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The first new Heroes of Might and Magic strategy game in over 10 years will launch this month

Heroes of Might and Magic: Olden Era will release in PC early access on April 30th, Hooded Horse and Ubisoft have announced. The new strategy RPG from developers Unfrozen is the first freshly baked HOMM game in over a decade, and will launch with a mixture of familiar and new modes, spanning singleplayer and multiplayer.

If you're new to the series – there is the faint but horrifying possibility that you were not yet born, when the last one came out - it's a turn-based affair with procedurally generated maps, where you alternate between tending to your towns and sending heroes, fantasy beasties and armies on quests.

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Resident Evil director Shinji Mikami partners with Stellar Blade devs Shift Up to make "smaller, experimental titles alongside a large-scale flagship"

Resident Evil director, Devil May Cry producer and former Tango Gameworks boss Shinji Mikami is now making games for Shift Up, developers of Stellar Blade. You know, the one with the shiny bums and quite good hack-and-slash mechanics. The one that has a DLC version of 2B off've Nier Automata (pictured). Shift Up have acquired Mikami's new company Unbound, which he founded in 2022 after leaving Tango.

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Is a blizzardy Skyrim return persuading me to retry Elder Scrolls Online? Not really, but naval combat and underwater exploration might

I'll be honest right off the bat. As a single player Elder Scroller, the Elder Scrolls Online's never managed to hook me for more than a few hours. I've given it a couple of goes, usually during periods when it's gone free to play, but have always bounced off its vast MMOiness. Might the slew of fresh additions coming across the next couple of years be able to change that and finally convince me to spend significant time with ESO in the same way I have Fallout 76 in the past few years? The answer could be yes, if the naval combat and underwater exploration Zenimax have just revealed are as fun as they sound on paper.

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MindsEye's new mission will feature "evidence of the sabotage" the studio have faced, CEO claims - I double-checked and the quotes came before April Fools

Well, that's certainly a bold strategy. Mark Gerhard, CEO of MindsEye developers Build a Rocket Boy, has said that the studio are indeed planning to add a new mission to the game which will "share some of the evidence of the sabotage". That'd be the sabotage from a malevolent third party which the exec's been alleging MindsEye faced around launch for a while now, with Gerhard also claiming that an investigation into it is currently in the hands of "authorities" in the UK and US.

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Bungie have killed off a speedy movement exploit in Marathon's latest update, and they'll do it again if they have to

There is always a risk with a live service game, or any game with only competitive elements, that it enters the Cool For Some Zone. This is a space that exists within a given game and also around it, a place where you can pull off Sick Tricks as a result of movement tech not purposefully included in the game, but born as an incidental result of mashing buttons in just the right way. And until today, Marathon found itself in said zone, but Bungie have made the call to patch out the offending issue.

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Vultures - Scavengers Of Death is a turn-based, extraction take on Resident Evil, and it's out next month

As pretty (and ugly) as the Resident Evil games have become over the years, there is a quality to the original PS1 entries that lingers on in the hearts of many. That'll likely be partially down to the permanently raised heart rates of kids playing them too young everywhere. But I think the thing that endures in the ever popular PS1 aesthetic in the indie horror scene is that nasty griminess that just feels so at home. And Vultures - Scavengers of Death, a turn-based, extractiony take on Resident Evil, looks like it'll stay true to that vibe.

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The Long Dark comes to an end today, except it's not "the end" only "an end"

Well, the time has finally come. After releasing almost a decade ago, The Long Dark finally wraps things up today with today's release of Wintermute's fifth and final episode, The Light at the End of All Things. It's been a long time coming (the free episode update was originally slated for the end of 2025), but it marks the end of a tough, cold journey. Sorry, what's that? It's "not the end, but also an end"? Oh, my mistake!

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The discourse machine whirs to life as Zero Parades: For Dead Spies gets a May release date

If you're looking to fit in a break from social media discourse in the near future, it's looking like May is going to be a good time for it. That's because ZA/UM's followup to Disco Elysium, Zero Parades: For Dead Spies, is launching around then. And what better a game to post about than one which has a studio embroiled in a whole heap of mess.

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Ubisoft sued for shutting down The Crew's servers by major French consumer group backed by Stop Killing Games

A major French consumers group is taking Ubisoft to court over the publisher's ending of online support for The Crew in March 2024, rendering the notionally singleplayer-friendly open world racer unplayable. They're acting with the backing of the Stop Killing Games movement, who want publishers at large to stop yanking servers and taking games offline.

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The impossible alchemy of Lucid Blocks is a reminder that 99% of videogame crafting is boring

There is a tiny wild sun trapped inside my crystal tower. I hear its garbled voice and catch the yellow of its fire through the blinding white blocks of the summit. The tower itself is so bright on the outside you can barely identify objects placed on it, but I have smashed the crust and dug a network of passages, and it’s shadier within. A realm of shining fog, slick as tooth enamel, with fissured, fugitive reflections that call to mind the beautiful quartz spacecraft in Noctis.

The relative gloom inside the tower implies that the structure’s external radiance is also a reflection. It appears to be caught in the glare of some celestial body, but if such a body exists, it emits radiation invisible to the naked eye, discernable only from its impact on other bodies. The skies of Lucid Blocks are dark and cloudy even by day, inasmuch as β€˜day’ means anything in the game. There is one major astral feature, a hazy torus that neither rises nor sets, luminous enough to orient by when exploring the game's procedurally generated landscapes, but not enough to actually light your steps after dark. The only real sun here is the one below. The one I crafted. It slurs and shouts, nosing the walls of its prison.

