“Did We Actually Do That?”: Josef Fares Explains How Split Fiction Pushes the Co-Op Adventure Genre Further Than Ever

“Did We Actually Do That?”: Josef Fares Explains How Split Fiction Pushes the Co-Op Adventure Genre Further Than Ever

Split Fiction Hero Image

There was a moment, after years of development on Split Fiction began to come to a close, where director Josef Fares found himself playing through his latest co-op narrative adventure, and had something of a revelation.

“It’s kind of crazy. [During development] you play the game a lot – like over and over and over again. The last time I played it, with one of the lead designers, I was sitting there, like, ‘What the f**k have we done here?’ It’s almost like when you wake up from a dream: ‘Did we actually do that?’ It’s crazy how much stuff is in there.”

With Split Fiction coming to Xbox Series X|S tomorrow, March 6, Fares is in a reflective mood. The team at his studio, Hazelight, has already started work on their next game, but this feels like a brief moment where Fares can look back rather than forward. And the overall feeling I get from him is one of pride in how he’s seen his team progress.

Hazelight effectively created the genre it now makes games within – after experimenting with how a single-player, narrative-led adventure can be delivered with multiple characters in the modern classic Brothers: A Tale of Two Sons, Fares created his current studio with a goal of pushing that idea further. A Way Out saw the team create a truly original co-op only tale, and then pushed that into truly mind-blowing territory with the award-winning It Takes Two.

Split Fiction takes the idea forward again, using the more familiar video game worlds of fantasy and sci-fi, but blending them and blowing them apart with new ideas that arrive at breakneck pace – one moment, you’re escaping from trolls through a beleaguered medieval village, the next you’re a cyber-ninja slashing or laser-whipping scores of enemies, and then you’re suddenly a couple of magical pigs who… well, I’ll let you find out about that bit on your own.

It might initially seem like a familiar format for Hazelight – this is still a game that requires two players (either local or online), and uses a mixture of single- and split-screen sections to throw new mechanics at you constantly. But Fares sees this as a true step forward in how competently his team can make new mechanics, and tell experimental stories.

“It’s a natural evolution,” he tells me. “A more mature team, better technical tools, better understanding of design of the mechanics, we’re better at writing a story for co-op, and obviously we’ve become better knowing what and what not to cut early.”

He doesn’t think that an earlier version of Hazelight could have created Split Fiction, in effect – and makes clear that, no matter how familiar you are with their older games, Hazelight has hidden some truly magical new ideas in here:

“Play it through. You will understand what I mean. Trust me – get to the ending. You’ll see stuff that you haven’t seen in a video game.”

I ask, then, if the core drive for Hazelight is to make things no one else has tried to – but Fares sees his work in a more nuanced way.

“The number one key thing at Hazelight is that there is a passion to what we do. There’s no specific rule, like, ‘Oh there has to be a new thing all the time’. We just to have to feel that passion, because if it’s not there, the game won’t be good. Period. But we also love to push ourselves forward, like, ‘What can we do that we haven’t tried before? Can we do this thing that we haven’t tested before?’ It’s always nice to challenge ourselves.”

It was the idea of combining sci-fi and fantasy that was the initial passion for Split Fiction – the story sees two writers invited to a tech company in hopes of getting a publishing deal, before one realises that they’ll in fact have their ideas drained and repurposed by a newly invented technology. After an altercation, both writers are pulled into the same simulation based on their creations, and their very different ideas begin to blend into one another. You (and your co-op partner) will play through the wild results in what Fares describes as a playable buddy movie.

And it’s in that blend of ideas that Fares and his team found their way to go further than their previous work.

“It’s about taking this to the next level, then the next level – what can we do to keep the players on their toes, keeping this, ‘What the f**k is going on?’ feeling and making sure that the pacing feels right. There’s always something around the corner that’s going to surprise you and delight you.”

Of course, this is a huge amount of work. Split Fiction feels as though it’s introducing new mechanics every 15 minutes, and jettisoning the old ones – but it can’t allow each new idea to feel half-baked.

“In Split Fiction, [there’s a section where you ride] dragons – just one of those dragons took, I think, eight months to create. And in the beginning of my career, a lot of the team members were like, ‘Why are we doing all this and you’re only playing it for like 10 minutes?’

