Twinsen’s Little Big Adventure reboot cancelled as studio were “unsuccessful in securing a publisher”

Under the new rights holders Studio 2.21, cult classic series Little Big Adventure was set to make a comeback after three decades off-grid, with original creator Didier Chanfray attached to the projects. The comeback plans included an all-new reboot, plus remasters for the two 1990s action-adventure games. But today, the studio announced that they were “unsuccessful in securing a publisher,” which has led to the reboot’s cancellation and layoffs at the developer.

“Despite our earnest efforts,” CEO Ben Limare wrote in a blog post, “we were unsuccessful in securing a publisher for the reboot of Twinsen’s Little Big Adventure.” According to Limare, the reasons for this are threefold: genre appeal, the series’ limited recognition, and the planned costs. “Despite a passionate, albeit small, community of fans, Twinsen’s Little Big Adventure isn’t globally recognized, which added to the hesitations of potential publishers,” wrote Limare.

“While indie game studios can often deliver remarkable games with lean teams (as we’ve seen with Death’s Door and Tunic), our vision for this project involved a team of 15 to 20 people, echoing the original game’s size,” he continued. “This considerable investment, juxtaposed with the risk inherent to the genre and IP, was a factor in the decision.”

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The little noises in Unpacking help make it a life you can understand

In writing about games like A Little To The Left or current RPS Game Club pick Unpacking, I often have to point out that I am a weird little gremlin who loves puzzles and putting things in the right place in games, but not actually in real life. In real life, I write to you today from a desk covered in a weird detritus of work and life that wouldn’t quite see me on an exploitative reality TV show with the word hoarder somewhere in the title, but, you know… maybe give it 15 years.

But I bloody love tidying things in games. Getting everything in the right place. And something that makes it extra enjoyable in Unpacking is the sound design. The house itself is quiet, but everything in the game makes a little noise when you put it away or hang it up or slide it in a shelf, and it’s all stuff you recognise from home. It makes the whole experience feel domestic and familiar.

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Void Warden is a strategy-tower-defence hybrid from the developer behind Into The Pit

Following the fast and psychedelic fingertip shooting of Into The Pit, developer Nullpointer Games are now slowing things down with their next project. The team shook together turn-based tactics, tower-defence elements, and a graphic novel style, and the resulting cocktail is Void Warden. See how it sort of works in the teaser below.

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I play Diablo 4 and I feel nothing. I think this is good?

Now that Diablo 4‘s new season has arrived, I thought I’d give the game another shot. So, in an evening spare of stuff to do, I booted the game up and created a druid called ANIMALS. After a few hours of pressing 1,3,2,4, in either the same pattern or different patterns, I’ve come to realise the game doesn’t make me feel anything. I bash some skeletons, I equip a staff, I exit to Windows, I couldn’t care less. Maybe, though, it’s not such a bad thing?

I know I said I’d like Diablo 4 to channel Vampire Survivors and give me an auto-attack switch, so I could just steer my character through encounters without having to think at all. I still stand by my stubbornness! But having obliterated more packs of rabid wolves and legions of demons, I’ve come to develop what I think is ARPG muscle memory.

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CD Projekt Red announce another batch of layoffs affecting around 100 employees

CD Projekt Red have announced another batch of layoffs, this time affecting “around 100” employees, or roughly 9% of the company’s total headcount. The redundancies won’t take place immediately, according to CDPR, as some employees won’t lose their jobs until early next year at the latest.

“There’s no easy way to say this, but today we are overstaffed,” said CEO Adam Kiciński in an ‘organisational update’ posted to the company’s website. “We have talented people on board who are finishing their tasks and — based on current and expected project needs — we already know we don’t have other opportunities for them in the next year,” he continued.

“To meet our own high expectations and ambitions to create the best role-playing games, we not only want to have the best people but also the right teams,” says Kiciński. “What we mean by that is having teams that are built around our projects’ needs; teams that are more agile and more effective… After reshaping our development process and incorporating Agile methodologies, we’re now focusing on refining the shape of our teams.” Those projects in question include another Witcher trilogy, a Cyberpunk 2077 sequel, and an all-new IP codenamed Project Hadar. That’s in addition to the upcoming Cyberpunk 2077 expansion called Phantom Liberty.

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I don’t think I could survive The Banished Vault’s space management without its physical manual

You know how some games are notebook games? Well, The Banished Vault is a manual game, no two ways about it. Sure, you could theoretically make meticulous notes about all the planetary symbols and construction costs of the various buildings you’ll need to harvest and convert resources into fuel, alloys and elixirs as you hurtle through space trying to escape the terrifying Gloom based on its in-game manual. But when there’s a physical paper booklet that replicates all that for you in a much more easily accessible format, with several gorgeous illustrations of its mysterious space monastery to boot, not to mention infinitely better explanations of what everything does than I could ever hope to describe, it’s quickly become an essential part of my play experience.

I’m still working on my review for The Banished Vault (hopefully coming later this week), but as it launches on Steam today, I’d strongly recommend spending the extra £5/$5 to get one if you’re at all interested in Lunar Division’s space survival management ’em up. I don’t think I could have survived in the game without it.

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