuring these maps have good visual landmarking as well. Not only should the map play well after a few turns, as a player you need to be able to figure out “Where the hell am I?” when you spawn in, so you know you’ll be able to call out where you’re at to your teammates so they can come help you.
“That’s why the Betas are so important to us,” says Miller. “Because there are things that we’re trying, but how’s the community reacting? There will be changes to maps post-Beta absolutely, there’s no question. The team’s already debating this stuff.”
“It’s a conversation between design and production,” adds Scronce. “If it’s up to design, they’re never done (making the map). I was talking to our level design director (during Call of Duty: Next) who was back at the offices watching the stream, and he was like, ‘Hey, we should address this…’ We’ve been known to make changes to maps that are already out in retail based off player feedback. If we have time and we feel like it will make the map better, we will try our hardest to make that change.”
One of the things that made Black Ops 6 Multiplayer stand out was introducing a new way for players to move through the maps with Omnimovement – a feature that allows you to sprint, slide, and dive in any direction with a full 360-degress range of motion. It was perhaps one of the biggest game changers to come to Multiplayer in years. New for Black Ops 7 will be wall jumps, which have given matches an even greater level of verticality and speed, in addition to a refined version of Omnimovement. When the crafting process starts, I wanted to know at which point do these new and distinct gameplay features play a role in how a map is built – is it from inception or later in the process?
“I think it can be both, but usually it’s from inception,” Scronce tell me. “Where a map like Blackheart, for example, which was in the Beta, that map has wall jumps that go over a grinder. So, for sure, new mechanics are considered. I think, when everything turns out the best is when everybody’s kind of aware and driving towards the same goal. But there are maps where you start playing them, and then you’re like, ‘Oh, it’d be really cool if I could do this…’ That might not be a wall jump opportunity, but perhaps a sneaky, clever opportunity. Maybe we’ll put a piece of plywood down to tell you that you can jump here, and the team will shape it a little bit more.”
“When we’re looking at stuff and talking about different maps, before they’re even starting paper design, it’s like, ‘What’s the intention of this map?’” adds Miller. “Do we want it to be a big map, but [have] the engagements be close? What are the goals? And some of it could be we want this to be a map where it’s about finding flank routes and moving constantly, versus a map where it’s about finding good cover, posting up, and kind of head-to-head battles.”
No player wants every map to play the same way, which circles back to how features like Omnimovement and wall jumps can feed into making each of these maps feel distinct, whether they are leaning into these new features or not. “You can kind of learn from that in the design. And then, of course, the community figures out other ways of being successful in maps… and we make changes,” Miller says.
Treyarch has confirmed they’ve already begun implementing key improvements and updates for launch (see Beta patch notes), thanks to some key takeaways from the recent Black Ops 7 Beta. One of those is having Open Matchmaking with minimal skill consideration as a default for Black Ops 7 Multiplayer (like the Open Moshpit approach tested during the Beta). They also confirmed they’re focused on keeping players together from match to match more often, and that persistent lobbies will be available at launch, with more details and confirmed changes to be shared in the coming weeks.
At the end of the day, Scronce tells me that making sure a map is competitive, fair, and fun are part of the ethos that the team drives to during their creations. “Whether you want to tune out and play Nuketown all day, or spend the night diving into Ranked, you should be walking away feeling that it was a fair fight, no matter which side you’re on.”
Now in the lead-up to the launch of Call of Duty: Black Ops 7, Treyarch is taking all their collective experience over the years of crafting best-in-class Multiplayer experiences into the newest Call of Duty title. Knowing the team’s stellar track record, and what we’ve personally been able to play ourselves recently during the Beta, this year’s Multiplayer offering is shaping up to be one of the best. November 14 can’t get here soon enough.
Call of Duty: Black Ops 7 launches November 14, 2025, for Xbox Series X|S, Xbox One, Xbox on PC, ROG Xbox Ally handhelds, Cloud, Battle.net, Steam, PlayStation 5, and PlayStation 4. It is an Xbox Play Anywhere title and available day one with Game Pass Ultimate and PC Game Pass.
