Star Wars: Galactic Racer developer Fuse Games has said its racing adventure will feature a “good mix” of new faces and classic characters from a galaxy far, far away, following the reveal of Phantom Menace returnee Ben Quadinaros.
“There’s going to be a good mix of familiar faces and new characters,” Crimmins said. “Obviously we want to get that mix right, so no matter what kind of Star Wars media you’ve engaged with, whether it be a movie or game, there’s a bunch of familiarity in there when it comes to the space. Otherwise it wouldn’t feel like an authentic Star Wars experience.
“So there’s both familiar faces and new characters,” Crimmins continued, acknowledging Sebulba and Quadinaros. “We can’t talk about who exactly they are just yet though, sorry.”
Who else might appear? While less well known, it’s possible that other participants seen in Episode 1’s podrace might appear, alongside Sebulba and Quadinaros. The Boonta Eve Classic had 18 participants, though poor Ratts Tyerell died during the race, while Anakin Skywalker… well, we all know what happened to him.
“We’ve seen racing as an activity and as a sport in Star Wars has been around in many forms, right?” Fuse Games founder and CEO Matt Webster said at another point, going on to potentially hint at racers from other parts of Star Wars being included. “Episode 1’s podracing we all know and love, Bad Batch’s riot racing in Season 2 was just awesome. Star Wars Resistance has got the Aces and low-altitude starfighter racing.”
Galactic Racer is set sometime after Return of the Jedi, so anyone could potentially put in an appearance. It seems unlikely we’ll see Luke Skywalker, who was quite busy doing other things during this period, but who knows? He sure knows how to race a speeder bike across Endor.
Last week brought our best look yet at Star Wars: Galactic Racer, though we delve much deeper into its clever two-tier boost system, environmental effects, and how the game will let you nuture rivalries and interact with characters on foot in our big Star Wars: Galactic Racer interview that you can go read right now.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Last week, after years of hopeful speculation, Sony’s Santa Monica Studio announced it will be remaking the original God of War trilogy. T.C. Carson, the original voice actor behind Kratos, stepped in front of the camera to reveal that the project is in the “very early” stages of development, and that we’ll have to wait a little longer for any of our questions to be answered. And there are a lot of questions.
Will this be a graphical facelift à la Bluepoint’s Demon’s Souls, or are we revisiting Greece with the Norse duology’s controls and overhauled game design? If the latter, will Kratos have a companion accompanying him to Pandora’s Temple and the Isle of Fates? Will there be a blacksmith NPC popping up in expected places to provide armor and weapon upgrades? Will we be able to jump and fly, like in the original games? And what about those sex minigames?
That last one almost sounds like a joke, but fans who’ve brought them up seem to be deadly serious. “You better not edit out Aphrodite,” one of the top comments on the announcement video posted to the official PlayStation YouTube channel warns, referring to the particularly graphic minigame from God of War 3. “Do not censor original material,” reads one of the – as of the time I’m writing this article – 256 replies to that comment. “Dont ruin it.”
Fan fixation with these minigames makes sense, and not just because of the franchise’s initial target demographic. They are, for better or worse, as much a part of the Greek saga as the Blades of Chaos, appearing in every mainline title except for Ascension. Even the two handheld games, Chains of Olympus and Ghost of Sparta, have their own versions of them: one in Attica, while fighting off the Persians, the other at a brothel back in Sparta.
They’re also a product of their time, one when both gamers and game developers were overwhelmingly male, little if any thought was given to the way women were represented, and hack and slashers generally relished in all things lewd and bloody and pubescent. But times have since changed, and changed profoundly at that. Once taken for granted, today the minigames stand out like a sore thumb. They are perhaps the only aspect of the Greek saga I could envision its developers regret adding in, and hence it’s unclear whether they will return alongside the togas, sandals, and cyclopes.
Personally, I’d be surprised if they did. Santa Monica Studio seemed to have soured on the minigames as early as 2013, when the team working on Ascension decided not to include one – maybe in response to backlash, maybe out of post-orgasm clarity after visiting Aphrodite. In that game, Kratos’ obligatory trip to the bordello plays out in a cutscene, and the women there turn out to be an illusion created by one of the Furies.
The minigames help convey Kratos’ downward spiral into sadism and nihilism.
