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Can Switch 2 break Nintendo's sequel curse? | Opinion
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Can Switch 2 break Nintendo’s sequel curse? | Opinion

by admin June 6, 2025


Midnight sales events, long queues, pre-orders sold out in minutes; the long-awaited arrival of the Switch 2 really has the atmosphere of great console launches of the past.

After the muted, pandemic-era launches of the PS5 and Xbox Series X/S consoles, a big, high-profile hardware launch like this is a shot in the arm for the whole industry – a much-needed boost in an era of growing concern over how the next few years are going to shake out economically.

One factor that the Switch 2 launch does seem likely to have in common with the PS5 launch in particular, however, is supply constraints. Nintendo seems to have managed to get a solid amount of stock to retailers for the launch, but demand for the new system is very high and likely to remain well ahead of supply for quite a few months.

This mirrors the situation with the PS5, which left many consumers deeply frustrated and feeling like Sony was failing to supply the market adequately, even though in reality supply of the PS5 was higher than for any previous console launch. It also, of course, created enormous opportunities for scalpers, whose actions massively exacerbated the supply issues.

There’s nothing complicated to explain here: it’s simply a new, better, faster version of a console that people already really like

Nintendo has tried to avoid that in various ways – requiring an active Nintendo account with a history of usage to secure pre-orders, for example – but we’ll have to wait and see how successful those efforts have been, or whether this will be another launch that turns into open season for scalpers.

The actual way to avoid scalpers turning up and ruining the fun, of course, is to get better at matching supply to demand – but that is, of course, far easier to say than to do. Forecasting demand for something like a console is tricky, and ramping up supply isn’t as simple as turning a dial in the factory.

Often, hardware supply has to be managed in major step-changes. Increasing supply can mean retooling a whole production line, or even an entire factory, which is very costly and represents a huge risk if your demand forecasts turn out to have been too optimistic.

Image credit: Nintendo

No company wants to get stuck with a large number of hardware units they can’t sell, let alone with factory production lines that they don’t need. In an ideal world they’d love to perfectly match supply to demand and sell every unit they can, but they’ll always opt to take a hit from supply being constrained rather than risking over-supply.

Nintendo’s target for Switch 2 for the fiscal year is 15 million units, which is a very solid number by the standards of console launches historically, but it’s probably extremely conservative compared to the actual demand which exists for the device. This is a very unique console launch, after all. It’s an anomaly for Nintendo itself – a clear, direct sequel device to the prior console, maintaining essentially the same form factor and functionality, has not been part of Nintendo’s modus operandi for decades.

The original Switch has sold over 150 million units, making it comfortably one of the most successful pieces of gaming hardware in history, and remains a tremendously popular and well-loved device – but after eight years on the market, it’s clearly long in the tooth and most consumers won’t need much convincing that an upgrade is timely.

That creates a huge groundswell of demand for the new console. There’s nothing complicated to explain here: it’s simply a new, better, faster version of a console that people already really like, but which even non-technical audiences who don’t know one end of a Digital Foundry video from the other can see is pretty underpowered by modern standards.

The handheld nature of Switch will also help to make the upgrade more tempting for many consumers, since it’s the easiest possible console to upgrade and pass down to younger siblings, children, nephews / nieces etc. when you upgrade, as distinct from fixed home consoles that also need to be attached to a TV.

Image credit: Nintendo

Looked at from this perspective, the 15 million target for the Switch 2 this year really does start to look conservative. It may be a good number for a games console generally, but it’s less than 10% of the units sold by its predecessor, and it’s not unreasonable to posit that the potential audience size for the new device is not dissimilar to the previous one.

That mismatch almost certainly guarantees major supply constraints for months to come, especially as the software library for the new console grows and major new titles are announced (although it’s clear that a lot of consumers will also buy the console just to play their existing Switch library on better hardware).

You can’t entirely blame Nintendo for being very cautious about how they approach the risk profile for the Switch 2’s supply, however. The whole console is essentially an attempt by the company to overcome its long-running curse, after all: time and time again, successful Nintendo consoles are followed by flops.

