Nintendo’s Switch eShop is always getting new demos and the latest one is for the 2v2 fighting game Diesel Legacy: The Brazen Age.
Diesel Legacy made its debut last December, and is described as being a brand new take on fighting games with its 2v2 co-op-style gameplay and unique three-lane system set in “Dieselpunk world”. This demo can be downloaded from the eShop right now.
A new Street Fighter movie has selected its challenger, I mean, director.
The Hollywood Reporter says Kitao Sakurai, writer, director, and executive producer on the absurd comedy show The Eric Andre Show, will direct a new film adaptation of Street Fighter for Legendary Entertainment.
Capcom is said to be “deeply involved” with the adaptation with the movie already given a March 20, 2026 release date.
This will be the latest attempt at bringing Street Fighter to the big screen, though who can ever forget the 1994 film starring Jean-Claude Van Damme as Guile, Ming-Na Wen as Chun-Li, and the late Raul Julia as M. Bison. A masterpiece, even if critics at the time didn’t think so.
No word yet on casting, but you can probably expect to see some of your favorite Street Fighter characters appear in this one.
In the meantime, you can play the most recent Street Fighter game, Street Fighter 6 which recently released its newest fighter, Mai Shiranui. Check out our full Street Fighter 6 review here.
After roughly a decade in development, Lost Soul Aside is finally scheduled for a launch. Originally the passion project of solo developer Yang Bing, Lost Soul Aside has grown to become a major Sony-published title under the company’s ‘China Hero Project,’ with Bing now the founder and CEO of Shanghai-based studio Ultizero Games.
With a release date of May 30 on PlayStation 5 and PC closing in, IGN had the opportunity to sit down with Yang Bing to discuss the long road to launch. So many years of development went into this single-player action game, escalating from a solo creator’s vision to a trailer reveal at Sony’s State of Play. Through it all the hype has grown, with some calling Lost Soul Aside an exciting mix of Final Fantasy characters and Devil May Cry combat — even from the moment Yang Bing’s initial reveal video went viral in 2016.
With the help of a translator, IGN asked Yang Bing about the early origins of Lost Soul Aside, its inspirations, what challenges the team has faced over the years, and much more.
It’s been almost nine years since the first glimpse of Lost Soul Aside, on your YouTube channel. How did you get started on this project, and how old were you at the time?
Yang Bing: So I remember our first promotional video was released in 2016. I was born in 1990, so when the video was released, I was about 26 years old, so that was actually when the project started. I remember [Lost Soul Aside] probably started around, at the end of 2014, the beginning of 2015.
What were the original inspirations behind Lost Soul Aside? Has that ever shifted over the course of development?
Yang Bing: So personally, I have loved playing games since I was young. And of course, back at that time, I had some personal favorite genres. Later on, [my] passion towards games wasn’t changed, didn’t change a lot. So I wanted to develop something that I really like. And then the tools and game engines were relatively mature. So that was the beginning of [Lost Soul Aside].
The overall style and then, the inspiration, has not changed that much. From the beginning, the beginning of 2016 until now, about like nine years or 10 years, it continues to feature a blend of fantasy elements with some realistic visuals, characterized by this real-life aesthetic. So this style has not changed. The combat style has also consistently leaned towards high speed and flashy action. So this is something that we have been sticking to for all these years. During this development process, we, of course, continued to see some new and excellent works, which maybe we got some influence through, [on] our thought along the way. So from the beginning, this personal trailer gradually evolved into a more mature and well-run version, I should say.
How did the Sony collaboration come around? Can you describe what that first meeting was like, and how the partnership has been since?
Yang Bing: Well, actually, back to 2016, I had some contact [with a] PlayStation colleague. That was, for me, a turning point, which I think is quite remarkable. So when I released this promotional video, I got a message from a colleague at PlayStation, who said that they wanted to discuss the project in detail and explore a potential collaboration. Back at that time, I was still in South Korea, and I felt really grateful for this opportunity. At the end of 2016, I went back to China and then immediately, I went to PlayStation, Sony in Shanghai, visited them, and met with them in person. And so from that time, we kind of started our collaboration.