At the same time – and, please, hear me out here – I do think there’s a place for them in the Greek games, at least in concept. More than a crude joke, I always found that they contributed to the saga’s story and themes. In the first God of War, the sex minigame – like that part where you burn the caged soldier to progress through Pandora’s Temple, or condemn the ship captain to his death after taking his key – adds a welcome sense of moral ambiguity. It demonstrates that Kratos is not a conventional hero, and suggests there’s more to his quest to kill Aries than the desire to avenge his family. If visions of his dear, dead wife haunt him so, how could he lie with other women? At least, that’s what went through my head when I encountered the minigame for the first time.
Both God of War 2 and the trilogy’s final entry make clear what the first game only insinuated: that Kratos’ vengeance is not a crusade for justice, but an excuse to kill and destroy for the sake of killing and destroying. In both games, the minigames help convey his downward spiral into sadism and nihilism. In God of War 3, for example, you enter Aphrodite’s chambers right after killing her husband, Hephaestus; a tragic, ultimately well-intentioned character who, up until this point, acted as your only ally, Athena and her ulterior motives notwithstanding. At every turn, the developers stress that Kratos cares for nothing except the gratification of his own, basest desires. At this point, lust and bloodshed are the only things he lives for, and that won’t change until he meets Faye and fathers Atreus.
The horniness of the Greek saga also feels somewhat appropriate when considering its source material. The ancient myths woven into Kratos’ world are full of sex, as is the Greco-Roman visual culture that inspired Santa Monica Studio’s talented concept artists. The goddess of love and beauty is not the only one with her nipples out: Kratos, Zeus, Hades – everyone, man and monster, is bare-legged and bare-chested, their bodily features every bit as sculpted as the marble statues at the MET.
Most importantly, perhaps, the minigames help bring home the Greek games’ meta-commentary – a commentary present throughout the trilogy but most pronounced in its concluding chapter, where Kratos is at his ugliest, meanest, and most pathetic, and the franchise’s cinematic endorphin rushes pivot from tasteful indulgence into nauseating overindulgence. Where impaling Aries was uncomplicatedly epic and triumphant, Kratos’ actions in God of War 3 hit differently. Brutalizing Poseidon’s and Hercules’ faces, ripping off Hades’ mask, cutting off Hermes’ legs, snapping Hera’s neck, beating Zeus until the screen becomes completely covered in blood – each “victory” leaves the player feeling a little uneasy, ashamed, hollow. Boss battles in the first God of War and its sequel made you feel like David taking down big, mean Goliath; no matter how brutal the finishing moves, your opponents had it coming. In God of War 3, you’re more like a playground bully, kicking another student when they’re down.
The minigame with Aphrodite also veers into garish over-indulgence, but to a slightly different effect. Instead of making you feel like a bully, you just feel like an idiot. I certainly did when, playing with a childhood friend, we just sat next to each other in awkward silence, going through the motions to get all the red orbs while keeping an ear out for my mom walking up and down the hallway. Very manly indeed.
Some might think that the Norse games walked back on the Greek saga’s abundance of sex and nudity because the gaming industry decided to chase inclusivity, and Barlog and his team tried to stay on the good side of a culture that considered the minigames offensive and misogynistic. This is not the case. First and foremost, the Norse saga walked back on these things because they play no part in this leg of Kratos’ story. Once again, his wife has died. But this time, he channels his grief into something more constructive: rather than destroying the world, he tries to be a better parent to his son.
For the remakes to succeed, they have to communicate – as effectively, if not more effectively, than the original trilogy – how Kratos ends up at the personal low-point from which the Norse games set off. If the sex minigames are in any way included, this is the purpose they should serve. If they’re removed on account of being tasteless – not unthinkable, as that was kind of their point – no matter. Surely, Santa Monica Studio can think of other, more respectful ways to convey Kratos’ downward spiral, and for players to go down that spiral along with him.
Tim Brinkhof is a freelance writer specializing in art and history. After studying journalism at NYU, he has gone on to write for Vox, Vulture, Slate, Polygon, GQ, Esquire and more.
The developer of Crimson Desert has confirmed that the upcoming open world action adventure game does not have a cosmetic cash shop or microtransactions of any kind.
Crimson Desert, due out March 19 priced $69.99, is set in a huge and seamless open world packed with enemies, NPCs, and all sorts of things to do. But one thing players won’t have to contend with is a cosmetic cash shop.