Switch 2 looks likely to break that curse, simply by not departing from the winning formula of the previous device.

Still, success is never guaranteed, and with additional economic risks such as tariffs, the weakness of the Yen, and some recession indicators all floating around the console launch and giving executives in Kyoto sleepless nights, nobody should be surprised that Nintendo has sought to minimise risk in every possible way for this launch, including sticking to a fairly conservative supply target.

It’s too early to proclaim Nintendo’s curse to be broken, but all the signs so far are good

Nevertheless, the strong early response to the console and the prospect of a 15 million installed base by the end of the financial year will make Switch 2 into a major new addition to the industry landscape, and a tempting prospect for developers and publishers even in the early stages of its lifespan. It will be interesting to see if the system follows in the footsteps of its predecessor and has a bit of a golden age for smaller and independent titles in its first few years.

That era eventually ended on the Switch as the eShop became swamped with low-quality shovelware that Nintendo seemingly had no inclination to control or manage, but as new buyers of Switch 2 seek out interesting new software for their console in a relatively uncluttered market, it should create new opportunities for developers – and perhaps this time around Nintendo will make more of an effort at quality control and try to maintain that market in the long term.

For now, the console that’s arguably had the longest gestation period of any device in the industry’s history is finally in the hands of at least a few lucky consumers, and the early word of mouth is largely positive.

It’s too early to proclaim Nintendo’s curse to be broken, but all the signs so far are good – and a healthy launch for the Switch 2 is good news not just for Nintendo, but for the industry at large.



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June 6, 2025 0 comments
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Cyberpunk 2077 sequel gets a new name as pre-production phase now officially underway
Game Reviews

Cyberpunk 2077 sequel gets a new name as pre-production phase now officially underway

by admin May 28, 2025



CD Projekt’s Cyberpunk 2077 sequel has officially shed its Project Orion codename and will henceforth be known as Cyberpunk 2. That’s as the studio provides its latest development update, confirming it’s now entered the pre-production phase.


A Cyberpunk 2077 sequel, codenamed Project Orion, was formally announced back in 2022, and CD Projekt has been providing investors with progress updates on its development since then. Most recently, back in March, it revealed Project Orion was nearing the end of its concept phase and would be entering pre-production “in the coming weeks”. And now, as per the studio’s Q1 2025 earnings results, pre-production is officially underway.


Announcing its latest development milestone, CD Projekt also took the opportunity to jettison the Project Orion codename and instead begin referring to the sequel simply as Cyberpunk 2. This doesn’t, however, mean the name will permanently stick; CD Projekt told The Verge Cyberpunk 2 “just means it’s another game in the Cyberpunk universe.”

Cyberpunk 2077 comes to Switch 2 next week.Watch on YouTube


Despite these notable developments, Cyberpunk 2’s team size has only seen a modest increase since the beginning of the year, with 96 developer now confirmed to be working on the project versus 84 in February. The bulk of the studio, as expected, is currently focused on The Witcher 4, with 422 employees assigned to the project. That’s compared to the modest 49 developers working on multiplayer The Witcher spin-off Project Sirius, and the 19 on Project Hadar – which is planned to be the studio’s first-ever original game.


All these production updates were accompanied by a number of sales milestones. Cyberpunk 2077 expansion Project Liberty has, for instance, now sold over 10m copies, while The Witcher 3: Wild Hunt – which this year celebrates its tenth anniversary – has seen over 60m sales.


As for what’s next, CD Projekt has been priming a Switch 2 version of Cyberpunk 2077 to release alongside the console next week, and a Mac port is also on the way. The Ciri-starring Witcher 4 is likely still some considerable way off, with the newly monikered Cyberpunk 2 – which will reportedly take players to second city like “Chicago gone wrong” – to follow.



