The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’

Earlier this week at the DICE Summit in Las Vegas, Nevada, Naughty Dog head Neil Druckmann and Sony Santa Monica head Cory Barlog sat down in front of an audience for a chat about a very personal topic: doubt.

The two bantered back and forth for roughly an hour on a series of subjects that were clearly very close to both of them, ranging from their own doubts about themselves as creators to how they knew an idea was “right” or not. The two also answered a few pre-submitted audience questions, including one that Barlog read to Druckmann about sequels: “How do you and your teams approach character development over multiple games?

Druckmann’s answer, though, was surprising for someone who’s made quite a few sequels in his day: he doesn’t think about multiple games.

“That’s a very easy question for me to answer, because I never think about multiple games, because I’m the game in front of us is so all consuming,” he responded. “I think you’re jinxing yourself if you’re starting to think about the sequel when you’re working on the first game. So when I was making The Last of Us 2, yeah, sure. Every once in a while an idea pops in your head of where it might go if we get the chance to do another one. But I just approach it as, ‘what if I never get to do another one?’…I’m not saving some idea for the future. If there’s a cool idea, I’m doing my best to get it into here.”

Ten-year payoffs

Druckmann went on to explain that this is how he approaches everything, with perhaps the exception of the The Last of Us TV show since he already knows it’s going to have multiple seasons. So when sequels come around, instead of having a plan already in mind, Druckmann says he looks back on what he’s already done and asks himself what elements are unresolved and where the characters can go. “And if I feel like the answer is, they can’t go anywhere, then I go, ‘I think we’ll just kill them off.’

“I’m half joking, but we just find the next game. When we made Uncharted 1, we had no idea we would do the train sequence of Uncharted 2, or where Nathan Drake would be. We figured it out when we made Uncharted 2. And eventually, the same when we worked on Uncharted 3, same when we worked on Uncharted 4, where we look back and say, “How do we not repeat ourselves? Where else could this character go? What else could get him back into the adventure?” And we have to come up with a new answer. And if we don’t have a new answer then we should ask ourselves, is this the right character? Is this the right game for us to work on? Or is it time to find something new?”

When we made Uncharted 1, we had no idea we would do the train sequence of Uncharted 2.

Barlog responded, saying he doesn’t work that way at all. Barlog says he has “way too much of the Charlie Day crazy conspiracy board of trying to connect and plan with all of these pieces,” and especially likes when he’s able to connect something he’s working on now with something he planned ten years ago.

“It’s just so magical, but it is absolutely, unequivocally the most unhealthy thing ever, because it is insanely stressful to try to fold and connect each of these pieces,” Barlog continued. “Because give or take five years, there’s hundreds of people involved, and then a whole new group of people often are moved in on the next project. That’s a bunch of different, and perspectives, and likes and dislikes that are going to negatively impact you setting something up that early. And they’re going to be like, ‘Let’s talk about this, because that was kind of the dumb. I don’t know if I want to do that.’”

“I think for me that requires a level of confidence I just don’t have,” Druckmann later responded. “Like this is going to be so successful, I know where this is going next. I’m like, I just want to focus on the next five days in front of me, let alone 10 years down the line.”

The reason to wake up

The fireside chat spanned a number of topics, with Druckmann and Barlog discussing their own experiences with doubt, and their respective creative processes for determining when an idea is “correct.” Later in the talk, they alluded to their feelings on their careers as they currently stand. Druckmann spoke on how he doesn’t want to go into TV or movies permanently, sharing this anecdote about his love for games:

“Since we’re talking about TV, one time I gave some direction on Pedro Pascal. And I think he was frustrated by my direction, but he said it jokingly. He’s like, ‘Do you like art?’ And I said, defensively, ‘Yeah, do you like art?’ And without missing a beat, he goes, ‘It’s the reason to wake up in the morning. It’s why I live and breathe.’ And to me, that’s why we do it.

“…At times, I’ve had panic attacks. It’s just so much stress, but you do it, because you love it so much. I love games so much. I love the stories we tell in games so much. It’s the reason to wake up in the morning. It’s why we do what we do, and despite all the negatives that come with it, sometimes the death threats and all the negativity and all those things, you just kind of dismiss those things and say, ‘Yeah, but I get to make games with the most talented people. How lucky are we?’”

