Schlagwort: Xbox Games Showcase

  • Xbox June Update: Copilot for Gaming Available for Testing on Mobile, Aggregated Gaming Library, and More

    Xbox June Update: Copilot for Gaming Available for Testing on Mobile, Aggregated Gaming Library, and More

    Reading Time: 10 minutes

    Xbox June Update: Copilot for Gaming Available for Testing on Mobile, Aggregated Gaming Library, and More

    Copilot for Gaming Asset

    There are many exciting updates this month for Xbox. Copilot for Gaming is available now for early preview on mobile and will be coming to PC soon. Xbox PC app introduces a wave of new updates: Aggregated gaming library gives players quick access to games from Xbox, Game Pass, and other leading PC storefronts, and with publisher channels players can browse their favorite franchises. Updates for the Xbox Console includes customization for Most Recently Used, free-to-play benefits, Game Hubs, and dialog improvements for game saves. Read about these new features and updates below.

    Copilot for Gaming (Beta) – Preview on mobile devices

    We are introducing the ultimate gaming sidekick that helps players get to play faster, sharpen their skills with expert coaching, and enjoy a more interactive and social gaming experience. Currently available for early preview in the beta version of the Xbox mobile app, available on iOS and Android, and coming this holiday on the ROG Xbox Ally.

    In this early version, players can ask Copilot about any games, including the game they’re currently playing, or seek assistance if they encounter difficulties. Try asking Copilot for tips, guidance, or even video to help guide you through your next quest. For more suggestions on what to try, see the official announcement here. Stay tuned for more.

    PC Gaming Updates

    Aggregated gaming library

    Starting this week, Xbox Insiders can preview the new aggregated gaming library in the Xbox PC app for Windows and handheld devices. This holiday, the feature will be available on the ROG Xbox Ally and ROG Xbox Ally X.

    With the aggregated gaming library, players can conveniently launch games from Xbox, Game Pass, Battle.net and other leading PC storefronts from a single library within the Xbox PC app. Whether you’re on a Windows PC or a handheld device, your Xbox library, hundreds of Game Pass titles, and your installed games from leading PC storefronts will always be at your fingertips. We’ll continue rolling out support for additional PC storefronts over time. Learn more information here.

    Publisher channel

    Players can now see a channel on the Xbox PC app’s Game Pass tab featuring iconic characters from various publishers. This feature highlights the diversity of publishers and games in Game Pass, enhancing discovery, and simplifying access to new titles. Interacting with the channel takes players to a gallery of all the publisher’s games, making it easy to find more titles from their favorite franchises. [Back to Top]

    Xbox Console Updates

    Most recently used customization

    The recently played games and apps list on Home has three new features that allow players to customize their experience. Players can now hide system apps, pin favorites to the list, and reduce the number of tiles displayed. This update is part of our ongoing effort to make Home more personal, flexible, and responsive to feedback.

    To find the new settings, go to Settings > General > Personalization > Games & apps or go to My games & apps > Manage > Games & apps. To pin and unpin favorites to and from the recently played games and apps list, select a tile on the list and use the Menu button to find the new options.

    In-game benefits for free-to-play games

    We’re making it easier for players on Xbox consoles and mobile to discover the in-game benefits for select free-to-play games available with their Game Pass Ultimate and PC Game Pass memberships.

    On console, check the More Benefits page to discover in-game benefits available for free-to-play games.

    On mobile, you’ll find in-game benefits for free-to-play games on the game’s product detail page (PDP).

    Members will get items like cosmetic skins, character unlocks, in-game currency, and additional features for select free-to-play titles. Learn more here.

    Game Hubs

    Now available to all players, game hubs provide relevant information about the selected game, including player stats, achievements, friends currently playing, recent captures, available add-ons, events, and more.

    Game hubs will appear whenever a player selects a game from their recently played games lists, groups, or installed games. The default focus in game hubs is always on the Play button, so players can jump right into the action with a quick double-tap of the A button from the game tile to start playing.

    We’ve also added new settings that allow players to decide where game hubs are enabled. To find these settings, press the Xbox button and go to Profile & System > Settings > General > Personalization > Games & Apps and toggle when and where game hubs appear.

    Xbox Cloud Gaming – Game Save Improvements

    Today, we’re adding new features on cloud and Xbox consoles to help players when game saves are left behind on a previous device in an offline state. A new progress bar, device names, timestamps, and additional details are now displayed when you have previous game saves on another device in an unsynced state, giving players the information they need. We have also added insights into the source of game syncs, their progress, and error messages with helpful tips if syncing gets stuck. Players are now better informed about when to wait or take action, reducing the risk of accidental data loss during save dialogs. [Back to Top]

    In Case You Missed It

    Xbox Games Showcase

    The Xbox Games Showcase was livestreamed globally, highlighting our strong lineup of first-party and third-party games, our new handheld devices – ROG Xbox Ally and ROG Xbox Ally X – and our commitment to Xbox Play Anywhere and Game Pass. Following Showcase, Obsidian Entertainment presented The Outer Worlds 2 Direct, with a surprise inclusion of Grounded 2, offering fans a deep-dive on the upcoming sci-fi RPG and survival action-adventure sequels. Find out everything we unveiled here.

    Game Bar Updates: Microsoft Edge Game Assist is now available

    Microsoft Edge Game Assist is here. As the first in-game browser built specifically for PC gaming, Game Assist brings a full browser right into your game with tips, walkthroughs, and access to your favorite sites like Discord, Spotify, and Twitch. Simply press the Windows + G shortcut to open the browser in Game Bar at any time during a gameplay session. Game Assist is also seamlessly connected to Microsoft Edge, giving you instant access to your favorites, passwords, history, and more, ensuring everything you need is always within reach. Learn more.

    Xbox Accessories

    Designed for players who seek accessories that blend beauty with performance, we  recently introduced the Designed for Xbox Floral collection.

    Xbox Consoles – Dynamic Backgrounds

    Hundred Bullets, Warhammer 40,000: Boltgun, and The Witcher 3: Wild Hunt introduced new dynamic backgrounds for Xbox Series X|S consoles, allowing players to customize their consoles to match exciting new games. We also launched a new dynamic background, “Pride 2025,” that honors the strength of the LGTBQIA+ community and the power of supporting one another.

    To learn how to customize your Xbox Series X|S console by choosing a dynamic background, visit the Xbox Support page. [Back to Top]

    Xbox Adds Mouse and Keyboard and Touch Controls for More Games

    Xbox supports the use of wired USB mice and keyboards for navigation in select games and apps, and for getting around on Xbox and Windows devices.

    In addition, for Xbox players enjoying games on their mobile devices, Xbox touch controls are available for select games, allowing you to experience a different way to play – by touch and without a controller. Some games render their own controls in-game or supply custom control overlays, providing a more tailored experience for each game’s unique gameplay. Learn more about how you can set up and tailor your game’s touch controls here.

    These titles became available this year:

    Mouse and keyboard:

    • Assassins Creed Shadows
    • Assassins Creed Valhalla
    • Blue Prince
    • Mullett Madjack
    • Planet Coaster 2
    • Planet Zoo: Console Edition
    • Smite 2
    • Zenless Zone Zero

    Touch:

    • Avowed
    • Crypt Custodian
    • Metaphor: ReFantazio
    • Zenless Zone Zero

    For support on setting up devices, see here for more details. [Back to Top]

    Stream Your Own Game – Over 200+ Games

    We’re continuing to add more games to the “Stream your own game” collection for Xbox Cloud Gaming (Beta). Game Pass Ultimate members can stream from a library of over 200+ cloud playable games they own on supported devices.

    Recently added:

    • Antstream Arcade
    • Architect Life: A House Design Simulator
    • Back 4 Blood: Standard Edition
    • Batman: Return to Arkham
    • Borderlands 2
    • Date Everything!
    • Final Fantasy XVI
    • Graveyard Keeper
    • Green Hell
    • Hello Neighbor
    • Just Cause 4
    • Lego 2K Drive for Xbox Series X|S
    • Lego DC Supervillians
    • Lego Marvel Super Heroes 2
    • Lethal Honor – Order of the Apocalypse
    • Life is Strange 2
    • Mad Max
    • Mighty Morphin Power Rangers: Rita’s Rewind
    • MindsEye
    • Mortal Kombat X
    • MotoGP 24
    • NieR:Automata Become as Gods Edition
    • Outer Wilds
    • Potion Craft: Alchemist Simulator
    • Sid Meier’s Civilization 7
    • Sleeping Dogs
    • STAR WARS: Episode I: Jedi Power Battles
    • The First Descendant
    • Tiny Tina’s Wonderlands for Xbox Series X|S
    • Tom Clancy’s The Division
    • Tour De France 25
    • Tron: Catalyst
    • Twelve Minutes
    • Valheim
    • What Remains of Edith Finch

    Coming soon:

    • Aliens: Fireteam Elite
    • American Arcadia
    • Amnesia: The Bunker
    • Black Desert
    • Bus Simulator 21
    • Darkest Dungeon II
    • Dicey Dungeons
    • Gothic Classic
    • Lawn Mowing Simulator
    • Payday3
    • Remnant From the Ashes
    • Skul The Hero Slayer
    • Sniper Elite V2 Remastered
    • The Jackbox Party Pack 7
    • Train Sim World 4
    • Who’s Your Daddy?!
    • XCOM 2

    Check out the full list of cloud-playable games available to stream on supported devices here. For more information, learn more here. [Back to Top]

    More Games Added to Retro Classics

    Retro Classics, a collaboration between Xbox and Antstream Arcade, has even more retro games to play for Game Pass members. This initiative is a step in our commitment to game preservation and backwards compatibility, allowing players to experience many timeless games on modern devices. Here are the recently added games to the collection:

    • Cosmic Commuter
    • Heart of China
    • Skiing
    • Solar Storm
    • Subterranea

    Game Pass members can keep an eye out for new tournaments, community challenges and more games added from Activision and Blizzard, expanding the Retro Classics collection to more than 100+ titles over time. Click here for more information on Retro Classics. [Back to Top]

    Xbox Play Anywhere – Buy Once, Play Anywhere

    With over 1,000 games now supporting Xbox Play Anywhere, players can seamlessly switch between PC, Xbox console, and supported handhelds at no additional cost, bringing even more value to our Xbox players. Progress including saves, game add-ons, and achievements, is carried over wherever the game is played. Simply log in with an Xbox account on any device to continue playing from where you left off.

    100+ games have been released with this feature so far in 2025! In May, these games came into the Xbox Play Anywhere collection:

    • 30 Birds
    • Alexandria IV
    • Astro Miner
    • Black Pieces Move First
    • Boxing Gym Story
    • Bridge Race
    • Crazy Chicken Kart 2
    • CyberCorp
    • DOOM: The Dark Ages
    • Dream Town Island
    • Dungeon Village 2
    • Elemental War Clash
    • Eyes: The Horror Game
    • Fuga: Melodies of Steel 3
    • Golf Up
    • Helix Jump
    • Jonah Lomu Rugby Challenge 4
    • Kittens and Yarn
    • Kulebra and the Souls of Limbo
    • Monster Train 2
    • Preserve
    • Retro Classics
    • Shy Cats Hidden Tracks – Vol. 2
    • Splitgate 2
    • Spot Challenge Vol. 4
    • Starlight Legacy
    • Super Engine GT Turbo SPEC
    • The Pyraplex
    • to a T
    • Trident’s Tale

    Check out the full list of available games that players can enjoy anywhere. [Back to Top]

    Help Shape the Future of Xbox

    Stay tuned to Xbox Wire for future updates and the latest and greatest Xbox news. For support related to Xbox updates, visit the official Xbox Support site.

    We love hearing from the community, whether you have a suggestion for a new feature that you’d like to see added, or you want to give feedback on existing features that could use some improvement. We’re always looking for ways to improve Xbox experiences for players around the world. If you’d like to help create the future of Xbox and get early access to new features, join the Xbox Insider Program today by downloading the Xbox Insider Hub for Xbox Series X|S & Xbox One or Windows PC.

    Happy gaming. [Back to Top]

    The post Xbox June Update: Copilot for Gaming Available for Testing on Mobile, Aggregated Gaming Library, and More appeared first on Xbox Wire.

    Website: LINK
  • Die komplette Welt von Final Fantasy XVI ist ab sofort verfügbar für Xbox Series X|S

    Die komplette Welt von Final Fantasy XVI ist ab sofort verfügbar für Xbox Series X|S

    Reading Time: 6 minutes

    Zusammenfassung

    • Final Fantasy XVI, das gefeierte Action-RPG von Square Enix, ist ab sofort für Xbox Series X|S und Xbox PC erhältlich!
    • Erlebe das komplette Abenteuer mit allen DLCs in der Complete Edition.
    • Dank Xbox Play Anywhere musst Du das Spiel nur einmal erwerben, um es auf Konsole, PC oder über die Cloud spielen zu können. Hierbei profitierst Du von vollständiger Cross-Entitlement- und Cross-Save-Funktionalität.
    • Alle Singleplayer-Hauptspiele der Final Fantasy-Reihe werden künftig für Xbox-Plattformen verfügbar sein, darunter auch das Final Fantasy VII Remake Intergrade, das diesen Winter erscheint.

    Wie haben eikonische Neuigkeiten, denn Final Fantasy XVI erscheint für Xbox… und Du kannst direkt schon loslegen!

    Das legendäre Action-RPG entführt Dich in eine dunkle und gefährliche Welt voller dramatischer Geschichten, ikonischer Charaktere und spannender Kämpfe – darunter auch Schlachten zwischen riesigen Kreaturen, die man gesehen haben muss, um an sie zu glauben. Xbox Fans können all das dank Xbox Play Anywhere auf ihrer Konsole und dem PC erleben. Falls Du Dich für den Kauf der Complete Edition entscheidest, erhältst Du alle Highlights von Final Fantasy XVI gebündelt in einem Paket.

    Die Neuigkeit bedeutet auch, dass nun alle Singleplayer-Hauptspiele der Final Fantasy-Reihe auf Xbox spielbar sind! Und mit dem Final Fantasy VII Remake Intergrade, das schon diesen Winter erscheint, gibt es sogar noch ein weiteres Highlight, auf das Du Dich freuen kannst.

    Worum geht es in Final Fantasy XVI?

    Die Final Fantasy-Reihe lebt von ihren Geschichten und die Story von Final Fantasy XVI zählt zu den besten der Serie – ausgereift, kraftvoll und in jeder Hinsicht ein wahrer Epos.

    Sie spielt in der Welt von Valisthea – einem einst blühenden Land, das vom Licht der Mutterkristalle gesegnet war. Nun jedoch wird es von einer schrecklichen Seuche heimgesucht, die alles um sich herum verkümmern lässt.

    Mit der Fruchtbarkeit des Landes verschwindet auch der Frieden zwischen den Nationen. Ihr Schicksal wird von den sogenannten Eikons bestimmt – unglaublich mächtigen Wesen, die in bestimmten Frauen und Männern schlummern. Diese wenigen Auserwählten, bekannt als Dominanten, können ihre Macht eigenständig heraufbeschwören und werden von den Nationen gleichermaßen verehrt und gefürchtet.

    Du schlüpfst in die Rolle von Clive Rosfield (im Deutschen gesprochen von Vincent Fallow), dem erstgeborenen Sohn des Erzherzogs von Rosaria und Beschützer seines jüngeren Bruders Joshua – dem Dominanten des Phönix. Dieses idyllische Leben verändert sich für immer, als sein Königreich angegriffen, seine Familie auseinandergerissen wird und inmitten des Chaos plötzlich ein neuer Eikon auftaucht: Ifit.

    In der Folge schwört Clive Rache und begibt sich auf einen Weg, der ihn und Valisthea für immer verändern wird.

    Worin bestehen Deine Aufgaben?