In recent years, the collaboration has been continuously deepening. Initially, it started with the Sony China Hero Project. And then, later on, we kind of joined this collaboration with Sony, and then Sony officially announced that it’s going to be published by PlayStation.
What would you say makes Lost Soul Aside stand out from other games in its genre?
Yang Bing: So the play will be very smooth, because we think that when the players play, they will likely be impressed by the overall operability of the game, including the combat experience and the interaction with the environment. It will be very smooth. And in order to achieve this kind of smooth feeling, we actually try our best, utmost, to ensure that the player’s input receives immediate feedback. For example, all the weapons can be switched seamlessly.
Additionally, the combat for this kind of skill combination can be combined seamlessly as well. All the skills can be canceled as well. We have spent a significant amount of time ensuring that everything flows as smoothly as possible. So, this is something that I think will impress players the most. And then, furthermore, the intent, our intention, is to shape the two main characters, the combination, Kaser and Arena. So we can provide players with the option like turning Arena into a weapon and other elements, to help Kaser fight in battle. [He] can provide some help during his journey. So I think that all these elements combining together can become a very outstanding and recognizable aspect for our game.
Where did the concept for Arena, the transforming dragon companion Kazer has, come from?
Yang Bing: So that kind of idea and thought actually started at a very, very, very early stage, even before this project started back to 2016. So, I remember I watched some YouTube video… there’s a special effects creator who makes a segment featuring a crystal that can [transform] into various weapons, a shade, and many other things. Combined with my idea, I always thought about this idea, about a dragon [that] can transform, all kinds of shapes. Even before this game project has started, I had the idea about something like this.
Other than this dragon, I was thinking that the protagonist has a companion, which at that time is somewhat similar to a dragon-like creature that can transform into a weapon, [to help] the character, assisting in the battle. So I always had this kind of idea from the beginning, I had the idea to incorporate [it] into this project. This idea that the protagonist has a dragon partner that can become a weapon, this idea actually, I had it since 2014.
What ideas and themes does Lost Soul Aside center on, that you want players to take away from this game?
Yang Bing: So, the core theme primarily just revolves around Kaser, the protagonist, and his companion Arena, and they embark on various adventures together. And of course, during that process they face numerous challenges, including traps and a variety of formidable enemies. So the focus is on Kaser, who starts off as an ordinary individual, an ordinary person. And then after he meets Arena, and then later, they continuously establish some kind of relationship with other characters. So in this adventure, we want the players to experience the growth of the characters, transforming from ordinary people, or him from an ordinary person at the beginning, to a hero who can save the world by the end. Of course, saving the world was not his initial intention, but players can gradually and consciously embrace the idea of saving the world and defeating villains throughout the process.
What’s been the biggest challenge you’ve faced, working on this one game for so long?
Yang Bing: So, well, it started from the idea, [my] personal idea, and then it’s a promotion video, it’s a conceptual idea. And then we have to accumulate experience and to enhance the development experience during all this process and all these years. So, I think this is very essential, for developing this kind of skill and type of project, this is one thing. And then the other challenge for me, I should say this because for me, I started from my personal ideas. I work. I used to work just by myself. And later on, I continuously [accumulated] knowledge on how to collaborate with other members as a team, with the help of Sony PlayStation, and now because we have established a team. So it requires everyone to come together to make the idea happen. So for me, this is constantly a learning process, and I need to overcome this challenge to make the project a successful one.
You’re planning to launch day one for both PC and PS5? What was the reasoning behind targeting both for the launch, over just PlayStation?
Yang Bing: So, launch for PC as well. I think it’s a very new experience for players and it would be quite intriguing for them, I think. So this is the final stage, and the final decision was made during the communication process between me and Sony. So I feel that everyone cooperated in a very good manner and harmoniously throughout all the process.