Druckmann then turned a question on Barlog, pointing out Barlog’s storied career in light of the recent retirement of his colleague Ted Price. “When is it enough?…When is this compulsion enough? When have you proven yourself enough?”

Barlog gave a lengthy answer that got real real:

“Is it ever enough? The short answer’s, no, it’s never enough. It is the voice in your head driving you more, and more, and more, and more…You struggle, you struggle, you work, you work. And it feels thankless, and you’re not being heard. Or the thing you’re doing doesn’t resonate. Then you reach that point where this mountain you’ve been looking at it, you’ve been dreaming about, you’ve been aspiring to. Finally, you reach the summit of this mountain. And it’s like the most amazing and horrible thing all at the exact same time.

Is it ever enough? The short answer’s, no, it’s never enough.

“Because when you get to the top, this demon of obsession inside of your head doesn’t shut up and let you appreciate the moment, the smell of the air, the sound of this sort of successful silence, that you’ve persevered, you’ve struggled, you’ve worked so hard to get all this. And so many people came together, and used this collective creative brain space to give birth to something that was only an idea, or a concept. And just enjoy, and revel, and see that you accomplished this thing, and you are at the top of the mountain. No. The demon just looks and goes, ‘There’s another mountain over there that’s a lot taller.’ Okay, well what next? You don’t even often take that time. And I don’t want to believe that it is intentional. It is this weird, I think silent, not so silent part of your individual makeup. The reason you’re in this is because you can’t stop. You’re driving yourself forward, and to your detriment, to everyone else giving you the advice to stop, and pace, and you don’t.”

Druckmann echoed this sentiment, but softer, ending on an anecdote about Naughty Dog’s Jason Rubin. Upon his departure from the company, Druckmann remembers Rubin telling him that him leaving would create a space for everyone else to rise up behind him. “I think about those opportunities. Eventually when I am done doing this, it will create a bunch of opportunities for people. So for me, it’s like I’m slowly rising up. I’m getting less involved on the day-to-day stuff, like on this project that I’m on…And eventually I think I’ll just be able to remove myself. I don’t know how long that will take, but I think about it. And I think about the opportunities I will create for next people to take on this stress, and take on their ideas, and be vulnerable and do all those things.”

Barlog quipped back, concluding the talk: “Very convincing. I’m going to retire.”

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

Out today: Afterlove EP, the visual novel about grief and rock music from the creator of Coffee Talk

Afterlove EP is the new visual novel and/or broken hearts album from Indonesian developers Pikselnesia. It’s the sad, sleepy tale of a musician, Rama, who is trying to put his life back together and reconnect with his old bandmates in Jakarta a year after the death of his girlfriend, Cinta. The complicating factor is that Cinta isn’t entirely gone: she is a voice in Rama’s head, chatting to him throughout the game’s 28-day storyline as though sitting next to the player on the other side of the screen.

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Sorry Okamiden Fans, It Sounds Like The Okami Sequel Will Basically Ignore The DS Follow-Up

Howl could they do this to Chibiterasu?

We were more than a little surprised when Hideki Kamiya and Capcom popped up at The Game Awards to announce an Okami sequel. Surprised, but excited. The title is still in early development and we know very little about it, but in a recent interview with IGN, some of its creatives began to explain what we can expect from the sequel and how it’ll fit with the series’ previous entries.

Throughout the interview with Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata, the trio refer to the upcoming sequel as “a continuation of the story that we saw in the original game”. But, as any Okami fan will be able to tell you, we’ve already seen a follow-up (of sorts) in the 2011 DS follow-up, Okamiden.

Read the full article on nintendolife.com

The Cult Classic Shmup X-Out Surfaces Back after Slumbering in the Depths for 35 Years

Summary

  • X-Out Resurfaced comes out February 20, 2025.
  • Digital pre-orders are currently available.
  • Remake of the classic C64 shoot’em up.

Some people say old legends never die. We fully agree with them, as we’re willing to give a helping hand to those that wish to rise again.

X-Out Resurfaced is a full-blown, high-definition remake of the old Commodore 64 classic X-Out. Featuring gorgeous visuals and a reworked control scheme, this new version is the perfect way to experience this incredible shoot’em up in all its glory.