    Clives Abenteuer führt ihn um die ganze Welt – von den saftig grünen Ebenen und Wäldern seiner Heimat Rosaria bis zu den glühend heißen Wüsten von Dhalmekia. Meistere spannende Missionen und bezwinge mächtige Gegner, indem Du das rasante Kampfsystem immer besser verstehst und für Dich zu nutzen lernst.

    Führe Combos aus, weiche Angriffen elegant aus und nutze die Kraft der Eikons, um zu vernichtenden Spezialangriffe überzugehen. Im Verlauf der Handlung erlernt Clive immer mehr Eikon-Fähigkeit, die von brutalen Fäusten aus Stein bis zu schnellen Klauen aus Wind reichen. Es macht viel Spaß, mit verschiedenen Setups und Spielstilen zu experimentieren.

    An bestimmten Punkten der Geschichte warten furchteinflößende Eikon-Kämpfe auf Dich. Du wirst erleben, wie diese riesigen Kreaturen in gewaltigen Duellen gegeneinander antreten und damit buchstäblich die Welt erschüttern. Jeder Kampf fühlt sich einzigartig und auf seine Art herausfordernd an. Mach Dich gefasst auf ein visuelles Spektakel, dass Du so schnell nicht mehr vergessen wirst.    

    Natürlich gibt es auch außerhalb der Haupthandlung viel zu tun. Du kannst Nebenquests absolvieren, um Belohnungen zu erhalten und mehr über die Welt und ihre Einwohner*innen zu erfahren. Du kannst seltene Monster jagen, die Deine Fähigkeiten am Schwert auf die Probe stellen, bereits abgeschlossene Level erneut spielen, um den Highscore zu knacken und Dich speziellen „Chronolith-Prüfungen“ stellen, für die Du bestimmte Fähigkeiten beherrschen musst.

    Kurz gesagt: Es gibt viel zu tun!

    Welche Editionen sind für Xbox verfügbar?

    Für Xbox sind zwei Editionen digital erhältlich: die Final Fantasy XVI Complete Edition und die Standard Edition. Dank Xbox Play Anywhere kannst Du das Spiel einmal kaufen und anschließend sowohl auf Xbox als auch Deinem PC spielen. Die Speicherstände werden übernommen, sodass Du bei der Wahl Deiner Xbox-Plattform immer so flexibel wie möglich bleibst.

    Wenn Du eine der beiden Editionen erwirbst, erhältst Du die folgenden In-Game-Gegenstände automatisch dazu:  

    •    Blutschwert

    •    Braveheart-Schwert

    •    Brave Blade

    •    Cait Siths Amulett

    •    Sechzehn Glocken Orchestrion

    Hier findest Du weitere Details zu den Inhalten der einzelnen Editionen:

    Final Fantasy XVI Complete Edition

    Mit dieser Edition erhältst Du das komplette Final Fantasy XVI-Erlebnis, einschließlich aller bisher veröffentlichten DLCs. Dazu gehören zwei Story-Erweiterungen:

    Echoes of the Fallen

    Clive und seine Verbündeten entdecken einen seltsamen dunklen Kristall, wie sie ihn noch nie zuvor gesehen haben. Ihre Nachforschungen führen sie zum Sagespire – einer Ruine der längst untergegangenen „Verlorenen Zivilisation“. Dieses hoch aufragende Bauwerk birgt viele Geheimnisse … von denen die meisten äußerst gefährlich sind. Deine Reise gipfelt in der Konfrontation mit einem überaus mächtigen Feind namens Omega.

    Dieser DLC enthält außerdem eine Orchestrion-Rolle, mit der Du in Deinem Versteck eine fantastische Chiptune-Version des Titels „Away“ hören kannst – sowie ein neues Waffen-Design für Clive: das Buster Schwert aus Final Fantasy VII!

    The Rising Tide

    Diese umfangreiche Handlung beginnt, als Clive einen mysteriösen Brief mit einer noch überraschenderen Bitte erhält: Er soll den Dominanten von Leviathan und den lange verschollenen Eikon des Wassers retten.

    Die Quest führt Clive in eine der verborgensten Regionen der Welt – eine atemberaubende Gegend mit kristallklaren Gewässern, wunderschönen Wäldern und vielen neuen Quests, die es zu meistern gilt. Es gibt auch neue Monster, darunter eine Art, die jedem Final Fantasy-Fan einen Schauer über den Rücken jagen wird: Tonberries!

    Neben einer neuen Geschichte und neuen Quests bietet diese Erweiterung auch eine ganze Reihe neuer Eikon-Fähigkeiten für Clive, die sich um Leviathan und die Kraft des Wassers drehen. Mit Fernangriffen und vielen anderen spektakulären Moves legt sie die Basis für einen unterhaltsamen neuen Spielstil, der nur darauf wartet, von Dir gemeistert zu werden.

    Es gibt auch Gegenstände im Spiel, darunter die Waffe Curtana und zwei Orchestrier-Rollen, mit denen Du das Versteck verschönern kannst: „Torn from the Heavens“ und „Through the Maelstrom“.

    Expansion Pass

    Doch was passiert, wenn Du die Standard Edition erwirbst und dann bemerkst, dass Du noch viele weitere Abenteuer mit Clive erleben willst?

    Keine Sorge, Du kannst Echos of the Fallen und Rising Tide auch einzeln oder zusammen mit dem Final Fantasy XVI Expansion Pass erwerben.


    Final Fantasy XVI ist ab heute verfügbar. Mehr über das Spiel erfährst du auf der offiziellen Website und über die sozialen Kanäle von Square Enix:

    Website: LINK

  • There Are No Ghosts at the Grand: Renovate by Day, Hunt Ghosts by Night

    There Are No Ghosts at the Grand: Renovate by Day, Hunt Ghosts by Night

    Reading Time: 6 minutes

    Summary

    • There Are No Ghosts at the Grand is a surreal first-person mystery where you renovate a haunted hotel by day and hunt ghosts by night.
    • Use talking power tools to uncover secrets, solve puzzles, and battle supernatural threats.
    • Explore a spooky English seaside town filled with side quests, hidden locations, and strange characters.

    Revealed at the Xbox Games Showcase, There Are No Ghosts at the Grand is a surreal, first-person, narrative-driven mystery. It’s part-renovation game, part-ghost story, part-musical. See the trailer below, and read on for a full breakdown of our unique new game:

    You play as a young American man, Chris David, who unexpectedly inherits The Grand, a dilapidated British seaside hotel along the English east coast.

    Players will help Chris renovate and restore the old hotel using a set of talking power tools. But be warned… beneath the veneer of paper and paint you apply during the day, something horrible shivers and slithers in the night.

    30 Days and 30 Nights to Complete the Renovations

    To renovate the hotel, players will have access to exaggerated power tools such as the sand blaster, paint sprayer, furniture cannon, and the daisy chain gun, to blast the hotel back to its former glory. This isn’t a simulation though, players don’t have to be exact. Decorating and renovating is fast, fluid and fun. You don’t have to get every spot – just enough is close enough.

    There Are No Ghosts at the Grand Screenshot

    But with only 30 days and 30 nights to complete the job, choose each room carefully – because when the time runs out something will come for you.

    Luckily, players are not alone. Meet your AI DIY assistant, Robert C MacBrushy. He’s a cross between Star Trek’s Scotty and Microsoft’s Clippy. He’s also an expert in all things DIY – and the supernatural, but we’ll come back to that.

    With MacBrushy’s help, players will smash out old windows, blast broken furniture, splash paint and paper across walls, and shoot furniture cleaner across the room, like some crazy cross between Mary Poppins and Marcus Fenix. But sometimes, you’ll need to slow down and think, as you’ll also come across environmental puzzles that will need a little lateral thinking, and some hidden clues to solve.

    Progress is made through the game by completing rooms and revealing their secrets, but you can only decorate by day. At night, you have other problems to deal with.

    There Are No Ghosts at the Grand Screenshot

    Decorator by Day, Ghost Hunter by Night

    In There are No Ghosts at the Grand, the main character, Chris, has a secret. Although he inherited the hotel, he’s not just here to renovate… not really.

    At night, once the decorating is done for the day, he searches for something. Clues hidden behind walls, old blueprints revealing hidden spaces, strange doors leading to strange places. Players will help him whilst also trying to figure out what’s really going on. There’s something unpleasant lurking in the hotel, something ancient that leaves multi-legged footprints across freshly painted walls. Scuttling can be heard in those walls, furniture moves by itself. At night, the hotel isn’t safe.

    But don’t worry, Robert C. MacBrushy is here to help with this too. At night, when the world changes, so do your power tools, and they have hidden modes that have special effects on certain supernatural denizens. Unleash the vacuum on vengeful spirits. Expose invisible assailants with the paint sprayer. Take out an unpleasant spook with a well aimed bookcase to the face with the furniture cannon. If you learn how to use your tools, you can survive the night.

    There Are No Ghosts at the Grand Screenshot

    Quirky Characters and a Sarcastic, Australian Cat

    At its heart, There Are No Ghosts at the Grand is a story about people and the baggage they leave behind. You’re never alone as you explore the hotel and the surrounding town, and you’ll meet each of our game’s quirky characters as you delve deeper into the hotel.

    Each character is a custodian of a particular room that you can unlock: from Colin, the elderly caretaker in the lounge, to his daughter Lily in the garden. You’ll meet the town mayor, Maddie in the boathouse, and Adam the police officer in the cinema room, watching re-runs of old buddy cop films.

    Presiding over them all is Mr Bones, the hotel’s cat, and perhaps its most mysterious resident. Like the hotel itself, he’s a creature of duality. By day, he’s an ordinary cat who follows you around and likes belly rubs. By night, he’s a sarcastic and mercurial character who waxes lyrical (in a deep Australian accent) about the hotel’s many secrets and hidden places. But is he a friend or foe?

    Each character has their own story, questline, and agenda, which you can help or hinder as you play.  They also each have their own song because There Are No Ghosts at the Grand is also a musical.

    There Are No Ghosts at the Grand Screenshot

    A Musical Ghost Story

    There Are No Ghosts at the Grand is a musical, but not in the traditional musical theatre sense. Think of it more like a cool, dusty album of British ska and punk songs from the 1980s that you might find in your dad’s record collection.

    These are songs with attitude, bite, and hummable hooks. Each character will introduce themselves through song, the style of which is unique to them, from spooky ska to wartime jazz, and even skater punk.

    You’ll be able to duet with them and make dialogue choices in verse to explore their story further. The songs are full gameplay sequences involving player action and choices, whilst the lyrics and furniture go flying.

    There Are No Ghosts at the Grand Screenshot

    Exploring Kingswood-on-Sea

    Players won’t be spending all their time in the Grand Hotel. Right outside the door lies the village of Kingswood-on-Sea, a crumbling, spooky, seaside town, full of secrets and side activities.

    This small open world lets players leave the hotel at any time, even at night, to explore its abandoned shops, winding streets and hidden mysteries. You can restore an abandoned minigolf course and play a round or two, comb the beach with a half-working metal detector, or find shops to renovate and restore, each with unique rewards.

    The streets of Kingswood-on-Sea are full of strange little secrets, and they reward curiosity. Find a rusty old scooter that you can restore and ride through the village, discover an old fishing boat that players can fix up and take out into the shallow coastal waters, or explore the hidden coves and sunken bays. It even has a winch to dredge for lost treasures, if you can find the locations hinted at in clues found in the hotel.

    Just… be back before nightfall. Under the inky blackness of the frozen North Sea, something stirs in the depth, and it slithers onto the land at night.

    There Are No Ghosts at the Grand Screenshot

    Summing It All Up

    There Are No Ghosts at the Grand is a game about restoration and ruin. About strange townsfolk and suspicious upholstery. About music, memory, ghosts, and the awkward legacy of inherited property. It’s a spooky, funny, slightly tragic mystery, wrapped in ska riffs, talking tools, and night-time terrors.

    You’ll renovate. You’ll investigate. You’ll duet. It’s a musical where you can skip the songs, a comedy with a dark secret, and a game that lies to you constantly, with a narrator you shouldn’t quite trust. If you’re very lucky, or very unlucky, you might just uncover the truth about the Grand Hotel. Assuming the Grand doesn’t uncover something about you first.

    There Are No Ghosts at the Grand is a ghost story where the ghosts might be memories, or lies, or something crawling up the beach in the moonlight. The Grand Hotel is waiting, and is coming to Xbox Series X|S, Xbox PC, and Game Pass in 2026. Just… don’t trust the upholstery.

    Website: LINK

  • Aniimo: Breaking Down This Beautiful Creature Collector – Sign Up for a Closed Beta!

    Aniimo: Breaking Down This Beautiful Creature Collector – Sign Up for a Closed Beta!

    Reading Time: 4 minutes

    Summary

    • Learn more about Aniimo, the creature collecting action-RPG revealed at Xbox Games Showcase. 
    • Aniimo is coming to Xbox Series X|S, Xbox on PC, and Xbox Cloud as an Xbox Play Anywhere title in 2026. 
    • Sign up for a closed beta today! 

    It’s been an exciting time for the whole Aniimo team as, during the Xbox Games Showcase, we were finally able to open the doors of Aniimo to players and welcome them to our passion project; an open world creature collecting action-RPG.  

    This is truly the game of our dreams. We’ve been focused on crafting something new and unforgettable, laying the foundations for a magnificent open world with immense potential. All of us are excited to have players join us in discovering the world of Aniimo, and getting them involved in the next step of development by sharing valuable feedback with us during an upcoming closed beta test.  

    If you’re keen to know more, let me break down our new game for you:

    The Aniimo 

    Thanks to Aniimo, we have discovered a fascinating bunch of creatures called, you’ve guessed it, Aniimo. These are magical beings who we are getting to know better every day.  The Aniimo have captured our curiosity, and we’re constantly learning more about them – their personalities, abilities, charm, our own emotional connections with them and how they adapt to Idyll, the world that they live in. One example is Budclaw, a shy crab-like Aniimo who is good at digging and navigating different terrains, but can’t see too well underground. That’s a good trick to know because if it hits a rock it will go dizzy and be easier to catch. Another is Nimbi, the cloud-shaped sheep who reacts to its environment, making it incredibly light and able to jump to huge heights – but who behaves very differently in thunderstorms.  

    This world is so rich and detailed that we’re still seeking more Aniimo out, learning about them, capturing them, battling with them, developing and evolving them, and we’re excited to be able to now have players join us on this journey of discovery.  

    Aniimo screenshot

    The Gameplay 

    When players join us in the world of Idyll they will gradually embark on their own unique journey of exploration. This is a multiplayer game in a fully open world. Players can choose the areas they want to explore, and the narrative will be shaped by their choices. Everyone’s adventure will be different.  

    There are two battle modes in the game. By capturing an Aniimo you can engage in real-time battles with other Aniimo, and grow your own Aniimo’s strength and skills. But beyond having a creature with incredible abilities and powers, wouldn’t it be even better if you could experience those powers for yourself? By “twining” with the Aniimo, a spiritual connection takes place, essentially enabling us to become our chosen creature, and experience the game in a totally new way.  

    We can move through the world as an Aniimo, battle as an Aniimo and explore the world of Idyll through the unique features of the Aniimo we have twined with. This feature also immerses us more fully in the Aniimo’s society – the everyday exchanges and habits that the Aniimo have developed amongst themselves. 

    Aniimo screenshot

    The Open World 

    Idyll is a huge, living world, but there are bigger reasons for travelling around it than simply to see the sights. Each Aniimo reacts to the different environments and conditions and adapts their behavior accordingly. For example, an Aniimo may be able to leverage terrain to burrow and dodge attacks, or use special vision to spot danger, which takes the discovery of the world to a whole new level.   

    Aniimo screenshot

    Join the Closed Beta  

    This is just the beginning! We can’t wait to welcome players to Idyll and introduce you to the Aniimo! Our closed beta test will open for PC players later this summer and more information on how to participate can be found here.

    Xbox Play Anywhere

    Aniimo

    Kingsglory Games

    Aniimo is a next-gen open-world creature-catching ARPG set to launch in 2026.