After working on Lost Soul Aside for so long, are you excited for whatever comes next for yourself and Ultizero Games?
Yang Bing: Well, so at this stage, and then both my team, and myself, and the PlayStation team, we’re continuously communicating with each other about the follow-up plans. I’m sorry, I cannot provide a very clear answer at this moment.
But you’re excited to get Lost Soul Aside out there?
Yang Bing: Yes.
Lost Soul Aside launches on PS5 and PC on May 30, 2025.
The critically-acclaimed horror game Mouthwashing will be making its way to the Nintendo Switch later this year after publisher Critical Reflex celebrated 500K+ sales on Steam.
Physical editions will be available via Fangamer, and while pre-orders aren’t available just yet, you can sign up for notifications so you don’t miss out.
As Marvel Rivals players plot how they’ll use the Human Torch to smoke enemy teams when he arrives alongside a mid-season update later this week, others are already worried the fiery Fantastic Four member will be overpowered at launch.
NetEase Games pulled back the curtain on its next Duelist hero addition yesterday, revealing a first look at how Johnny Storm’s gameplay will light up the Marvel Rivals battlefield. While it’s easy to look at things like flight as standout features for the character, there are a few specific abilities that have players fearful of Human Torch takeovers once the Season 1.5 update launches February 21.
Concerns about the fire-based Marvel hero’s impact really kicked off when content creator Necros shared an early peek at some of the character’s abilities. It was here players got a closer look at how the Pyro Prison ability, which allows Human Torch to burn enemies within a certain area, can be used to control a match. In short, Pyro Prison’s reach can extend across massive portions of a stage, inflicting constant damage to any enemy who steps in the affected location. It’s not an insignificant amount of damage either, as the viral clip shows training range bots losing health at a staggering pace.
There’s also Human Torch’s team-up ability with Storm, which allows the X-Men hero to create a giant fire tornado. The move seems to be one of Marvel Rivals’ stronger team-up moves, and although we don’t know exactly how effective it will be in your average match, there are plenty of players already worried about running into this exact strategy for the next few weeks. X/Twitter user @xBattledR0id is convinced this means we’ll see Human Torch “perma banned” in upper-tier competitive games out of the gate.
“I am just being honest,” they added in a follow-up post. “Between this and the Storm team-up there will be very few games where he isn’t banned.”
Making matters worse is Human Torch’s ability to fly, a feature that has already had players fearful of Iron Man attacks from the sky since launch. As with any live-service title, new character additions will draw attention from players regardless of their preferred playstyle. In other words, expect to see a lot of Johnny Storms lighting up matches for the foreseeable future.
Meanwhile, some fans are looking for their own solutions to a potential Johnny Storm problem. Many have jokingly come up with the idea that water-based heroes like Jeff the Land Shark and Namor should be able to extinguish Johnny’s flames or even do a bit of extra damage. There’s no sign that any such mechanic will be made available in Marvel Rivals for now, of course. We won’t really know how the new hero will shift the meta until he launches in a few days.
The Human Torch isn’t the only Fantastic Four member touching down this Friday. When the Season 1 mid-season update launches, it will also introduce The Thing as the newest Vanguard member. Although the rocky hero isn’t quite as scary as his silver-tongued teammate, he’ll almost certainly be showing up in most players’ matches in the weeks ahead.
Michael Cripe is a freelance contributor with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).
Next week, on 27th February 2025, Pokémon will be celebrating its 29th birthday. And you know what that means? It’s time for some Pokémon Presents.
After a relatively ‘muted’ 2024, there’s a lot on people’s minds. Inverted commas there because, come on, if muted means releasing a brand new mobile game which has taken the world by storm, hundreds of new lines of merch, frequent events, codes, new trading cards (and new scandals), and way more, then even Whismur could be confused.