“But here’s the thing. [In a] movie, if you have a great scene that cost a lot of money, you don’t reuse that scene because it cost a lot of money. I do feel sometimes that cool moments like that wouldn’t have been as cool if we just reused them all the time. There is [an idea] in video games that, just because something was very expensive, it needs to be reused. But why? Why do you have to reuse it? Because that takes away the actual feeling of when you first experienced it.”

Split Fiction takes that philosophy to its natural endpoint by including huge sections of totally optional content. It Takes Two included some mini-games along the way, but these sections (accessed through portals you’ll find along the way) go so much further.

“Here, it’s actually full-blown worlds with new mechanics, sometimes bosses, new visual worlds. It’s literally almost like a new game inside the game.”

It’s a truly brave approach to design, but Fares has been emboldened simply by the success this approach has brought. Millions of people bought his last two games, showing a desire for exactly what he’s doing.

Not that he’d change course, anyway:

“Well, here’s the thing – I’ve never adapted to anyone, even on Brothers. I really don’t care, to be honest. At Hazelight, we always do our vision. We’ve done it since the start. On Brothers, there was a lot of questioning. A Way Out, a lot of questioning. It Takes Two as well.

“Sure, there are fewer questions from the outside [now] – it doesn’t really matter. The game will always be the game that we want to do. The one thing I guarantee is that Hazelight will always be about passion, about making games that we love to make. We’ll never change.”

Fares won’t let on what Hazelight’s next game might be – and even if will continue the co-op form of its previous work – but Split Fiction proves that his team won’t be sitting still. I’m almost certain that, in a few years, Fares will be sitting down again and asking himself, “Did we actually do that?”

Split Fiction

Electronic Arts


29


$49.99

$44.99

Embrace mind-blowing moments as you’re pulled deep into the many worlds of Split Fiction, a boundary-pushing co-op action adventure from the studio behind 2021 Game of the Year Winner, It Takes Two. Mio and Zoe are contrasting writers – one writes sci-fi and the other writes fantasy – who become trapped in their own stories after being hooked up to a machine designed to steal their creative ideas. They’ll have to rely on each other to break free with their memories in-tact, working together to master a variety of abilities and overcome diverse challenges while jumping between sci-fi and fantasy worlds in this unexpected tale of friendship.

Split Fiction is a unique action-adventure experience that keeps you on the edge of your couch with unexpected moments. One minute you’re taming adorable dragons and the next you’re fighting as cyber ninjas, escaping terrifying trolls, or dodging hover cars thrown by a robotic parking attendant. It’s weird, it’s wild, and it’s designed to be shared.
Grab your co-op partner and get ready to overcome any obstacle thrown your way.

• TRUE CO-OP ADVENTURE – This split-screen adventure is tailored for two. Experience co-op gameplay where you’ll have to coordinate your actions and timing as well as work together to overcome challenges. Invite a partner to join you for free, for cross-platform play, with the Friend’s Pass*. This wild ride comes to you from Hazelight, the co-op thrill-makers that brought you It Takes Two and A Way Out.

• UNPARALLELED VARIETY – Discover new mechanics and abilities in every level of your adventure, which will alternate between sci-fi and fantasy settings. Escape a sun that’s going supernova, challenge a monkey to a dance battle, try out some cool hoverboard tricks, fight an evil kitty, and ride everything from gravity bikes to a sandshark. Experience worlds that are entirely different from each other, unexpected new abilities, and a range of gameplay that includes platforming, stealth, puzzles, and more. There are surprises waiting for you and your partner in every new level.

• THE POWER OF FRIENDSHIP – Mio and Zoe don’t get along at first, but soon enough they become each other’s only hopes. This journey will throw unexpected twists at them and if they want to make it through, they’ll need to have each other’s backs. They’ll encounter both bizarre situations as they traverse stories born from their own wild imaginations. Most importantly – they’ll face it all together.

*Friend’s Pass requires installation of the Friend’s Pass, persistent internet connection and applicable platform account. One user must own the full game in order for the co-op player to play the full game.

CONDITIONS AND RESTRICTIONS APPLY. SEE www.ea.com/legal FOR DETAILS

© 2025 Hazelight Studios AB. Split Fiction and Hazelight are trademarks of Hazelight Studios AB. EA Originals is a trademark of Electronic Arts Inc.