    Website: LINK

  • At Fate’s End: The Spiritfarer Team’s Next Game Invites You to Fight the Ones You Love

    At Fate’s End: The Spiritfarer Team’s Next Game Invites You to Fight the Ones You Love

    Reading Time: 7 minutes

    Summary

    • At Fate’s End is an upcoming action-adventure game about love, rivalry, and loyalty among siblings.  
    • As Shan, you’ll decide the fate of your family with crucial narrative choices and dramatic sword-fights. 
    • Thunder Lotus’ Creative Director discusses how the team is building on the success of its previous game, Spiritfarer

    When we set out to create At Fate’s End, we knew we didn’t want to make just another story about royal succession. We wanted something more personal; something that captured the strange mix of love, rivalry, resentment, and loyalty that can exist between siblings. The result is a game where the biggest battles aren’t just about swords and powers – they’re about family; what we inherit from it, what we lose because of it, and whether it’s ever truly possible to break away. 

    In this game, you play as Shan, the youngest daughter of the ruling Hemlock dynasty. The Hemlocks don’t just govern the game’s world, they command God-Swords, powerful living weapons passed down through generations. To wield such swords, each heir must give something up, often a part of their body, or something deeper. A sword doesn’t just bond with its wielder. It changes them. And to command her sword Aesus, Shan had to give up her voice. In return, Aesus copies the powers of the other Swords and reveals hidden truths.  

    This is crucial, given that in the beginning of the game, Shan has been unexpectedly, controversially named Princess of Swords: your mission is to confront your six siblings, to take their God-Swords, and to return the seven blades to the castle to begin a new cycle of rule. It’s a ritual of succession that’s equal parts tradition, test, and bloodshed.  

    Now, Shan’s siblings aren’t motivated to simply hand rulership – and their blades – to their kid sister. Their reasons vary; as with all sibling relationships, there’s a complex shared history, and a fair bit of emotional baggage – not to mention their own personal ambition. So this will take some persuasion – and some good old-fashioned sword dueling. But armed with Aesus, players can attempt to not only match Shan’s siblings in battle, but they can also see what they’re trying to hide. 

    In At Fate’s End, combat strikes a balance between strategy and intensity. The powers Shan inherits, drawn from the Tarot-inspired Major Arcana of her siblings, give players the freedom to mix quick, responsive action with thoughtful, time-suspended tactical moves. Whether you prefer agile strikes, calculated maneuvers, or a seamless blend of both, the system adapts to your playstyle by letting you choose which option to equip. 

    While Shan will face plenty of more straightforward encounters on her journey, the heart of the experience lies in the high-stakes duels against her powerful siblings and a roster of deadly duelists. These aren’t just fights, they’re emotional, mechanically rich showdowns that define the soul of the game. 

    Each sibling represents a unique challenge, both in combat and emotionally. First, the Shan must uncover three secrets about each of them: dark, painful, complicated truths that shaped them. Some are rooted in failure. Others are born from betrayal or grief. Players won’t just fight these characters, they’ll investigate them, piece together their stories, and decide what version of them to believe. 

    This choice is visualized through Tarot-inspired Minor Arcana cards. Each sibling’s story is symbolized as a card, and players choose whether to keep its Upright or Reversed side, two sides of the same truth. Upright might reflect compassion, forgiveness, or hope. Reversed might embrace bitterness, rejection, or pride. These choices shape the relationship between Shan and each sibling, and ultimately, the shape of the world she’s meant to rule. 

    All this may admittedly seem like a big shift from our previous game, Spiritfarer, where combat didn’t exist at all. Spiritfarer was designed to be a peaceful experience, slow, contemplative, warm. We designed Spiritfarer so that hugging a character, cooking them their favorite meal, or building their personal space on the boat would make players feel something through interaction, not just dialogue. 

    From a certain perspective, the idea of secrets being uncovered through a Tarot-inspired system in At Fate’s End is an evolution of our approach to bringing meaning and depth to the relationships between characters in Spiritfarer. But more fundamentally, in both games, we want mechanical actions (investigating, choosing sides of a card) to feel like emotional choices. To give weight to interactivity, and allow game mechanics to carry the message, not the other way around. In this sense, the games are similar – it’s the themes and the relationships explored that are different. 

    In At Fate’s End, we’ve chosen to explore tension, conflict, and choice in more direct ways than in Spiritfarer. We knew that meant bringing in combat, but we didn’t want it to overshadow the emotional storytelling, we wanted it to serve it. That’s why combat is paced carefully, why it ties into narrative decisions, and why every duel ends not just in victory or defeat, but in conversation. The combat here is still about power fantasy and catharsis, but overall, it’s about the cost of inheritance, and what it means to confront the people who shaped you. 

    Our experience with Spiritfarer showed that players deeply connected with characters not because their arcs were wildly dramatic, but because they felt real. The small details such as regret over a failed relationship, anxiety about death, longing for unspoken closure, resonated. 

    Now with At Fate’s End, we had the certainty that we had to lean into emotional nuance. Let characters be contradictory, not be afraid to write siblings who are kind one moment and cutting the next. People don’t need perfect arcs. They need honest ones. 

    So, one of our core goals was to make each sibling feel real. Their stories are inspired by our own experiences growing up with siblings: the petty fights, the moments of closeness, the quiet rifts that form over time. This too mirrored our approach to Spiritfarer, which took inspiration from lived experiences with grief offered by members of the team. In At Fate’s End, we also looked to historical accounts of royal families—where betrayal and love often lived side by side. We wanted each encounter in the game to feel like peeling back layers of a shared childhood shaped by power and pressure. 

    As developers, we wanted to explore a story where power doesn’t come from dominance alone, but from understanding. Shan’s journey will eventually raise a larger question for players: Is this cycle of succession and sacrifice worth repeating, or is it time to end it? 

    We can’t wait for you to step into Shan’s journey—and decide what kind of future you’ll shape. We hope you’ll keep your eyes peeled for updates about the project! At Fate’s End will be released in 2026 on Xbox Series X|S, Xbox One and Xbox PC (also coming day one to Game Pass).

    Xbox Play Anywhere

    At Fate’s End

    Thunder Lotus

    At Fate’s End is an action-adventure game where you fight the ones you love and your skill tree is your family tree. Explore a lush fantasy world, defeat the foul creatures of the realm, and face your estranged siblings in intense, emotional duels to decide your family’s fate. Wield your blade. Confront your kin. Decide your fate.
    At Fate’s End is an action-adventure game where you fight the ones you love. Wield the legendary God Sword Aesus as Shan, the deft young heiress of the Hemlock clan. Explore a lush, hand-crafted fantasy world. Defeat the foul creatures of the realm in combat. Solve intricate narrative puzzles, uncover painful truths, and hone both your blade skills and knowledge to face your estranged siblings in intense, emotional duels – and ultimately decide your family’s fate. Battle with both swords and words.
    Your blade may cut deep, but you journey will demand more than combat prowess. Shape confrontations through tactical dialogue and psychological insight, using your deep knowledge of your family’s secrets to gain the upper hand. Your skill tree is your family tree.
    Each sibling you defeat — or reconcile with — shapes your destiny. Collect seven swords of power to expand your arsenal of abilities and ultimately shape your family’s legacy. From the Spiritfarer Team.
    From the acclaimed team behind Spiritfarer, At Fate’s End weaves tight, visceral action with rich narrative depth, exploring the complicated bonds between brothers and sisters in a world where swords clash and family wounds run deep. Fight with your sword. Speak with your soul. Face your family — at fate’s end.

    Website: LINK

  • Resonance: A Plague Tale – Legacy führt die beliebte Serie in eine neue, mitreißende Richtung

    Resonance: A Plague Tale – Legacy führt die beliebte Serie in eine neue, mitreißende Richtung

    Reading Time: 4 minutes

    Zusammenfassung

    • Asobo hat heute im Rahmen des Xbox Showcase die nächste Episode des A Plague Tale-Universums vorgestellt.
    • Resonance erweitert die Geschichte von Sophia, einer Figur aus A Plague Tale: Requiem.
    • Der Mitbegründer und Creative Director des Studios gibt einen Einblick in die Geschichte, die Kulisse und die brandneuen Kampfelemente von Resonance, das 2026 erscheinen wird.

    Wir sind begeistert und fühlen uns geehrt, dass die Spieler*innen während des Xbox Showcase einen ersten Einblick in unsere nächste Geschichte erhalten haben! Resonance: A Plague Tale Legacy ist ein neues Spiel, das die Geschichte von A Plague Tale fortsetzt. Man muss die vorherigen Teile jedoch nicht gespielt haben, um dieses Spiel zu genießen. Es ist alles andere als eine Fortsetzung von Requiem: Die Geschichte von Amicia und Hugo ist zu Ende und wir wollten unbedingt eine andere Art von Erfahrung mit einer bekannten Figur aus diesem Universum schaffen. Sophia war dafür perfekt geeignet: Ihr Hintergrund und ihr Charakter sind ideal, um das Universum von A Plague Tale mit neuem Gameplay zu erweitern.

    Schwert zum Töten

    Aus erzählerischer Sicht ermöglicht uns Resonance, zu erfahren, wie Sophia zu der starken, wilden und leicht zynischen Figur geworden ist, die die Spieler*innen bereits kennen und lieben. Zudem werden die Gründe beleuchtet, warum sie Amicia und Hugo so aufrichtig unter ihre Fittiche genommen hat. Die Geschichte spielt fünfzehn Jahre vor den Ereignissen von Requiem und Sophia ist Mitglied einer Bande von Bandit*innen. Während sie versucht, ihre Vergangenheit zu verstehen und die Kontrolle über ihr Schicksal zu erlangen, findet sie sich im Herzen der mythischen Insel des Minotaurus wieder, wo sie von zahlreichen Feinden gejagt wird.

    Was das Gameplay angeht, ist Sophia eine echte Kämpferin, die mit Schwert und Dolch äußerst gefährlich ist. Allerdings kann jede Wunde, die sie erleidet, auch ihr das Leben kosten. Wir versuchen bei jedem Spiel, das wir entwickeln, immer einen Schritt weiterzugehen, und dieses Mal war das nicht anders. Während Amicia ein junges Mädchen ist, das gezwungen ist, zu den Waffen zu greifen, ist Sophia von Natur aus eine Kriegerin. Ohne dieses Kampfsystem hätten wir ihre Geschichte nicht angemessen erzählen können. Wir haben ein Kampfsystem entwickelt, das sowohl anspruchsvoll als auch lohnend ist. Wir hoffen, dass den Spieler*innen das Kämpfen mit Sophias Waffen Spaß machen wird.

    Sophia ist erfahren und wild. Sie wehrt die Angriffe ihrer Feinde mühelos ab und kontert sie mit tödlichen Finishing-Moves. Sie ist clever und agil, denkt sich effiziente Strategien aus, um ihre Gegner zu überlisten, und beherrscht eine Reihe kniffliger Moves. Durch die richtige Analyse der Situation können die Spieler*innen einen gut platzierten Tritt ausführen, um eine Lücke in der Verteidigung eines gegnerischen Charakters zu öffnen, mit perfekt getimten Ausweichmanövern stärkere Gegner aus dem Gleichgewicht bringen oder sogar improvisieren, indem sie die Umgebung zu ihrem Vorteil nutzen. Die Möglichkeiten sind vielfältig und können durch die Gegenstände, die Sophia auf der Insel findet, noch erweitert werden. Wir sind stolz auf das, was wir mit diesem Ansatz erreicht haben, und hoffen, dass ihr genauso viel Spaß beim Spielen habt wie wir bei der Entwicklung.

    Licht zum Überleben

    Der Kampf ist eine brandneue Komponente dieses Spiels, aber er ist nicht die einzige Herausforderung, die auf die Spieler*innen wartet: Resonance ist ein Action-Adventure-Spiel mit atemberaubenden Ausblicken auf das Mittelmeer, faszinierenden Rätseln und Prüfungen aus einer verlorenen minoischen Zivilisation. Sophias Schicksal ist eng mit dem eines mysteriösen Helden in goldener Rüstung verbunden. Wir sehen ihn im Trailer in eine Arena betreten und erfahren, dass er 4500 Jahre vor Sophia auf dieser Insel gekämpft hat.

    Während Sophia mithilfe der Notizen anderer Plünder*innen in die Ruinen dieser Zivilisation eintaucht, deckt sie ein uraltes Übel auf, das mit der Makula in Verbindung steht – den Spieler*innen von A Plague Tale als die böse Quelle von Hugos Fluch bekannt. Da Licht zum Überleben notwendig ist, aber immer knapper wird, müssen die Spieler*innen besonders aufmerksam sein, um die Rätsel zu lösen und ihren Verfolger*innen zu entkommen, die sie durch die Tiefen der Insel jagen.

    Diese beklemmende Atmosphäre zeigen wir in unserem Trailer. Die Spieler*innen müssen kämpfen, klug sein und schnell denken, wenn sie auf der Insel überleben wollen. Wie sie wird auch Sophia bald keine andere Wahl haben, als weiterzumachen, in den Mythos der Makula einzutauchen und herauszufinden, warum dieser so tief in ihr nachhallt.

    Resonance: A Plague Tale – Legacy erscheint 2026 für Xbox Series X|S, Xbox PC und Xbox Cloud Gaming und wird zum Release im Xbox Game Pass verfügbar sein. Du kannst das Spiel schon heute im Xbox Store auf Deine Wunschliste setzen.

    Website: LINK

  • Invincible VS: Ein brutales, stylishes und zugängliches Kampferlebnis

    Invincible VS: Ein brutales, stylishes und zugängliches Kampferlebnis

    Reading Time: 4 minutes

    Zusammenfassung

    • Wir haben Invincible VS getestet − das neue 3-gegen-3-Tag-Fighting-Game, das auf dem beliebten Comic und der TV-Serie basiert.
    • Wir haben ein Spiel entdeckt, das sich an Klassikern des Fighting-Genres orientiert und dabei seine ganz eigenen, einzigartigen Ideen einbringt.
    • Invincible VS erscheint 2026 für Xbox Series X|S, Xbox PC und Xbox Cloud als Xbox Play Anywhere-Titel.

    Mit jahrzehntelanger Geschichte in Comics und Fernsehen, einem Aufgebot charismatischer Held*innen und Schurk*innen sowie supermächtigen Figuren mit einer Vielzahl brutaler Angriffe und Fähigkeiten war es nur eine Frage der Zeit, bis das Universum von Invincible den Weg ins Videospiel findet. Dass es nun als 3-gegen-3-Tag-Kampfspiel von Quarter Up – dem ersten internen Game-Development-Studio von Skybound – umgesetzt wird, fühlt sich wie die Kombination aus zwei großartigen Dingen an, die gemeinsam noch besser werden.

    Invincible VS ist ein Fighting-Game, das sich weit über seine Vorlage hinaus inspirieren lässt. In meiner Hands-on-Session mit einer frühen Version, die für den Xbox Games Showcase entwickelt wurde, habe ich Einflüsse zahlreicher Klassiker gespürt – alles verpackt in die bunte, energiegeladene und sehr blutige Welt von Invincible. Beim Spielen fühlte ich mich an Killer Instinct, Marvel vs. Capcom, Mortal Kombat und sogar Super Smash Bros. erinnert.

    Invincible VS fühlt sich an wie ein Spiel, das von Grund auf für Konsolen entworfen wurde – und nicht wie ein Arcade-Game, das für das Spielen zu Hause angepasst wurde. Leichte, mittlere und schwere Angriffe sind den X-, Y- und B-Tasten zugeordnet. Die A-Taste ist der Spezialangriff-Button, dessen Ausführung sich jedoch je nach gleichzeitig gedrückter Richtung auf dem Steuerkreuz ändert, ähnlich wie bei den meisten Moves in den Smash-Bros.-Spielen.