X-Out R screenshot

The game starts with a unique loadout screen, revolutionary for its time, allowing you to choose your craft, weaponry and option types, before submersing yourself in frantic, underwater shmup action.

X-Out R screenshot

The challenge will be tough and the enemies numerous, but Captain Granger and his faithful craft Trilobite are definitely up to the task. He is after all the last line of defense against the alien horrors that are trying to invade Earth through the ocean depths.

X-Out R screenshot

These cosmic horrors sound like they might be too much for you to handle alone? Nothing to worry about, as X-Out Resurfaced features a brand new two-player mode. Sharing the underwater terror is caring after all.

Last but not least, the banger of a soundtrack got a complete makeover by the original composer himself, the great Chris Huelsbeck. Worth a good listen or two if you’re an enjoyer of fantastic retro tunes.

X-Out Resurfaced is still currently available for pre-order, with a full release on February 20, 2025.

We’re counting on you captain. Good luck!

X-Out: Resurfaced

ININ Games

$19.99

You thought they’d come from space? Wrong!
It’s up to you alone to stop an alien invasion from the depths of the ocean in this legendary, home computer era shoot ‘em up, dredged up and faithfully rebuilt for modern platforms – X-Out: Resurfaced!

Resurfaced:
In 1990, the year of X-Out’s initial release on Amiga, it stood out as a breath of fresh seaside air in the stale shoot ’em-up space.

It didn’t take place in “space” as so many games of its genre did (and still do) but instead went for a dive through underwater worlds.
But what really pushed it further than its side-scrolling competitors was its shop system, allowing players to mix and match from a wide variety of ships, weapons, and other accessories to build their fleet. This made every playthrough (attempt) feel different and unique.

In 2024 the highly challenging underwater shoot ‘em up from the game development legends at Rainbow Arts is finally returning.
ININ and Ziggurat have collaborated to bring you a faithful remake completely rebuilt from the ground up and greatly improved.

Redrawn:
The impressive sprite work of yesteryear has not only been remade into even more impressive modern high-resolution sprites but also greatly expanded upon with particle and lighting effects. 8 varied stages, the enemies, the bosses, the ships, the projectiles—everything shines in a brand-new light!

Remixed:
Apart from the visual journey of each playthrough, you’ll embark on a musical one as well: epic synth soundscapes that drive you forward by the magnificent Chris Hülsbeck. In addition to him remastering his original works, we have created three entirely new tracks as well.

Remembered:
And it’s not just Chris Hülsbeck who has returned for this remake: Ogan Kandemiroglu, the brother and co-artist of Celal Kandemiroglu who created the original iconic key art of X-Out, took on that task for the remake as a tribute.

Re-equipped:
The shop system is back and thoroughly improved as well: new preconfigured load-outs allow you to jump straight into the action, added item descriptions help new cadets configure and build their fleet, and we’ve FINALLY marked the available slots for your weaponry.

Reinforced:
Should you still feel overwhelmed by X-Out’s challenge, then maybe it’s time for a co-captain. Enlist a friend and face the terrors from the ocean deep together in the local 2-player co-op mode!

Reversed:
If you think you’ve seen everything there is to the game already, then prepare to have your bearing changed and your gyro twisted in the Mirror Mode with its reverse-scrolling levels!

Recapped:
• Experience a fresh but faithful take on a real shoot-’em-up classic!
• Get dazzled by the new and beautiful sprite work mixed with shiny particle and lighting effects!
• Take a journey through new and old synth soundscapes courtesy of composer legend Chris Hülsbeck!
• Choose one of three load-outs or build your own fleet in the improved shop system!
• Grab a trusty ally and face the depths together in a 2-player couch co-op dive!
• Get your world flipped, turned upside down in the Mirror Mode!
• Too challenging? Don’t fret we got some cheats for you to breeze through the game with ease!

The post The Cult Classic Shmup X-Out Surfaces Back after Slumbering in the Depths for 35 Years appeared first on Xbox Wire.

Official PlayStation Podcast Episode 508: Come Back Stronger

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Tim and Kristen discuss all the big news for this week’s State of Play, including Saros, the upcoming new game from Housemarque, and some of their other favorite moments from the show.

