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marvel rivals team up
Esports

Marvel Rivals devs approved to make “original” heroes & fans are fuming

by admin August 19, 2025



Marvel Rivals’ creative director has just revealed that the game has permission to add new original characters in the roster. This news hasn’t immediately gone down well with the community.

The Marvel Rivals roster is always expanding, as developers continue to incorporate new characters from the franchise’s comics and movies into every season.

While characters added to the game have so far been mostly icons that a lot of players grew up seeing in other media, we’ve also seen the game not shying away from introducing more obscure characters, such as Luna Snow and Jeff the Land Shark.

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As it now turns out, according to an interview with MP1st, NetEase has essentially been given permission to develop “original characters” for the game, so there’s a chance that we’ll be seeing completely new faces joining the roster.

Marvel Rivals could be adding original characters to the roster

netease / marvelPhoenix and Blade are the newest characters added to the game in the current season.

In the interview, MP1st asked Guangguang if NetEase considered adding completely original heroes that may be introduced to the whole Marvel universe later.

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Although the developer did not specify the details further, he did give “yes” as an answer. “We are allowed to introduce original characters in Marvel Rivals,” he claimed. 

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Meanwhile, the game director remained tight-lipped when asked about the development as a follow-up to the question, only saying “stay tuned” for now.

While the thought of being able to try out and play new heroes is exciting, many in the community have said they aren’t too keen on the idea of original characters being added. 

A lot of the complaints come mainly from them preferring to play someone that they’re already familiar with in the franchise.

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As one user put it in a post on X, “This sucks a lot. I want to play the heroes I grew up with. There are THOUSANDS of them, from A-listers to C-listers. There is no need AT ALL to create new characters when they can just use what we already have.”

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“We have SO many characters that people want added, and now we’re fighting for spots with original characters? Oh no,” said another, while a different user stressed that actual Marvel characters should “take priority.”

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That said, there was also an argument mentioning that introducing these kinds of characters could help fill the gaps in different roles in-game. Either way, we’ll just have to be patient for the time being and wait to see what the devs are cooking.



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August 19, 2025 0 comments
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Captain America about to smack someone down with his shiled.
Game Reviews

Marvel Rivals May Get Something No One Asked For: Original Heroes

by admin August 19, 2025


The Marvel universe is so vast that games like hero shooter Marvel Rivals and fighting game Marvel Tōkon: Fighting Souls already have a virtually endless bucket of characters to draw on for their growing rosters. Nevertheless, it sounds like NetEase is at least considering making its own original heroes for Marvel Rivals at some point. You know, if that was something you ever thought about.

MP1st asked Marvel Rivals director Guangyun “Guangguang” Chen if NetEase had considered adding heroes of its own to fight alongside Marvel staples like the Avengers and the Fantastic Four in a future season. After all, other Marvel projects like the MCU movies have created new characters. Would it be out of the question for Rivals to also indulge in making people up to capture an objective or push a payload? Well, Chen says that Marvel has given the team the green light to do that. While he told MP1st the team is “allowed to introduce original characters,” Chen played coy when asked if any are coming down the pipeline, merely saying “stay tuned.” 

Maybe my immediate aversion to this is just because Marvel Rivals isn’t even a year old yet, and the thought that someone’s favorite comic book mainstay could get sidelined for some OC cooked up in the NetEase offices feels bad. However, Luna Snow, one of the most popular characters in Marvel Rivals, also started as an original character in the mobile game Marvel Future Fight, which has been a point of contention considering all the attention she gets in terms of cosmetics compared to fan-favorite heroes who originate from the comics. I don’t doubt some interesting heroes might come out of this, but you’re still covering the classics, NetEase, so I hope any original characters you might introduce come after you’ve spent a bit more time filling out the roster with established heroes people are still waiting for. 

For more on Marvel Rivals, check out Kotaku’s review.



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August 19, 2025 0 comments
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Little Nightmares 3 gets October release date and there's an enhanced edition of the original on the way
Game Reviews

Little Nightmares 3 gets October release date and there’s an enhanced edition of the original on the way

by admin June 25, 2025



It’s been an eventful news day for fans of adorably sinister horror series Little Nightmares. Not only has the upcoming third instalment received a 10th October release date on Xbox, PlayStation, Switch, and – as newly confirmed – Switch 2, publisher Bandai Namco has announced an Enhanced Edition of the original game, and a brand-new VR instalment.