The post “Did We Actually Do That?”: Josef Fares Explains How Split Fiction Pushes the Co-Op Adventure Genre Further Than Ever appeared first on Xbox Wire.

Here’s a 25-year-old demo for Big Brother, the 1984 video game sequel they never made

It’s been a lifetime since I read George Orwell’s 1984 – a tale of mass surveillance, indoctrination and repression nowadays invoked to describe everything from Trump’s Twitter ban to Pizza Express telling you that jelly-beans aren’t a topping – but I will always remember how it combined role-playing with adventure gaming and brought the “detail of Riven into the real-time world of Quake“. Oh, forgive me, I’m actually remembering Big Brother, a video game sequel to Orwell’s book, which I have never played, because it never made it to shelves.

Online sleuths have just dug up and published an ancient E3 demo for this mysterious game. Here it be, and here be some footage for any unpersons concerned that downloading the files might get them shipped off to a joycamp by thinkpol.

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Best Xbox Game Pass Deals and Bundles Right Now (March 2025)

With so many great games coming down the pipeline, now’s a great time to hop on the Xbox Game Pass bandwagon. If some titles joining the catalog this year have caught your eye and you’re itching to join in on the fun, we have good news: You can score some savings on a three-month Xbox Game Pass Ultimate membership right now at Amazon, which is worth taking advantage of.

You can learn more about that deal, what’s coming soon to Game Pass, and the big releases still to come below.

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Best Xbox Game Pass Deals

Amazon’s offering three months of Xbox Game Pass Ultimate for $49.99. Considering the new price of Game Pass Ultimate is $19.99/month, you’re saving $9.98 with this three-month deal. That’s a nice little discount that allows you to enjoy the massive Game Pass library for less.

What’s Coming Soon to Xbox Game Pass?

Game Pass has a nice rotation of new titles to play every month. If you’re curious about what’s in store for the start of March, we’ve got you covered. The Xbox Game Pass March wave 1 lineup is:

  • Balatro (Cloud, Console, and PC) – Out Now: Game Pass Ultimate, PC Game Pass, Game Pass Standard
  • Monster Train (Cloud, Console, and PC) – Out Now: Game Pass Ultimate, PC Game Pass, Game Pass Standard
  • Galacticare (Xbox Series X|S) – Out Now: Now with Game Pass Standard
  • One Lonely Outpost (Cloud, Console, PC) – March 6: Game Pass Ultimate, PC Game Pass
  • Enter the Gungeon (Cloud, Console, and PC) – March 11: Game Pass Ultimate, PC Game Pass, Game Pass Standard
  • Mullet Madjack (Cloud, PC, and Xbox Series X|S) – March 13: Game Pass Ultimate, PC Game Pass
  • 33 Immortals (Game Preview) (Cloud, PC, and Xbox Series X|S) – March 18: Game Pass Ultimate, PC Game Pass

Unfortunately, for those subscribing to the new Standard tier (available for $14.99/month), this does not give Game Pass users access to day one releases. This means that some big new releases on the platform, like Call of Duty: Black Ops 6, will not be available on that tier.

What Games Are Leaving Xbox Game Pass?

Unfortunately with new games joining the catalog it means a few must take their leave. Below, we’ve listed the games that’ll be leaving Xbox Game Pass on March 15.

  • Evil West (Cloud, Console, and PC)
  • Yakuza 5 Remastered (Cloud, Console, and PC)
  • Yakuza 6: The Song of Life (Cloud, Console, and PC)
  • Solar Ash (Cloud, Console, and PC)
  • SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated (Cloud, Console, and PC)
  • Lies of P (Cloud, Console, and PC)
  • No More Heroes 3 (Cloud, Console, and PC)

Biggest Games Releasing on Xbox Game Pass

Xbox’s Summer Showcase last June was a massive success, showcasing an incredible amount of new games coming to the platform. Alongside Black Ops 6, the showcase also included Doom: The Dark Ages, Perfect Dark, Fable, Gears of War: E-Day, Indiana Jones and the Great Circle, and so many more. But which of these titles will appear as day-one releases on Game Pass? Thankfully, quite a few! Including all of the previously mentioned titles.