Fatal Fury: City of the Wolves – Details and Tips for the Open Beta, Beginning Tomorrow
Yasuyuki OdaProducer, Fatal Fury: City of the Wolves
Are you ready to rev it up and unleash your fury? SNK’s Fatal Fury: City of the Wolves, the legendary ’90s fighter reborn, launches on April 24, 2025, for Xbox Series X|S. Eager to sink your teeth in early? The Open Beta kicks off tomorrow, running from February 20–24, giving you an early shot at the fight. Prepare to feast on next-gen brawling—powered by revolutionary game mechanics, a stunning comic-inspired art style, and flexible control options tailored for both newcomers and seasoned veterans. Wolves, start sharpening your claws and get ready to take on South Town’s greatest and latest!
The Fatal Fury: City of the WolvesOpen Beta invites the hungry pack to step into the ring and test out the integrated rollback netcode and cross-network play functionality with eight of the game’s characters to choose from. Players can battle it out with friends across three online modes in cross-network play: Ranked Match, Casual Match, and Room Match. Those who are new to Fatal Fury can learn the ropes in the offline Tutorial mode, which offers the perfect training ground.
Debuting in City of the Wolves is the Rev System, a customizable toolset designed to supercharge offensive strategy from the very first clash. Only the strongest wolves can master (and balance) every Rev technique to reign as champion of South Town. Hit the books and study the Rev systems via our official Fighting Guide to learn more.
On the topic of South Town, the Open Beta will give players access to some of the tropical city’s legends, including the Legendary Wolf himself, Terry Bogard, and the fan-favorite fiery ninja, Mai Shiranui.
Terry is a jack-of-all-trades, equipped with a projectile, anti-air attacks, and rushdown moves to fight any opponent, near or far. His accessible arsenal of attacks makes him the perfect character to pick up for anyone new to the series, or fighting games in general. He’s not the poster boy of the series for nothing! Use your Power Charge and Crack Shoot to pressure the enemy while they are blocking and force them to overheat.
Mai is also a well-rounded character with a variety of special moves. Her Sayo Chidori can put the opponent under pressure continuously, even when they are blocking. She’s also a great pick for players looking for more movement options, as mastering her Musasabi no Mai allows you to move around the stage with ease.
Joining the roster are new challengers: Preecha, a diligent Muay Thai dynamo with calculated strikes, and the enigmatic Vox Reaper, whose demonic presence and deadly karate bring a fresh yet familiar intensity to the fight.
Preecha’s playstyle focuses on relentless multi-hit attacks. She can try to go for cross-ups with her Hyperbolic Kick or open up her opponent with a Rev Preecha’s Combination followed by a Circular Step.
Vox has long-range normals to check his opponents, including a standing heavy punch that can be followed up with his Kokuen Ryuu shockwave (and other moves) to deal seriously big damage. He even has a command grab to keep his opponent guessing at midrange.
Rounding out the Open Beta roster are a mix of returning legends and fresh faces ready to join the fray:
Rock Howard, Terry Bogard’s protégé and son of South Town’s infamous Geese Howard, carries a complex legacy. Rock has a well-balanced lineup of special moves, including projectiles that travel along the ground, anti-airs, and attacks with forward momentum. His Shippuu Ken works well against grounded opponents to keep them at bay, while the mighty command grab Shinkuu Nage can be used with Rev Accel as a strong combo starter.
Hotaru Futaba, easygoing but powerful, brings grace and discipline to the fight. She’s a speedy character who uses a variety of attacks to mess with her opponent and keep them at her mercy. Her forward step is a full-fledged run, allowing her to use her projectiles as a shield and close in on her opponent simultaneously. She also has a midair stomp (Koushuu Da) and a quick command grab (Shajou Tai) to help break through the opponent’s defenses even more.
B. Jenet, daring leader of the Lilien Knights, commands attention with her fearlessness. She’s a technical character whose spiraling Afterburner attack descends from the air and leads well into combos on hit. Gulf Tomahawk is another useful move that can be stopped midway through via the Braking mechanic, allowing her to follow up with a jump attack or her Harrier Bee. She has a number of ways to approach her opponent, making her a dynamic character on the ground or in the air.