Little Nightmares Enhanced Edition, which seems as good a place as any to start, promises a bit of a glow-up for developer Tarsier Studios’ acclaimed 2017 original. This time around, players can experience raincoat-wearing protagonist Six’s strange, dark escape from the mysterious, floating Maw at 4K resolution and 60fps. There’s also talk of “RTX reflections, water effects, more particles, and volumetric lighting”, plus a choice between Quality and Performance modes, depending on whether you prefer to prioritise visuals or framerate.


Bandai Namco has given Little Nightmares Enhanced Edition an official launch date of 10th October, but it’s available for PlayStation 5, Xbox Series X/S, and PC right now for anyone that pre-orders developer Supermassive Games’ Little Nightmares 3. Switch 2 is also getting the Enhanced Edition, but not until October.

Little Nightmares Enhanced Edition comparison video.Watch on YouTube


As for that VR version, it’s title Little Nightmares: Altered Echoes and… that’s pretty much all we know so far. Bandai Namco is yet to confirm a developer, even the platforms it’s targeting, but we do get a 45-second announcement trailer to tide us over. “Every step echoes closer,” the publisher teases, “does this tune sound familiar, little ones?” Also promising is the newly teased Little Nightmares stop-motion project, which looks eerily beautiful in its brisk reveal trailer, although there’s no hint as to when or even where this might eventually show up. Is it related to the Little Nightmares TV show announced back in 2017? Time will tell.


So to recap: Little Nightmares Enhanced Edition is out now for those that pre-order Little Nightmares 3, otherwise both games launch on 10th October. Little Nightmares: Altered Echoes, meanwhile, exists, and there’s not much else to say. As to what original Little Nightmares developer Tarsier Studios is up to now, having walked away from the series after part 2, that’ll be Reanimal. It’s another kids-in-dark-places horror adventure (but with added co-op) that’s coming to PS5, Xbox Series X/S, Switch 2, and PC later this year.



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June 25, 2025 0 comments
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'KPop Demon Hunters' Directors on Meeting Fan Expectations and Championing Original, Inclusive Animation
Product Reviews

‘KPop Demon Hunters’ Directors on Meeting Fan Expectations and Championing Original, Inclusive Animation

by admin June 21, 2025


When Sony Pictures Animation first announced KPop Demon Hunters back in 2021, director, writer, and longtime K-pop devotee Maggie Kang (The Lego Ninjago Movie) envisioned the project as both a love letter to the early days of the genre she grew up with and a vibrant celebration of Korean culture. Teaming up with co-director Chris Appelhans (Wish Dragon), Kang set out to craft a film that merges the dazzling precision of K-pop choreography with the spectacle of magical girl action, all wrapped up in an original animated adventure premiering on Netflix on June 20.

KPop Demon Hunters follows Huntrix, a rising girl group made up of Rumi, Mira, and Zoey (voiced by Arden Cho, May Hong, and Ji-young Yoo), as they juggle their pop superstardom with their secret lives battling demons invading the human realm under the command of the sinister Gwi-Ma (played by Squid Game‘s Lee Byung-hun). To prevent the girls from enveloping the world in the healing light of their music, he concocts the only plan that could threaten the loyalty of their diehard fanbase: a rival supernatural boyband called the Saja Boys.

Before the film’s release, io9 spoke with Kang and Appelhands about how they balanced the expectations of K-pop superfans, magical girl enthusiasts, and animation lovers, as well as their hopes for how their original film might inspire a new wave of mythmakers in the animation industry.

Isaiah Colbert, io9: What sparked the idea of merging the world of K-Pop idols with demon hunting? Was there a defining moment or inspiration that led to this unique fusion of music and supernatural action?

Maggie Kang: It was first conceived as just a demon hunter idea that was a group of really awesome women who fought demons from Korean demonology—a movie that was set in modern-day Korea. The K-pop of it all was kind of the last thing to be added in because demon hunting is usually done in the dark alleyways. Not in front of people. I just wanted the girls to have a public-facing image and K-pop felt like a cool thing to set the movie in. It naturally made it a musical and gave it that spectacle and scale.