The latest big release on the platform is Avowed. In our review, writer Travis Northup said, “Even if it doesn’t swing for the fences or leave a memorable mark on the genre, though, it’s still perfectly competent with all the tried-and-true stuff I expect, including chaotic combat, leveling systems and a loot progression that lets you build the kind of character you want to play, and meaningful decisions that can have a massive impact on the world.”

If you’re looking for even more savings on all things Xbox, have a look at our roundup of the best Xbox deals. There, we’ve highlighted all of the latest and greatest discounts on the platform, from incredible game deals to fantastic offers on high-quality headphones. Or, if you’d rather see what’s going on with other platforms, check out our roundups of the best PlayStation deals, the best Nintendo Switch deals, and our overall roundup of the best video game deals.

Hannah Hoolihan is a freelance writer who works with the Guides and Commerce teams here at IGN.

Suikoden Fans Rejoice With the Announcement of a Suikoden 2 Anime…and a Brand New Mobile Gacha Game

Earlier this week, Konami treated classic RPG fans to something special: a live stream dedicated entirely to Suikoden. The franchise has lacked a brand new entry since a Japanese and PSP-only side story over a decade ago, so expectations for what this would entail were all over the place. So it was with an unusual mix of feelings that fans met the announcements of a Suikoden anime (yay!), and a brand new Suikoden video game at last…for mobile (okay, sure!). With gacha mechanics (oh no!).

Let’s start with the anime, which is simply titled Suikoden: The Anime. It’s based on the events of Suikoden 2, and will be the first production of Konami animation. We didn’t really get to much of what it looks like just yet, nor did we learn any details about whether or not it will be easy to access outside of Japan. All we got was a brief scenery clip:

Still, that’s exciting news for Suikoden die-hards, and tentatively a cool entry point for Suikoden newcomers if the anime becomes widely available.

The second major announcement has fans feeling a little more conflicted. A brand new game, entitled Suikoden Star Leap, was announced, and it looks really beautiful, with that Octopath Traveler-style of 2D sprites on 3D backgrounds. It apparently takes place a few years before Suikoden 1 and a few years after Suikoden 5, and includes the traditional 108 characters just like the other Suikodens.

However, it’s getting released…on mobile. And for now, seemingly nothing else. That alone may not deter die-hard Suikoden fans, but we also learned that Star Leap will have gacha mechanics and some sort of ongoing monetization. It’s a rather disappointing inclusion for a game series that has historically existed only in premium games released on console and PC, but we’ll have to wait and see if the monetization decisions end up holding back players’ ability to enjoy the game or collect all 108 characters.

In the meantime, Suikoden fans can content themselves with the re-releases of Suikoden 1 and 2 via Suikoden I&II HD Remaster: Gate Rune and Dunan Unification Wars. A new trailer for this collection was also shown during the live event, and it’s officially out tomorrow, March 6.

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.

SEGA Wants To “Reinforce” Its Core Studios, But Don’t Expect New Games Soon

Sonic, ATLUS and Like A Dragon all name dropped.

SEGA has just released its latest financial report for Q3 of the current fiscal year, and the accompanying Q&A with company vice president Makoto Takahashi and director Nobuaki Yoshii gives a neat little insight about what the team has planned for the future (thanks, VGC).

After what has been a pretty busy 12 months for SEGA, releasing the likes of Super Monkey Ball Banana Rumble, Sonic X Shadow Generations, Yakuza Kiwami, Metaphor: ReFantazio, and most recently, Like a Dragon: Pirate Yakuza in Hawaii, the company’s investors were keen to know what comes next. However, the studio heads’ answer implied that the next financial year won’t be quite as packed with new releases.

Read the full article on nintendolife.com

Tekken: A PlayStation history

With Season 2 kicking off and the start of the Tekken World Tour right around the corner, 2025 looks like it’s going to be another amazing year for fans of Bandai Namco’s legendary Tekken series. As one of the earliest fighting games on the original PlayStation, Tekken has a unique link to the consoles, with the series evolving its gameplay and narrative alongside the platforms. Let’s take a look back at the saga of the Mishima family and all the havoc they’ve caused throughout the years for PlayStation players.