Stuff We Talked About

  • Next week’s release highlights:
    • Tomb Raider IV-VI Remastered | PS5, PS4
    • Afterlove EP | PS5, PS4
    • Like a Dragon: Pirate Yakuza in Hawaii | PS5
    • Lost Records: Bloom & Rage – Tape 1 | PS5
  • Astro Bot’s five new levels
  • Announcing Saros
  • Days Gone Remastered announced for PS5
  • Borderlands 4 arrives on September 23, with a special State of Play deep dive coming this spring
  • PlayStation Plus February Game Catalog
    • Star Wars Jedi: Survivor
    • TopSpin 2K25
    • Lost Records: Bloom & Rage – Tape 1
    • SaGa Frontier Remastered
    • Somerville
    • Tin Hearts
    • Mordhau 
    • Patapon 3
    • Dropship: United Peace Force
  • Resident Evil 4 VR Mode
  • Metaphor ReFantazio

The Cast

Kristen Zitani –  Senior Content Communications Specialist, SIE

Tim Turi – Content Communications Manager, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Avowed Has a Little Bit of Romance In It After All

Obsidian’s Avowed just went live in advanced access for those willing to spend more, sending new adventurers out across the Living Lands. While they’re out there, they might discover some magical items and dangers, and apparently, a little bit of love after all.

During the pre-release run-up for Avowed, Obsidian said the game wouldn’t feature a dedicated romance system, and would instead focus on building “thoughtful relationships” with companions. Here’s a quote from an IGN interview with Avowed game director Carrie Patel, explaining the thought process:

“We are building thoughtful relationships with our companion characters,” Patel said at the time. “Ultimately, I personally am a fan of making that an option, but I feel like if you’re going to do it, you really, really have to commit and make sure that you’re giving all to fulfilling that in a way that feels both true to the character, but also creates an engaging player experience. So not something we’re doing for Avowed, but I wouldn’t say never.”

Early players and reviewers of Avowed are reporting that, actually, at least one companion has eyes for your player character. Spoilers ensue for specific interactions with the companion Kai, so if you’re looking to avoid that, turn back now.

Warning! Avowed spoilers follow:

GamesRadar reports that Kai, voiced by Brandon Keener (also the voice of Mass Effect’s Garrus Vakarian), can wind up in a romance with the player. Complete his own personal quest line, confess your feelings, and apparently you’ll get a confirmation of your happily-ever-after in the credits roll.

I’m not far enough in my personal Avowed playthrough to confirm as much, but PC Gamer encountered similar dialogue in their playthrough. The romance seems gender-agnostic too, as PC Gamer played as a male character, and GamesRadar’s reported success was with a female character.

It’s a nice little treat, especially for all the Garrus fans. It does make one wonder what shifted in development, but if love wins in the end, that’s all that really matters.

Avowed is out now in early access, so if you’re looking for a take on it, be sure to check out our Avowed review. Once you’re done with that, check out IGN’s guide to Things Avowed Doesn’t Tell You.

Eric is a freelance writer for IGN.

Hideki Kamiya Wants Nintendo To Reboot Virtual Console For Switch 2

Not a fan of Switch Online, huh?

Before Nintendo Switch Online, there was Virtual Console. Available on the Wii, 3DS, and Wii U, the Virtual Console was effectively a line of purchasable retro games available via the Wii Shop Channel and eShop.

Unlike Nintendo Switch Online, which offers up a range of playable games for an annual or monthly cost, Virtual Console allowed you pay for games ad-hoc, enabling you to download whichever title you wanted and keep it indefinitely. While we certainly love what Nintendo has been doing with Switch Online over the years, it’s no secret that lots of fans would rather the firm revert back to the Virtual Console model.

Read the full article on nintendolife.com

Ten PC games I could have played, in full, during the time I spent failing to connect to Elden Ring: Nightreign on PS5

In an ultimately failed attempt at cobbling some Elden Ring: Nightreign impressions together, I spent a little over three hours of my Valentine’s Day fruitlessly trying to get a match going in the roguelike spinoff’s doomed PS5 network test. I hope said test provided FromSoft with some helpful data, considering Nightreign releases in May, though it would have been a lot easier for everyone if I could’ve just sent Hidetaka Miyazaki an email saying “Sir, your server infrastructure is made of biscuits.”

In the interests of a more productive outcome, here are some lovely/interesting/terrifying little PC games that I could have started and finished while waiting for the closed beta to sort itself out, and that you might enjoy regardless of whether you’ve just spaffed away a perfectly good afternoon.