Lastly, the highly ambitious Kain R. Heinlein, who aims to seize control of South Town—not for power or wealth, but his own ideals of true freedom. Kain is a methodical character who fights at mid-to-long range using his powerful projectiles and setups. His formidable Schwarze Lanze allows him to find gaps in hard-hitting enemy offense; it requires a charge motion, though, making him a more difficult fighter to master (albeit a highly defensive one adept at keeping himself out of harm’s way). Make the most of these and other moves in Kain’s toolkit to control the pace of every fight!
A diverse pack of wolves—with more to come in the full game—are raring for battle. The streets of South Town are a hotbed of action, wild dreams, and even wilder ambition. Here, at long last, a new legend is about to unfold…
Fatal Fury: City of the Wolves is perfect for both new and experienced players, providing two control schemes tailored to all levels of experience: Arcade Style and Smart Style. Arcade Style offers traditional fighting game controls, while Smart Style streamlines gameplay, allowing flashy special moves and combos with simple directional inputs and single-button presses. Making its triumphant return after 26 years, Fatal Fury: City of the Wolves aims to wow old and new fans with its dynamic art style, a mix of new and familiar fighters, and modernized battle systems. Read more on how to play on our official website.
Pre-orders for the Special Edition of Fatal Fury: City of the Wolves are now live for $59.99 USD / €59.99 EUR, featuring the Base Game and Season Pass 1. Players who pre-order will unlock a classic Terry Bogard costume inspired by his original Fatal Fury appearance, along with three days of early access to the full game, starting April 21, 2025.
Get ready for the Open Beta and gear up for the full launch on April 24, 2025, on Xbox Series X|S. In the meantime, check out Fatal Fury: City of the Wolves and the KOF Studio on X, Instagram, and the official Discord.
SNK’s beloved Fatal Fury series first hit the market in 1991, spearheading the fighting game boom of the 1990s that swept the industry thereafter. GAROU: MARK OF THE WOLVES (released in 1999) has, for some time, served as the franchise’s most recent installment. But that is all about to change: 26 years on, a brand-new entry—FATAL FURY: City of the Wolves—is set to arrive on the scene!
FATAL FURY: City of the Wolves features a unique art style that stimulates the senses, an innovative REV system that supercharges the excitement, plus a host of other battle systems even more robust than before. The game also breathes new life into the series by introducing two distinct control schemes (ensuring fun and excitement for newcomers and veterans alike) as well as other fresh features and elements.
The streets of South Town are a hotbed of action, wild dreams, and even wilder ambition. Here, at long last, a new legend is about to unfold…
The Nintendo Switch is going out in a blaze of glory, with some exciting games launching to make way for the console’s successor: the now officially announced Switch 2. Whether they’re exclusively developed for the Switch or ported over from other platforms, these upcoming Switch games will wrap up the Switch’s final year while also being compatible with the Switch 2 upon release.
In 2025, we’ll get our hands on the last few games that were announced during last year’s Nintendo Directs as well as The Game Awards 2024. Whether you own the original Switch or are looking ahead to what will release on the Switch 2, here are all the new Switch games we can look forward to in 2025 and beyond.
Yu-Gi-Oh! Early Days Collection (February 27, 2025)
Duelists, rejoice. This collection comes jack-packed with some of the earliest games in the Yu-Gi-Oh! series: 16 of them, to be precise. Most of the Konami-developed titles originally released in the Game Boy Color and Game Boy Advance generations, with highlights including 2001’s The Eternal Duelist Soul and 2002’s The Sacred Cards.
Suikoden I&II HD Remaster: Gate Rune and Dunan Unification Wars (March 6, 2025)
Not the first, and probably not the last, remastered compilation of Konami’s first two Suikoden games. Suikoden I & II were first released on the original PlayStation back in the late 90’s and were previously remastered for the PlayStation Portable in the 2000’s. In early 2025, new HD remasters of the classic RPGs are arriving on the Nintendo Switch.
