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Tetris

Tetris Company CEO Maya Rogers on why we need more women in the games industry
Esports

Tetris Company CEO Maya Rogers on why we need more women in the games industry

by admin September 23, 2025


“You kind of take what your parents do for granted when you’re a kid,” reflects Maya Rogers, president and CEO of The Tetris Company.

When her father, Henk Rogers, brought home an early version of Tetris on the Game Boy in the late 1980s, she remembers it sparking a sensation in their household, as family members competed against each other for high scores. But it was only much later on that she realised how big a deal the game was.

Henk was instrumental in securing the rights to Tetris for Nintendo’s handheld, and would go on to form The Tetris Company with the game’s creator, Alexey Pajitnov, in order to handle the licensing of Tetris around the world. Maya, meanwhile, was encouraged by her mother, Akemi Rogers, to seek a career in business. “She was all about climbing the corporate ladder.”

Maya initially worked at American Honda after college. But then she got the opportunity to combine her twin passions for cars and video games by securing a job at Sony Computer Entertainment in Santa Monica, initially working on the Gran Turismo franchise. “I remember thinking, ‘Wow, this is where I belong’,” she recalls.

Henk Rogers | Image credit: aGameScout CC BY-SA 4.0

But her life took a sudden left turn when her father suffered a massive heart attack in 2005. “I flew back to Hawaii, and I was like, ‘I almost lost him’,” she recalls. “That was a turning point in my life to say, ‘Can I come work for you? I want to learn from you as much as I can while you’re still around’.”

Maya would go on to head The Tetris Company. Depressingly, even in 2025, it’s still rare to see a woman in the top job at a games firm. According to Women in Games, women make up only around 22% of the global workforce in the games industry, and hold just 16% of the executive roles in the top 15 game companies.

“It shouldn’t be that way,” says Maya. “Women need to be given a chance.”

She is passionate about getting more women into the industry. “There’s so many women playing games, and we’re still having mostly men designing games,” she says. “That doesn’t make any sense at all.”

She encourages young women to “follow their passion” and come into the business, and not be put off by thinking they’re under-qualified or lacking in experience when going for jobs.

“Men show up to the table and they’re kind of winging it, right? Guys are really good at winging it […]. Women show up overqualified, because they’re like, ‘Oh my gosh, am I good enough for the job?'”

In short, she says, “We’ve got to put ourselves out there, and be Okay to be vulnerable.”

“Men show up to the table and they’re kind of winging it, right?”

Maya Rogers, The Tetris Company

When we ask whether Maya has personally experienced any instances of sexism in the games industry, the answer is depressingly matter-of-fact: “Of course.”

“They see a youngish looking female, and they don’t believe you, or they don’t think that you run Tetris, or whatever,” she says. “But I guess it’s never really phased me.”

She adds that there are advantages, too, in standing out. “Everybody knows me, because I’m a girl, right?”

Maya has made a point of increasing the number of women working at The Tetris Company. “When my father was running the business, it was more male. And now we have a lot of women, and it’s great. We’re doing amazing things. Girls can do it all.”

Ultimately, she thinks we need more women in C-suite positions across the board, noting that DEI (diversity, equity, and inclusion) initiatives have helped in the past. “That in itself in America today is a thing that’s being questioned,” she adds, “but I think that was so important to have, because it did change how many people of diversity, [of] different backgrounds were allowed in the workplace.”

In short, she says, “there needs to be something that is almost enforced to make sure that there are enough women in the industry.” And those women who are already in powerful positions need to “be out there, being vocal, inspiring people to fight for their rights,” she says.

“It is always going to be a battle. But if you look at the history […], how do things change? It was the women [who] came together, and they fought for their rights, and that’s what needs to happen.”

Therapeutic Tetris

Maya is particularly keen to talk about the work of Professor Emily Holmes, currently at Uppsala University, who has been researching the effects of Tetris on mental health over the past 15 years or so.

“When she was at Oxford University, she started this research to try to see if Tetris can help with trauma and PTSD – and now she’s proven that in fact it can,” says Maya.

“So now we’re working more closely with Professor Holmes and trying to figure out the next steps of how we can make this really a thing […] that’s going to help people.”

Tetris Effect was originally released in 2018

Maya says that she has also heard from people with ADHD, who have said that playing Tetris helped them to focus before exams. “We’re starting to collect all these stories about how much Tetris has helped people in different ways,” she says. “I think we’re just scratching the surface of what is possible with video games and mental wellness.”

