Anime based on a video game can struggle to feel like it belongs to the same world. Sets get simplified, landmarks disappear, and the result is recognisable in name only. Cyberpunk: Edgerunners avoided that fate, and a detail from its production helps explain why. The director of the series combed through Cyberpunk 2077 using a “virtual camera,” searching the game for the best Night City locations to bring into the anime. Rather than inventing a generic future city, the team evidently wanted to reuse the specific places players already knew. That approach is more painstaking than it sounds. A virtual camera lets a creator move freely through a digital environment, framing views that were never meant to be seen from those angles and hunting for compositions that would work as animation backgrounds. It is location scouting inside a game. Studio Trigger, the animation studio behind the project, also acquired a joystick alongside the camera,... Read More
Castlevania has always had a strong sense of style. From its gothic castles to its sharply drawn heroes and villains, the series has long understood that memorable character design is part of the appeal, not an afterthought. The team behind Castlevania: Belmont’s Curse appears to share that view. Evil Empire, the studio developing the game, has said it is proud of the cast’s hot characters. The comment comes after the developers noticed the volume of eager fan illustrations the game has inspired. In other words, the reaction they were hoping for is already happening. There is a playful confidence in owning that. Developers do not always embrace the more enthusiastic side of their fandom openly, but acknowledging it signals that the appeal is understood and intended rather than accidental. The teaser for the game even gestures at a mock award for hot dads, a joke that lands because Castlevania’s lineage is full of imposing,... Read More
The games industry has no shortage of business roles, but few are as romantic as the person whose job is to find new talent. A former lead on Dying Light has taken on exactly that kind of position, joining the publishing division of Bloober Team. The stated ambition is striking: to find “the next Kojima.” That is a reference to Hideo Kojima, the director whose name has become shorthand for a certain kind of auteur-driven game, one with a strong personal vision and an unmistakable authorial stamp. The work sits within Broken Mirror Games, the horror label of Bloober Team. That framing matters. Bloober Team is known for horror, and a dedicated label suggests the company intends to publish games in that space rather than stray into unrelated genres. Dying Light, the game the new hire previously worked on, is a first-person survival title built around movement and scavenging in a dangerous city, so... Read More
World of Warcraft has spent two decades refining its systems, and one of the quieter consequences is that racial abilities have lost much of their weight. In the contemporary game they are so minor that they mainly seem aesthetic, chosen for flavour rather than power. World of Warcraft: Forever appears to be taking the opposite approach. According to the current teaser, Blizzard has implemented significant alterations to the game’s diverse racial skills, a change that could reshape how players think about their characters. The timing is notable. Forever’s beta phase is scheduled to conclude in just a couple of days, on October 21, yet that has not stopped the studio from making meaningful adjustments so late in the process. For anyone new to the concept, racial skills are abilities tied to a character’s race rather than their class. Race and class are chosen together at creation, and in earlier versions of the game those... Read More
Horror works best when it unsettles you before anything actually happens, and Silver Pines seems built around that idea. The game opens in a vacant diner with no one else in view, an ordinary setting made wrong by the simple fact of being empty. That opening is deliberate. A diner is a place that should be full of noise and people, so its silence reads as a warning. It is a classic horror technique, and it establishes the mood before the player has done anything at all. The atmosphere has been compared to Silent Hill, the long-running series known for fog, dread and psychological unease, with additional overtones of Alan Wake, the story about a writer whose fiction starts bleeding into reality. Blending those influences is a promising combination for anyone who likes their scares slow and strange. What sets Silver Pines apart on paper is its perspective. This is a 2D game, and... Read More