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May 28, 2025 0 comments
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Wahey, Cyberpunk 2077's sequel has entered pre-production, and it looks like it might actually be called Cyberpunk 2
Game Reviews

Wahey, Cyberpunk 2077’s sequel has entered pre-production, and it looks like it might actually be called Cyberpunk 2

by admin May 28, 2025


Good news on a Wednesday! Cyberpunk 2077’s sequel has officially entered the pre-production stage of development, CD Projekt has confirmed. The game also looks to have ditched its codename, Project Orion, instead now being referred to exclusively as Cyberpunk 2.

This news was announced as part of the studio’s latest financial results presentation, with the Cyberpunk sequel team being congratulated for hitting this milestone as CD Projekt prepares to release the first game in the series on Nintendo Switch 2.


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“Several weeks ago the CD Projekt Red team responsible for the next big game set in the Cyberpunk universe completed the project’s conceptual phase,” CD Projekt wrote in a release about these results, “As a result, Cyberpunk 2 – previously known under the codename Project Orion – has progressed to preproduction.”

Checking out the full presentation, we can see that as of April 30 this year, the number of devs at CDPR working on Cyberpunk 2 is now at 96, up from 84 as of February this year. It’s a drop in the bucket compared to the 422 listed as working on the closer-to-completion Witcher 4 as of that April date, but it’s still the studio’s second biggest-staffed ongoing project. That’s putting aside the 131 devs in the “shared services” sector that handles general stuff like localisation and quality assurance across multiple games.


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This reveal comes alongside the news that the Phantom Liberty expansion’s now shifted 10 million copies, while The Witcher 3’s landed at 60 million copies sold as it’s celebrated its 10th birthday. That’s a lot of visitors to Dogtown and grumpy lad monster hunting.

It’ll be interesting to see if CD Projekt sticks with the Cyberpunk 2 moniker or eventually opts to shift to something with a year in it to more closely mirror Cyberpunk 2077’s naming convention, but what we do know thanks to legendary TTRPG creator Mike Pondsmith is that it’ll involve a visit to a city that “feels more like Chicago gone wrong”.



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May 28, 2025 0 comments
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Boltgun 2 is real, and it's bringing Doom to Chaos cultists in 2026
Game Updates

“We are aiming to do it all over again!” Warhammer 40K: Boltgun 2 principal designer chats what’s new with the sequel, and the team’s love of Malum Caedo kitbashes

by admin May 27, 2025


One of the coolest reveals at last week’s Warhammer Skulls event was Boltgun 2, a sequel to the lovingly made blend of Warhammer 40K and retro Doom games. That first game earned itself a place in many people’s hearts, a loving homage to two worlds. But now there’s a sequel cooking away, and all eyes are on the future.

So to help peel back the curtain just a little on Boltgun 2, I chatted to principal designer Matt Bone. We touched on what to expect from Boltgun 2 compared to the original, what it’s like making games within the Warhammer 40K IP, and whether or not a fan favourite will ever find a home on the tabletop.


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VG247: Boltgun was received very positively from Warhammer fans and Retro Doom lovers alike – can you speak on how you feel about this reception to the original game?

Bone: During development we were really excited about the game, but it’s always impossible to predict what players will think until it’s in their hands. So, it was a huge relief when it was received so positively and went beyond even our highest hopes.

As the studio itself and everyone in it are big Warhammer fans, we were excited to share our passion for Warhammer with the players. Warhammer 40,000: Boltgun is essentially the game we wanted to play as fans ourselves; we just got the joy of being able to make it too.

The fact it became our studio’s biggest game is just testament to the enthusiasm of our team and our love for the Warhammer 40,000 universe. At the very core of Boltgun, we wanted to please both Warhammer 40,000 and retro shooter fans, and it feels like it was a success on both fronts. All the love from our community and the Warhammer 40,000 community was beyond our expectations.

Now we are aiming to do it all over again!

We’re excited to continue working with Games Workshop to create more games for the audience, especially as we get to explore creative spin-offs like Warhammer 40,000: Boltgun – Words of Vengeance! That one was a lot of fun to make and we’re giving it away for free so it’s definitely worth a try.

VG247: What can we expect in terms of a change of setting in Boltgun 2? Where has Malum Caedo found himself now?