– Items for immediate use in Call of Duty®: Black Ops 6 and Call of Duty®: Warzone*:
— Reznov Challenge Pack – unlock the SOG Reznov Operator Skin. Plus, get access to unlock the Stalingrad Reznov and Memory Reznov Operator Skins
— Guild Override Weapon Camo – unlock the Guild Override dynamic Weapon Camo
The Vault Edition includes:
– Cross-Gen Bundle of Call of Duty®: Black Ops 7
— Includes Xbox Series X|S, Xbox One and Xbox PC versions of the game
– BlackCell (1 Season)**
— Includes: Battle Pass, 20 Tier Skips, 1,100 CP and more
– Operator Collection
— 4 Operator Skins: Harper, Karma, T.E.D.D. and Reaper EWR-3
– Mastercraft Collection
— 5 Mastercraft Weapons
– Ultra GobbleGum Pack for Zombies
— 8 GobbleGums of Ultra rarity for Black Ops 7
– Permanent Unlock Token for Black Ops 7 (available at launch)
In Call of Duty®: Black Ops 7, Treyarch and Raven Software are bringing players the most mind-bending Black Ops ever.
The year is 2035 and the world is on the brink of chaos, ravaged by violent conflict and psychological warfare. David Mason leads an elite team on a covert mission to the sprawling city of Avalon. While there, they discover a sophisticated plot that won’t just plunge the world into chaos, it will pull them into their own haunting pasts.
Squad up or go solo in an innovative Co-Op Campaign that redefines the Black Ops experience.
Multiplayer explodes out of the gate with 16 electrifying 6v6 maps and two 20v20 maps at launch. Master a cutting-edge arsenal and outmaneuver your enemies with an evolved Omnimovement system.
In Treyarch’s legendary Round-Based Zombies mode, the nightmare begins where reality ends. Trapped in the heart of the Dark Aether, the crew is thrust into a vast, ever-shifting hellscape.
Game requires a Game Pass Core subscription (sold separately).
TPM 2.0 and Secure Boot required for PC, other security measures may be enforced. Learn more at https://support.activision.com/tpm.
*Call of Duty®: Black Ops 6 or Call of Duty®: Warzone on Xbox Series X|S / Xbox One / Xbox PC required to redeem. Sold / downloaded separately. Must be redeemed by November 14th, 2026.
**BlackCell, Battle Pass, Call of Duty® Points and Tier Skips will be accessible in Black Ops 7 upon availability of the Season 1 Battle Pass in-game. Redemption applies to one Season of the Black Ops 7 Battle Pass only.
Content, features, services, online play, and support not available in all regions, and may vary, change, or terminate.
Requires an Activision account and acceptance of the Activision Software License and Services Agreement. A mobile phone number linked to your Activision account may be required to play Black Ops 7.
Additional storage space may be required for mandatory game updates.
For more information, please visit www.callofduty.com.
Upgrade to the Vault Edition and receive the following bonus content*:
– BlackCell (1 Season)**
— Includes: Battle Pass, 20 Tier Skips, 1,100 CP and more
– Operator Collection
— 4 Operator Skins: Harper, Karma, T.E.D.D. and Reaper EWR-3
– Mastercraft Collection
— 5 Mastercraft Weapons
– Ultra GobbleGum Pack for Zombies
— 8 GobbleGums of Ultra rarity for Black Ops 7
– Permanent Unlock Token for Black Ops 7 (available at launch)
*Requires existing ownership of the digital version of the Call of Duty®: Black Ops 7 – Cross-Gen Bundle on Xbox Series X|S / Xbox One / Xbox PC (sold separately), or active subscription to select Game Pass plans (Game Pass Ultimate, Game Pass PC, or Game Pass Console).
**BlackCell, Battle Pass, Call of Duty® Points and Tier Skips will be accessible in Black Ops 7 upon availability of the Season 1 Battle Pass in-game. Redemption applies to one Season of the Black Ops 7 Battle Pass only.
For more information, please visit www.callofduty.com.