    Um in Invincible VS effektiv zu kämpfen, kommt es weniger darauf an, komplizierte Befehle auswendig zu lernen, sondern vielmehr darauf, einfache Befehle zu immer komplexeren Kombinationen cooler Moves zu verketten, um die Gegner*innen aus dem Gleichgewicht zu bringen. Die meisten guten Sequenzen beginnen mit einer „Autokombination“ (die durch mehrmaliges Drücken der X-Taste aktiviert wird), bevor mit der A-Taste + einer Richtung zu Spezialangriffen übergegangen wird, und schon kann es losgehen. Mit dieser leicht zugänglichen Steuerung trifft Invincible VS genau den Punkt, an dem Spieler*innen den Controller in die Hand nehmen und sehr schnell das Gefühl haben, spektakuläre Moves auszuführen – perfekt für Neulinge oder für zwanglose Partyspiele.

    Nun kommen die verschiedenen Ebenen ins Spiel: Die meisten Charaktere verfügen über eine Bewegung, bei der das Halten einer Taste auf der Vorderseite des Controllers zu einem aufgeladenen Angriff führt. Wenn dieser Treffer landet, werden die Gegner*innen betäubt, sodass ein mächtiger Snapback-Angriff die Gegner buchstäblich aus der Arena an einen anderen Ort schleudert – beispielsweise von der Mondoberfläche nach Chicago.

    Jetzt kommt noch eine weitere Dimension hinzu: Als 3-gegen-3-Kämpfer*innen können mit den LB- und LT-Tasten Teamkamerad*innen zur Hilfe gerufen werden, wobei die Art und Weise ihres Einsatzes von der Richtung abhängt, in die Du drückst. Wenn ein*e Spieler*in angegriffen wird und beim Rufen eines*r Teamkamerad*in die Back-Taste gedrückt hält, kann sein Teamkamerad ihm helfen, sich aus der Bedrängnis zu befreien. Für Spieler*innen in der Offensive eröffnet das Wechseln zwischen Held*innen die Möglichkeit, vernichtende Combos auszuführen.

    Trotz der bekannten Elemente, auf denen Invincible VS aufbaut, ist seine Herangehensweise an die Verlängerung völlig originell. Wenn die reguläre Spielzeit abgelaufen ist, geht das Spiel in die Verlängerung. Die gesamte verbleibende Gesundheit der überlebenden Kämpfer wird dann dem Charakter gutgeschrieben, der sich auf dem Feld befindet. Um den Einsatz zu erhöhen, beginnt dann die Lebensanzeige zu schwinden, es sei denn, er erzielt Treffer. Da beide Spieler*innen mit voller Kraft angreifen, ist der Tod schnell besiegelt.

    Hinzu kommen mächtige Ultimate-Moves, Combo-Breaker und die Tatsache, dass viele Charaktere fliegen können. Invincible VS ist zwar zugänglich, seine Tiefe wird aber dafür sorgen, dass die Fighting-Game-Community motiviert sein wird, diese Systeme bis an ihre Grenzen zu bringen.

    Gleichzeitig macht es den „Invincible“-Comics und der Amazon Prime-Serie alle Ehre: Es ist brutal, auffällig, rasant und voller Stil. Und Blut. Am Ende eines Kampfes sind die Charaktere in der Regel mit blutverschmiert. Beendet man einen Kampf mit einem ausreichend starken Move, kommt es zu einem spektakulären, blutigen Overkill. Und wenn mitten im Kampf ein tödlicher Treffer landet, dann sterben die Kämpfer*innen auf der Stelle. Es gibt keine Zeit zum Trauern – die Schlacht geht inmitten der Blutlachen weiter. Aber komm schnell darüber hinweg, der Kampf ist noch nicht vorbei.

    Da meine praktische Erfahrung auf den Vs.-Modus mit Mark/Invincible, Atom Eve, Thula, Bulletproof und vielen weiteren Charakteren mit Lücken im Roster beschränkt ist, bekommen wir nur einen kleinen Vorgeschmack darauf, was das finale Invincible VS bieten wird, wenn es 2026 erscheint.

    Weitere Informationen gibt es auf InstagramXTikTokYouTube und unter InvincibleVS.com.

    Website: LINK

  • Double Fine’s übernatürliches Abenteuer Keeper erscheint am 17. Oktober

    Double Fine’s übernatürliches Abenteuer Keeper erscheint am 17. Oktober

    Reading Time: 4 minutes

    Zusammenfassung

    • Keeper wurde im Xbox Games Showcase 2025 vorgestellt.
    • Dieses neue Spiel von Lee Petty und Double Fine Productions erscheint am 17. Oktober 2025 für Xbox Series X|S, Xbox PC, Xbox Cloud, Steam und im Game Pass.
    • Keeper ist eine Geschichte ohne Worte, ein Abenteuer aus der Third-Person-Perspektive voller Erkundungen, Rätsel und unerwarteter Abweichungen von der Realität.

    Keeper ist eine Geschichte ohne Worte. Es ist ein atmosphärisches Abenteuer in der Third-Person-Perspektive, das in einer post-apokalyptischen Welt spielt, lange nachdem unsere Zeit in der Sonne längst vorbei ist. Wir beginnen auf einer Insel, wo im Schatten eines fernen Berggipfels ein Relikt aus längst vergangenen Zeiten steht. Obwohl sein Zweck in dieser Welt längst vergessen ist, erkennen wir sofort, dass es sich um einen Leuchtturm handelt.

    Nach Äonen des Stillstands bewegt sich der Leuchtturm unerwartet. Er zittert und bebt und stürzt zu Boden, wobei sein altes Mauerwerk auseinanderbricht. Doch dann geschieht etwas noch Seltsameres: Die zerbrochenen Trümmerteile setzen sich wieder zusammen, und er steht wieder auf – nun jedoch auf neu gebildeten Beinen. Er ist erwacht.

    Während der Leuchtturm unbeholfen stolpert und laufen lernt, wird er von einem geheimnisvollen Sinn für seine Bestimmung erfasst und macht sich, nachdem er seinen Halt gefunden hat, auf den Weg zum Zentrum der Insel, zum Berg.

    Er stand unzählige Jahre lang allein da, doch nun findet der Leuchtturm Gesellschaft in einem neugierigen und temperamentvollen Seevogel, der auf der Suche nach Zuflucht vor einer bedrohlichen Präsenz, die sich über die Insel ausbreitet, auf den Leuchtturm stößt. Der Leuchtturm entdeckt, dass sein heller Lichtstrahl die Flora und Fauna beeinflusst und sogar die welkenden Ranken abzuwehren scheint, die sich um ihn herum ausbreiten.

    Der Vogel erweist sich als nützlicher und geschickter Verbündeter, der mit seltsamen und uralten Mechanismen umgehen kann. Gemeinsam begeben sich die beiden ungleichen Freunde auf ein episches Abenteuer, eine Odyssee voller rätselhafter Verwandlungen und eine Reise, die sie in Bereiche jenseits des Verständnisses führen wird.

    Der Ursprung von Keeper

    Der kreative Kopf hinter Keeper ist Lee Petty, der vor langer Zeit als Art Director für Brütal Legend zu Double Fine kam. Neben seiner Mitarbeit an Broken Age und Psychonauts 2 war Lee Creative Lead bei zahlreichen Projekten, darunter das Matroschka-Puzzle-Abenteuer Stacking, das Shag-Teppich-Sci-Fi-Side-Scroller Headlander und das neonfarbene, post-post-apokalyptische Roguelike RAD.

    Aufmerksamen Fans ist zwar bekannt, dass alle Spiele von Lee bestimmte Elemente und Themen verbinden, die sich vielleicht auch in „Keeper“ wiederfinden, doch dieses neue Spiel wurde mit einem etwas anderen Ansatz entwickelt.

    Vom Lösen von Rätseln durch das Annehmen verschiedener Persönlichkeiten bis hin zur zufälligen Entwicklung neuer mutierter Superkräfte, während man durch eine Ödnis stürmt – Stacking, Headlander und RAD sind allesamt Spiele, deren Gameplay-Hook von Beginn der Produktion an leicht zu beschreiben war. Mit anderen Worten: Sie hatten ein einfach zu beschreibendes Kernelement.

    Als es an der Zeit war, an einem neuen Projekt zu arbeiten, wollte Lee an einem Punkt beginnen, der sich nicht so einfach durch sein Genre, seine Mechanik oder seine Kulisse definieren ließ. Stattdessen wollte er die Verschmelzung von Genres erforschen und Raum für etwas Atmosphärischeres schaffen – einen Raum, in dem die Spieler*innen wirklich leben und die Stimmung aufnehmen können. Er wollte diesem neuen Spiel Raum zum Atmen geben, damit es sich im Laufe der Arbeit des Teams ganz natürlich entwickeln konnte.

    Als Lee und ein kleines Team begannen, ihre Ideen zu Papier zu bringen, hatte ein unerwartetes Weltgeschehen einen entscheidenden Einfluss.

    Im Jahr 2020 hielten uns die globale Pandemie und der darauffolgende Lockdown auf eine Weise voneinander fern, die wir nicht gewohnt waren. Wir verbrachten viel Zeit in unseren Häusern, fernab der Gesellschaft, in sozialer Distanz. Auf der Suche nach einem Tapetenwechsel wanderte Lee mit seiner Familie auf ruhigen Wanderungen durch die Hügel und Pfade in der Nähe seines Zuhauses. Er begann, über die damalige Situation nachzudenken. Über das ultimative Schicksal der Menschheit: Wenn unsere Zeit zu Ende wäre, was würde dann aus dem Leben auf der Erde werden?

    Er beschäftigte sich mit Isolation, grübelte über Kameradschaft nach, und als diese Themen zusammenflossen, füllten sich die Skizzenbücher und das Spiel, das Du im Showcase gesehen hast, nahm Gestalt an.

    Die Arbeit an einem Spiel auf diese Weise hat uns letztendlich an einen sehr interessanten und einzigartigen Ort geführt. Keeper handelt vom Unerwarteten. Es ist eine realitätsverzerrende Erfahrung voller Überraschungen, Absurditäten und Freude, bei der man nie genau weiß, was als Nächstes passieren wird. Es ist atmosphärisch, manchmal psychedelisch und surreal. Wir hoffen sehr, dass Fans unserer Spiele diese seltsame, jenseitige Geschichte genießen werden.

    Keeper wird am 17. Oktober veröffentlicht

    Wir freuen uns darauf, dass Du diese Reise erleben kannst – und die Wartezeit ist gar nicht mehr lang. Am 17. Oktober 2025 erscheint Keeper für Xbox Series X|S, Xbox PC, Xbox Cloud und Steam, und Du kannst es direkt zum Release im Game Pass spielen. Und mit Xbox Play Anywhere kannst Du mit einem einzigen Kauf auf Xbox-Konsolen und Xbox-PCs spielen und Deine Spielstände vollständig übertragen – ohne zusätzliche Kosten.

    Website: LINK

  • Grounded 2: Größer, mutiger und zurück in der Game Preview

    Grounded 2: Größer, mutiger und zurück in der Game Preview

    Reading Time: 5 minutes

    Zusammenfassung

    • Game Preview auf Xbox und Early Access auf Steam ab 29. Juli 2025: Seid vom ersten Tag an dabei und gestaltet Grounded 2 mit, während es mit mehr Story, mehr Systemen und mehr Geheimnissen wächst, die alle auf eurem Feedback basieren.
    • Eine ganz neue Welt: Erkunde Brookhollow Park, eine riesige neue Umgebung mit einer spannenden Geschichte und vielen Geheimnissen, die es zu entdecken gilt.
    • Die Buggys sind da! Zähme, reite und kämpfe an der Seite von Insekten wie Ameisen und Spinnen, die alle über einzigartige Fähigkeiten verfügen, die das Spiel verändern.

    Der Hinterhof in Grounded war nur der Anfang. Heute im Xbox Games Showcase angekündigt und als Überraschung in der The Outer Worlds 2 und Grounded 2 Direct vorgestellt: Willkommen bei Grounded 2, das am 29. Juli 2025 in der Game Preview auf Xbox und im Early Access auf Steam erscheint. Zwei Jahre nach den Ereignissen des ersten Spiels kehren die Teenager in einer völlig neuen Umgebung zurück, um ein Spiel zu erleben, das größer, mutiger und von Anfang an mit eurer Hilfe entwickelt wurde.

    Willkommen im Brookhollow Park

    Der Brookhollow Park ist eine lebendige, nostalgische Vorstadtwüste aus dem Jahr 1992, deren Startzone allein fast so groß ist wie die gesamte Hinterhofkarte des ersten Spiels. Als Koop-Survival-Abenteuer aus der First- oder Third-Person-Perspektive dreht sich bei Grounded seit jeher alles um Teamwork, Kreativität und den Nervenkitzel, als winzige Figur zu überleben. Mit mittlerweile über 25 Millionen Spieler*innen freuen wir uns darauf, dieses Universum in Grounded 2 weiter auszubauen.

    Egal, ob Du aus dem ersten Spiel zurückkehrst oder mit Grounded 2 neu einsteigst, es gab noch nie einen besseren Zeitpunkt, um das Spiel auszuprobieren. Zwei preisgekrönte Teams, Obsidian und Eidos Montréal, haben sich zusammengetan, um Dir das nächste Kapitel mit noch mehr Tiefe, Gefahren und Entdeckungen zu präsentieren.

    Und so wie die Welt gewachsen ist, sind auch die Teenager gewachsen: Die ursprüngliche Crew ist zurück, ein bisschen älter, ein bisschen mutiger und bereit, sich allem zu stellen, was diese überdimensionale Welt ihnen entgegenwirft. Vertraute Objekte wie Imbissbuden, Mülleimer und ein umgeworfener Eiswagen werden beeindruckend, wenn man selbst nur so groß wie eine Ameise ist. Mit brandneuen Biomen, überarbeiteten Kreaturen und völlig neuen Bedrohungen erstreckt sich diese Welt weit über den ursprünglichen Hinterhof hinaus – voller Geheimnisse, Überraschungen und Geschichten, die darauf warten, entdeckt zu werden.

    Lerne Deine Buggies kennen

    Buggies sind mehr als nur Reittiere – sie sind Deine treuen Verbündeten, die dir dabei helfen, in Brookhollow Park zu bauen, zu kämpfen und zu überleben. Diese Käfer bieten mehr als nur Geschwindigkeit; jeder von ihnen verfügt über einzigartige Fähigkeiten, die Dein Spielerlebnis verändern. Rufe einen Red Ant Buggy zu Hilfe, um Dir bei Deinem nächsten großen Bauprojekt zu helfen, oder stürze Dich auf dem Rücken eines Orb Weaver, der mit seinem Netz Feinde mitten im Kampf betäubt, in den Kampf.

    Buggies waren eines der am häufigsten gewünschten Features der Community für Grounded, daher hat das Team von Grounded 2 daran gearbeitet, sie sorgfältig in das neue Spiel zu integrieren. Jeder Buggy, den wir vorstellen, hat seinen eigenen Charakter, seine eigenen Vorteile und seine eigene Art, die Erkundung des Parks auf den Kopf zu stellen. Egal, ob Du Dich kopfüber in die Gefahr stürzt, einen klassischen Tag-Team-Takedown hinlegst oder gerade genug Chaos verursachst, um Dich an Problemen vorbeizuschleichen – Dein Buggy steht Dir immer zur Seite. Zu Fuß? Das ist langweilig. Steig auf und fahr mit Stil.