Track 01: “How it’s Done”. Performed by HUNTRIX!

Kpop Demon Hunters premieres THIS FRIDAY! pic.twitter.com/U3y6Cq23CH

— Netflix (@netflix) June 16, 2025

io9: Obviously with that title KPop Demon Hunters does set a high expectations for both electrifying action and dynamic dance sequences as well. KPop Demon Hunters naturally carries a lot of pressure, especially for K-pop fans eagerly anticipating it. How did the team navigate that challenge and ensure the film delivered on both fronts?

Kang: It was tough. It’s a very loyal, dedicated fanbase that expects a lot on every aspect. Whether it’s design, lighting, animation, we made sure that it would hold up to what we see in K-pop today. The dance practice videos that we see are so good already. It was like “How do we take what’s so great that they’re doing as real humans [and] bring it into animation and elevate that?” Even with some K-drama lighting and music video lighting is so beautiful. It was a challenge to bring it into the animation medium and be like, “Okay, they’ve done all this amazing stuff. How do we take it one step further?” It was a lot of first figuring out how do they do it currently and how we can take it up a notch because we’re animation.

Chris Appelhans: I think Maggie really early on said we all love K-pop and if we try to make it for our own fandom—let’s find lighting that we think is amazing, and choreo that we love, and go “Dude, that is so good”—that is the most honest, authentic way to make the movie. And, if we’re lucky, the other people who love K-pop will love it too. But that’s all we could control and that was actually really helpful because it felt like you could go and look at great music videos and be inspired by, “This is the kind of editorial lighting that I always love and always wanted to see in animation. I’m inspired to go get our lighting team to go raise their game to bring this level to the material.” I feel like it’s what you said, a love letter from the medium we know really well. We know this special stuff that you can’t do, also.

Kang: Watching it as fans ourselves and wanting to push the medium,[and] being our harshest critics.

One of the most difficult things to do for us Simulation Artists is to create dynamic movement in jewelry pieces.
In these outfits Rumi has more than 35 individual pieces of jewelry from earrings to chains.
¿Most complex piece? Mira’s shoulder tassels !!
KPOP DH June 20! pic.twitter.com/yuNFVAqBtt

— Cruz Contreras (@cruzencanada) June 8, 2025

io9: What was the most thrilling moment in directing KPop Demon Hunters, where you hit an eureka moment in production when you truly felt you were bringing something unique and special to life?

Appelhans: In stages. Different scenes delivered a different part of the promise. I remember Maggie doing some really funny reference videos for one of the girls’ conversations and seeing in animation daily—that exact comedy shows up in our characters—and I’m like, “Oh my god, the girls are going to be really cute, and adorable, and weird.” And the first time seeing great choreo and animation. Some of our Korean animators did some stuff that we didn’t even ask for, they just took it and ran with it, and we got the butterflies. Like, “Check, oh my gosh. We can do this.” We kept checking boxes that were part of this whole ambitious soup.

Kang: Similar to me, too. Finding the shape language of even their eyes and mouth shapes on a Korean face, we wanted the expressions to feel very Korean and the girls’ mouth shapes to feel like they’re speaking Korean, even though they were speaking in the English language. One of the solutions we found—one of our amazing animators Sofia [Seung Hee Lee]—figured out rounding the corners of the mouth was really helpful in them feel that way. Those kind of milestones of figuring out certain languages for design and style really cracked those problems.

Appelhans: Every time we heard the version of a song that we finally felt was doing it—whether it was the third try or the ninth try—when a song really started to hit and we would feel it in our guts, that was always like, “Oh my gosh, we did it. One more piece to the puzzle” because that’s so elusive—a pop song that’s actually a bop.

My only contribution to KPOP Demon Hunter. Screaming characters seems to be my thing.

Congrats to the rest of the hard working crew of this movie! @sonyanimation pic.twitter.com/z48xJsLSpN

— Guillermo Martinez (@billybobmartinz) May 24, 2025

io9: Speaking of pop songs, the film also features contributions from the talented members of Twice. How did you approach collaborating with K-pop artists to bring the musical elements of KPop Demon Hunters to life? What was the process of ensuring the soundtrack not only energized the film but also complemented its emotional core?