Bone: Malum Caedo won’t be limited to Graia in Boltgun 2, the branching campaign of his mission means he’ll be purging across new worlds. We can’t reveal all right now but we can share that there will be new, never-before-seen environments with all new enemies for Malum to face against. We’re adding some locations and enemies that fans have been asking for, and the sequel was a great place to include these.

We’ll have more to share in the future and can’t wait to show them off!

One thing we do know that’s new is that Khorne’s daemons are taking a larger role. | Image credit: Auroch Studios

VG247: Tell me a bit more about the improvements we can expect from the original game! What is there in terms of new weapons, gameplay mechanics, etc?

Bone: It’s still a little early to share too much, but we definitely want to provide more variety in terms of the gameplay and the places the player will be visiting – and of course the heretics they’ll be purging. We’re doubling down on the things fans liked about Boltgun – its over the top, retro take on the Warhammer 40,000 universe – whilst providing plenty of new surprises. “Joyously Grimdark” is one of our design pillars, which I think conveys the tone of Boltgun games well: they’re a lovingly tongue-in-cheek celebration of Warhammer 40,000, revelling in the pixel glory of blood, gore and gloom! .

VG247: Will Horde mode be making a return from the first game?

Bone: It’s too early to say yet. We added horde mode as DLC for Boltgun and it seemed to go down well, so we’re looking into more unique modes like that, whether for the base game or post-launch. We rely a lot on player feedback for this kind of thing – if it’s something people are clamouring for, we’ll do our best to include it.

Expect to see a lot of devlish locales, and Chaos to kill. | Image credit: Auroch Studios

VG247: The original Boltgun was tied to the events of Warhammer 40,000: Space Marine,with Caedo heading to Graia years after the events of the game. Now that Space Marine 2 has come out, can we expect similar ties between Boltgun 2 and Space Marine 2? Or, has the team been given more freedom to create a game totally separated from other 40K games?

Bone: It was great to pay homage to other Warhammer 40,000 video games which the team are big fans of two. For anyone unaware, the first Boltgun picks up directly after the events of Space Marine 1 as Ultramarine Malum Caedo goes on a mission to locate a lost shard of Space Marine 1’s vital artifact. We even put in a fun easter egg for Warhammer fans in Malum’s taunt to reference Captain Titus!

As for what’s to come in Boltgun 2, you’ll just need to play to find out what other fun Easter Eggs we’re hiding for the fans.

VG247. Games Workshop loves releasing named Space Marine characters for the tabletop game, and given he’s an Ultramarine, Caedo must have a good shot surely. Have any official discussions taken place on bringing Caedo to the tabletop? Or should fans keep at it with kitbashing?

Bone: We’d of course love it if one day there was a way for Malum Caedo to come to the official tabletop game, everyone in the studio would love to have him in their armies – I think we’d have to put in a studio wide order!

We absolutely love seeing all the amazing kitbashes of Malum Caedo that the fans regularly share with us and we’ve seen great examples across socials and reddit. When players tag us in pics of ones they’ve made, we share them within the dev team and everyone gets super hyped.

Amazing kitbashes, such as this one from Feuerkr13ger on Reddit, are just as cool to the folks at Auroch as they are to rest of us. | Image credit: Feuerkr13ger

VG247. Auroch Digital has of course done more than just Boltgun. What’s it like working with Games Workshop for a licensed game like Boltgun 2, versus a totally independent venture?

Bone: For me, I love getting to play around in a universe that has literally decades of lore behind it. To call the Warhammer 40,000 universe huge is an understatement – every time I think I have a decent handle on it, I’ll discover a whole new part I knew nothing about, which usually results in me getting lost down a rabbit hole for a few hours. When it comes to making the game, that means we’re often starting a few steps ahead: want an exciting new enemy? Here’s a few hundred to choose from, along with exquisite models and pages of lore. Want a new location? Here’s a galaxy of worlds and stories to tap into.