This finding that playing Tetris can actually be good for you is important, she adds, because “the video game industry gets such a bad rep,” not least through the recurrent conversations around video-game violence.

“Tetris has never been a violent game,” she stresses. “It has always been a game that’s for everyone.”

But what’s so special about Tetris that gives it these therapeutic properties?

“Clearing lines speaks to our innate desire to want to create order out of chaos”

Maya Rogers, The Tetris Company

“There’s something about the blocks: it’s a simple game, but it makes you think,” muses Maya. “There’s that something that clicks in you when you play Tetris and you get into that flow.”

“Clearing lines speaks to our innate desire to want to create order out of chaos,” she adds, “and essentially that feels good when we feel that sense of accomplishment. I think that’s the loop that really helps people with PTSD [or] trauma.”

Another subject that’s close to Maya’s heart is the environment, something she shares with her father. They founded Blue Startups in Honolulu around 13 years ago as an accelerator to help entrepreneurs, with an emphasis on supporting startups that are focused on sustainability.

“For example, one of the first companies that we invested in was a company called Volta, and they were making electric charging stations throughout the United States,” she says.

Brand new moves

But of course, these good-news stories don’t provide the whole picture. The Tetris Company was founded to protect the rights for Tetris, and as such the firm has spent much of the past few decades sending out endless cease-and-desist letters to Tetris imitators.

But Maya points out that the rights to Tetris were hard won, noting that Alexey Pajitnov wasn’t able to wrestle them away from the former Soviet Union until the nineties, and she thinks that the ability to protect copyright is becoming increasingly important in the context of the creator economy and the rise of AI.

“It’s important to protect and honour brand legacies and brands in general. If we don’t, everything becomes generic,” she says.

“There could be a million other copies out there, but there’s something to be said about the one, the original, the one that people can really relate to.”

Tetris has been constantly reinvented over the years through games like Tetris Effect and Tetris 99, and Maya says that in terms of licensing opportunities for the brand, video games are “always number one.”

But she also sees many opportunities outside games. “The people that play Tetris, whether [it was when they were] growing up or they’re just discovering it now, how do they want to engage with the brand? It’s not just through video games anymore.”

Taron Egerton played Henk Rogers in the Apple TV Tetris movie

She highlights the recent Tetris movie on Apple TV as an example – although in fact there were efforts to get a Tetris film off the ground over a decade ago now, long before the current vogue for transmedia and big-screen video-game adaptations.

But what of the future for Tetris as a game? Surely, we suggest, we’ve had all the possible variations of falling blocks that it’s possible to have by now?

Maya disagrees. “I think Tetris Effect is a perfect example of [how you can] iterate on a game that’s 40 years old, and make it cool, and make it something that connects you to a new audience.”

That said, she also recognises that way back in the mid-eighties, Alexey Pajitnov essentially came up with the perfect game. “It’s like the game of chess, it’s going to be around. It’s just a matter of making sure that [for] each generation, and each new platform, and each new way to play a video game, Tetris is there.”

And Pajitnov, along with Henk, is still keeping an eye. “They’re involved in all the major decisions,” confirms Maya. “And whenever it comes to game design, Alexey is very heavily involved, because he’s still a gamer. He’s still playing all the games, he still thinks like a programmer. That’s what he does, and that is his passion.

Alexey Pajitnov | Image credit: GDC CC BY 2.0

“So as long as they’re able to get involved, they will be involved. And it’s great, because sometimes we might have a new licensee or a new developer come on board, and we might have Alexey come and talk to them. And for them, it’s like seeing God.”

When all is said and done, it’s heartening to think that behind the corporate behemoth that Tetris has become is the story of an enduring yet unlikely friendship.

“Henk and Alexey, they’re like two people that are as different as can be,” says Maya, “but they have this common language, and they believe in each other, and they trust each other.

“And this is one of the reasons why Tetris has been successful. It was based on this handshake of these two men that came from very different backgrounds – and they trusted each other because they loved games and they’re both programmers. And that love and that relationship is still there today.”



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September 23, 2025 0 comments
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Lumines Arise's new demo reveals Burst mode, the game's answer to Tetris Effect's Zone, and the demo is out now
Game Updates

Lumines Arise’s new demo reveals Burst mode, the game’s answer to Tetris Effect’s Zone, and the demo is out now

by admin August 27, 2025


In our house, the first level of the new Lumines Arise demo already has a name. The demo hasn’t been with us long – and it’s available for PS5 and Steam until 11.59pm local time on the 3rd of September, so get on it – but it’s made an impact. That first level has made an impact. I call it Cadbury Physics.