Kang: It was really important for the entire movie to live in that K-pop space. And collaborating with an actual K-pop artist felt like it finally legitimized our project in the K-pop world. Working with Black Label and all these amazing pop writers that write for BTS, Twice, and ultimately collaborating with Twice. Ian Eisendrath, who is our executive music producer, and Sony Music really wanted this album to feel like a real, legit K-pop album, so they brought this amazing team together and created an album that can hold up in the K-pop space.

io9: Recently, animated films like Turning Red and Ultraman: Rising have demonstrated the power of animation as both a storytelling medium and a bridge into beloved fandoms, such as K-pop and Tokusatsu. These films not only celebrate vibrant animation and bring life to pre-existing fandoms but also center Asian heritage and allow characters to center in their authentic narratives. What was most important in balancing the global appeal of K-pop with the significance of Asian-led stories told by Asian characters?

Kang: One way to answer that is that in animation, we’ve told a lot of stories about inanimate objects [and] different animals. And we’ve yet to tell stories that are culturally specific through a different cultural voice that can also be very universal. It’s really promising that we are seeing more films and animation that are told through a different cultural lens. It’s really important to try to feature as much diversity as possible in animation because, primarily, it is still regarded as a medium for more of a younger audience. We have all these different films globally that showing us that and it feels like we’re not really doing that quite yet in animation. I think that is something that we really need to give more diversity at this stage in animation.

Appelhans: What I’ve seen in my 25 years doing this is how much more diverse the actual day-to-day crews are and the talent, and that means everything. Because when Maggie shows up with an original idea, there are incredibly experienced and talented Korean artists in every department, and they don’t have to do any homework. It’s their lived experience they bring, their influences, their favorite things that shaped them as artists. That allows us to make more interesting, more original films than what could’ve been possible 25 years ago. It’s kind of happening under the hood, but it’s really promising and exciting.

io9: What do you hope audiences and your fellow creative colleagues in animation take away from experiencing KPop Demon Hunters wanting to share this universal story with the world?

Kang: There’s nothing like film that shows that no matter what language you speak, what culture you grew up in, no matter if you are a demon, a chair, or a toy doll, everybody feels the same things as human beings. Telling stories with characters that emote in a very Korean way and speak looking very Korean, I hope that audiences and filmmakers can see that we all ultimately are human and we feel and want the same things which is love and acceptance

KPop Demon Hunters streams on Netflix starting June 20.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.





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June 21, 2025 0 comments
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Ubisoft's Fawzi Mesmar on the art of generating original ideas, as well as optimising your own creativity
Esports

Ubisoft’s Fawzi Mesmar on the art of generating original ideas, as well as optimising your own creativity

by admin June 20, 2025


How many people came up with the idea to launch a Squid Game video game after the Korean TV show broke Netflix records in 2021? The answer, with one glance at the cursed depths of mobile game stores, was plenty.

In his ‘Demystifying Creativity’ talk at this year’s Nordic Game conference, Ubisoft’s Fawzi Mesmar – who’s been creative director of the long-gestating Beyond Good & Evil 2 at Ubisoft since October 2024 – uses a Squid Game video game as an example of an ‘inevitable’ idea. He mentions a friend who watched the show, came up with the idea to adapt it into a game, then realised he’d been beaten to the punch by a ton of unconvincing-looking Squid Game ripoffs.

By ‘inevitable’ idea, Mesmar means that anyone could’ve come up with it. Millions of people watched Squid Game, and its video game-like premise of a hundred people risking their lives in a series of deadly games to win a cash prize offers obvious potential.

Originality is not exactly the same as creativity, Mesmar cautions in his talk. An idea isn’t valuable just because it’s original – waterproof teabags is one deliberately funny example Mesmar gives of an original idea that has no value – and context determines the value of an idea.

Self-imposed restraints

To illustrate this, Mesmar offers up the well-known example of the original Silent Hill on PlayStation with its use of fog and the radio. A solution to the limitations of how many objects could be displayed at once to the player, both elements would then become trademarks of the series.