Tekken: A PlayStation history

Bloodline beginnings

The original Tekken was one of the first fighting games to debut on the original PlayStation, launching in early 1995 in Japan and in fall elsewhere. Besides introducing the diabolical Mishima family and  establishing many of the series’ base mechanics, such as the four-attack-button control scheme, Tekken also set a new high watermark for future home  ports. Up until this point, players were used to home  ports of arcade games compromising for weaker hardware with downgraded visuals and sound and missing content. However, since Tekken’s arcade release was on advanced hardware very similar to the PlayStation, the port was arcade perfect. But Namco went the extra mile and added content not in the original: Ending movies, playable sub-boss characters, even a hidden unlockable character who would play a very big role in future games–that you’d need to master Galaga as the game loaded to discover.

Tekken 2, which came to arcades in late 1995 surprised players by shifting the focus to the deposed patriarch and previous villain of the original Tekken, Heihachi Mishima, while also bringing in fresh faces Jun and Lei. It also introduced a wealth of additional characters that unlocked over time, encouraging players to come back and try out newly-debuted characters. In 1996,  Namco brought the game to PlayStation with a port that was a marked improvement. Tekken 2’s PlayStation-exclusive CG intro movie and endings were stunning and established the series’ reputation for high-quality cutscenes. It also added new gameplay modes: Team Battle, Time Attack, Survival Mode, and a Practice Mode.

For many  fans, Tekken 3 was their introduction to the series. It was both massively popular in arcades and a best-selling smash hit worldwide when it debuted on PlayStation in 1998. Moving the story ahead 20 years, the mantle of leading man switched to Jin Kazama, the son of Kazuya and Jun, and many returning characters were either older (though not always wiser) or replaced by a successor.  New characters were introduced that would quickly become fan favorites going forwards, including Hwoarang, Bryan, Eddy,  and Xiaoyu. To better take advantage of the 3D arenas, Tekken 3 added sidestep dodges for all characters to use. The PlayStation version  added two gameplay modes: The sidescrolling beat-em-up style Tekken Force, and beloved party favorite Tekken Ball, as well as additional characters: Anna Williams, Dr. Bosconovich, and Tekken’s first-ever guest character, the tiny dinosaur Gon.

Vengeance, powered by Emotion Engines

When it came time to debut the PlayStation 2, it felt natural that a Tekken title would launch alongside it. Tekken Tag Tournament came to the console in 2000 with massively improved visuals over its arcade counterpart, showcasing the visual fidelity that players could come to expect from the PS2. TTT changed up combat the formula: rather than playing one character, you’d form a team of two fighters and be able to swap between them in battle. The roster was also significantly expanded to contain a host of characters from across the series, including pre-story-timeskip characters. Finally, we got another wild mini-game in the form of Tekken Bowl.

Tekken 4 would emerge a little over a year after TTT’s PS2 debut, reintroducing Kazuya to the story and changing gameplay  up quite a bit. Previously, all stages in Tekken had been “infinite” stages with no set boundaries. Tekken 4 switched things up by introducing stages with uneven ground,  walls, and other obstacles–which would bestow extra damage and combo opportunities when opponents were slammed against them. Movement was also adjusted, altering some popular movement strategies seen in T3 and TTT. Tekken 4 also emphasized the story to a greater degree than previous games: console additions were a full-fledged Story Mode as well as a greatly expanded Tekken Force sub-game.

It would take a few more years before Tekken 5 would step into the ring.  Picking up directly where Tekken 4 left off, with Heihachi Mishima seemingly dead and Jin’s devil side more prominent, Tekken 5 would become a fan favorite. Namco dialed back some of the movement and stage design changes of Tekken 4 in response to player feedback. Asuka, Feng, and Raven joined the roster, along with the ability to customize characters with cosmetic items earned and bought in-game. The original Tekken 5 would see a PS2 port, where the boss Jinpachi was made playable and Jin Kazama’s struggle took center stage in the action-based, story-driven Devil Within mode–along with playable ports of the arcade Tekken 1, 2, and 3. This wouldn’t be the last we’d see of Tekken 5, however.

Devils emerging from a CELL

A 2006 arcade revision of Tekken 5, Dark Resurrection, would introduce players to combatants Lili and Dragunov, change up some visuals, and further fine-tune the gameplay. The first port of Dark Resurrection would actually come to the PSP in mid-2006, bringing with it the new Tekken Dojo mode, which let players share  AI-controlled  “ghosts” of their gameplay online for others to download and battle against. While the game was well received on PSP, players still wanted a console version, so some months later T5DR was made a downloadable game on the PlayStation Network. An update would follow in mid-2007 allowing for online matches to be played. To this day, T5DR is one of the most beloved Tekken titles among fans.