    Neue Features und Änderungen für die Grounded 2-Spielvorschau

    • Omni-Tool eingeführt: Eine wichtige Verbesserung, die Hammer, Axt, Schaufel und Schraubenschlüssel in einem Allzweckwerkzeug vereint, wertvollen Platz im Rucksack spart und euer Überlebenserlebnis optimiert.
    • Story: In Grounded 2 werden wir euch bei der Veröffentlichung der Game-Vorschau nicht die ganze Geschichte verraten, aber es wird genug geben, damit ihr sofort damit beginnen könnt, Geheimnisse aufzudecken, Hinweisen nachzugehen und eure wildesten Theorien zu teilen (ja, wir beobachten euch).
    • Erweiterte Marken zur Weltgestaltung: Freut euch auf die Rückkehr von beliebten Elementen wie Punch-O und Minotauren & Myrmidonen sowie auf neue Marken und Kulissen, die nicht nur cool aussehen, sondern auch eine Geschichte erzählen (wenn ihr wisst, wo ihr suchen müsst) – all das zusammen erweckt Brookhollow Park mit dem typischen Charme von Grounded zum Leben.
    • Neue und wiederkehrende Bugs: Stellt euch bekannten Feinden und noch nie dagewesenen gruseligen Krabbeltieren wie der anmutigen Kakerlake, die neue Herausforderungen und Kampfdynamiken mit sich bringt, beispielsweise die Fähigkeit, eure Angriffe zu blockieren.
    • Größere Welt, reichhaltigere Biome: Mehr Platz zum Bauen, Erkunden und Überleben – Brookhollow Park ist fast so groß wie der gesamte Hinterhof aus dem ersten Spiel und steckt voller neuer Geheimnisse, die es an jeder Ecke zu entdecken gilt, von Imbissbuden und umgestürzten Eiswagen bis hin zu längst vergessenen Ecken des Parks.
    • Von der Community vorangetriebene Entwicklung: Wir entwickeln gemeinsam mit euch und jedes Update wird dank des Feedbacks der Spieler*innen noch bedeutungsvoller und wird von euch mitgestaltet. Eine öffentliche Roadmap, die wir bei Start der Game Preview am 29. Juli veröffentlichen werden, hält euch auf dem Laufenden.
    • Kampf 2.0 – Egal, ob ihr alleine oder im Team spielt, neue Kampfmechaniken wie Ausweichen und intelligenteres Verhalten der Gegner machen jeden Kampf intensiver – und das Überleben umso befriedigender.

    Zurück zur Spielvorschau – mit euch im Mittelpunkt

    Grounded war schon immer ein Spiel, das gemeinsam mit der Community entwickelt wurde, und das machen wir wieder. Die Spielvorschau für Grounded 2 startet am 29. Juli, und dieses Mal legen wir mit mehr Story, mehr Systemen und einer klareren Roadmap von Anfang an los. Aber wie geht es weiter? Hier kommt ihr ins Spiel. Euer Feedback wird unsere Updates leiten, unsere Prioritäten beeinflussen und dabei helfen, die Zukunft von Brookhollow Park zu gestalten. Egal, ob ihr zum ersten Mal dabei seid oder wieder einsteigt, es gab noch nie einen besseren Zeitpunkt, um mit Grounded anzufangen und uns dabei zu helfen, die Zukunft zu gestalten.

    Werdet erneut geschrumpft in „Grounded 2“ – älter, mutiger und bereit, euch den Gefahren im Brookhollow Park zu stellen. „Grounded 2“ wird am 29. Juli 2025 für 29,99 Euro in der Game Preview auf Xbox Series X|S, Xbox PC und Xbox Cloud sowie im Early Access auf Steam erhältlich sein. Mit Game Pass könnt ihr es am Tag der Veröffentlichung spielen. Und mit Xbox Play Anywhere kannst Du mit einem einzigen Kauf auf Xbox-Konsolen und Xbox-PCs spielen und Deine Spielstände ohne zusätzliche Kosten vollständig synchronisieren.

    Fahrt zusammen. Überlebt zusammen. Setzt das Spiel jetzt auf Xbox und Steam auf eure Wunschliste und seid bereit, wenn der Park ruft.

    Website: LINK

  • Indiana Jones and the Great Circle: New Details Revealed on the Official Xbox Podcast

    Indiana Jones and the Great Circle: New Details Revealed on the Official Xbox Podcast

    Reading Time: 8 minutes

    Indiana Jones and the Great Circle made a grand appearance at Xbox Games Showcase 2024 last weekend, showing off new gameplay, revealing new elements of the story, and treating us to an extended scene set in the Himalayas, as Indiana and new companion Gina attempt to recover a relic while avoid the clutches of colonel Viktor Gantz.

    On a special episode of the Official Xbox Podcast, host Malik Prince got to talk more about the trailer and the wider game, joined by MachineGames’ Jerk Gustafsson, Game Director, and John Jennings, Production Director. If you want to watch the full interview, check it out below – or read on for the new details.

    [youtube https://www.youtube.com/watch?v=zakV_ou6i_U?feature=oembed&w=500&h=281]

    Indiana Jones and the Great Circle’s development is in full swing, and what we’ve seen of the game promises a truly authentic Indiana Jones adventure – both in storyline and gameplay.

    “The story kicks off when an ancient relic is stolen from the college where Indiana Jones works,” explained Gustafsson. “He’s determined to track down the thief, and he stumbles into this ancient conspiracy involving the theory of the Great Circle, as we call it. The Great Circle is a strange alignment of ancient sites around the globe, and a set of mysterious artifacts connect to it. But Indy isn’t the only one in search of answers. The enemy are scouring the world for these artifacts, believing that they hold some kind of power – and to stop them there’s only one thing he can do, and that is to find the artifacts first.”

    This kicks us off on a classic globe-trotting adventure, beginning in the corridors of Indy’s beloved Marshall College, before taking in the Himalayas, the ancient jungle sites of Sukhothai in Thailand, the Vatican (an all-new location for an Indiana Jones project), the Pyramids of Giza in Egypt, and more. It’s the kind of set-up you’d hope for from an Indiana Jones story, but it stemmed from a perhaps unexpected source:

    “It actually started with an idea from [Bethesda Game Studios director and executive producer] Todd Howard,” said Gustafsson. “He had been thinking for years about creating a story around the concept of the Great Circle, so when we got this opportunity to work on an Indiana Jones game it felt like the perfect match.”

    Of course, that idea was just the starting point, and the team at MachineGames has worked incredibly closely with Lucasfilm Games to ensure that their original adventure would feel faithful to movies it sits alongside.

    “We spent countless hours just rewatching the films – especially the two movies that are closest to the game, which are Raiders of the Lost Ark and the Last Crusade,” said Gustafsson. “In addition, we have one of the best resources through our partnership with Lucasfilm Games, and working together with them on this project has been invaluable, just this cave of knowledge about the character, which has been fantastic.”

    “It’s been great having access to writers, art directors from Lucasfilm, people who worked with the Indiana Jones property for decades,” continued Jennings. “Having their input – I mean, some of these people know everything that has ever been written about Indy – and having them to bounce ideas off, and get some of their own input has been hugely, hugely invaluable.”

    That partnership came with perks for fans on the team, too: “We managed to get access into some of the Lucasfilm archives as well,” said Jennings, “which for Indy fans has been an absolute dream come true, to get access to some of these things that perhaps not so many people have seen.”

    The research has been deep. Writers and artists on the team studied not just the films, but comics and books, not to mention had recreations of Indy’s costume created – including his iconic fedora, reproduced by the same hatmaker that created the original for Raiders of the Lost Ark. On the musical side, longtime Lucasfilm Games collaborator Gordy Haab (who recently won a Grammy for his work on the Star Wars Jedi: Survivor soundtrack) has been brought in to create a score John Williams would be proud of.

    That authenticity extends to the characters involved, too. While most of the cast will be brand new faces for the franchise, the latest trailer showed us more of Indy’s friend, Marcus Brody: “Because we start the story in Marshall College it made sense to have Marcus there, to sort of ground it in the familiarity of Indy’s home base,” said Gustafsson – before going onto tease that we’ll see cameos from other classic characters along the way, too.

    Of course, the most important element for authenticity was in getting Indy himself right, and the team found a perfect partner in renowned actor Troy Baker:

    “It was maybe an unexpected choice at first, but from the moment we watched his audition tape we were just totally sold,” said Jennings. “He’s just a great actor. He’s put so much effort into the role as well – you can tell he’s just this huge, huge fan of Indiana Jones […] We’ve just been in a [voiceover] session recently with him, and he was improvising lines. You know, ‘Wouldn’t Indy say it a bit more like this?’ Or commenting on lines that we’ve written that we thought were subtle Easter Eggs just for the die-hard Indy fans, and he’ll pick up on it straight away.”

    Baker’s performance doesn’t just extend to a great impression of Harrison Ford, either. “He’s not just a voiceover actor, he’s the full thing,” Jennings continued. “We do full performance capture: the body, the face, and the voice all recorded at the same time. And he’s got the physical acting nailed down as well. He does a really, really good job of capturing the character of Indy – specifically his character in the first few movies, the earlier ones, which is where our game is set of course. He just does it perfectly.”

    This has been a new kind of development process for MachineGames, and that extends to the game itself. “It’s a little bit different, this game, for us, in many ways,” said Gustafsson. “We are very used to having heavy weapons, gun-blazing shooters – and this is a little bit different. We are making a proper adventure game here.”

    While the team’s acclaimed Wolfenstein games were brutal, frenetic shooters, Indiana Jones and the Great Circle offers an experience more befitting of the world’s most famous archaeologist.

    “He solves problems with his mind first and really relies on smarts, and not this excessive combat that we have seen or done before with the Wolfenstein games,” explained Gustafsson. “When you are playing the game, choosing the more authentic stealthy Indy route – or just some classic old fist-fighting – will be a benefit to the player more times than not, and also make for a very fun and challenging experience.”

    In playing as Indy, we’re not rampaging through the world, but stopping to solve puzzles, and trying to avoid conflict when we can. The team wanted to avoid turning the character we know into a superhero.

    “He is flawed, he makes mistakes, he stumbles, there is weight to his movement, and we have this gritty, pulpy edge to the action,” continued Gustafsson. “But at the same time he’s also rather athletic, he’s an excellent fighter, and he also has an enormous amount of luck as well – and at the same time he’s the best archaeologist in the world. So focusing on all of these things, in a way it makes the game feel in line with these classic matinee action-adventures that the movies were celebrating, something I think Indy himself also personifies in a way.”

    To do that, the game will primarily be set in first-person – a perspective that MachineGames is very familiar with, a key way to help players feel like they’re truly walking in his shoes, and an exciting point of difference when looking at the wider action-adventure genre as a whole. In key moments, however, we will see the character in third-person, letting us live those filmic moments from the outside.

    And speaking of filmic moments, the trailer ended with a callback to perhaps one of the most famous sequences in movie history – Indy’s rolling boulder escape. We had to ask how that made it into the game, and whether we’ll be able to play it. But Gustafsson wanted to keep some mystery before Indiana Jones and the Great Circle arrives:

    “That’s unfortunately one of those things where I just have to say: ‘You’ll have to wait and see.’”

    Play Indiana Jones and the Great Circle day one on Game Pass when it launches later this year on Xbox Series X|S and PC.

    Xbox Live

    Indiana Jones and the Great Circle

    Bethesda Softworks

    Uncover one of history’s greatest mysteries in Indiana Jones and the Great Circle™, a first-person, single-player adventure set between the events of Raiders of the Lost Ark™ and The Last Crusade™. The year is 1937, sinister forces are scouring the globe for the secret to an ancient power connected to the Great Circle, and only one person can stop them – Indiana Jones™. You’ll become the legendary archaeologist in this cinematic action-adventure game from MachineGames, the award-winning studio behind the recent Wolfenstein series, and executive produced by Hall of Fame game designer Todd Howard. YOU ARE INDIANA JONES Live the adventure as Indy in a thrilling story full of exploration, immersive action, and intriguing puzzles. As the brilliant archaeologist – famed for his keen intellect, cunning resourcefulness, and trademark humor – you will travel the world in a race against enemy forces to discover the secrets to one of the greatest mysteries of all time. A WORLD OF MYSTERY AWAITS Travel from the halls of Marshall College to the heart of the Vatican, the pyramids of Egypt, the sunken temples of Sukhothai, and beyond. When a break-in in the dead of night ends in a confrontation with a mysterious colossal man, you must set out to discover the world-shattering secret behind the theft of a seemingly unimportant artifact. Forging new alliances and facing familiar enemies, you’ll engage with intriguing characters, use guile and wits to solve ancient riddles, and survive intense set-pieces. WHIP-CRACKING ACTION Indiana’s trademark whip remains at the heart of his gear and can be used to distract, disarm, and attack enemies. But the whip isn’t just a weapon, it’s Indy’s most valuable tool for navigating the environment. Swing over unsuspecting patrols and scale walls as you make your way through a striking world. Combine stealth infiltration, melee combat, and gunplay to combat the enemy threat and unravel the mystery . THE SPIRIT OF DISCOVERY Venture through a dynamic mix of linear, narrative-driven gameplay and open-area maps. Indulge your inner explorer and unearth a world of fascinating secrets, deadly traps and fiendish puzzles, where anything could potentially hide the next piece of the mystery – or snakes. Why did it have to be snakes?

    Website: LINK

  • World of Warcraft: The War Within Is Coming – Why Now Is the Time to Play for the First Time

    World of Warcraft: The War Within Is Coming – Why Now Is the Time to Play for the First Time

    Reading Time: 4 minutes

    World of Warcraft’s The War Within expansion got a release date during the Xbox Games Showcase 2024 – coming to PC via Battle.net on August 26, this expansion will be the first part of a trilogy of expansions known as The Worldsoul Saga, diving deep into the mythology of World of Warcraft.

    To celebrate, Official Xbox Podcast host Malik Prince teamed up with World of Warcraft community manager and WoWCast host Bethany Stout to interview World of Warcraft Executive Producer Holly Longdale and Game Director Ion Hazzikostas, finding out more about this expansion, and why now is a perfect moment to jump into the game for the very first time. You can watch the entire interview below, or read on for all the key details.

    [youtube https://www.youtube.com/watch?v=ex3XIFgoESo?feature=oembed&w=500&h=281]

    Of course, it’s something new to see World of Warcraft on an Xbox podcast. “We’re just super excited to be part of Xbox now, coming from Blizzard,” said Longdale. “And we’re representing a PC game, World of Warcraft, so we’re super excited to be here, and we want to share with all the Xbox fans that we’re here to stay. We’ve been around for 20 [years] – we’re not your dad’s game, we’re not your mom’s game – and we’re going to be around for 20 more at least. We want to invite everybody into this incredible experience.”

    Part of that invitation comes with the game’s free trial, allowing you to explore the world and level up all the way to level 20. But there’s a new option to do so with the Welcome to Azeroth bundle. Including everything players need to begin their adventure in Azeroth, this offers the current expansion, Dragonflight, a level 60 character boost, and 60 days of game time for $24.99 USD.

    [youtube https://www.youtube.com/watch?v=5JEqjsfIxfQ?start=1&feature=oembed&w=500&h=281]

    That bundle has been carefully-chosen to help you get ready for the upcoming expansion: “We’ve really done a lot over the last 20 years to ensure that 20 years of content is not 20 years of obstacles that you have to overcome to get to the latest, coolest thing,” said Hazzikostas. “When War Within comes out, Dragonflight, the current expansion, will be what you play through to level up and jump right into War Within. That will give you the power, give you an understanding of the mechanics, you’ll have a dragon companion that you’ll earn very early on […] and it’s also going to prepare you story-wise for what The War Within is going to bring.”

    It all makes The War Within a great marker for when to start playing WoW – as the beginning of a brand-new, three-expansion saga, this is a new story that even seasoned veterans will be discovering for the first time. And that story is already being told ahead of the expansion’s August 26 launch:

    “In the lead-up to War Within, there’s already stuff going on in World of Warcraft at this very minute,” said Hazzikostas. “Xal’atath – the villain that you saw at the end of that [Xbox Games Showcase] cinematic – has emerged into the world, and her tendrils are branching throughout Azeroth, weaving dark plans that are going to threaten us. It’s exciting to have that build-up to that launch moment.”