“I can say that definitively: there is not a cosmetic cash shop,” Will Powers, director of marketing at Pearl Abyss America, told weekly talk show Dropped Frames (via @Okami13_). “This is made to be a premium experience that you buy and you enjoy the world, and not something for microtransactions.
“It’s a monetization model. If you do free-to-play then you need to make up the revenue in a different way. This is a premium experience. That is the transaction. Full stop.”
So, that’s microtransactions ruled out, which is sure to go down well with gamers who are hoping for a traditional single-player experience from Crimson Desert. The game has been slowly gaining hype over recent years, but that’s ramped up significantly in the last few months as Pearl Abyss shared more gameplay footage.
Crimson Desert’s huge open world has been a topic of debate recently. Pywel is divided into five distinct regions: Hernand; Pailune; Demeniss; Delesyia; and the Crimson Desert itself. The main quest revolves around protagonist Kliff’s journey, but you’re free to explore the world in any order, taking faction-driven quests, large-scale battles, fortress sieges and smaller, character-focused missions.
Pearl Abyss confirmed that as the story progresses, two additional playable characters become available, each with unique combat styles, skills and weapons. Exploration is a big part of the game — you travel on horseback, climb terrain, glide across distances, and later access advanced traversal options such as a missile-firing mech and a dragon. You can even ride a bear.
Pearl Abyss said the world is filled with hidden treasures, ancient mechanisms, puzzles and points of interest “designed to reward curiosity and discovery.” As for combat, expect to face enemy soldiers, sorcerers, beasts and machines.
Speaking on the Gaming Interviews YouTube channel, Powers said that describing the size of Crimson Desert’s world in terms of numbers doesn’t do it justice, because doing so fails to capture the scope and scale of the game. But he did go as far as to compare it to two of the biggest open-world games around.
“I don’t think numbers really do it justice because, how big is that in terms of scope and scale?” he said. “But what we can say is that the world’s at least twice as big as the open world, the playable area, of Skyrim. It’s larger than the map of Red Dead Redemption 2.”
Powers went on to insist that the size of Crimson Desert’s open world wouldn’t determine its quality. Rather, what you actually do in it is the key factor. “The continent of Pywel is absolutely massive, but size doesn’t really matter if there’s nothing to do,” he said. “Open-world games are about doing things, having activities, having distractions. So we wanted to create a world that’s not only massive, but is also incredibly interactive.”
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Death Stranding 2: On the Beach is widely regarded as another masterpiece from Kojima Productions, with all the sweeping scope, drama, and weirdness fans have come to expect. Now those fans can delve even deeper into this unique world with the release of Titan Books’ The Art of Death Stranding 2: On the Beach.
IGN can exclusively reveal a new preview of The Art of Death Stranding 2 ahead of the book’s release. Check it out in the slideshow gallery below:
The Art of Death Stranding 2: On the Beach is a 240-page hardcover book featuring concept art from the game. The book offers a closer look at character designs, equipment, locations, and creatures from the game, with plenty of pieces from acclaimed artist Yoji Shinkawa.
Here’s the official summary for the book:
The official art book for the action video game DEATH STRANDING 2: ON THE BEACH, from legendary game creator Hideo Kojima, including artwork by acclaimed artist Yoji Shinkawa.
With DEATH STRANDING 2: ON THE BEACH, step by step, legendary game creator Hideo Kojima changes the world once again. Embark on an inspiring mission of human connection beyond the UCA. Sam—with companions by his side—sets out on a new journey to save humanity from extinction. Join them as they traverse a world beset by otherworldly enemies and obstacles.
The Art of Death Stranding 2: On the Beach is packed with hundreds of pieces of concept art for the characters, equipment, locations and creatures featured in the game, as well as early and unused concepts, including artwork by character and mechanical design director, acclaimed artist Yoji Shinkawa.
The Art of Death Stranding 2: On the Beach is priced at $50 and will be released on February 17, 2026. You can preorder a copy on Amazon.
God of War creator David Jaffe has slammed the series’ new side-scrolling spinoff Sons of Sparta for being “boring” and “an insult” both to fans of the series and its original creative team.
God of War Sons of Sparta was announced and then shadow-dropped on PlayStation 5 last week at the end of Sony’s big State of Play broadcast. A Metroidvania-inspired action platformer from indie retro developer Mega Cat Studios, Sons of Sparta is designed as a prequel to the original God of War trilogy, featuring a young version of Kratos and his brother as they train together.