Silent Hill on the original PlayStation

Creativity comes from restraint – this is an evergreen idea, and those restraints can be technical, financial, or something logistical like the size of a development team.

These restraints are often self-imposed by design, too, to stimulate the quality of the resulting ideas. A haiku, Mesmar says, is an example of a self-imposed, rigid structure that has yielded hundreds of years of great poetry. Games have plenty of similar examples, Mesmar points out.

2018’s God of War, which presents its story of Kratos and son Atreus all in one ‘shot’ with no visible loading screens, is an example of a self-imposed restraint that elevates the experience. It also prompted problem solving by the developers that enhanced the game’s character: long conversations between father and son in boats or on elevators, for example, are partly there to hide loading screens, but are among the game’s most memorable storytelling techniques.

Creative thinking

Mesmar’s formula for measuring creativity essentially asks the question, ‘how did you come up with this idea?’ The answer to this question involves dissecting which components of the idea can be attributed to your life journey, cultural background, or particular perspective, and which might be shared with others who consume the same pop culture influences or perceive the world in the same way.

Mesmar calls this process Creative Sobriety, which he expounds upon in his book, Demystifying Creativity. The origins of the book came from his own experiences as a developer and teacher.

Mesmar worked as VP of editorial on Mario + Rabbids: Sparks of Hope at Ubisoft

“I’ve been teaching game design and universities and schools for quite some time,” Mesmar tells GamesIndustry.biz. “I’ve also been leading game design teams in various places around the world [for] quite some time as well. And I started to see patterns in how people come up with ideas. I’ve witnessed some teams or students get so excited about an idea that they’d want to quit their job and pursue that idea the next day.”

Mesmar says, though, that some of these ideas would’ve already come up two or three times in the same week, suggesting they weren’t as unique as first assumed.

“I started to see patterns in how people come up with ideas”

Fawzi Mesmar, Ubisoft

“So I started thinking to myself, why is that keeps on happening? It can’t be a coincidence. There must be a pattern in how our brains function, or how those classes are structured, or something. There must be a reason for why and how we come up with ideas to begin with. And then I became – [as] some of my friends put it – slightly obsessed with creativity, [with] the notion of, ‘how do we even come up with ideas?'”

That’s when Mesmar started looking into the process in more detail.

“I thought to myself, if we’re able to understand that, then that will help us arrive better at originality. So I started to [make] a lot more observations on the topic, read a lot more on the topic, and [did] some thought experiments with my students or my teams. And I wanted to record all of these observations and studies and research into this book that I just released.”

I had that idea

The goal of Creative Sobriety, then, is to intellectually improve your odds to get to statistically less likely ideas. Passing this kind of thinking down to students, in formative stages of becoming game developers, was a “big part” of why Mesmar wrote the book.

“I don’t know a single game developer, myself included, that at some point [hasn’t seen] a game come out, and said, ‘I had that idea’. Then, they get upset – ‘I should have done this idea, [but] better’, and all of that.”

“But now that I understand how that works, and I can actually go, ‘of course, you would have had that idea, because it’s an idea that many people would have had’. This is why for the students, I’ve managed to teach them to inject themselves a lot more into the ideas that they [generate]. So, not just to create based on what we see, but also to create also based on how we see the world; our own interpretation of things, our own thoughts and feelings about things as well.”

Mesmar is now working on Beyond Good & Evil 2

It’s not massively scientific – but that’s actually what’s stimulating about the principles of Creative Sobriety. Anyone working in any creative field will parse Mesmar’s notions of what makes something original, and what doesn’t. And everyone has a distinctive set of life experiences to draw upon, whether they realise it or not.

Mesmar says part of understanding the originality of your ideas is breaking down why you find them interesting to begin with.

“Creative sobriety is for you to become more aware of who you are as a person,” Mesmar says. “It’s a practice of self-awareness. What are my views and thoughts [about] the world? Why is this thing interesting to me? What part of my life journey was triggered or impacted by a particular input, and what caused me to be able to react to that?”

Creators aren’t powerless to expand the pool of influences they draw upon, too, of course.