In general, it’s vital that the game remains faithful to the IP, even in our retro-styled approach. We want to present it in a way that’s both unique and still the universe fans know and love. This is true for our Words of Vengeance project too. We had this crazy idea of making a Boltgun typing game, and Games Workshop – instead of questioning our sanity – were completely onboard and helped us massively in achieving it. They probably do still question our sanity, but that feels appropriate for the Warhammer 40,000 universe.

Boltgun 2 is set to launch in 2026



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May 27, 2025 0 comments
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Fantasy Life i studio announces free DLC as the "slow-life RPG" sequel gets off to a flying start
Game Updates

Fantasy Life i studio announces free DLC as the “slow-life RPG” sequel gets off to a flying start

by admin May 23, 2025



Fantasy Life i: The Girl Who Steals Time has had an unexpectedly strong start for a sequel to a fairly obscure 13-year Nintendo DS game. And developer Level 5 has now thanked fans for their enthusiasm, pledging to release free DLC in response to “popular demand”.


The Girl Who Steals Time, for context, is a sequel to Level 5’s Fantasy Life – a sort of job-focussed mash-mash of life sim and RPG – which enjoyed modest critical and commercial success when it launched for Nintendo DS back in 2012. Eurogamer’s celebrated its “abundance of features” in our 6/10 review at the time, but noted the result was often “less than the sum of its parts”.


But in this post-Stardew Valley world – where you can’t watch an indie showcase without seeing a dozen new village sims jostling for attention – the newly released Fantasy Life i: The Girl Who Steals seems to resonated with audiences. It’s garnered a positive early critical reception and even surpassed 45K concurrents on its first day on Steam (that’s more than Doom: The Dark Ages managed) – and Level 5 is now celebrating its launch with news of more to come.

Fantasy Life i – features trailer.Watch on YouTube


“In response to the positive reception from players around the world,” it wrote in a message on its website (via Google Translate), “we have decided to release free DLC that will ‘update the world’… so that players can continue to enjoy the game for a long time to come.”


Level 5 hasn’t shared much in the way of specifics, but there’s talk of new recipes and “high-rarity weapons” that can be acquired though dungeons and “other methods”. The studio says it’s working to release the DLC “as soon as possible”, and will share more details at a later date. And it sounds like there’s more on the way; “We plan to continue updating the game,” it adds, “so that you can enjoy the world of Fantasy Life i for longer and more comfortably.”


Fantasy Life i: The Girl Who Steals Time is available now on Steam, Xbox Series X/S, PlayStation 5, and Switch, with a Switch 2 version coming later this year.



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May 23, 2025 0 comments
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A member of the Leagues of Votann in white armor fires a gun
Gaming Gear

Warhammer 40,000’s space dwarfs will make their videogame debut in turn-based tactics sequel Mechanicus 2 this year

by admin May 23, 2025



When Games Workshop first released sci-fi miniatures for Warhammer 40,000 in the 1980s the line included space dwarfs, also called squats, with a hairy biker aesthetic—like if the forgemasters of trad fantasy evolved into greasy spaceship mechanics. Never as popular as space elves or space orks, by the second edition of Warhammer 40,000 they were written out of the setting as a casualty of the tyranid invasion, and Warhammer players say old aspects of the lore that no longer apply have been “squatted” to this day.

The squats came back a few years ago, however, rebooted under the less insulting name of “the kin”, with their main force arrayed as the Leagues of Votann. The descendants of human mining fleets sent to the galactic core in ages past, generations of genetic adaptation with technology they call cloneskeins have turned them into, well, space dwarfs. But now they wear cool armor.

Warhammer 40,000: Mechanicus II | Allegiances Unknown | Gameplay Trailer – YouTube

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Given their relative unpopularity and how long they spent in the stomachs of the tyranids, the squats never showed up in any of the many Warhammer 40,000 videogames. That’ll change when Mechanicus 2 comes out later this year, though unfortunately they won’t be a playable faction.


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As revealed in the gameplay trailer shown during the Warhammer Skulls event, Mechanicus 2 will depict three forces using turn-based tactics to fight over a planet called Hekateus IV. Two of those forces will be playable, the cybernetic tech-priests and robotic necrons, with the mercenary Leagues of Votann as a non-playable faction you’ll encounter in the field. Presumably we’ll have the option of allying with them or wiping them out, and either way we’ll get another amazing soundtrack of gothic monkstep to go with it.