    When it does kick off, The War Within will introduce brand new zones to explore: leading players under the surface of Azeroth into Dwarven caverns, taking them to the beautiful Hallowfall Canyon (with airship travel to get around), and into Azj-Kahet, the home of one of World of Warcraft’s most powerful civilizations, the Nerubian Empire. Incidentally, Nerubians are an intelligent race of arachnids  – and The War Within will offer an arachnophobia option to replace their models with (friendlier-looking) crabs.

    We’ll also get a new feature called Warbands, which will allow players to switch between multiple characters without having to replay swathes of the expansion. Delves will offer a new dungeon experience, allowing for smaller, shorter dungeon crawls, even for solo players. For bigger dungeons, which often require you to play with others, The War Within will offer AI characters for those who can’t play with a party.

    The War Within is doubly special for Blizzard, as it marks the 20th anniversary of World of Warcraft, and it’s an opportunity to look at how different kinds of players approach the game, and build something for all of them: “This is a huge year for World of Warcraft in general,” said Hazzikostas. “It’s really humbling to reflect upon my own relationship with the game, but really just to look back at the journey that we’ve taken as a development team with our community. We’re a game that has grown and evolved as our community has.

    “I think not everyone has that time to spare these days – we’re all busy, we all have a lot of responsibilities, but we want to maintain a relationship, or build a new one, with this world that’s been special for so many people. [It’s] evolved over the years to keep that depth for those who want to seek it, but [we’re] making sure that there’s a wide range of levels of commitment and relationship you can have with the game and still have an epic, fulfilling experience.”

    “What you saw [in the Xbox Games Showcase] cinematic was a celebration of the past 20 years, and the journey of our story over the past 20 years,” said Longdale. If you want to join in those celebrations – whether you’re a committed player, someone looking to return, or a total newcomer – now’s the time.

    Website: LINK

  • Mecha Break Coming to Xbox Series X|S in 2025, Apply for the Closed Beta Today

    Mecha Break Coming to Xbox Series X|S in 2025, Apply for the Closed Beta Today

    Reading Time: 3 minutes

    Summary

    • Mecha Break will be available in 2025 for Xbox Series X|S, with a closed beta test coming only to Xbox Series X in August 2024.
    • The game features three distinct game modes: 6v6 Battlefield mode, 3v3 Arena mode, and up to 60-player PvEvP (unavailable for the upcoming beta).
    • Experience an arsenal of unique mechs with diverse playstyles and customization; play how you want and master your mech’s abilities.

    Oozing with high-tech style and full of fast-paced battles, Mecha Break is multiplayer mech-based shooter that puts you in the pilot seat of your very own towering mech as you dive into a clash of steel and plasma unlike any other. Now, after two successful closed beta tests on PC, developer Amazing Seasun Games is proud to announce that Mecha Break’s next closed beta test will be coming to Xbox Series X in August 2024!

    While the impressive mechs and break-neck speed of Mecha Break’s combat is the flashy initial draw, the room for personal expression through cosmetic customization and diverse combat tactics will let you build an attachment to your favorite mech. The full release game will feature three distinct game modes: 6v6 Battlefield mode, 3v3 Arena mode, and up to 60-player PvEvP.

    Mecha Break features customizable mechs, player-created mech pilots, a wide array of mech and weapon types, and three distinct game modes where you can discover an array of attacker, brawler, defender, sniper, and support mechs each with unique playstyles and toolsets.

    For the upcoming closed beta test in August on Xbox Series X, the highlighted game modes will be the 3v3 Arena mode and 6v6 Battlefield mode. Here you’ll work together with your team and engage in intense aerial and ground combat as you fight for the objective. Employ strategic tactics for close and long-range encounters, unleash devastating firepower, cleave mechs in half with giant melee weapons, and rain missiles upon the battlefield as you and your team fight to win.

    Strategic planning is key in Mecha Break, so effective communication with teammates will be essential to lead them to victory. Prepare for adrenaline-pumping battles, lightning-fast maneuvers, and explosive firepower. Experience the colossal power and thrilling movement of your towering mech. Mecha Break’s closed beta test on Xbox Series X will begin in August 2024. Stay up to date on all Mecha Break news on Discord, YouTube and X (formerly Twitter).

    Xbox Live

    Mecha BREAK

    Amazing Seasun

    Mecha BREAK is a multiplayer mech game that allows players to choose from diverse mechs, customize appearances, and battle colossal war machines on treacherous terrain. Get ready for the ultimate showdown—blitz, brawl, blaze!

    Website: LINK

  • Winter Burrow is a Charming Combination of Cozy Game Comforts and Survival Elements

    Winter Burrow is a Charming Combination of Cozy Game Comforts and Survival Elements

    Reading Time: 4 minutes

    Summary

    • Play as a mouse exploring a snow-covered forest floor.
    • A cozy take on the survival genre with woodland animals and pies.
    • Restore your childhood Burrow and find your lost Aunty.

    My mom took my siblings and I to a place in the forest called Fox Hill when we were children. We spent the whole day playing in the forest, building small houses out of twigs and leaves and imagining that we lived there. This fascination and love for nature has never left me. I still go on hikes and camp under the stars to this day.  

    With Winter Burrow, I want to create that place I imagined as a child. I wanted to stay there as long as I could. To be a part of the miniature world and the enchanting life that happens between the gnarled roots of the trees. As a father, I’m happy to be able to give that back to my children. Both with trips out into nature from when they were very small and now seeing them play Winter Burrow and getting lost in that world. 

    It has been a long and bumpy process from the first initial idea to where we are now. Our team is amazing and it’s very important for me to stress that making games is a team effort. There would be no Winter Burrow without them. Their own experiences playing outside as children and expertise in their respective fields has been integral to the game so far. No matter where we are all from, our childhood adventures feel like a universal experience we all share. 

    When I first started working on the game I had just left a project that got way too big and took way too long to make because we tried to reinvent everything. While reinventing the wheel can be rewarding, I promised myself that the next time I would make a game in a genre that I already knew well, and that happened to be survival games. It will probably surprise some people that the first inspiration for Winter Burrow was the zombie survival game 7 Days to Die, which I had put hundreds of hours into at that point. I imagined a game that was something like that, but with squirrels, hedgehogs, moles and mice crawling in the trees and digging in the ground, rather than humans surviving a zombie apocalypse.  

    I chose mice because they seemed like the one kind of animal that had broadest and most suitable selection of skills for this type of game. I also realized pretty quickly that it would make everything a lot easier if the game was 2D, which meant quick prototyping and smaller production scope. However, even in 2D I wanted the game to feel like a big endless world, so I chose an isometric camera angle to be able to easily create that.  

    These choices led me in the direction of David Petersen’s comics Mouse Guard, and Klei Entertainment’s Don’t Starve, which was one of the few 2D survival games that I already knew. As a part of my research I started playing Don’t Starve again, but really wanted to keep my progress after I died. As it turns out, I wasn’t the only one who was looking for a similar experience that wasn’t as difficult and thought, “there might be something to this” – a survival game that had challenge, but was much more forgiving and approachable.  

    I was also playing Animal Crossing and totally loved the game, but wanted the ability to explore and to have a bit more challenge and consequences. It suddenly dawned on me that Winter Burrow could be a hybrid of these two games. Something that combined the elements of both cozy and survival games.  

    In early 2021 I was very lucky to get some public funding for the game and started working on a  simple prototype with a small team. We utilized all the third party assets that we could to quickly get an idea of what it could look like. Thematically, we wanted the game to mainly revolve around the contrast between safety and danger. That feeling of being under a warm blanket when it’s raining or snowing outside. We wanted to explore this feeling and the connection between the safe warm burrow and a cold harsh wilderness. 

    From here, Winter Burrow practically shaped itself. The more we added, the more things just seemed to make sense, and the more we got naturally inspired to bring in the next things. We played around a lot with the balance between the hardcore survival genre and the wholesome life-sim. This involved trying out different directions for the game and even though they seem like detours today, we are happy that we tried them out because it helped us understand the game and its core vision better. 

    When we started showing the game to Noodlecake and Xbox for the first time they immediately understood what we were doing. They have supported us from the start and gave us confidence to believe in the game and what we were making. A big thank you goes in their direction.  

    We are super happy to finally be able to announce Winter Burrow and we look forward to telling you more. Feel free to Wishlist the game and join our Discord for ongoing updates.  

    Website: LINK

  • How Metal Gear Solid Δ: Snake Eater Reignites an Iconic Classic

    How Metal Gear Solid Δ: Snake Eater Reignites an Iconic Classic

    Reading Time: 3 minutes

    Summary

    • Learn about new controls and mechanics  
    • Improved audio and visuals elevate gameplay 
    • Familiar characters and plotlines remain pristine 
    • Check out our interview with the developers on the Official Xbox Podcast 

    No two players will have the same experience when they step into the combat boots of Snake in Metal Gear Solid Δ: Snake Eater

    From the moment players make their first HALO jump behind enemy lines, some will come out of firefights and close encounters with wildlife with barely a scratch. Meanwhile, other players will see Snake covered in knife slashes, bullet wounds, and burns by the time the end credits roll. These visual battle scars are thanks to our new damage system, and are just one part of the visual and audio improvements that have been brought to life in Metal Gear Solid Δ: Snake Eater

    To find out more, check out our interview with the developers on the Official Xbox Podcast: 

    [youtube https://www.youtube.com/watch?v=HDCppzRLwpw?feature=oembed&w=500&h=281]

    Ultimate reality and immersion were two major goals our development team sought out to achieve. Naked Snake, our enduring protagonist, can be seen drenched in mud as players dive into cover to avoid enemy detection. Rain pitter-patters on the lush foliage as thunder clouds roll in from a distance. A snake slithering nearby provides a potential snack for the player. The thick vegetation of the jungles, forests, and swamps have been completely remade with cutting edge-detail in Unreal Engine 5 while retaining the original landscape. 

    To allow you to take in the new visual changes, we’ve also introduced a new third-person camera and control system. Aiming down sights and swapping between third person and first person while zeroing down an enemy will come across more naturally. Coupled with clever ways of hiding, players can engage enemy guards, either through lethal means or creative non-lethal ways – the choice is yours. These intuitive controls help ease newcomers starting their Metal Gear journey in this riveting origin story. For players looking for a more classic feel, Legacy Style offers the original camera and gameplay options at any time.  

    A keystone throughout the production of Metal Gear Solid Δ: Snake Eater has always been to keep the original feel of the game intact. This means including the over-head camera and controls veterans of the franchise will remember. You can easily swap between both control systems throughout the gaming session. No matter what control and camera style you choose to play with, both will deliver that classic stealth espionage action. 

    The Metal Gear Solid series has always had a roster of colorful characters with deep storylines that fans have come to cherish, Metal Gear Solid Δ: Snake Eater is no different. We’ve kept the original voice lines in the game, so the scruffy voice of David Hayter as Snake will greet players to the iconic universe of Metal Gear Solid once again. 

    Every cutscene is enriched with dynamic lighting, detailed facial animation and improved sound design. Yet they remain completely faithful, shot for shot. Even for long time fans, watching these updated scenes is like experiencing them for the first time. Original voiceover actors were brought back to the recording booth to help update in-game button prompts to keep up with the latest gaming hardware. 

    Since its release, Metal Gear Solid Δ: Snake Eater has defined itself as one of the most influential and impactful video games of all time. With an unbelievably detailed update to this classic, both newcomers and longtime players alike can experience this masterpiece like never before. Metal Gear Solid Δ: Snake Eater is the definitive, once-in-a-generation remake you do not want to miss. 

    Website: LINK

  • 5 Things You Need to Know About Wuchang: Fallen Feathers

    5 Things You Need to Know About Wuchang: Fallen Feathers

    Reading Time: 4 minutes

    The entire publishing team at 505 Games along with our developer partners at Leenzee are thrilled to reveal Wuchang: Fallen Feathers with the world! Announced earlier today during Xbox Games Showcase 2024 as a day one with Game Pass title set for 2025, our game tells the story of Bai Wuchang, a pirate warrior struck with amnesia and battling the dread of Ornithropy — a disease granting her power while slowly transforming her into a monstrous creature. 

    [youtube https://www.youtube.com/watch?v=u7CGFPbfSCY?feature=oembed&w=500&h=281]

    Our trailer (above) introduces Wuchang and lets you get a feel for the environments, foes, and gameplay you will experience in Wuchang: Fallen Feathers. You also get to see how the game is leveraging the power of Unreal Engine 5, with intricate details of ancient architecture to the realistic textures of natural landscapes, you will find an authentic, visually stunning action RPG experience when it launches next year for Xbox Series X|S and Windows PC. But that’s not all – read on to learn even more about Wuchang: Fallen Feathers and see pre-alpha gameplay footage.  

    Diabolical Boss Fights

    Your path in Wuchang: Fallen Feathers is fraught with danger, pitting you against grotesque beasts, spectral foes, and your own inner demons. Expect to face vicious boss fights with multiple phases that will test your resolve and will to endure. The game is a non-linear experience where you will get to choose your path and which bosses you will encounter first. In the image below, you can see Wuchang face off against one of the early bosses, a former priest who has transformed into a deformed hunchback monster.   

    An Arsenal Against the Darkness 

    Weapon and category will influence how your Ornithrophy magic accumulates and your playstyle. Choose from powerful double-handed axes or nimble dual one-handed blades; every weapon category comes with an extensive set of skills, encouraging you to experiment and master different techniques to suit your preferred combat style. For example, the unique skill named “Endurance” allows you to avoid attack interruptions while taking damage and this pairs well with the heavy axe which specializes in delivering devesting blows.  

    Shape the Land of Shu 

    While navigating through interconnected large open environments you will discover chisel fragments and journal scraps that change the story and lead to one of several potential endings. Throughout the story, there will be numerous NPCs also aware of these powerful fragments, and it will be down to you to decide who to team up with in your pursuit of their secret power. As the haunting narrative unfolds with each step, you will be challenged with these types of decisions that will ultimately shape the fate of Shu. 

    A Dark Retelling 

    Immerse yourself in a dark retelling of the late Ming Dynasty through numerous in-game cutscenes, NPC interactions, and collectible items. Wuchang: Fallen Feathers incorporates real historical figures like Zhang Xianzhong and Li Dingguo, providing a unique blend of historical authenticity and fantastical storytelling. Your interaction with such figures will lead to in-depth quest lines, spanning numerous chapters throughout the game and generating branching dialogue options, each resulting in unique outcomes. 

    Original Soundtrack Composed by Anti-General 

    The soundtrack is composed by Anti-General Zhong Ziqi, who is widely known for his ability to utilise electronic music in combination with traditional Chinese culture and instruments. Best known for his involvement in “Cyberpunk Shanhaiching” and “The Bad Kids,” Anti-General blends grand ancient melodies with modern musical elements, enhancing the overall atmosphere to draw you deeper into the world of Shu. 

    You can stay up to date by following the official Wuchang: Fallen Feathers social channels for updates, special events, and more. You can also find us on the official Wuchang Xbox Club and let us know what you think of the new announcement trailer. 

    Look for Wuchang: Fallen Feathers to launch for Xbox Series X|S, Windows PC, and day one with Game Pass in 2025. 

    Website: LINK

  • Life Is Strange: Double Exposure bringt den Star der Serie für ein übernatürliches, mörderisches Rätsel zurück

    Life Is Strange: Double Exposure bringt den Star der Serie für ein übernatürliches, mörderisches Rätsel zurück

    Reading Time: 4 minutes

    Wir freuen uns sehr, dass wir endlich das nächste Spiel der Life is Strange-Reihe vorstellen können: Life is Strange: Double Exposure!

    Die Arbeit daran hat sich wirklich gelohnt und wir können es kaum erwarten, dass Du tiefer in die übernatürliche Kriminalgeschichte eintauchst, an der wir mehr als vier Jahre lang gearbeitet haben. Und unsere langjährigen Fans werden sich freuen, dass unsere Protagonistin Max Caulfield zurückkehrt.