Later that year, Tekken 6 would emerge in arcades, introducing new faces Bob, Zafina, Leo, and Miguel. Things were now getting wildly out of hand among the Mishimas, with Jin and Kazuya both in control of massive corporations waging all-out-war against each other and Heihachi unaccounted for. Bloodline Rebellion, a late 2008 update, would further complicate the family struggle by introducing Heihachi’s forgotten son Lars and weapon-wielding mecha-maiden Alisa to combat. Gameplay additions include the Rage mechanic–where players deal more damage when at low life–as well as the combo-extending Bound system and interactive background elements like breakable walls and floors.

The PS3 version, based heavily on Bloodline Rebellion, released in 2009 and featured the biggest story mode yet in the form of Scenario Campaign. It followed the duo of Lars and Alisa as they lead a band of rebels against the Tekken Force and the Mishima Zaibatsu. Tekken 6 also released on the PSP, and while it lacked the Scenario Campaign, it did offer some of the best visuals on the platform and ad-hoc multiplayer.

It would be a few years before Tekken’s return, and in the meantime, Bandai-Namco released Tekken Hybrid in 2011. This set offered an HD remaster of Tekken Tag Tournament with an original CG film, Tekken: Blood Vengeance,  and a demo of  the then-new arcade title Tekken Tag Tournament 2. True to its title, TTT2 brought back the tag-match gameplay and expanded the selectable roster. The PS3 port, which launched in late 2012, added several legacy characters, a new stage and music track from famed musician Snoop Dogg, CG ending cinematics for the whole cast, and some additional cast members and character variants.

Another interesting spin-off emerged after TTT2: Tekken Revolution, a free-to-play version of Tekken focused on online matches. By playing, players could earn in-game currency to unlock further characters, as well as use earned Skill Points to enhance character attributes. Tekken Revolution received frequent updates to add characters and gameplay features throughout its life, eventually ending service in 2017.

The struggle continues

Tekken 7 took its time coming to the PlayStation 4, finally reaching players in 2017, two years after its arcade release. During that time, arcade Tekken 7 received  updates–including Fated Retribution, which famously brought Street Fighter’s Akuma into the roster. He wasn’t alone, however–Lucky Chloe, Josie, Katarina, Claudio, and Shaheen all joined the fray as well, alongside several new stages and system changes. Taking into account some of the feedback from Tekken Revolution, T6’s bounds were adjusted and reduced, being supplanted by new screw combo starters. The Rage system was further developed as well, creating new Rage Drive and Rage Art skills that could be used at low health–but only once per round, and at the cost of Rage’s damage boost.

Upon reaching the PS4, Tekken 7 received a console-exclusive, lengthy story mode–but, perhaps more importantly,  it was given a full slate of DLC updates for years afterwards, tweaking character skills and adding plenty of new stages, music, and characters over time. Besides re-introducing old favorites left out of the original roster, the Tekken 7 DLC also brought in new characters Leroy and Lidia–and, most memorably, several additional surprise guest characters: Geese Howard from Fatal Fury, Noctis from Final Fantasy XV, and Neegan from The Walking Dead.

As Tekken 8 marked its first anniversary on PS5 this past January, fans can look forward to plenty of further surprises. Season 2 of DLC promises that even more new, beloved, and unexpected characters will be joining the roster, and the most recent free story update leaves off on a cliffhanger that promises yet more high-stakes inter-family drama between the Mishimas in the future.


Tekken: A PlayStation history

GTA 5’s free Enhanced PC update spoiled by missing in-game text chat, but it may only be temporary

Grand Theft Auto 5 on PC has been updated with a new Enhanced version, bundling in a range of tune-ups such as ray-traced graphics and support for AMD FSR and NVIDIA DLSS, new features for GTA Online, and a heaping helping of swankmobiles for your fleet of GTA cars. Existing GTA 5 story mode and GTA Online progress will carry over, and it’s all free to people who own the old version of GTA 5, which is now known as the Legacy version on Steam.