In an initial YouTube video posted after playing an hour of the game, Jaffe made his frustrations with the project’s concept clear: essentially, that it was too different in tone from the original trilogy, despite his initial excitment to see a side-scrolling take on the series.
“This is the kind of game I’ve always wanted in terms of 2.5D God of War, super into it — but this, to me, is not what I was talking about. I bought this game, it’s a $30 game, I don’t like it, I don’t recommend it,” Jaffe began, before turning his attention to the executives at Sony who decided to greenlight the project.
“I wanted to make a video more about what are they thinking, like what the f*** were they thinking? It’s not a bad game by any means, it’s fine, it controls decently… but to me the more fascinating part of this is, why is this in existence? I don’t understand.”
After an hour’s worth of play, Jaffe said he couldn’t continue with the game as its characters kept “stopping over and over [to] talk and talk.” He added: “This is not God of War.”
“Let’s just make him some generic f***ing kid, like we’re watching a Kids WB TV show or something,” Jaffe continued on. “It’s probably some bulls*** writer going, ‘Oh people want to know why, how did people become this way?’ No one cares. It’s a dumb idea… [Fans] wanted something like Blasphemous, in terms of it’s violent, it’s bloody, it’s serious, it has the tone of the early God of the War games.
“If you pulled God of War out of it, and you just said, ‘hey, we’re making a game about this kid,’ most people would say ‘that doesn’t sound like a very compelling idea for a video game character,’ because it’s not.”
“Maybe it gets better, I’m sure it does,” he further continued. “There’s nothing offensive about it. The only thing offensive about it is its genericism. The only thing offensive about it is its inability to reflect the license, the brand. It’s like you get the John Wick license and you make a movie where he’s just sitting in a coffee shop talking. Now that might work when you have Keanu Reeves as he’s so compelling, and the character’s interesting.”
Jaffe said he had been keen to see a 2.5D God of War game more similar to titles such as Ninja Gaiden Ragebound, Neon Inferno, or Shinobi. “Why would you even put this out? All it does is leave a bad taste in God of War fans’ mouths, in my assumption,” he concluded.
“Every time you make a new game, you don’t have to go, ‘You know what? Let’s not go back to the great character that people love that built this franchise. Let’s see him as a little kid, some generic boring little f***ing kid.’ It’s just insulting to the fans. It’s insulting to people who worked on the games that they would think this character right here is what people want. It’s crap. It’s dumb. It’s stupid. I would say avoid this f***ing thing.”
While Jaffe had said he wouldn’t return to Sons of Sparta, he then went back and played a further three hours, at which point he posted an even more in-depth video that critiques the game on a more granular level for more than 30 minutes.
Specifically, Jaffe addressed points around “confusing visual noise during combat,” “gameplay breaking visual inconsistencies,” a “buggy and confusing user interface,” the suggestion that “level design and character motion feels off,” and “kiddie level dialogue and poor voice actor performances.” Ultimately, he branded the game as “not ready for release.”
Final Fantasy Remake Part 3 director Naoki Hamaguchi has discussed the impact of expanding the platforms on which the Final Fantasy 7 Remake series is available, insisting that going multiplatform “will not in any way lower the quality of the third instalment.”
In an interview with Automaton, via Eurogamer, Hamaguchi said both the Nintendo Switch 2 and Xbox versions of the game’s prior instalments “have been incredibly well received and generated a lot of buzz online,” but did note some community concerns.
“Both the Nintendo Switch 2 and Xbox versions have been incredibly well received and generated a lot of buzz online,” Hamaguchi said. “That attention has also made me realize how many people are worried about this issue. However, our decision to go multiplatform with the FF7 Remake series will not in any way lower the quality of the third installment.
“Our development structure simply doesn’t work that way to begin with… I suppose I’ll just have to keep saying it,” he said, laughing. He also stressed that because of the growing popularity of gaming on PC both in Japan and beyond, the game has been built with PC “as the foundation.”
“While PC gaming is gradually expanding in Japan, overseas growth has been even more rapid,” Hamaguchi added. “The market has broadened tremendously across both consoles and PC. The FF7 Remake series has sold very well on platforms like Steam and the Epic Games Store, so we develop assets with the broad PC market in mind. In fact, our 3D assets are created at the highest quality level based on PC as the foundation.