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Fahmi’s Swan Song: Afterlove EP – Life, Love, and Music in Jakarta

Fahmi’s Swan Song: Afterlove EP – Life, Love, and Music in Jakarta

Summary

  • Afterlove EP is a new slice-of-life adventure from the creator of Coffee Talk and What Comes After.
  • Pikselnesia shares how the team navigated its own grief alongside the game’s emotional beats after its founder unexpectedly passed away.
    Afterlove EP is out today on Xbox Series X|S.

When we, Pikselnesia, first heard the pitch for Afterlove EP from one of Indonesia’s greatest narrative minds, Fahmi Hasni, we knew it would be something special. But we never expected everything to unfold the way it did.

I first met Fahmi, funnily enough, through a dating app. After a very brief entangling, it quickly became clear that we were meant to create something far greater than just a fleeting companionship. Even before What Comes After took shape, he was already dreaming about what at that time was called Project Heartbreak. Back then, he didn’t even have a story – just a feeling he wanted to capture. The ache of trying to move on while the voice of lost love still lingers in your head.

Then, just as we were stepping into full production, Fahmi passed away. I remember spending a lot of horrible months in my grief wondering what went wrong – if anything could have gone differently. Fahmi’s passing was sudden, tragic, and utterly shocking.

When our team and publisher eventually chose me to be the Narrative Lead, I knew exactly what to do. Our protagonist would feel what I felt.

I was going to put him through hell.

As the team hurled itself into continuing production in the dark, I knew each of us struggled to fill the giant hole Fahmi had left. Our producer, Ivor, had known Fahmi since before his days as a gaming journalist. Now, he had to shoulder the impossible – leading a studio without its heart. He managed Pikselnesia, coordinated with our publisher Fellow Traveler, and kept Fahmi’s family updated. I knew he was skilled – his years in the AAA mobile game industry proved that – but guiding a grieving team while mourning a friend must have been gut-wrenching.

Our other co-lead, Damas, was a pillar of the Indonesian gaming industry. His Bandung-based studio – Rolling Glory Jam – had been our backbone when we released What Comes After years before. Then there was Giri, who I had worked with on What Comes After. Seeing him again as Lead Programmer for Afterlove EP felt like reuniting with an old ally. Our other programmer, Dany, took on even more – stepping into the role of Creative Director while still managing the back-end of our PC and Nintendo Switch builds. I had seen all these men stand beside Fahmi before. Though I perhaps would never fully grasp the depth of their grief, I could feel their determination to complete Fahmi’s final masterpiece, the swan song of his dying breath.

Even when Afterlove EP was just a conversation I had with Fahmi over coffee, Fahmi already knew he wanted Soyatu to lead the art direction. I remember being in awe – Soyatu’s unmistakable style, in an artful game about death? It would surely be a head-turner. I was relieved when Fahmi also found Pinga to create background arts that perfectly complement Soyatu’s lively characters. Together, their work felt seamless. And when Maxi joined the team, everything clicked into place. Watching Soyatu’s characters come to life – actually walking, actually talking – was surreal. It made sense, though. Maxi had worked with Giri before at Thinker Studio, and I never doubted his talent for a second.

This all-star team was exactly what Fahmi’s vision needed – anything less simply wouldn’t have sufficed. His love for Jakarta ran deep. The chaotic sprawl of the streets, the hidden gems tucked away in hole-in-the-wall eateries, the city’s thriving music and art culture – all of it shaped him, and his hopeless romantic tendencies. That was why he brought L’Alphalpha into the project so early. The shoegaze band has a unique, distinctive sound that is somewhat cinematic, exceptional lyrics written in Bahasa Indonesia that are melancholic without being maudlin, the type of songs that recognized pain but never let it consume you. It was everything Fahmi wanted Afterlove EP to express.

In Afterlove EP, you step into the life of Rama, a deadpan young musician grieving the loss of his girlfriend, Cinta, who died from a fatal heart disease. Coping with the weight of her absence is already overwhelming – sorrow, trauma, and guilt twist together in a relentless storm. But what makes it even harder is that Cinta’s voice never truly leaves him. She lingers in his mind, speaking to him, questioning him, making moving on feel impossible.