    [youtube https://www.youtube.com/watch?v=qiCDmeW9eac?feature=oembed&w=500&h=281]

    Als 18- jährige Fotostudentin manifestierte Max die Kraft, die Zeit zurückzudrehen. Sie wurde in die dunkle Seite der Blackwell Academy, einer Highschool in der Kleinstadt Arcadia Bay, verwickelt.

    In Life is Strange: Double Exposure knüpfen wir einige Jahre später an. Max versucht, sich ein neues Leben im Form einer Künstlerresidenz an der prestigeträchtigen Caledon University aufzubauen. Max hat Jahre damit verbracht, trostlose Orte zu fotografieren und alle auf Distanz zu halten, da die Entscheidungen ihrer Vergangenheit immer noch schwer auf ihr lasten.

    Caledon ist der erste Ort seit Jahren, an dem Max die Anziehungskraft einer Community spürt. Sie beginnt, sich wieder zu öffnen, Freundschaften zu schließen und Kontakte zu knüpfen… und dann wird ihr all das in einer einzigen Nacht genommen, als sie ihre neue Freundin, die Dichterin Safi Llewellyn-Fayyad, tot im Schnee findet.

    Ermordet.

    Max‘ Schock verwandelt sich bald in Verwirrung − Safis Tod scheint unwirklich, nicht nur wegen der Plötzlichkeit, sondern auch wegen des Mangels an Hinweisen und Verdächtigen; ganz zu schweigen von der Tatsache, dass Max sie nur Sekunden zuvor noch lebend gesehen hat.

    Als die Tage vergehen, wird aus ihrem Schock die Entschlossenheit, die Wahrheit herauszufinden. In diesem Moment beginnt sie, Safis Stimme zu hören. Als sie ihre Hand ausstreckt und jede übernatürliche Kraft anspannt, reißt Max ein Loch in die Realität und gelangt in eine parallele Zeit. Hier ist Safi noch am Leben. Und immer noch in Gefahr! Max ist die Einzige, die ihre Freundin vielleicht retten kann.

    Außerdem entdeckt sie, dass sich ihre Kräfte, die lange Zeit ruhten, verändert haben. Sie kann jetzt zwischen zwei parallelen Zeitebenen hin- und herwechseln, die sich beide synchron weiterentwickeln. In der einen Zeitebene ist Safi tot, und ihre Freund*innen und der Campus trauern. In der anderen ist Safi noch am Leben und Max ist die Einzige, die weiß, dass das College von einer tödlichen Bedrohung heimgesucht wird.

    Zum ersten Mal müssen die Spieler*innen denselben Mord aufklären, verhindern und dabei alle Geheimnisse von Caledon aufdecken. Wie Du Dir vielleicht denken kannst, steht die Freundschaft zwischen Max und Safi im Mittelpunkt dieses neuen Geheimnisses. Lass uns ein paar Bilder aus dem Trailer anschauen, um mehr darüber zu erfahren…

    Max ist zurück! Zum ersten Mal seit fast einem Jahrzehnt übernehmen die Spieler*innen die Kontrolle über Max Caulfield − entweder erneut oder zum allerersten Mal. Auch wenn Du Life is Strange noch nicht kennst, wirst Du in dieser Geschichte alles erfahren, was Du wissen musst, um Max‘ Vergangenheit und ihre emotionale Reise zu verstehen.

    Eines der wichtigsten Dinge, die wir bei der Entwicklung dieser Geschichte berücksichtigt haben, war, dass Safi nicht nur ein Plot Device oder eine Leiche ist. Die Tatsache, dass sie in einer der beiden Zeitebenen lebendig ist, bedeutet, dass sie während des gesamten Spiels präsent bleibt. Herauszufinden, wie sie tickt, ist genauso wichtig wie herauszufinden, wen sie verärgert haben könnte.

    Da Safi in einer Zeitebene noch lebt, hat Max auch Zugang zu etwas, das kein*e andere*r Detektiv*in hat − das Mordopfer: Es kann all ihre bohrenden Fragen beantworten!

    Max ist auch die einzige Person, die die Macht hat, zwischen den beiden Zeitebenen zu wechseln. Max kann sich an verschiedenen Übergangspunkten in der Welt bewegen − Orte in der Realität, an denen die Mauer zwischen den Zeitebenen dünn ist. Während sie beide Zeitebenen erforscht, kommen immer mehr Geheimnisse ans Licht − aber nur Max hat die Fähigkeit, die Wahrheit herauszufinden.

    Max und Safi werden Deine Hilfe brauchen, wenn Life is Strange: Double Exposure am 29. Oktober dieses Jahres auf den Markt kommt − und wer die Ultimate Edition vorbestellt, kann ab dem 15. Oktober sowohl Kapitel 1 als auch 2 spielen!

    Und diese Woche gibt es noch mehr zu entdecken. Wir werden Max Caufields neues Abenteuer in einem ausführlichen Reveal-Livestream am Donnerstag, den 13. Juni, um 18:00 Uhr vorstellen − mit einem ersten Blick auf das erweiterte Gameplay und einem Überblick über Max‘ neue Kräfte. Folge uns auf X, Tiktok, Instagram, und Facebook, um über alle Neuigkeiten aus dem Life is Strange-Universum auf dem Laufenden zu bleiben.

    Wir können es kaum erwarten, Euch alle auf dem verschneiten Gelände der Caledon University zu begrüßen und euch zwei Zeitebenen zu präsentieren.

    Website: LINK

  • Life Is Strange: Double Exposure Brings Back the Series’ Original Star for a Supernatural Murder Mystery

    Life Is Strange: Double Exposure Brings Back the Series’ Original Star for a Supernatural Murder Mystery

    Reading Time: 4 minutes

    We’re thrilled to have finally revealed the next game in the Life is Strange series, Life is Strange: Double Exposure!  

    It’s been deeply rewarding to work on, and we can’t wait for you to dive deeper into the supernatural murder mystery we’ve been working on for over four years. And long-time fans will be thrilled to know that our original star, Max Caulfield, is making a return. 

    [youtube https://www.youtube.com/watch?v=qiCDmeW9eac?feature=oembed&w=500&h=281]

    When Max was an eighteen year-old photography student, she manifested the power to rewind time and became entangled in the dark side of Blackwell Academy, a high school in the small town of Arcadia Bay. 

    In Life is Strange: Double Exposure, we pick up several years later, finding Max trying to build a new life for herself as an artist-in-residence at the prestigious Caledon University. Max has spent years on the road photographing desolate spaces, keeping everyone at a distance, as the decisions of her past still hang heavy over her. 

    Caledon is the first place in years where Max has felt the pull of community. She’s begun to reach out again, to make friends and connections… and then all that is torn away from her in a single night, when she finds her new friend, the poet Safi Llewellyn-Fayyad, dead in the snow. 

    Murdered. 

    Max’s shock soon turns to confusion – Safi’s death seems impossible, not just in its suddenness, but in the lack of clues, of suspects; not to mention the fact that Max saw her alive just seconds before.  

    As the days pass, her shock turns to determination to find the truth. That’s when she starts to hear Safi’s voice. Reaching out, straining every supernatural sinew, Max tears a hole in reality and passes through into a parallel timeline. Here, Safi is still alive. And still in danger! Max is the only one who might be able to save her friend. 

    She also discovers her power, long-dormant, has changed. She can now Shift back and forth between two parallel timelines, each moving forward in sync. In one timeline, Safi is dead, and her friends and the campus mourn. In the other, Safi is very much alive, and Max is the only one who knows that a deadly threat stalks the college. 

    For the first time, players will have to solve and prevent the same murder, while uncovering every secret that Caledon holds. As you might be able to tell, the friendship between Max and Safi is core to this new mystery. Let’s touch on a few key shots from the trailer to delve into that a little more… 

    Max is back! For the first time in nearly a decade, players will take control of Max Caulfield – either again, or for the very first time. Even if you’re completely new to Life is Strange, you’ll get everything you need in this story to understand Max’s past, and her emotional journey. 

    One of the things that was most important to us when crafting this story was that Safi wasn’t just a plot device, or a body. The fact that she is very much alive in one of the two timelines means she remains a vivid presence throughout the game. Discovering what makes her tick is just as important as finding out who she may have ticked off. 

    With Safi still alive in one timeline, Max also has access to something no other detective has – the murder victim: able to answer all of her probing questions! 

    Max is also the only person with the power to Shift between the two timelines. Max can Shift at various Shift Points in the world – soft places in reality, where the wall between the timelines is thin. As she explores both timelines, the mysteries keep adding up – but only Max has the ability to get to the truth. 

    Max and Safi will need all your help when Life is Strange: Double Exposure launches October 29 this year – and those who pre-order the Ultimate Edition can play both Chapters 1 and 2 from October 15! 

    And there’s still more to come this very week. We’ll showcase Max Caufield’s new adventure in an in-depth Reveal Livestream this Thursday, June 13, at 9am PDT / 12pm EDT / 5pm BST – including a first look at extended gameplay, and an overview of Max’s new power. Follow us on X, Tiktok, Instagram, and Facebook to keep up to date with all the latest from the Life is Strange universe. 

    We can’t wait to welcome you all into the snowy grounds of Caledon University, and place two timelines at your fingertips. 

    Website: LINK

  • Veilguard Unveiled: An Hour with the Next Dragon Age

    Veilguard Unveiled: An Hour with the Next Dragon Age

    Reading Time: 4 minutes

    It’s been 10 years since the groundbreaking Dragon Age: Inquisition launched on Xbox One, and for those of us steeped in the world of Thedas, this past weekend brought us something new to savor – and the promise that our wait for more is nearly at an end. First, Bioware popped up to announce that what was once referred to as “Dragon Age: Dreadwolf” is to be formally known as Dragon Age: The Veilguard.  

    The game then resurfaced at the Xbox Games Showcase on Sunday with a first look at the companions who join you on your quest, ranging from familiar face Harding, a Scout seen barroom brawling with Varrick, to Bellara, the Veil Jumper seen, well, jumping through The Veil. Behind closed doors at Summer Games Fest Play Days, I would soon see much, much more, during a nearly one hour look at Dragon Age: The Veilguard

    The demo, driven by Creative Director John Epler, kicked off from the very beginning of the game. Before the game, really, with a full run through of perhaps the most thoughtful character creator I’ve ever seen, aligning with Bioware’s key game pillar of “be who you want to be.” 

    Dragon Age The Veilguard Screenshot

    Players will begin by selecting their race from Dragon Age staples like elves, qunari, humans, and dwarves, with the option to customize their appearance extensively or select from detailed presets. From there, one can remix their avatar from expected options like facial features to less common toggles such as heterochromia. The body shape selector is a series first, and I even spied a larynx customizer (an industry first?). Clear effort was put into a diverse selection of detailed hairstyles, emphasizing that commitment to player expression. 

    In a thoughtful touch, players may preview their character in various lighting scenarios and outfits before finalizing their creation, reducing the likelihood of wanting to re-roll the first time they see how they look in a dimly-lit tavern. With all the effort that’s gone into making sure your character looks exactly how you’d like them to, I was pleased to learn that the game includes a “hide helmet” option for cutscenes; let me see that much-fussed-over mug in every situation, thank you.  

    From there, we dove into class and specializations, netting out with a Human Rogue member of the Shadow Dragons, a group of rebel mages – and off we went into the world.  

    Dragon Age The Veilguard Screenshot

    The story begins with your quest to confront the Dread Wolf, Solas, in the Tevinter capital, a magical nation often referenced in Dragon Age, but never visited until now. While it’s natural to expect visual improvements in a series last seen a decade ago, I couldn’t help but marvel at just how good it looks. The city’s visual design is captivating, featuring a floating panopticon monitoring the city in an oppressive manner, reminiscent of Sauron’s gaze.  

    Before long, chaos erupts as Solas attempts to unravel the Veil, the mystical barrier separating the physical world from the more ethereal Fade, and our journey to Guard said Veil begins in earnest. As monsters stampeded through the city, I got several looks at combat mechanics, which blend strategy and real-time action. I challenged demo driver Mr. Epler to parry attacks great and small, which he did with aplomb via the LB button, also making use of melee attacks and a regenerating source of rogue’s arrows.  

    Dragon Age The Veilguard Screenshot

    As our Rogue unlocked his first ability, Static Strikes, I got a first look at the ability wheel, which now pauses the action fully as you plan your next move. While abilities can be triggered immediately without entering the ability wheel, this powerful wave attack highlighted the importance of positioning – well-aimed Static Strikes can tear through multiple enemies at once. You’ll also use this wheel to direct your companions’ powers and target selection. 

    As the demo progressed, we met and were joined by Neve (“The Detective”), and eventually caught up with Solas, setting off a cataclysmic moment better experienced than described here. And with that, our demo came to a close, leaving me with only a longing to see more Dragon Age: The Veilguard and another gaze towards the “Coming Fall 2024” end slate of the reveal trailer

    Xbox Live

    Dragon Age™: The Veilguard

    Electronic Arts

    Welcome to Dragon Age™: The Veilguard. Enter the world of Thedas, a vibrant land of rugged wilderness, treacherous labyrinths, and glittering cities – steeped in savage combat and secret magics. Now, the fate of this world teeters on a knife’s edge. Thedas needs a new leader; one they’ll never see coming. You’ll forge a courageous fellowship to challenge the gathering storm. Friendship, drama, and romance will abound as you bring striking individuals together into an extraordinary team. Become the leader and light the beacon of hope in their darkest moments. Full reveal Summer 2024.

    Website: LINK

  • Flintlock: The Siege of Dawn Arrives on July 18 – Learn More About the (Literally) Explosive Souls-lite

    Flintlock: The Siege of Dawn Arrives on July 18 – Learn More About the (Literally) Explosive Souls-lite

    Reading Time: 4 minutes

    Hi, I’m Simon Dasan, Creative Director at A44. For those of you who don’t know us, we’re an indie studio from New Zealand and released our first game, Ashen, back in 2018. I’m excited to say we’ve announced the release date for our upcoming explosive souls-lite adventure, Flintlock: The Siege of Dawn. Mark your calendars, because your journey begins on July 18, 2024! Flintlock is coming to Xbox Series X|S with pre-orders available now and will also be available at launch for anyone with Game Pass. 

    [youtube https://www.youtube.com/watch?v=AELgaQ6GqSs?feature=oembed&w=500&h=281]

    Flintlock is a thrilling action-RPG that takes the knowledge and experience we gained from Ashen and elevates it. While it retains elements of the Souls genre, it infuses it with rapid mobility, creating a rhythmic combat dance reminiscent of more action-oriented gameplay styles. You can weave in flintlock weapons, axe combat and magic to chain combos together, while using jumps and dodge abilities to quickly get to safety or rain attacks down on your enemies from above. It’s a style we like to call Souls-lite!  

    The story of Flintlock is set in the world of Kian, 10 years after the Door to the Great Below was opened, unleashing the gods and their armies of the dead. The lands of Kian are overrun, and the Coalition Army is tied up in an increasingly hopeless siege outside the city of Dawn’s walls. And just as the army sends in its elite sapper troops to try and turn the tide of war by breaching the walls, it seems that they meddled where they shouldn’t have.  

    By breaching the walls, Nor Vanek, a Flintlock weapons expert, and her comrades have also freed Uru, the Guardian of the Door, and nothing can now prevent the gods and the dead from ravaging the surrounding regions. Only by teaming up with a fox-like creature – now revealed to also be a God called Enki – can Nor hope to find both vengeance and redemption by venturing on a quest to kill all Gods. The enemy of my enemy… 

    While Flintlock provides enhanced mobility to combat, it will nonetheless demand quite a bit of training before you can master its combat. But if you desire a greater test of skill, the game enables you to challenge yourself on the demanding Possessed difficulty mode, with more aggressive and powerful enemies. Perfect for the true challenge-seekers… Or a second run? 