“When FFVII Rebirth launched, there was talk about how the PC version looked better than the PS5 version, and our philosophy will not change for the third instalment,” he concluded. “As our fundamental principle, we do not design assets to meet the lowest baseline. Instead, we create them for high-end environments first.”
Last month, Hamaguchi teased that the “core game experience is almost complete,” and while he “really want[s] everyone to play it as soon as possible,” the team has now moved on to “refining and polishing.”
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.
Logan Paul’s bejeweled PSA 10-graded Pikachu Illustrator Pokémon trading card has been sold at auction for a staggering $16,492,000, setting a new record.
The amount makes it, by far, the most expensive trading card ever sold — a record the same card also held when Paul bought it back in 2021 for $5.27 million. In this new sale, an unknown buyer placed the winning bid of $13 million to secure the card, with the further $3.49 million added in auction fees.
Why has it sold for such a huge amount? Well, at a base level, the Pikachu Illustrator is one of the rarest Pokémon cards out there, and its eyebrow-raising PSA 10 grading makes it truly unique and technically flawless. But Paul himself has done a lot to personally try and raise the card’s value — and very successfully so. Minus the auction fees, Paul likely stands to make more than $7 million in profit.
Paul has mounted the card in a $70,000 jewel-encrusted necklace (also included in the auction) that he then wore for his WWE debut at WrestleMania 38. Announcing the auction last month, Paul then promised to hand-deliver the card — which he billed as “the Mona Lisa of collectibles” — to its eventual owner.
Over the course of the auction, several other incidents ensured the card (and Paul) remained in the public eye. A brief, bizarre drama involving OnlyFans content creator Emmie Bunni — including a phantom $10.2 million bid and an AI photo of her holding the card — prompted a claim by Paul that her actions had put off further interest. Last week, the influencer-wrestler also got involved in the controversy surrounding Super Bowl LX half time show artist Bad Bunny, and at loggerheads on the issue with his brother Jake Paul. Just days later, the auction reached its climax with a flurry of late bids.
And in general, there’s the fact that Pokémon cards have rarely been hotter. This auction has been well-timed, in the run-up to Pokémon’s big 30th anniversary celebrations. (Fans are expecting the future of the franchise to be announced on the series’ actual anniversary next week, on February 27, alongside more details of the promising-looking Pokémon life simulation spin-off Pokémon Pokopia.)
Image credit: Logan Paul.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Xenoblade Chronicles X: Definitive Edition for $39.88
Xenoblade Chronicles X: Definitive Edition is on sale today for $39.88 at Walmart. This massive RPG adventure released in 2025, offering a massive open world to discover and explore. Using giant machines called Skells, you can traverse throughout Mira and soar high into the skies in this sci-fi epic.
AirPods Pro 3 for $209.99
The Apple AirPods Pro 3 are on sale for $209.99 today. These are the latest in the Pro line, and they’re packed with upgrades over the 2nd generation. There’s an in-earbud heart rate sensor to track your heart rate while exercising, and the entire earbud has been redesigned for better fit, sound isolation, and comfort.
Donkey Kong Country: Tropical Freeze for $39.88
Donkey Kong Country: Tropical Freeze is one of the best games on the Nintendo Switch, and you can pick up a copy today for $39.88 at Walmart. If you played Donkey Kong Bananza on Switch 2 and are searching for another adventure with DK and friends, Tropical Freeze is an amazing choice.
Bleach: Thousand-Year Blood War Part 3 Limited Edition Blu-ray for $49.99
The conclusion of Bleach: Thousand-Year Blood War is almost here, with the final cour, The Calamity, set to premiere this July. Today, you can score the limited edition Blu-ray of Part 3, The Conflict, for just $49.99. This set only released last month and features all 14 episodes of Part 3, plus a 72-page production booklet, the NYCC 2024 panel, creditless opening/endings, and more.
Alienware Gaming Desktop PC for $1399.99
Desktop PC components have continued to climb in price thanks to demand for datacenters and AI, but you can score a solid prebuilt Alienware desktop PC this weekend at Best Buy. You can save $400 off this PC, which includes a 5060 Ti 8GB, 1TB of storage, 32GB of RAM, and an Intel Core Ultra 7 265F.