Pre-order any digital edition or subscribe to select Game Pass plans* and receive:
– Items for immediate use in Call of Duty®: Black Ops 6 and Call of Duty®: Warzone**:
— Reznov Challenge Pack – unlock the SOG Reznov Operator Skin. Plus, get access to unlock the Stalingrad Reznov and Memory Reznov Operator Skins
— Guild Override Weapon Camo – unlock the Guild Override dynamic Weapon Camo
Includes:
– Cross-Gen Bundle of Call of Duty®: Black Ops 7
— Includes Xbox Series X|S, Xbox One and Xbox PC versions of the game
In Call of Duty®: Black Ops 7, Treyarch and Raven Software are bringing players the most mind-bending Black Ops ever.
The year is 2035 and the world is on the brink of chaos, ravaged by violent conflict and psychological warfare. David Mason leads an elite JSOC team on a covert mission to the sprawling Mediterranean city of Avalon. While there, they discover a sophisticated plot that won’t just plunge the world into chaos, it will pull them into their own haunting pasts.
Squad up or go solo in an innovative Co-Op Campaign that redefines the Black Ops experience. Take on high-stakes challenges across a wide spectrum of environments, from the neon-lit rooftops of Japan to the Mediterranean coast, and even into the deepest corners of the human psyche.
Multiplayer explodes out of the gate with 16 electrifying 6v6 maps and two 20v20 maps at launch. From futuristic Tokyo vistas to the frozen, unforgiving wilds of Alaska, every environment is brimming with danger and opportunity. Master a cutting-edge arsenal and outmaneuver your enemies with an evolved Omnimovement system.
In Treyarch’s legendary Round-Based Zombies mode, the nightmare begins where reality ends. Trapped in the heart of the Dark Aether, the crew is thrust into a vast, ever-shifting hellscape. This isn’t just survival. It’s a descent into madness.
Game requires a Game Pass Core subscription (sold separately).
TPM 2.0 and Secure Boot required for PC, other security measures may be enforced. Learn more at https://support.activision.com/tpm.
*Requires active subscription to Game Pass Ultimate, Game Pass PC, or Game Pass Console. Subscribers must login to Call of Duty®: Black Ops 6 or Call of Duty®: Warzone on Xbox Series X|S / Xbox One / Xbox PC by November 14, 2025 to redeem the Reznov Challenge Pack and Guild Override Weapon Camo.
**Call of Duty®: Black Ops 6 or Call of Duty®: Warzone on Xbox Series X|S / Xbox One / Xbox PC required to redeem. Sold / downloaded separately. Must be redeemed by November 14th, 2026.
Content, features, services, online play, and support not available in all regions, and may vary, change, or terminate.
Requires an Activision account and acceptance of the Activision Software License and Services Agreement. A mobile phone number linked to your Activision account may be required to play Black Ops 7.
Additional storage space may be required for mandatory game updates.
For more information, please visit www.callofduty.com.
The long-leaked Battlefield 6 battle royale experience will seemingly shadow-drop across PC, PlayStation 5, and Xbox Series X | S soon, with a full gameplay reveal for Battlefield REDSEC now set to premiere tomorrow morning.
EA and Battlefield Studios (finally) confirmed plans to pull back the curtain on its new free-to-play Battlefield mode via social media today. A Battlefield REDSEC official gameplay trailer is now scheduled for premiere at 8 a.m. PT / 11 a.m. ET tomorrow, October 28, with its description teasing a surprise launch. The news follows months of rumors and leaks, suggesting that Battlefield 6 battle royale was nearly here.
Eyes up. Plates on.#REDSEC arrives tomorrow at 8:00 PT / 15:00 UTC 🔴
Those who have enjoyed Battlefield 6 since it first landed for PC, PlayStation 5, and Xbox Series X | S October 10 expected to hear news of a proper, complimentary battle royale experience when Season 1 was properly unveiled last week. As first details of EA and BF Studios’ latest came and went, however, there was no sign of what many had expected to be a substantial new game mode to drop into.
It was strange, especially as hints of a Battlefield 6 battle royale game mode began to leak as early as July 2025. The popular, last-squad-standing experience is nothing new for the franchise and remains popular among shooter fans, so with Battlefield promising a return to its roots with destructible environments and gritty gameplay, another stab at battle royale felt like a no-brainer at the time. Community manager Kevin Johnson then confirmed BF Studios had indeed begun work on such a mode in August, adding that only those involved in the Battlefield 6 closed test program, Battlefield Labs, would get to play at first.