Mechanicus 2 is coming to Steam and Epic this year. The original game is currently free to play on Steam until May 26.

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



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May 23, 2025 0 comments
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Stellar Blade Developer Plans To Release A Sequel Before 2027
Game Updates

Stellar Blade Developer Plans To Release A Sequel Before 2027

by admin May 22, 2025


Korean developer ShiftUp released Stellar Blade last year, and it quickly became a hit. In roughly one year, it has brought in more than $48 million of revenue for the developer, so it won’t be a surprise that the team is working on a follow-up game. However, according to a Q1 2025 fiscal year presentation from ShiftUp, the developer plans to have a sequel before 2027.

In the presentation, which is where ShiftUp reveals Stellar Blade has brought in 68.1 billion KRW (or $48 million), there’s a slide titled, “IP expansion on its way with high visibility.” We can see the 2024 release of Stellar Blade on PlayStation 5, additional strategy for ShiftUp’s mobile gacha game, Goddess of Victory: Nikke, and “Platform Expansion” for Stellar Blade. This likely alludes to the upcoming PC release. However, beyond that, the slide also shows “Sequel” for Stellar Blade before the year 2027, which is represented as the cutoff for the slide’s timeline.

Though there aren’t any accompanying details, given the reception to Stellar Blade, it makes sense ShiftUp is planning a sequel for the action game.

Elsewhere on the slide, there’s mention of something called “Project Witches,” which gets its own color and is separate from Nikke and Stellar Blade, as it’s likely a new IP.

While waiting for a Stellar Blade sequel, potentially next year, read Game Informer’s Stellar Blade review. After that, read about why it’s Game Informer’s best action game of 2024, and then check out the PC specs required to play Stellar Blade when it launches there next month. 

What do you want to see in a Stellar Blade sequel? Let us know in the comments below!



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May 22, 2025 0 comments
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Cyberpunk 2077's sequel includes a new city that "feels more like Chicago gone wrong", and I'm now wondering how the USA's collapse might have affected Michael Jordan's legacy
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Cyberpunk 2077’s sequel includes a new city that “feels more like Chicago gone wrong”, and I’m now wondering how the USA’s collapse might have affected Michael Jordan’s legacy

by admin May 21, 2025


Cyberpunk 2077’s sequel will let us take a detour from the returning Night City to visit a new location which feels a bit “like Chicago gone wrong”. Naturally, this news has me questioning how Cyberpunk’s timeline might have affected the most prominent basketball dynasty of the 1990s.

The tiny nugget of info we got about this second city comes from Mike Pondsmith, creator of the Cyberpunk TTRPG series that CD Projekt’s futuristic RPGs are based on. It’s the first bit of concrete info about the game – beyond just where it’s at in the production process – we’ve gotten for a while.


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Speaking to Tvgry during this year’s Digital Dragons Conference, Pondsmith touched on his current relationship with CD Projekt’s Cyberpunk devs. He’s “not as involved directly with the sequel as he was with the first Cyberpunk, but he does still pop by the studio to look at scripts and offer his views on stuff like new cyberware made for Project Orion.

For instance, he revealed that when he was there recently, he “spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion – because there’s another city we visit, I’m not telling you any more than that, but there’s another city we visit.”

“Night City’s still there,” Pondsmith continued, telling us more, “I remember looking at it and going ‘yeah, I understand the feel that you’re going for in this, and this really does work – it doesn’t feel like Blade Runner, it feels more like Chicago gone wrong’. I said ‘yeah, you know, I can see this working.'”

Watch on YouTube

This chatter starts at around the three hour and 45 minute mark of the video embedded above, if you want to check it out for yourself. I don’t know if you’ll do the same, but the mention of a Cyberpunk city that might be a bit like Chicago got me wondering what the existing Cyberpunk lore says about the actual Windy City.