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Deus Ex: Mankind Divided developers Eidos Montreal lay off 124 staff, as well as "parting ways" with long-time studio head

Eidos Montreal, developers of the most recent two Deus Ex entries, have laid off 124 staff. At the same time, they've announced that they're "parting ways" with veteran studio head David Anfossi, who'd been in that post for just under 13 years.

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Skyblivion devs are "on the hunt" for some "final, vital" veteran hands to get the Oblivion remake mod over the line this year

With the first few months of its latest target release year drawing to a close, the modders behind Skyblivion are looking to make some "final" and "vital" veteran additions to their team in order to get the ambitious remake of Oblivion in Skyrim's engine over the line. This comes after a delay late last year, which saw Skyblivion's arrival pushed to 2026, following some accusations from a former dev that it was being rushed out of the door.

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Crimson Desert's Kliff was originally so Scottish he was named after a MacBeth character, and his actor pushed Pearl Abyss to make him less "stoic"

I know exactly who Kliff, the protagonist of Crimson Desert, is. During my romp through the vast expanse of Pywel, he was a distant tower enthusiast with a side interest in lonely locomotives. Aside from those things, he's rather bland. Though, the actor who played him has now outlined that throughout the game's regularly shifting development - which included a name change for its main character - he pushed Pearl Abyss to make the character more than just a stoic line-grumbler.

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Ancient version of GTA 4 with a cut zombie mode, ferry assets and DJ lines reportedly found at car boot sale

An ancient, work-in-progress version of Rockstar's Grand Theft Auto IV has reportedly been discovered on an Xbox 360 development kit at a car boot sale, somewhere up Edinburgh way. Dating back to November 2007, about six months before the open world game's launch, it's said to contain a cut model for a Liberty City river ferry that once featured in a trailer.

While we only have the buyer's word that the development hardware - "a phat white Xbox 360 XDK with a Rockstar North label on it" - is legit, former Rockstar technical director Obbe Vermeij has, at least, verified that GTA 4 was once supposed to have a ferry, though he doesn't have much to share about the presence of materials for what appears to be a canned GTA 4 zombie minigame. Cor!

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"0.63 is the perfect default delay": Bungie, Respawn and Firaxis game developers talk NPC barks, grenade timing and other questions of craft

Much of the time, using social media is like fondling a wasp's nest, but sometimes, sometimes, social media is Nice. For example, Firaxis narrative director Cat Manning recently started a Bluesky thread "of small practical pieces of advice developers just starting out or unfamiliar with a genre might not know". The replies and quote-posts include thoughts from people with credits on fairly big games.

Inevitably, they run the gamut of approachability. At one end of the spectrum, you have Apex Legends engineer Jay Stevens jauntily observing that "a navmesh is a very handy thing to have, even in a multiplayer game without NPCs", which I maybe half-understand, and sounds like it could be the opening to a Broadway song of some kind. More digestibly, you have former Marvel's Avengers and current Legacy of Orsinium developer Keano Raubun commenting that the "biggest bang for buck in (open world RPG) game writing will always be NPCs having funny ambient conversations amongst themselves".

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Epic's mass layoffs left a programmer with terminal brain cancer without life insurance, but Tim Sweeney says the company will "solve" the problem

Epic Games' mass layoffs led a programmer with terminal brain cancer to lose his life insurance, leaving him and his family struggling to find new coverage. Following news of the situation breaking, Epic CEO Tim Sweeney has said the company have reached out to the programmer - Mike Prinke - and that they "will solve the insurance".

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Crimson Desert's latest patch adds new mounts, makes slapping NPCs with trees a crime, and reportedly junks the infamous AI paintings

Pearl Abyss' bashing of their massive open-world into a more palatable shape continues, with Crimson Desert's latest patch packing a bunch more tweaks to controls and adding some new animals to ride around on. It also looks to have begun swapping out those AI paintings the studio previously claimed were accidentally left in it on release, though the patch's wording around this change is fairly vague.

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"I think it’s unfair to kind of geofence the genre": Original Stalker designer talks Eurojank in not-so-Euro games

Video games, or more so the people who play them, I suppose, have this annoying thing where they assign a genre name as an insult. I don't want to reignite the discourse around JRPG as a term, but it certainly was used in quite a derisive and othering manner in its earlier years. The term walking sim was used more as a point of ironic degradation, even though it was perfectly apt in many ways. Then there's Eurojank, a sort of real but not technically real genre that describes ambitious but imperfect games made by European developers. And Andrii Verpakhovskyi, designer on the original Stalker games, doesn't think such jank should be geologically categorised.

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Kingdom Come: Deliverance 2 translator claims Warhorse have laid him off in preference of using AI going forward

It sounds like Kingdom Come: Deliverance 2 developer Warhorse Studios' future projects won't be translated entirely by human hands. Earlier today, a Reddit post was shared to the game's subreddit from Max HejtmΓ‘nek, a Czech to English translator and editor on the developer's most recent game, where he claimed that yesterday, March 27th, he was laid off "in favour of using AI for all translations going forward."

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A year on from launching Wanderstop, Ivy Road are closing their doors after struggling to fund their next game

It's been a little over a year since the release of Wanderstop, the debut game of Ivy Road, itself a studio made up of Stanley Parable, Gone Home, and Minecraft talent. Since then, the developer has been trying to find funding for its next game, Engine Angel, but in January announced that this had been unsuccessful, with layoffs taking place as a result. Now, the studio has announced that it is, unfortunately, shutting down.

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