The Legend of Zelda: Link’s Awakening for $39.88
The Legend of Zelda: Link’s Awakening is one of the best Zelda games on Nintendo Switch. This Presidents Day weekend, you can score a copy of the game at Walmart for $39.88. If you’re playing on Nintendo Switch 2, you can play the game at 60FPS with a higher frame rate in both docked and handheld modes.
Avatar: Frontiers of Pandora From the Ashes Edition For $29.99
Avatar has taken over the world once again with the release of Avatar: Fire and Ash, the third film in the Avatar saga thus far. If you’re itching to experience more of Pandora, Avatar: Frontiers of Pandora from Ubisoft was a sleeper hit that’s on sale this weekend. This edition of the game features both the base game and its expansion, which is perfect for new players.
Rainbow Six Siege is getting Snake from Metal Gear Solid as a new Operator next month — but the game also nearly had a cardboard box item to hide in, too.
Speaking to IGN, Rainbow Six Siege creative director Josh Mills confirmed that the idea had been discussed internally, but ultimately was dismissed pretty quick — and for good reason. Simply put, Siege fans know the game’s maps too well.
While hiding from enemies in a cardboard box might work against NPCs, Siege fans simply remember the game’s levels too intricately to be tricked by a random package lying around.
“Our players already know every inch of every map, and among the team we have a saying, Operator’s eyes don’t lie,” Mills told IGN. “So, if there were suddenly a box in the corner of a room on any given map our players would promptly shoot that box.”
It’s a fair point, though sadly one which does mean we won’t be crouching inside any cardboard in Rainbow Six Siege anytime soon.
Ubisoft first teased its Rainbow Six Siege and Metal Gear Solid crossover last month, when it showed Splinter Cell’s Sam Fisher taking a Codec Call. Full details on Snake — and a look at us playing as him — lie in the video above. And yes, that is indeed David Hayter providing his voice once again.
Snake officially arrives in Siege as part of Season One: Operation Silent Hunt on March 3, which will also see the launch of a Gray Fox skin for Jackal, and a Meryl skin for Ash.
“We’re excited to bring the world of Metal Gear Solid series into Rainbow Six Siege with Season 1’s new Redacted event, a limited-time 4v4 infiltration mode where Snake and Zero lead a team of elite Operators to recover stolen data,” Mills said. “The team also went a step further with ‘Last Assignment’, a new mission for Dual Front designed as a special nod to long-time Metal Gear Solid fans.”
Metal Gear Solid may be one of the wildest crossovers for Rainbow Six Siege so far, but it’s far from the first. Other recent collaborations have brought the Attack on Titan and The Boys universes into the fold with various cosmetics for existing Operators. Splinter Cell didn’t launch with the game when it first launched back in 2015, but Sam Fisher did go on to get his own Operator in the form of Specialist Zero in 2020.
Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Bloober Team has revealed the video game it teased last month as Layers of Fear 3.
In a video presentation celebrating the 10th anniversary of the Layers of Fear franchise, CEO Piotr Babieno thanked fans for keeping the series “close to your hearts for all these years,” before setting up the final reveal: Layers of Fear 3.
Layers of Fear is a psychological horror series that has seen three main releases so far: 2016’s Layers of Fear; 2021’s Layers of Fear 2; and a remake released in 2023.
Layers of Fear 3 doesn’t have a launch window or confirmed platforms, but Bloober Team did release a creepy live action teaser, which features a man reading William Blake’s The Sick Rose in a grand room. We see a painting of a woman, presumably the “sick rose,” and another painting of what looks like a humanoid figure, potentially the same woman, amid a sickness with their mouth sewn shut. A ghostly figure moves past this painting before the painting of the woman falls to the ground. The man waves this away as being the responsibility of his “little friend” who “tries to help” but hasn’t quite got the hang of the afterlife. The teaser ends with the man issuing a Valentine’s Day warning to the audience before turning over a sand timer. The Layers of Fear 3 tagline reads: “Some Things Never Leave The Walls. They Only Learn To Wait.”
That’s pretty much all we have for now on Layers of Fear 3, which sits alongside the Silent Hill remake Bloober Team also has in the works. There’s also a number of smaller games from its subsidiary, Broken Mirror Games, which include a mysterious Switch exclusive codenamed Project M. This all follows what has been a high-profile period for the Polish studio, which has enjoyed success with the Silent Hill 2 remake for Konami, as well as self-published releases including Cronos: The New Dawn and The Medium.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.