“What I’m advocating for is a combination of life experiences and being able to think more about things from your own angle; [being able to] feel or articulate your feelings about certain things, and creating, let’s say, a web of association. That then gives you a complex web that is completely unique to yourself, that will generate ideas that are more likely to be completely unique to yourself.”

Mix and match

Not every successful game idea is an original idea – and sometimes a combination of several existing ideas is original. Last year’s game-of-the-year contender Balatro, for example, is a combination of familiar game concepts, but the execution is totally distinctive.

We ask Mesmar if he thinks an inevitable idea is ever the right one. “So ‘right’ is a very interesting question, because it’s right to whom? The ‘inevitable’ idea is a direct level of association. If I say colour, [and] you say pink – that’s a correct answer. But the likelihood of someone else thinking of this is quite high.”

Before joining Ubisoft, Mesmar worked on Battlefield 2042 at EA | Image credit: EA

Again, context is key – the colour pink might be the solution to the situation at hand.

“It’s not necessarily me saying that inevitable ideas are bad ideas. In fact, those ideas are too good, to the point that it’s inevitable that someone else would think of them. Within the context of answering the problem, those ideas are the right ones.”

The difference comes when your goal is strictly about originality, according to Mesmar.

“Within the context of arriving at originality, those ideas are not enough, is what I’m advocating for. The context of arriving at originality means that we need to come up with an answer that is less likely for someone else to think of. Therefore, within that context, that is not the right answer, but if it was to just answer the question, they’re absolutely the right answer. And that distinction is at the heart of Creative Sobriety that I’m talking about.”

“We need to come up with an answer that is less likely for someone else to think of”

Fawzi Mesmar, Ubisoft

All this talk of ‘creative sobriety’ might sound like something cultish, but Mesmar’s understanding of how creators think is thought-provoking, and his ideas are explained so cleanly that they stick in the memory. His talk comes highly recommended, if originality is the goal on any project. It highlights the limitations of a person or team’s capacity to come up with ideas, but also spotlights hidden strengths, too.

“For me, when I do a talk, or when I do a lecture, or even when I work with someone, it’s always a lot more fruitful if I take you with me on that journey,” Mesmar says. “If I just come in and give you the summary, I can summarise the talk in five minutes. But the takeaways on their own, without taking [you] on the journey, [would] be met with reactions like, ‘I agree’ or ‘disagree’ or ‘what a wild claim, where did that come from?'”

“There are all kinds of ways to challenge it, which is valuable. But if I take you away on the journey with the reasoning that I’ve had, you’re more likely to believe in what I have to say.”

This interview has been edited and condensed for clarity. GamesIndustry.biz was a media partner for Nordic Game 2025, with travel and accommodation paid for by the organisers.



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June 20, 2025 0 comments
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Yes, that was the original voice of Garrett in the trailer for Thief VR
Gaming Gear

Yes, that was the original voice of Garrett in the trailer for Thief VR

by admin June 16, 2025



The trailer for Thief VR: Legacy of Shadow ends with the protagonist, a young woman named Magpie, finding a strange mechanical eye. Which then implants itself in her face. Before questions can be asked (like “What happened to her squishy real eye?”), a familiarly gruff voice declares, “I thought I was dead. And who are you?”

Now I clocked that as Stephen Russell, the voice of Garrett from the original trilogy of Thief games, but then I’ve spent more time listening to Garrett cynically muttering about rich people than I spend listening to most of my friends. Other people raised doubts, perhaps due to the possibility of an AI imitation. But no, that really is Stephen Russell, as the man himself declared in a YouTube video.

Thief VR: Legacy of Shadow – Message from Stephen Russell – YouTube

Watch On

“We’ve had a long history together,” Russell said, “and it is so delightful to be back with him again. I’ve missed the old guy! He’s got such a great sense of humor, and they have perfectly captured that in this new game.”


Related articles

While this cements Thief VR as a sequel to the original Thief games, that doesn’t mean it’s disregarding the 2014 reboot. For starters, it’s using the same logo. But it’s also building on the references in that reboot suggesting the events of the first three Thief games were part of the same continuity—only in a distant past before worship of the “old gods” was banned, as detailed in a deep-dive video during this year’s VR Developer Direct.