According to the series’ Fandom Wiki (which does note that it needs more citations), Chi-town was “left in a state of absolute devastation” by the collapse of the United States that occurs between 1996 and 2008 in the Cyberpunk timeline, and was subsequently ravaged by a “catastrophic bio-plague” created by the federal government itself. By 2077, the city’s “implied to have undergone some level of reconstruction” by rumours of it being connected to Night City via the transcontinental maglev rail network that Cyberpunk 2077’s database describes as “currently inoperational”, but subject to revitalisation efforts by Night Corp.

Cool. But here’s the thing. If Chicago started to fall apart in 1996 – the year that martial law was declared across the USA in Cyberpunk lore – do Michael Jordan’s Chicago Bulls win the 1996, 1997, and 1998 NBA championships to cement themselves as arguably the greatest basketball dynasty of all-time? That’s assuming Jordan and the Bulls even exist in the Cyberpunk universe, but I think it’s worth exploring anyway.

The situation is this as far as I can tell – the aforementioned martial law runs from 1996 to 1999, so Jordan and co have that to contend with, in addition to a 1998 midwest drought and the collapse doing so much damage that “an estimated 90%” of Chicago is abandoned by the end of it in 2008. It’s MJ though. I’m still banking on him to beat the Jazz in the finals, even if he’s got to dribble past bio-plagues and hostile cybernetically-augmented soldiers to do it.

Do you think his airness still ends up with six rings on his weird cyber-fingers? Also, how do you feel about visiting this second city in Cyberpunk 2? Let us know below!



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May 21, 2025 0 comments
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Monster Train 2 stays on track with a safe, but tough sequel
Gaming Gear

Monster Train 2 stays on track with a safe, but tough sequel

by admin May 21, 2025



Monster Train 2 is the opposite of the Ship of Theseus.

Its predecessor Monster Train is a polished card-based roguelike where you fight monsters on three levels of a train, defending your pyre at the top across a series of levels and storming Hell to fight evil angels. Monster Train 2 is the same but in reverse: angels and devils taking Heaven back together from the corrupting Titans. Both games break up their seven or so battles with stores and random events. The art styles are the same, the gameplay is the same. Small, subtly-introduced differences make the second one technically different from the first. But if you squint you see almost exactly the same game, five years later.

How few things can you change and still have a game that feels like it’s progressed? That’s the question I approached Monster Train 2 with. The first game punched above the weight of its art style and barely-there story, but the sequel’s art is sharper and more colorful now. However, the environments of Heaven are much less distinct than the levels of Hell. None of that really matters because you spend most of your time in the four chambers of the train, which always looks the same. At a certain point, remembering how to play playing Monster Train 2 is like remembering your walk to the store: you do it so often, it all blends together. And it blends together with its predecessor, too.

There’s a problem with making the same game twice though: the people who already played the first one, who are likely most excited for the sequel, already know how to beat it. The team behind Monster Train 2 knew this, because it’s arranged for people who already played the first one. The story builds on the events of the previous game with only the briefest pause to explain. There are also more complex battle effects. For example, instead of “spikes” (fixed damage to any unit that attacks yours) you have “pyregel” which sticks to the enemy and increases the damage you do to them. This makes the first few levels of the sequel easier than the original. There’s also room cards and equipment cards that (respectively) grant bonuses on a floor and give bonuses to a unit. However, they’ve turned up the difficulty to compensate for your new tools.

While Monster Train was challenging, 2 is more so. Even Covenant Zero, the tutorial difficulty, requires you to build your deck thoughtfully. I felt like I needed to lose quite a few times on Rank 1 to level up my clans, get better cards, and therefore break through the damage walls that arrive at level 5 or so. Some enemy teams made me groan every time I saw them, because it was obvious my current damage level wouldn’t cut it.

But on the other hand, it’s possible for a run to start quite badly and still get a victory. Unlike genre cousin Slay the Spire, there was never a doom spiral where I could tell I would lose several levels before I actually lost. If I could get through a battle, even if my pyre only had a few HP, there was a chance I could beat the next one. I also enjoy Challenge runs, where you have restrictions and pre-applied bonuses at a set Covenant level. These can be hard, but they feel, if not more fair than regular runs, at least more intentionally tough.