    We can’t wait for you to get your hands on Flintlock when it’s released in July. We’re grateful for the support of all the Flintlock fans, and are excited to see all of you take on the cruel Gods to rid Kian of their domination.

    For those eager to further customize Nor, a Deluxe Edition is also available to pre-order, which includes three alternative outfits for Nor – the Noble, Vanguard & Champion outfits – as well as a new customization set for your axe & pistol. Flintlock: The Siege of Dawn launches on Xbox Series X|S July 18.

    Xbox Live

    Flintlock – Deluxe Edition

    Kepler Interactive

    $44.99

    The Flintlock: The Siege of Dawn – Deluxe Edition includes the base game and three customization packs for Nor.
    · Flintlock: The Siege of Dawn – Noble Outfit
    · Flintlock: The Siege of Dawn – Champions Outfit
    · Flintlock: The Siege of Dawn – Vanguard Outfit Flintlock: The Siege of Dawn
    From independent games studio A44, makers of Ashen, comes an explosive Souls-lite, where Gods and guns collide in a battle for the future of humanity. The Door to the Great Below has been opened unleashing the Gods and their armies of the Dead. The lands of Kian are besieged, the city of Dawn is on the brink of destruction. It’s time for the Coalition army to fight back. Embrace vengeance, gunpowder and magic as you embark on an epic journey to defeat the Gods, close the door and retake the world. Your battle begins now.
    Kill. All. Gods.

    Website: LINK

  • Introducing FragPunk: A Fast, Futuristic Hero Shooter That Bends All the Rules 

    Introducing FragPunk: A Fast, Futuristic Hero Shooter That Bends All the Rules 

    Reading Time: 4 minutes

    Summary

    • Brand new 5v5 hero FPS FragPunk will keep you on your toes thanks to its unique rule bending gameplay mechanic: Shard Cards!  
    • With 10 heroes, their unique abilities and 15 weapons to choose from, you’ll have plenty of options to choose from to find your fun! 
    • FragPunk releases in 2025 on Xbox and PC. Wishlist and sign up now for more updates! 

    We are thrilled to have unveiled FragPunk at the Xbox Summer Showcase 2024. FragPunk is a shooter that wants to carve its own space in the competitive FPS genre with its unique blend of fast-paced combat and dynamic rule changes. In FragPunk, every round brings a new challenge, thanks to its unique shard card system.  

    As part of an action-packed announcement trailer at the Xbox Games Showcase, FragPunk showcased its innovative power-up cards, a feature primed to shake up the Hero Shooter genre with a fresh, everchanging experience for players. 

    [youtube https://www.youtube.com/watch?v=fN8EdlB0P10?feature=oembed&w=500&h=281]

    In this free-to-play game, players will be divided into two teams of 5 and will get to select gameplay modifying cards before entering each round. Their goal for each round will either be to plant a converter in the zones defended by the other team or to defend against oncoming attackers. To that end, players will be able to mix and match 10 heroes, 15 weapons, and over 70 cards on 4 different maps, ensuring that no two rounds are ever alike. More cards, heroes, weapons and maps are also on the way to keep the game fresh when it goes live! 

    A Look at the Powerful Shard Card System 

    The trailer offers a glimpse into the intense gunfights and counter-attacks enabled by shard cards. Featured cards include “Chain Reaction,” which releases chain lightning upon firing bullets. Meanwhile, “World Flip” turns the world upside down, demonstrating the game’s dynamic and exhilarating gameplay. These cards add an element of surprise and strategy to each match, encouraging players to adapt and evolve their tactics. The announcement trailer showcases the variety and unexpectedness that can be brought to the battlefield, hinting at even more cards to come, promising to further enhance the player experience.  

    A Uniquely Dynamic 5v5 FPS 

    With its unique blend of features, FragPunk has a whole lot to offer players alongside the game-changing Shard Card System. Here’s a broader look at some of FragPunk’s core details 

    • Shard Cards themselves are central to the game, but they go beyond their effect alone! Indeed, synergies and counterplay between cards, heroes, weapons and maps add an exciting layer above how matches are played.  
    • A FragPunk match lasts 7 rounds, and each round lasts 2.5 minutes, as you navigate through a fierce battlefield. So no time to waste, hone your reflexes and get that win!  
    • Each of the original 4 maps feature distinct environments with plenty of details, offering you a one of a kind view while the bullets fly. 
    • Arm yourself with an arsenal of weapons ranging from Assault Rifles to Sniper Rifles, each with its own unique attributes and capabilities. Whether you prefer to unleash rapid-fire attacks or take down enemies from afar, FragPunk has something for every playstyle.  

    “We wanted to create a game that breaks the mold and offers something truly unique to players,” says Xin, FragPunk producer.  “With FragPunk, every match offers a new challenge, thanks to our innovative card-based gameplay mechanics. Whether you’re a seasoned FPS veteran or a newcomer to the genre, there’s something here for everyone.” 

    FragPunk is coming to Xbox in 2025, follow @PlayFragPunk on X (formerly Twitter) to keep up to date on development. 

    Website: LINK

  • This Green and Unpleasant Land – a Breakdown of the Atomfall Trailer

    This Green and Unpleasant Land – a Breakdown of the Atomfall Trailer

    Reading Time: 4 minutes

    By now you have hopefully seen the trailer for Rebellion’s brand-new game Atomfall, which featured in the Xbox Summer Showcase. If not, then take a look: 

    [youtube https://www.youtube.com/watch?v=_HG3si5zKv0?list=PL0il2l-B_WwZmx_oaCNzMaKsEjMo517W0&w=500&h=281]

    Atomfall is a single player survival-action game set in post-war Britain that draws inspiration from real-world events, British science fiction (such as The Day of the Triffids, The Quatermass Experiment, and the classic Doctor Who of the era) and mixes in Cold War paranoia and folk horror weirdness to create an intriguing game world that you just have to explore.   

    For this blog, we thought that it would be fun to give you a little more insight into what you see in the announcement trailer and some extra information about the game, its setting, and the characters you will meet along the way. Here are five key take aways about Atomfall

    1. Where Are We? 

    The trailer reveals glorious, seemingly idyllic, British countryside – resplendent with a local pub, classic red phone boxes, and a quaint village sign telling you that you are in Wyndham in the Lake District. This cheery outlook quickly changes as you see abandoned cars, a fallen helicopter, and a rusty childless playground. All is not as “bright and beautiful” as it first appeared to be. 

    2. What’s Happened? 

    The news report voiceover tells us about an “emergency at Windscale Atom Plant”. To provide some context, in 1957 there was a fire at a nuclear site in the north of England which was the first major nuclear accident anywhere in the world.  

    Atomfall is a story told in the speculative fiction style of 1950s/’60s Britain, exploring what has happened in the local area five years after the Atom Plant emergency. A lot has changed and it’s up to you as the player to unravel the mystery – meeting various factions, cults, and characters along the way. 

    The way you interact with the people and groups you meet will shape the story and ultimately affect the fate of the quarantine zone. 

    3. What’s With the Soldiers? 

    In response to the disaster the army has been sent in to create and maintain a quarantine zone. This response force is known as ‘Protocol’. They are the ones tasked with keeping people safe -but after five years, their outlook has soured… 

    You will learn more about Protocol as you interact with them – and the people they seek to control – over the course of the game. Are they a force for good, keeping people safe? Are they a force of oppression, making life harder for those in the quarantine zone? Or is there more going on? What are they hiding?  

    4. Why do I need a metal detector? 

    Supplies are scarce in Atomfall. You will need to hunt and scavenge for resources including food, crafting materials, weapons, and ammunition. Every bullet is important, and it is vital that you don’t waste them! 

    A metal detector will help you to scavenge as much as you can and unearth other secrets too – but firstly you will have to find one or barter for one. Either way, it’s not going to be easy! 

    5. Did I See Robots? With Flamethrowers!? 

    Yes! Protocol are using all the resources at their disposal to maintain the quarantine. This includes scavenging equipment from B.A.R.D. (British Atomic Research Division) science bunkers. The robots are programmed to do everything necessary to maintain the quarantine. You need to make sure you know what you are doing before choosing to take one on. I hope you weren’t expecting a pleasant quiet walk in the country! 

    There is so much more in the trailer we could touch upon: taking out killer Morris dancers with cricket bats, defending yourself with a selection of ranged weapons (including pistols, SMGs, bows and arrows and more), the strange blue glow on the Windscale plant in the distance, creepy guys in hazmat suits, weird monsters hidden in underground bunkers… 

    However, that will all have to wait for a later time.  

    We have a lot more to share and reveal in the leadup to the release of Atomfall in 2025. We are delighted to say that the game will be coming to Game Pass on day one and will be playable across Xbox consoles and PC.  

    We cannot wait for you to explore the Atomfall mystery. See you in the countryside! 

    Website: LINK

  • Avowed: Deep-Diving into Quests, Skills, Party Members and More on the Official Xbox Podcast 

    Avowed: Deep-Diving into Quests, Skills, Party Members and More on the Official Xbox Podcast 

    Reading Time: 7 minutes

    Yesterday, Avowed appeared at the Xbox Games Showcase 2024 with a brand new trailer, revealing more of the game’s captivating story and giving us further insight into one of your four companions, Giatta. If you came out of that wanting to see more, we have a treat for you; on a special episode of the Official Xbox Podcast, Avowed Game Director Carrie Patel joined hosts Malik Prince and Tina Amini to dive deeper into the gameplay players can expect from the upcoming fantasy action RPG. 

    We got to see a lot more of the game – which arrives later this year for Xbox Series X|S, Windows PC, and cloud (and coming day one to Game Pass) – revealing more of the Emerald Stair region, showing us two possible approaches to the same quest, the game’s Party Camp, upgrade systems, an optional 3rd-person viewpoint, and more. You can watch the full episode below, or read on for all the key new details. 

    [youtube https://www.youtube.com/watch?v=bfEdLugnpuo?feature=oembed&w=500&h=281]

    Patel started by introducing the Emerald Stair region – which you’ll arrive into fairly early into the game – and showed off the region at night. Avowed’s dynamic day-night cycle will change the atmosphere of each of the game’s fantastical biomes significantly, and Emerald Stair after sunset is particularly gorgeous – the nearby town of Fior is home to an enclave of Animancers, who study the science of souls including the Dreamscourge plague sweeping the game’s Living Lands setting (find out more about that here), and their arcane equipment lights up the sky with a deep purple glow. 

    Speaking of Animancers, the gameplay we saw showed the player on a quest to help them – but before we got there, we met one of the game’s soon-to-be companions, Yatzli. Patel describes Yatzli as “a little lightning ball with a lot of personality,” pointing out that she can get “a little risqué,” and we see very quickly that her dialogue immediately takes a flirtatious tone. This also shows off Obsidian’s trademark of engaging dialogue and choices – certain attributes or character backgrounds you choose will unlock new options, which can add more personality, or even change the outcomes of your conversations. 

    Yatzli sends us off to collect a Godless Vase – an artifact of the people she studies – and the player is plunged into combat. Even using a mixture of spells, ranged attacks, and melee, we saw the player struggling to take down even smaller enemies at this point – and it’s here that we saw the game’s Party Camp feature. 

    “It’s both your narrative hub and also your upgrade hub,” said Patel. “That’s where you’ll get to know your companions better, you can get to know their backstories and get to know them better as individuals – you can also hear them getting to know one another through their banters at camp, which is always super-fun to eavesdrop on.” 

    “One thing we really wanted to create with Party Camp,” continued Patel, “was the sense that you’re adventuring and exploring together through this big wilderness, all of these different landscapes, and Party Camp is this quiet space where you can all huddle together, share a moment of respite, and the pace and the tone of everything is a lot slower and quieter.” As you travel through the game, you’ll hear your companions discuss their lives, share perspectives on what you’ve done together, and perhaps even come into conflict about the decisions that need to be made. 

    But it also serves an all-important mechanical function: “It’s also where we can upgrade our gear. So we’ve got our Party Stash where we can stow a lot of extra equipment, we’ve got our upgrade screens […] we’re taking some of our older gear that we’ve picked up in the previous region, and we’re going to upgrade it so that we’re better equipped to fight the enemies here.” 

    With new upgrades in place, the player took down enemies far more capably – helped along by Obsidian’s choice to reflect how effective your attacks are visually and audibly: “We want to make sure that players are getting clear feedback as to when their gear is effective and when, maybe, they need to go back to camp. It looks, it feels, it sounds different when you’re playing with appropriately leveled gear.” 

    We want to make sure that players are getting clear feedback as to when their gear is effective and when, maybe, they need to go back to camp.

    Carrie Patel

    We also got a good look at the game’s upgrade system for skills and abilities. “You can upgrade your skills and abilities anywhere as you level up throughout the course of the game,” said Patel. “On certain level-up milestones we’ll get to upgrade our attributes […] and on every level-up milestone we’ll get to pick a new ability.” 

    This quickly bears fruit, as we see the Fan of Flames skill unlocked and used to reduce a previously-blocked path to ashes. But it wasn’t the only option:  

    “We wanted to try to, as much as possible, give the different abilities that players can pick up solutions in combat, but also solutions in exploration,” explained Patel. “So there’s almost always more than one way through a particular barrier. You’ll have weapons, your own abilities, spells, weapon enchantments, sometimes even your companions who can use their environmental abilities to help you get through barriers.” 

    That openness to problem-solving is never clearer than in the other quest we saw in the demo. Having recovered the vase for Yatzli – a key part in your journey to unlocking her as a permanent companion – we saw the player set off to recover an Adragan Heart for the Animancers. This mystical object is being held by the Delemgan, a territorial species who don’t take kindly to adventurers passing through their land. 

    Initially, we saw the player take a heads-on approach, battling through multiple Delemgan and using every combat ability at their disposal to reach their Queen – who immediately attacks the player for killing so many of her followers. This player would have to finish her off in a boss fight to claim the heart. But here’s where we saw some of Obsidian’s trademark of player choice. 

    The demo was reloaded, and we saw the player utilizing in-game currency to fully respec their character – adding multiple Ranger abilities that allow them to take a stealthy approach. Using the Shadowing Beyond skill – which renders them invisible for as long as their Essence (the game’s mana) intact, and without engaging any enemies – they took multiple passages to reach the Delemgan Queen without any combat. In doing so, they found her in a far better mood, gifting them the Heart and letting them go in peace. 

    It’s emblematic of how open Avowed will be to interpretation, and how your choices will allow you to take different paths to get what you need. Skills in particular, are totally open to how you choose to use them:  

    “You can really mix and match freely between them,” said Patel. “If you want to be all-wizard, you can build entirely throughout that skill tree; if you want to mix and match – make a battlemage, or make someone who can be a little stealthy in certain moments and a little more aggressive in others – you have a lot of freedom to do that.” 

    If you want to be all-wizard, you can build entirely throughout that skill tree; if you want to mix and match… you have a lot of freedom to do that.” 

    That openness extends to your cosmetic choices too. We got a glimpse at the game’s optional 3rd person mode – players can choose to play in 1st or 3rd person perspectives – and your choices will be displayed prominently on them too. Your character is a godlike – someone who has been touched by one of the gods that reside in the world of Eora – and it shows, quite literally. 

    Part of creating your character will be in choosing how your godlike status has manifested. The player-character in the demo has a lichen-like growth across their face or head, but this is part of the character creation process. “With Avowed you can choose exactly what that manifestation looks like,” said Patel. “You will have some that are a lot bigger and more dramatic, and you’ll also have some that are a lot subtler. But either way you have a connection to one of the gods.” 

    Characters in the world will react to your appearance too: “Some people think that’s very cool, some people think it’s very spooky. Different cultures and individuals have different ways of relating to godlikes, so you’ll get a number of reactions.” 

    But the key mystery is that, unlike most godlikes, you don’t know which god has put their mark on you. That’s a story point that Patel wouldn’t touch on further – we’ll just have to find out together when Avowed arrives this year. 

    Website: LINK