Official updates have been quiet since, but that didn’t stop Labs testers from drumming up hype. Battlefield battle royale gameplay snuck its way online in September, confirming that things like swimming, combat, and destruction had been translated over to this new experience. Just as quickly as EA stamped out leaks, more soon popped up on social media.
Even with so little in terms of official word from the developers, a Battlefield 6 battle royale shadow-drop seems all but confirmed for tomorrow morning. Labs leaks date back months ago, so there’s no telling what content made it into the Battlefield REDSEC launch build.
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Battlefield 6’s battle royale mode has a name, and it isn’t quite as awful as I was expecting, though it falls well short of the exhilarating cringe of “Battlefortnite”. Battlefield REDSEC, they’re calling it. Such a Tom Clancelled, Limp Bizkit-ass moniker. What does REDSEC stand for, EA? Rampant Ennui Detected, Send Emergency Cookies? Or is it a game about hunting down commie office assistants? See, this is why they pay me the big bananas here at Rock Paper Shitpun Dot Com.
Wreckreation: An Open World Sandbox Racer that Lets You Build Your World, Your Way
Alyx Heather, Junior Marketing and Events Manager, THQ Nordic
Strap in and floor it—Wreckreation is the huge open-world racer where you don’t just drive the track, you drop it mid-drift. Sling loops hundreds of meters in the air, stitch ramps across canyon mouths, make it rain obstacles, traffic, and total mayhem—then blast through your own chaos at breakneck speed while your friends pile in. It’s part battle racer, part sandbox fever dream: build, race, wreck, repeat until your map is a highlight reel of near-misses, jaw-dropping stunts, and glorious slow-mo carnage.
From Tutorial to Total Mayhem
Fire up Wreckreation and you’ll first rip through an intro race to get a feel for the handling and earn your initial Wreckreation License Points—your main progression path. The intro race will showcase a skytrack with loops, turns and ramps to get you into the feel of what Wreckreation is all about. The Wreckreation License will showcase the points you have earned from races. As you progress you will earn more track pieces and cars to make your experience all the more fun. When you finish the intro race you will find yourself in a playground-style parking lot with Live Mix unlocked and several Live Mix track pieces to play around with until you decide to take to the roads.
From there, the world is your… oyster? Car graveyard? Junkyard? But a massive one because you have over 406,000 square km to explore with 454 km of roads to tear up! But whatever you do, that part’s up to you— as well as how chaotic you want it to be. Create Sky Tracks with friends, barrel around the vast world at breakneck speed, or scratch that arcade racing itch with Takedown Races and Road Rages. The choice is yours at your own pace.
What is Live Mix?
Live Mix is the real-time world editor. It lets you change the track and world while you’re driving. In Live Mix you can place track pieces on the fly. Ramps, loops, jumps, pipes, moving obstacles and many more things – anywhere, even into the sky or over the sea. You can change the worlds settings instantly: toggle the time of day, traffic density, even the weather just at the press of a button.
Live Mix also lets you edit live in shared sessions so everyone you are playing with can immediately race on what you place. With those same friends you can make Mix Modes, these are events on demand. Be it a race, stunt event or other mode, you will be able to create it and play it with your friends in your session to test out the new tracks you build together.
Build Like A Manic Mastermind
When it comes to creation, your only limit is your imagination… and, okay, the skybox. Want enough loops to induce G-force giggles? Done. Want spinning smashers, pop-up hazards, and cheeky traps that punt your crew into a smoky heap? Double done. With 400+ track pieces and objects with over 1200 variations—from giant jumps and savage drops to banked curves, hang times, and outrageous loops—no two races will ever look (or explode) the same. Show off your builds to your friends, or even collaborate and create tracks with them!
Meet the Storm
Rolling up to your freshly minted track, what will you face? The Cyclone? The Vortex? THE MAELSTROM? Why choose—throw them all in. These death-defying loops and hoops will test your driving skills to the MAX! Get your heart pounding and your palms sweaty (you’re seated, so your knees are safe), pin the throttle, and cause maximum destruction before your rivals do it to you.
Wreckreation launches October 28 on Xbox Series X|S.