Big Fan

And as it often is with these games, if you’re still unlocking artifacts and making progress, it doesn’t feel too bad to lose. It took me about 15 hours to have runs where I wasn’t unlocking at least one thing. At that point, between my unlocked clans and my new cards, an average run was much more varied, and felt much more fun, than one five hours in. In this respect Monster Train 2 has fine-tuned the trickle of content in what I’d consider the early game (the time in which you have your first few runs, and when you get through the story.) So the difficulty might have squashed me, but at least I was having fun while it happened.

Monster Train 2 is made not just for people who liked the first one, but for people who want the magical period of “figuring out” the game– when you understand it, but before you actually win– to last as long as possible. Its similarities to the first one beg that existential question I asked earlier: if you keep almost everything in a game the same, why make a sequel and not, say, a DLC pack? Other related games raise this question too. Slay the Spire 2 and Hades 2, both releasing soon, both rely on their similarity to their predecessors to sell. The job of a sequel is to be the same as its progenitor but also substantially different enough to justify its own existence, either through refining the previous game or through providing a lot more of it.

Monster Train 2 is the latter, a slightly more polished version of the original with more content for fans to plow through. It trades memorability for momentary captivation, and it’s an understandable tradeoff. Just like with the first game, though, the memories of my hours mowing down Titans are already melting away.






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Cyberpunk Sequel Returns To Night City, And Goes Somewhere New
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Cyberpunk Sequel Returns To Night City, And Goes Somewhere New

by admin May 21, 2025


We still don’t know much about the Cyberpunk 2077 sequel currently in the works at CD Projekt Red. Development on the RPG, code-named “Orion,” is in full swing after the studio wrapped support for the original game last year, but the team is still keeping most details about it under wraps, other than a few informal quotes here and there about the vibe it’s trying to capture. However, Mike Pondsmith, the creator of the Cyberpunk tabletop roleplaying game, which first debuted in 1988, has revealed a pretty important piece of information: Alongside returning to the capitalist hellscape of Night City, the sequel will take us to another city as well.

Clear Your Calendar For Final Fantasy 7 Rebirth

Speaking to Polish gaming channel tvgry at the Digital Dragons Conference in Poland, Pondsmith talked a little about the upcoming game, revealing that “Orion” will take place at least partially, though not entirely, in Night City. He described some talks he had with the CD Projekt Red team, and said that while he’s not as involved in the sequel as he was with 2077, he can say that the game will feature a second city that is “more like Chicago gone wrong.”

“I spent a lot of time talking to one of the environment guys, and he was explaining how the new place in Orion, because there’s another city we visit —I’m not telling you any more than that, but there’s another city we visit,” Pondsmith said. “Night City is still there, but I remember looking at it and going, ‘yeah, I understand the feel you’re going for this, and this really does work.’ And it doesn’t feel like Blade Runner, it feels more like Chicago gone wrong. I said, ‘Yeah, I can see this working.’”

Assuming Pondsmith is being careful with his words here, this doesn’t explicitly mean Cyberpunk’s next game is set in Chicago specifically, which does still exist in the universe. He describes the new location as being “like” the city, so it’s probably not the Illinois metropolis itself, and as of yet, it’s unclear in what ways the new setting will resemble Chicago. In its infrastructure? Its culture? Unbearably cold winters? We’ll find out eventually.

What I’m curious about is how much of a divide there will be between this new city and the Night City we know and love. I know exploring an old map in an open-world game might not sound that exciting, but Night City is still one of the most well-realized cities I’ve ever explored in a game, and I imagine CDPR isn’t too keen to just throw all that work away if there are still stories to tell. I’m also wondering if the studio will include some kind of choice import to have the story of 2077’s merc protagonist V referenced in the sequel according to your decisions. I don’t need a cameo from the guy, but I wouldn’t mind a drink at the Afterlife bar paying tribute to his big space heist at the end of the game.

 



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May 21, 2025 0 comments
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