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Reinvention Is Key to God of Wars’ Continued Success

The God of War series has been an important fixture across four generations of PlayStation consoles. But when Kratos’ vengeance-filled journey to becoming the new god of war began in 2005, few could have foreseen where the angry deity destroyer would be 20 years later. Where other long-running franchises have struggled to stay relevant for multiple gaming generations, God of War has survived thanks to its willingness to change. The most important change, of course, was the radical 2018 reboot that plucked Kratos out of Ancient Greece and immersed him in the world of Norse mythology. It dramatically changed both the presentation and gameplay style of the series. But even before that critically acclaimed reboot, developer Sony Santa Monica had implemented a number of smaller, but nonetheless interesting changes that ensured the series’ survival.

Reinvention will be key to God of War’s continued success in the future, too. When the series moved to its Norse setting, director Cory Barlog spoke of his wish of “going on to the Egyptian era and the Mayan era and so on and so forth.” Recent rumours have once again brought up an Egyptian setting. Even if this is all hopeful thinking rather than genuine insider news, it’s understandable why people yearn for Kratos to visit the land of the pyramids: Ancient Egypt has a distinct culture and powerfully rich mythology. But a new setting is just the start: wherever God of War goes next, it must reinvent itself in much the same way as when it took the components that worked so well for the series’ Greek trilogy and updated (and, in some ways, improved) them for the highly acclaimed Norse games.

The series has never shied away from making changes from entry to entry, of course. The original Greek games evolved across the span of a decade, refining their hack and slash gameplay and polishing it to a mirror shine by the release of God of War 3. At the end of the trilogy, Kratos had access to a revamped magic system that complimented the combo-based rhythms of melee combat, and faced an even greater variety of challenging enemies. That final chapter was built for the PlayStation 3, which offered a substantial power increase over the PS2 that the first two games were designed for, and so new camera angles provided even better views of what was in 2010 a graphical powerhouse.

Much of what defined these original games was lost in the reboot. The Greek trilogy incorporated plenty of platforming and puzzle game elements to help Kratos achieve his goals. Those platforming sections were phased out of the Norse games, in part due to a change in camera angles – the new third-person, over-the-shoulder perspective just didn’t work for that kind of approach. The puzzles remained, but were reformulated to fit God of War’s new adventure-first design.

By returning to the series’ Greek roots both mechanically and narratively in Valhalla, Kratos’ story came full circle.

We can see this kind of re-fit applied to a number of the series’ original concepts. From God of War 2 onwards, the games featured battle arenas that allowed players to set difficulty levels and choose their opponents. These formed some of the most memorable moments of the original series, but were lost in the 2018 reboot. But Valhalla, the roguelike DLC for God of War Ragnarök, featured the return of battle arenas, which had been adapted for the new Norse mythology setting. This return to a feature of the past was poetically mirrored by the DLC’s story, which saw the Norse god of war, Týr, invite Kratos to Valhalla to confront the ghosts of his past. By returning to the series’ Greek roots both mechanically and narratively, Kratos’ story came full circle.

The Norse God of War games are not just reinterpretations of past ideas, though. This second iteration of the franchise includes a swathe of new additions, including the unique throwing mechanics for the Leviathan Axe, a combat-defining parry system enabled by a series of shield types and, in Ragnarök, a magical spear that allows for a much faster, explosive attack style. These are your tools for travelling across the Nine Realms, each of which has its own particular foes, visuals and other disparate characteristics.

But while the mechanics of battle and exploration are the obvious changes, the creative gulf between the original trilogy and the Norse duology is most clearly observed in the games’ approach to story. Across the second era, we feel the loss and heartache Kratos experiences for his late wife and how this fuels a fire within him. He is outwardly bitter towards his son, Atreus, and the pair’s uneasy relationship is at the heart of the two games. Both uncover unexpected hidden truths about themselves. All this is a far cry from the more brutish storytelling of the original trilogy, and the more emotive approach is almost certainly the key to the Norse era’s resounding critical and commercial success.

God of War’s radical shift in both mechanical design and storytelling approach is the result of a different kind of thinking when it comes to franchises. The series’ creators have said that they don’t view the Norse games as sequels in the traditional sense, but rather as extensions of Kratos’ journey. This attitude should sit at the core of any future installments.