Super quick: Lumines is a puzzle game about sorting blocks into groups of two colours. The blocks drop into the horizontal playing area wonderfully jumbled, and you rotate them, match the colours, and ideally use them to build squares of 2×2 blocks of the same colour. You then grow these squares by adding more blocks of the same colour until the timeline sweeps through and cancels them out. Points for you! And more space to play with! And onwards and upwards. Beautiful.


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But the colours, and the theme and music surrounding them, change with each level. And in the first level of the Lumines Arise demo? Well. Hard to say, really. You’re either deep in space or diving down into the secrets of the quantum universe. One of the colours you’re matching is less a colour and more a little galaxy captured in an oily bubble. Form 2×2 squares and it sort of blobs outwards into a bigger bubble. It’s less bottle galaxy and more puddle galaxy, and it clashes gorgeously with the other strain of blocks in this level, which are jagged little gold leaf diamonds.

Far-flung space? Deep within an atom? Whatever’s the truth, it all looks strangely delicious. Houston? We have a tasty problem. It’s like a chocolate advert out there. I can just imagine ripping the foil off those diamonds to reveal the chocolate melting within, and then dipping them in the syruppy quantum goo from those puddle galaxies. It would be irradiating, sure, but it would be such a sweet way to go. The whole level feels like a black forest gateaux baked by Nasa’s Jet Propulsion Laboratory.

The thing about Lumines is that you can talk about it forever just by talking about the small things, and Arise is no different. Small things: the way the camera now zooms in slightly when you’ve started a square going, as if the universe notices your work and is leaning in, eager to see how it turns out. Small things: the way the “Bonus” text on the first level turns to a coffee swirl of vapour as it melts away. Small things: the way the chalk circles in the second level – this level has yet to have a name in our house – sometimes jangle into scribbly squares when the music dictates that they must.

The shape of (not) you. | Image credit: Enhance

And yet there are big things to talk about, too. Lumines Arise is basically Lumines getting the Tetris Effect treatment. The sound and fury has been dialled up. The graphical approach is glossy and melting one minute, and geckos dancing while campfires flicker in the darkness the next. But just as Tetris Effect introduced Zone play, which allowed you to break the game by entering a bizarre state of being in which you could grow a Tetris stack until it was six, eight, ten rows deep, Lumines Arise gets Burst mode.

Oh Burst mode! Tantalising and terrifying. It’s a game-changer. It’s a game disruptor. And yet, like Zone, it feels so simple.

Burst mode is built up through regular play. As you clear squares, your Burst percentage meter at the top of the timeline ticks upwards. When it reaches 100, you squeeze both triggers and time coughs and turns inwards on itself. Suddenly, you can grow a single colour of squares without the timelines clearing them as they sweep past. (A number above the timeline tells you how many sweeps you have left.)

But there’s more. As you grow your single colour square, blocks of the opposing colour will regularly shoot into the air as you play, and will hang, suspended above the playing field until Burst mode is over. Eventually, you’ll have grown your square as much as you can, and you’ll have run out of timeline sweeps – Lumines is a really weird game to talk about, isn’t it? – and then you get a double-whammy of scoring. The square you grew finally disappears, showering you in points, and then all those other-coloured blocks that had been suspended overhead suddenly fall back into play, and will probably lead to a decent amount of squares themselves.

Tetris who? BTW, there’s a multiplayer game type included in the demo that sees you firing garbage blocks back and forth by using Burst. | Image credit: Enhance

Here’s the thing about Burst mode. It’s wonderful, but it’s also terrifying. Sure, you can use it to get out of trouble. You can actually trigger it once the meter’s above 50 percent for this purpose, it just won’t last as long. But to get the most out of it, you have to understand that while the whole thing looks chaotic, it requires absolute precision if you’re to do it justice. Sure, it looks like the universe is erupting around you and that time itself is stuttering, but you need to have a plan for all those incoming blocks. You need to know when to rotate right and when to rotate left and when to drive them all home and grow that square.

I hope it goes without saying, but I absolutely love this. With the chain block, Lumines has always been the most geologically minded of puzzle games – a game that’s all about drilling down into the earth, laying seams of dynamite and then touching them off. But now there’s this anti-gravity component where detritus is sorted and flung into the aire and just waits there while you create the perfect environment for it to return to. I’m still getting my head around it. I’m still trying to bring Burst mode into focus with the way I lay out the grid to get the most from that chain block. I’m still trying to rumble the secrets of this strange physical universe, one delicious puddle galaxy at a time.