As Rama stumbles toward a new chapter in his life, he faces choices that shape his future – including three potential love interests: Mira, Regina, and Satria. Yet, Cinta remains. She watches. She comments on his decisions. She even occasionally disagrees with how he tries to move forward, a presence that refuses to fade into memory. Meanwhile, his band, Sigmund Feud, is barely holding together. His absence during his deepest grief took its toll, and when he finally returns, he somehow manages to make things worse. Anyone who has tried to start a band with friends in a garage will understand – sometimes it’s tangled in personal drama, other times it’s clashing ambitions. But in every indie band, there’s always that moment when everything feels like it could fall apart.

As you navigate Rama’s life in the most eventful month of his new life, you’ll be immersed in Soyatu’s signature art style – not just in character sprites you’re controlling and interacting with, but also in beautifully crafted comics woven throughout the game.

You’ll also be able to control how well Rama plays with the band in both practice sessions and live performances, as you jam out to L’Alphalpha’s incredible shoegaze post-rock soundtrack.

Jakarta itself plays a crucial role in Afterlove EP, with real-life locations that meant the world to Fahmi and our team. Who knows? Maybe one day, you’ll find yourself wandering these same streets, seeing the city through his eyes, and understanding why he fell in love with it.

There’s so much more to discover, but I don’t want to spoil the wonder of experiencing Afterlove EP for yourself. So, I’ll end here – with my deepest gratitude to everyone who has supported us on this journey. We’re finally at the finish line, and it’s because of you that we were able to bring Fahmi’s final masterpiece to life. Until later when we meet again, friends.

Afterlove EP

Fellow Traveller

Taking place in the vibrant city of Jakarta, capital of Indonesia, Afterlove EP is a blend of visual novel, narrative adventure and rhythm game from the creator of Coffee Talk and What Comes After.

Step into the shoes of Rama, a young musician struggling to move on with life after the death of their girlfriend, Cinta.

Whilst his close friends and bandmates are all determined to help him move on, Rama has been stuck for more than a year. He’s neglecting his music, his mental health and his relationships.

Making things harder, he’s hearing Cinta’s voice inside his head, unsure if she is a spirit or part of his imagination.

Now he has just one month to get it together!

Rama’s band has a critical gig in one month’s time. Either he gets serious about his music and delivers the new songs he has been promising or the band will move on without him.

KEY FEATURES
• An emotional new story from the creator of Coffee Talk and What Comes After.
• Set in a vibrant and authentic recreation of modern day Jakarta, Indonesia
• A blend of narrative adventure, visual novel and rhythm game elements – explore, talk, jam out!
• Multiple endings and story paths – over 28 days and nights, it will be your choices that determine the path Rama takes.
• Featuring the distinctive art of renowned Indonesian indie-manga artist, Soyatu.
• Featuring an original soundtrack from popular Indonesian band, L’alphalpha.

The post Fahmi’s Swan Song: Afterlove EP – Life, Love, and Music in Jakarta appeared first on Xbox Wire.

Pre-Registration Begins for Tactical RPG Mecharashi

The pre-registration window is officially open on PC, iOS, and Android for Mecharashi, a free-to-play tactical RPG that puts you in charge of outfitting and deploying a squad of mech pilots.

If this is your first time hearing of Mecharashi, it’s developed by BlackJack Studio and is focused on strategy and tactics. Every mech, both yours and your enemies’, is made up of four parts: a body, legs, right arm, and left arm. Each part has its own separate HP, and reducing each part to zero brings about different results.

“The core gameplay of our game is inspired by Front Mission,” the dev team told IGN. “When we reviewed the design brilliance of Front Mission, the most striking revelation came from its groundbreaking choice in 1995: while other strategy games of that time were fixated on the rock-paper-scissors style of counter systems (e.g., “sword > axe > spear”), it boldly abandoned this easy-to-grasp approach. Instead, it introduced part destruction to create a truly physically meaningful battlefield.”

In Mecharashi, destroying each enemy’s body is the ultimate goal, since that finishes them off for good. But that doesn’t necessarily mean you should focus all your attacks on that one area. Taking out the legs makes them unable to move, and as each mech’s weapons are equipped on their arms, destroying those can drastically reduce their firepower and prevent powerful charged attacks. You need to assess the threat each enemy poses, figure out the best way to neutralize them, and use the strengths of each member of your squad to make that happen.