“Thief VR: Legacy of Shadow takes place between the original trilogy and the 2014 reboot,” said Richard Bunn, lead game designer at Maze Theory, “centuries before the latter. The City is fractured, ruled by fear and surveillance, under the thumb of Baron Northcrest and his obsession with forbidden knowledge. The Keepers are gone, but their secrets linger in hidden glyphs and relics.”

As one of maybe three people at PC Gamer who still cares about VR, I’m up for a game that explores what VR can do for old-fashioned immersive sims. Sure, I’d have preferred a full-length Thief sequel for flat screens, but I’m pessimistic enough to doubt that was ever on the table. It’s not like people are lining up to buy first-person stealth games in 2025. If we weren’t getting Thief VR, we probably wouldn’t be getting another Thief game at all. So I’ll take what I get, especially if it means I get to hear Stephen Russell make snarky comments about rich people’s decor like, “A throne room! How pretentious can you get?”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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June 16, 2025 0 comments
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Silent Hill 2 Remake Studio Now Remaking The Original Game
Game Updates

Silent Hill 2 Remake Studio Now Remaking The Original Game

by admin June 14, 2025



Image: Konami / Kotaku

Soon we shall return to the foggy and creepy streets of Silent Hill as Konami has confirmed that a remake of the original PlayStation-era horror game is in development.

This Narrative Adventure About Doomed Teenage Dinosaurs Feels Too Real

On June 12, during Konami’s Press Start Live event, the publisher announced that Bloober Team, the studio behind 2024’s excellent Silent Hill 2 remake, is now working its magic on a remake of the original Silent Hill, a game first released over 25 years ago.

The official Silent Hill Twitter account just tweeted out a teaser with a cryptic message and the original game’s music. However, the franchise’s Japanese account shared a bit more info on the project and 100 percent confirmed that, yes, Bloober is remaking the OG Silent Hill.

“Silent Hill Remake in Development. We are working with Bloober Team on a remake of Silent Hill, originally released on PlayStation in 1999. Please watch the video with audio. Stay tuned for more details in future updates,” posted Konami, as translated by Google.

And…that’s all we know right now. There’s no release date yet, not even a hint was given by Konami. That makes sense as the game is likely very early in development, so perhaps don’t expect this one for a few years.

Still, Silent Hill fans likely don’t mind waiting a bit for a Bloober remake. The studio’s Silent Hill 2 recreation was released to near-universal praise from critics and fans, and went on to sell a ton of copies for Konami.

Meanwhile, the Silent Hill fanbase is finally eating well after years and years of neglect: Last year we had that release of Silent Hill 2 remake, and this September sees the release of the brand new entry in the series, Silent Hill F. There’s also Annapurna Interactive’s Silent Hill Townfall in development, too. And now a full-on remake of the OG game that started it all. The next few years are going to be good for Silent Hill fans. Honestly, they deserve it.

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June 14, 2025 0 comments
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Konami Teases A Remake Of The Original Silent Hill
Game Updates

Konami Teases A Remake Of The Original Silent Hill

by admin June 13, 2025


The big news from Konami’s Press Start presentation today is the tease of a new Silent Hill remake. Bloober Team, the developer behind last year’s Silent Hill 2 remake, is back at the helm and appears to be tackling the first entry in the series. 

Konami announced the game was in development with nothing more than a simple graphic. Although the publisher doesn’t specify which entry is being remade, all signs point to the first Silent Hill, released for the PlayStation in 1999, given that the game’s main theme song plays during the teaser. You can see the teaser at the tail end of the Press Start presentation at the 35:28 mark. 

 

This is likely exciting news for fans; Bloober Team’s remake of Silent Hill 2 was generally well-received, earning an 8.75 out of 10 from Game Informer. It’s unclear when this remake will arrive, given that Bloober Team is currently developing Cronos: The New Dawn, slated to launch this fall. 

The first Silent Hill centers on Harry Mason, who searches for his missing adopted daughter in the foggy streets of the eponymous town. The game has no direct narrative connection to its recently remade sequel beyond the setting. If you’ve never seen Silent Hill in action, you can watch GI editors Kyle Hilliard and Marcus Stewart play the entire game in our six-episode Silent Hill Super Replay. Be sure also to check out the latest trailer for Silent Hill f, the series’ next mainline entry, which launches on September 25. 