MLB The Show 25 (March 15, 2025)
Paul Skenes, Elly De La Cruz, and Gunnar Henderson are all featured on the cover of this year’s MLB The Show, which will celebrate the series’ 20th anniversary. The baseball sim has advertised more enhancements to baseball mechanics, including an all-new Ambush Hitting difficulty, as well as more personalization in its “Road to the Show” gameplay mode.
Xenoblade Chronicles X was originally released on the Wii U back in 2015, and a “visually enhanced” Definitive Edition of the action RPG is coming to Switch in 2025. This release follows a Definitive Edition of the original Xenoblade Chronicles that was released for Switch back in 2020, while Xenoblade Chronicles 2 and 3 were released straight onto the handheld console in 2017 and 2022, respectively.
Atelier Yumia: The Alchemist of Memories & the Envisioned Land (March 21, 2025)
The newest addition to Koei Tecmo’s Atelier series introduces a new alchemist, Yumia Liessfeldt, and a host of new companions. Try to uncover the mysteries of an empire’s fall while learning synthesis skills to defeat enemies in real-time combat.
Tales of the Shire: A Lord of the Rings Game (March 25, 2025)
A cozy farming game set in The Shire is pretty much a match made in heaven. Tales of the Shire lets you create your own hobbit during a time of peace in Middle-earth. Starting in March 2025, you’ll be able to indulge in the ultimate fantasy by spending your days cooking and eating delicious meals with your friends.
Care Bears: Unlock the Magic (March 27, 2025)
Remember the Care Bears? Apparently the show got rebooted in 2019 as “Care Bears: Unlock the Magic,” and now the family-friendly franchise is getting a Switch game tie-in. The arcade-style collection features staple characters from the cartoon, including Cheer Bear, Grumpy Bear, and Funshine Bear.
Star Overdrive (April 10, 2025)
Star Overdrive is an upcoming indie adventure game set on a distant alien planet. Fly around on your hoverboard while conquering enemies and solving puzzles to try and reunite with your lost love.
Rusty Rabbit (April 17, 2025)
Several years after Nitroplus revealed Rusty Rabbit in a concept trailer, the side-scrolling action platformer is finally coming to Switch. Play as the middle-aged rabbit, Stamp, who has built his own mech to traverse a post-apocalyptic frozen wasteland.
LUNAR Remastered Collection (April 18, 2025)
This remastered collection brings the two original Lunar JRPGs, LUNAR Silver Star Story and LUNAR 2 Eternal Blue, to modern consoles. The remasters come with several quality-of-life improvements, including enhanced graphics and both English and Japanese voice-acting.
Capcom Fighting Collection 2 (May 16, 2025)
That’s right, it’s another fighting game collection. This time, Capcom is compiling games released between 1998 and 2004, which is what some would call a peak era for arcade fighting. This second fighting collection includes both the English and Japanese versions of six games total, including Capcom vs. SnK and the Power Stone beat-em-up series.
Fantasy Life i: The Girl Who Steals Time (May 21, 2025)
The highly-anticipated sequel to 2014’s Fantasy Life finally has a release date. This “slow-life” RPG combines adventure storylines with life-sim mechanics, allowing players to build a life (and a city) on a deserted island while facing mysteries of the past. Explore randomized dungeons, switch between 14 different “Jobs,” and meet friends to help you in your journey.
Rune Factory: Guardians of Azuma (May 30, 2025)
The iconic RPG social sim is back. As a powerful Earth Dancer, you must travel across the eastern nation of Azuma to battle monsters and restore villages. The new Rune Factory game looks like it places a stronger emphasis on action and anime-style character designs, though improved Switch performance with an all-new storyline will hopefully mark an improvement over Rune Factory 5. This is Rune Factory, so there will be plenty of romance, now with fully voiced “scenarios” and even the ability to romance the unselected MC.