The Norse games are not sequels in the traditional sense, but rather extensions of Kratos’ journey.

Of course, radical reinvention on its own is not a foolproof way of generating escalating success. Just look at Assassin’s Creed, another series that has frequently changed location and time period. While consistently profitable, Ubisoft’s long-running series has struggled to secure continued fan adornment across multiple console generations in the same way God of War has. Following the 2017 shift to an open world RPG design with Assassin’s Creed Origins, the series links to its foundational Assassin’s guild lore has become more and more tenuous. What began as a series linked by the story of Desmond Miles has lost much of its narrative connective tissue, and the new RPG era of games have ultimately proved more divisive with each passing installment. General criticism has been aimed at the series’ increasing content bloat – the classic “bigger doesn’t necessarily mean better” argument – but long-term fans are increasingly frustrated by the series drifting away from its assassin roots towards Spartan and Viking power fantasies. Fantasies that many believe would have been better served as standalone RPGs.

The series has now attempted a couple of course corrections, starting with 2023’s Assassin’s Creed Mirage; a soft reboot and return to the series’ Middle Eastern roots. It revived the gameplay and structure of the earlier games and offered a considerably shorter story, which was reasonably well received by both critics and fans. This year, Assassin’s Creed Shadows looks to be continuing in a similar vein thanks to the introduction of Naoe, a character wholly dedicated to the stealth gameplay that was foundational for the original Xbox 360-era games.

The mixed fortunes of Assassin’s Creed’s shift in style shows that abandoning what made a series successful can cause rifts within the fanbase. This is something the God of War series has skilfully navigated. On paper, the Norse series is a radical departure, but it never lost sight of what made Kratos a compelling character, nor the series’ mechanical roots. It identified the very core of the Greek trilogy – that fiery, unrelenting combat – and built something new atop it. And with each new game, that foundation supported new evolutions. More Spartan Rage options. Cooler weapons. A stronger variety of combat options and adversaries. The ability to play as another character for sizable chunks of the story. All these additions enhanced what came before and never distracted from the foundations that made the previous games such a success. They maintain a clear sense of identity for the series, and deepen the lore rather than annex it. That is something a follow-up, be it set in Egypt or elsewhere, must continue to do.

Regardless of if the rumours of an Egyptian setting prove true, whatever comes next must ensure that its evolutionary upgrades maintain what has made God of War such a success. Back in 2018, that meant a focus on combat – the new games had to live up to the standards of the Greek trilogy when it came to butchering foes. But the next God of War will surely be judged by its story, the true gemstone at the heart of the Norse duology. The development of Kratos’ character from the rage-filled monster encountered in the original series into a sombre, complex father and leader showcases how important the writing has been in making the post-2018 games such a monumental success. Whatever comes next must be built upon that strength, while also striving to make bold new changes that will (hopefully) be remembered as the pinnacle achievement of the next era of God of War.

Chris Connor is a coffee and whisky driven culture wordsmith, with work published at NME, Radio Times, Yahoo, and others.

No Man’s Sky’s Latest Hotfix Lands On Switch Soon, Here Are The Full Patch Notes

Squash those space bugs.

No Man’s Sky landed its ‘Worlds Part II‘ update back in January, with the space adventure getting treated to new solar systems, biomes, terrains and a bunch more wonderful stuff. This week, in an attempt to iron out some of the creases, developer Hello Games has released a hotfix to get the latest update running in tip-top condition.

As is usually the case with NMS hotfixes, many of the changes this time around have come from user-reported issues. It’s a long list of bugs that Sean Murray and co. have removed from the procedurally-generated galaxy and while the patch isn’t live on Switch just yet (it has already launched on Steam), the dev assures us that it “will be coming to other platforms as soon as possible” — so keep watching the stars.

Read the full article on nintendolife.com

Nvidia’s RTX 5070 Founders Editions will be a few weeks late, as punters and sellers brace for launch day shortages

The GeForce RTX 5070 is out today, at least on paper. Yet despite having already slipped from its original February release plan, the RTX 5070 looks set to launch directly into the same stock shortage problems that have been causing frowny faces all around the rest of the RTX 50 series graphics cards – and, while you’ll still be able to try your luck with most of the GPU’s board partner variants, the one version you definitely won’t be buying today is Nvidia’s own Founders Edition.

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