What if a single key could open up an entire 400 square kilometer driving game universe? You’ve probably thought about it. The seemingly infinite number of what-ifs inside your head after pouring countless hours into racing, open world and building games. Wreckreation is exactly that. Developed by Three Fields Entertainment, the UK-based team comprised of veteran arcade racing game developers, Wreckreation finally hands you the keys to your own MixWorld. This will be a MixWorld that you can decorating and personalize, either alone or in collaboration with your friends online. A place of your own where you can continually strive to outrace, out-stunt or even out-crash yourself and others with courses, tracks and game modes designed by you – or your friends – but yours will probably be better.
Now, a number of screenshots reportedly taken from the canceled project have been published by MP1st, hinting that the game may have be set in Greece once again and feature a range of diverse backdrops, including caverns and temples.
Two screenshots, purportedly of Hades’ Armory, apparently show the same area in different states, one ‘normal’ and the other seemingly infected by a curse or otherworld state with rust-colored stains.
Hades was introduced in 2005’s God of War and appeared in God of War II, but it wasn’t until God of War III that he became a major antagonist before his brutal death at the end of the third instalment. Quite how Bluepoint planned to explain his return in this game we may never know, but it does show the Sony-owned studio was moving beyond the rebooted series’ hitherto Norse setting, although there are some Norse-like touches in the screenshots, too, suggesting Bluepoint was either intending to mix it up or still experimenting.
Sony has yet to announce a new God of War game, although given the success of both 2018’s God of War and 2022’s God of War Ragnarök it seems inevitable that fans will get more from the franchise. The question is, in what form and in which setting will God of War take on next?
Speaking at MCM London Comic Con last week, Kratos actor Christopher Judge said he hoped God of War would cover the Egyptian pantheon. “Because I became best known as Teal’c from Stargate, to go to Egypt would be a completion of my circle,” he teased. “But whatever is decided — wait… if there is another game, I have no doubt that no matter what pantheon it is, it will be great.”
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.
Ideal podcast game and source of all my lorry knowledge Euro Truck Simulator 2 is expanding its map to Ireland in the future, devs SCS Software have revealed. The DLC, dubbed Isle of Ireland, will include both Northern Ireland and the Republic of Ireland as fresh trucking locales.
It’s another entry in the list of add-ons in the works for Euro Truck Sim 2, which also includes a Nordic map expansion, coaches, and a number of reworks to existing areas. The latter includes a UK revamp announced just the other week, which should ensure that driving from Birmingham to Belfast shouldn’t resemble a voyage from 2013 to 5.
As we reported last week, the director reflected on criticism of the series’s pacing and lengthy instalments. Asked if he agreed with the feedback that “certain sections” in Final Fantasy 7 Rebirth felt a little long, he disagreed, saying: “Regarding time management in certain sections, especially in FF7 Rebirth, I honestly don’t believe that they were longer than necessary. I feel like nowadays, players just have too much to do and too much to play; so they often feel the urge that something has to be concluded quickly.”
In a new interview with VGC, Hamaguchi expanded further on this, saying: “Just to explain, the original question I was asked there was, they said that there are some people who played Rebirth, the second game in the series, and they felt that because we’ve added in new story content, which wasn’t in the original Final Fantasy 7, to them it felt like the story was being stretched out,” he explained. “So they asked whether we were considering doing anything related to that in the third game.
“I feel that the pacing, the content, and the balance in Rebirth is exactly as I wanted it. I personally don’t feel it’s been stretched out; it doesn’t feel unnecessarily long. To me, I think I got that right, and I think a lot of people would agree with me.”
Hamaguchi explained that while he is looking at pacing and ensuring “that the story developments move forward in a fairly speedy manner and with the right pace essentially, rather than feeling slow and drawn out,” his comment may have been “misconstrued.”
“I think that may have been misconstrued by people; they may have said, ‘Okay, that means they’re going to cut down on the volume and they’re going to remove story content, it’s going to be a shorter game, they’re going to cut it down’, and that’s not what I’m saying at all,” he added.
“It’s about making sure the pacing feels right, it’s not about cutting out content, it’s making sure that it feels right, the speed that the story progresses at feels right, and it is fairly quick and feels like you can get through it at a reasonable pace. But it has to feel right, so that’s what I mainly intended to say there.”
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.