Upcoming Switch Games With Unknown Release Dates
There are plenty more Nintendo Switch games in development that don’t have a solid release date yet. Here are some more Switch games we know are on the way:
One thing the trailer confirms is that the Switch 2 will be, for the most part, backward compatible, supporting both physical and digital games from the original Switch. Otherwise, it definitely looks like the trailer features a new Mario Kart game, and plenty of leaks have suggested third-party games like Square Enix’s Final Fantasy 7 Remake will be ported onto the console. For more info, you can check out our list of games reportedly set to release on the Switch 2.
Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.
I can never remember the technical term for that wibbly effect you get in PS1 games when you sidle up to surfaces and look askance at the textures. I thought it was “dithering”, but Brendy says that’s not what dithering is you sap, you absolute dunce. If you know the answer, please educate me in a comment. But first, try Blue Wyrm.
It’s a free first-person melee dungeon crawler from SaintPesticide. It’s awash with rich, diseased shades of ruby, amethyst and malachite. And brother, it has not-dithering to spare. Here’s a video.
Microsoft has announced a new generative AI model designed for gameplay ideation.
The company detailed what it calls the first World and Human Action Model (WHAM). The WHAM, Katja Hofmann, Senior Principal Research Manager and lead of the Microsoft Research Game Intelligence team, said in a blog post, is a generative AI model of a video game that can generate game visuals, controller actions, or both.
Microsoft calls this generative AI model Muse, which was developed by the Microsoft Research Game Intelligence and Teachable AI Experiences (Tai X) teams in collaboration with Hellblade developer Ninja Theory. It’s open sourcing the weights and sample data and making the executable available for the WHAM Demonstrator — a concept prototype that provides a visual interface for interacting with WHAM models and multiple ways of prompting the models.
The company provided a number of gameplay clips showing what Muse is capable of. Currently, the model can generate “complex gameplay sequences that are consistent over several minutes” just by prompting the model with 10 initial frames (one second) of human gameplay and the controller actions of the whole play sequence.
The game used to train Muse was Ninja Theory’s 2020 multiplayer game Bleeding Edge. “We worked closely with our colleagues at Ninja Theory and with Microsoft compliance teams to ensure that the data was collected ethically and used responsibly for research purposes,” Hofmann insisted.
“It’s been amazing to see the variety of ways Microsoft Research has used the Bleeding Edge environment and data to explore novel techniques in a rapidly moving AI industry,” said Gavin Costello, technical director at Ninja Theory.
“From the hackathon that started it all, where we first integrated AI into Bleeding Edge, to building AI agents that could behave more like human players, to the World and Human Action Model being able to dream up entirely new sequences of Bleeding Edge gameplay under human guidance, it’s been eye-opening to see the potential this type of technology has.”
Muse is used in “world model mode” meaning it is used to predict how the game will evolve from the initial prompt sequence. The more closely the generated gameplay sequence resembles the actual game, the more accurately Muse has captured the dynamics of that game.
“For instance, non-player characters in games could interact with players based on their actions, making it feel more personal,” Qizilbash said. “This is important for the younger Gen Z and Gen Alpha audiences, who are the first generations that grew up digitally and are looking for personalization across everything, as well as looking for experiences to have more meaning.”
Microsoft is all-in on generative AI, as anyone with even a cursory knowledge of ChatGPT and OpenAI will be aware of, and so this development with Ninja Theory comes as little surprise. Still, the company will face tough questions from some within the video game development community who are worried models like Muse will put them out of a job.
In the blog post, Hofmann insisted that Microsoft’s team “focus on exploring the capabilities that models like Muse need to effectively support human creatives.”
“I look forward to seeing the many ways in which the community will explore these models and build on our research,” Hofmann continued. “I cannot wait to see all the ways that these models and subsequent research will help shape and increase our understanding of how generative AI models of human gameplay may support gameplay ideation and pave the way for future, novel, AI-based game experiences, including the use cases that our colleagues at Xbox have already started to explore.”
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.