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June 13, 2025 0 comments
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Silent Hill revival is far from over, with the original 1999 cult classic finally being remade
Game Reviews

Silent Hill revival is far from over, with the original 1999 cult classic finally being remade

by admin June 13, 2025


Off the back of the success of the Silent Hill 2 Remake – a remake that blew my initial low expectations out of the water completely – Konami has announced that it is working with Bloober Team once more to remake the original Silent Hill from 1999. We don’t yet have a release window, however, with the game being announced as ‘in development’ from Bloober Team and Konami, with no additional details.


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This reveal isn’t exactly surprising, given that Bloober Team announced it would be working with the publisher again in future not long after Silent Hill 2 Remake’s release. This led many, including myself, to believe that remakes of Silent Hill and Silent Hill 3 would be on the cards. After all, Bloober Team did such a good job of faithfully remaking Silent Hill 2, so it would be a damned shame to not give the studio another shot at remaking more cult classic entries in the series.

Fortunately, it’s clear that Konami has thought the same, and Silent Hill fans can now look forward to returning to the foggy, disturbing town of Silent Hill once more. Rather than being introduced to James Sunderland and his less-than-pleasant trauma surrounding his late wife, Silent Hill puts players into the shoes of single father Harry Mason as he and his adopted daughter set off on holiday to the town, in an attempt to seek some respite after the passing of Harry’s wife. Ok, that might seem a little similar to Silent Hill 2, but hear me out.

On the way to Silent Hill, Harry and Cheryl wind up in a car crash, and when Harry wakes up, his daughter is nowhere to be found. The story then ensues with Harry desperately trying to find his daughter and meeting all manner of terrifying creatures and kooky characters along the way. This still sounds similar to Silent Hill 2, but believe me, there’s a lot more going on here than the likes of Harry Mason’s psyche that I dare not spoil for folk whose first experience of the story will be this remake.

Bloober Team has its work cut out for it remaking yet another Silent Hill game. It’s a lot of pressure to be put on any developer’s shoulders. That said, after just how well Silent Hill 2 was executed and how much well-deserved praise it garnered, I personally have pretty high hopes for anything Silent Hill that has Bloober’s name attached to it. What do you think?



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June 13, 2025 0 comments
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Metal Gear Solid Delta: Snake Eater taking "hide-and-go-seek to the next level" with original multiplayer mode
Game Updates

Metal Gear Solid Delta: Snake Eater taking “hide-and-go-seek to the next level” with original multiplayer mode

by admin June 12, 2025


Konami has announced Fox Hunt mode for its upcoming release, Metal Gear Solid Delta: Snake Eater.

Fox Hunt is a “completely original” online multiplayer mode, which while sharing the world with Metal Gear Solid Delta: Snake Eater will have “completely different” gameplay. It is not, the developer has said, Metal Gear Online (they knew you would ask that).

Metal Gear Solid Delta: Snake Eater – UE5 Remake vs Original – How Does the Trailer Stack Up? Watch on YouTube

Fox Hunt is “its own, new type of mode,” the team explained during the reveal. “We very much appreciate all the long time fans of MGO, who have always wanted to see it make a comeback. But, the landscape of multiplayer games has changed a lot since MGO.”

A lot of thought was put into coming up with its new online mode, Konami said, and Fox Hunt will have a focus on stealth and survival. “We’re taking camouflage and hide-and-go-seek to the next level,” the studio said, promising “more than just a shoot out”.

This will all be an experience “unique” to Metal Gear. We can expect more news on this online feature down the road, so stayed tuned. In the meantime, you can check out the trailer for Metal Gear Solid Delta: Snake Eater’s Fox Hunt mode below.

Metal Gear Solid Delta Snake Eater Fox Hunt Online Reveal Trailer. Watch on YouTube

Metal Gear Solid Delta: Snake Eater is scheduled for release on 28th August, complete with the Ape Escape-themed minigame from the original game. Last month, Konami released the intro video for Metal Gear Solid Delta: Snake Eater, which is absolutely worth a watch.



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June 12, 2025 0 comments
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