“We have adopted the charming tactical chess logic from Front Mission because it fits perfectly with the mecha + tactical chess theme,” the dev team said. “The strategic dimension has been significantly enhanced: Instead of focusing on memorizing attribute counters, players now rely on more realistic logic — destroying legs to limit mobility, breaking weapon pods to eliminate threats, and hitting the cockpit to disable combat capabilities. Each decision corresponds to tangible tactical gains.”

Destroying different parts won’t just have a strategic effect on battle, you’ll also see visual differences depending on what part you destroyed.

“We used the 3D standards of this generation to create mechs with realistic metal textures, dirt, and scratches. When a mecha’s leg is destroyed, not only does it affect the movement range, but you can see the details of the broken surface and internal spark short-circuiting — visual depth that was hard to achieve under the technical limitations of 1995.”

Each pilot in your crew belongs to a character class that defines their role in battle. Fighters are melee specialists who have powerful attacks but limited range. Raiders use assault weapons to deal high burst damage. Snipers attack from range and can target a specific part of the enemy. Tacticians can also attack from longer distances and hit multiple targets at once. Guardians protect allies and limit enemy movement. And last but certainly not least, Machinists can repair allied mechs.

You can customize every pilot’s mech — including their individual parts, weapons, and color scheme — and can assemble various bodies, arms, and legs, which affect the mech’s appearance and stats. Different weapons provide different types of attacks from different ranges. Color schemes give you the option of choosing from more than 120 colors, and you can mix and match several colors at once to fully customize the look of each mech.

“Front Mission hasn’t had a new tactical chess game in many years, and mecha is a highly visual genre,” the dev team said. “The realistic textures of mechanics and metals have strong visual appeal. Therefore, we invested a huge amount of art resources into the design of mechs and the construction of the world atmosphere.”

Once you’ve equipped your squad to your liking, it’s time to deploy. You’ll be given missions in the gritty setting of Milkhama Island, where the discovery of a new mineral known as Arashium has led to factions forming and trying to secure it for themselves. And what does that lead to? You guessed it: violence and war.

You play as a mercenary squad recruited into the government’s National Defense Force to help put down a rebel group known as The Ashes, but you’ll quickly realize that not everything is as it seems. As the story evolves, you’ll deal with corruption, complicated politics, deceit, and betrayal, and you just might become key players in a struggle that will change the course of history.

The story develops through fully voice acted chapters and sub-chapters, with each sending your team on a mission. Before each mission, you’ll have the chance to choose your combat party and their starting positions on the map. Combat is turn-based and progresses in phases until you’ve completed the designated goal for that mission. Those goals can include eliminating all enemies, destroying one specific enemy, or reaching a designated evacuation zone.

Each mech has a movement limit and attack range, which are displayed as different colored blocks on the grid-based map. Some character classes and weapon types provide unique abilities that require a certain amount of AP to use. Each character starts combat with 3 AP and replenishes some on each turn, but many attacks require more AP than a unit can gain in a single turn, meaning you’ll need to bide your time to strategically build up your AP reserves.

Destroying enemy mechs will grant AP to whoever dealt the finishing blow, so part of your strategy will revolve around AP management to make sure each party member can consistently contribute without wasting any turns. You’ll also need to pay attention to enemy mech types and weapons, since they can counterattack if you hit them from a range they’re equipped for.

Once your goal is completed, you’ll receive rewards and each member of the combat party will gain EXP. Rewards include Arashium, mech parts, weapons, Recruitment Tokens, money, and items you can give to specific party members to instantly give them EXP. Arashium is a special currency, while Recruitment Tokens are used to recruit new members for your squad.

Between battles, you’ll return to your base, where you can upgrade your mechs and pilots. During the course of the story, pilots will unlock the Bionic Computer, which essentially acts as their personal skill tree. You’ll need to gather specific items in order to unlock each node, which can provide things like stat boosts, passive skills, and combat abilities.

If Mecharashi sounds like it’s up your alley, you can go to the official website to sign up for pre-registration now on PC, iOS, and Android. It’s scheduled to release internationally later this year and will support eight languages: English, German, Spanish, Portuguese, French, Italian, Thai, and Chinese. If you’d like to be part of the community, you can follow the game on Twitter and YouTube.