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August 27, 2025 0 comments
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Here's a Steam demo for Lumines Arise, the latest toe-tapping head exploder from the Tetris Effect devs
Game Updates

Here’s a Steam demo for Lumines Arise, the latest toe-tapping head exploder from the Tetris Effect devs

by admin August 26, 2025


Tetris Effect developers Enhance have released a new demo for their forthcoming Lumines Arise on Steam, alongside news that the spacey rhythm attack game will launch on November 11th. If you missed Tetris Effect, it’s a game about making deletable lines out of falling blocks while standing in the middle of a very musical supernova.

Lumines Arise, meanwhile, sees you arranging clumps of blocks into 2X2 scoreable combinations, which are removed from the playing field by a horizontally sweeping Time Line. While standing in the middle of a very musical supernova.

Watch on YouTube

There have been eight previous Lumines releases, including remasters, on various platforms since the first game’s appearance in 2004. This one is a collaboration with Monstars Inc, who also worked on Rez Infinite. I played a bit of Lumines Arise earlier this year, and spoke to an Enhance developer about its new emphasis on expressing “the human”, which is what sets it apart thematically from Tetris Effect. I’ll get that write-up turned around before the release date. If I don’t, feel free to quote this piece at me aggressively in the comments on any and all subsequent news articles.

In the short term, I’ll say that Arise is yet another pacey and flamboyant puzzler that drizzles your occipital lobe in (for example) footage of frenzied chameleons, while challenging your primary motor cortex to save you from total visual constipation. Yes, it’s making bits of your brain fight each other. I like when games do that.

Beyond that, I’m interested to make sense of Arise being a more “human” game than Effect. Much as I enjoyed Tetris Effect, I entertain suspicions that Enhance’s framing of Arise might be bullshit artistry. Perhaps “more human” just means there are more human figures in the background art. Come to think of it, I’m not sure the devs mentioned Enhance’s most recent game, Humanity, during my hands-on – RPS reviewer Kim Armstrong witheringly summarised that as “perfect puzzles pumped with existential hot air”.

Here’s the Steam link for the demo, which will be available from today, August 26th till September 3rd. It includes three stages from the single-player Journey mode and a bit of new multiplayer mode Burst Battle, which can be played online cross-platform. The full game has VR compatibility but there’s none of that nonsense in the demo, and they’ve locked the difficulty to easy. They don’t want to scare you away, after all.

Those damn fool editors of RPS gone by never found time to review Tetris Effect, but they did put it on our list of the best VR games.



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August 26, 2025 0 comments
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Herdling
Product Reviews

Puyo Puyo Tetris 2S review: still a great puzzle game, but a disappointing port

by admin August 22, 2025



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While it’s one of, if not the oldest professions, herdsmen aren’t often represented in video game format, and after playing Okomotive’s Herdling, I struggle to understand why. Sure, if you asked me to come up with my dream game tomorrow, I probably wouldn’t start with “herding cattle”, but Herdling takes the idea and expands it into a mystical, uncanny world filled with fantastic beasts and terrifying foes.

Your role is simple: finding, taming, caring for, and guiding a herd of great calico-patterned horned beasts called Calicorns and ushering them to the mountain’s peak. Along the way, you’ll encounter various puzzles, obstacles, and foes.

Review info

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2, PC, Xbox, and PS5
Release date: August 21, 2025

  • Puyo Puyo Tetris 2S at Amazon for $29.99

From its painterly art style to its rich, emotive music, the world of Herdling is vivid and expansive, and delightful to explore thanks to a decent variety of mechanics in each level and plenty to discover and explore.

You’ll traverse verdant fields, discover abandoned man-made structures, both modern and mystical, and cross treacherous woods and mountain climes to reach the summit. While it’s not terribly long, offering 4-6 hours of gameplay, Herdling is littered with collectibles and discoverable content, making for a good amount of replayability.

Seen, but not herd

The game opens in a seemingly deserted city, as the protagonist awakens on the streets with a seemingly singular purpose: to find and herd Calicorns. This slightly claustrophobic cityscape acts as your tutorial ground, though there’s little to no instruction.

Things aren’t all as they seem, though; the presence of human life is tangible everywhere in the early stages of the game, whether that’s in trains hurtling past the open fields, lights flickering in buildings, or cars crossing open highways. Still, the manufactured world seems at odds with your new companions, so you dust off the concrete and head out into the open plains on your quest to reach the mountain’s peak, gathering more fluffy friends along the way.

It’s unclear why, bar the Calicorns, you seem to be so alone in this slightly uncanny world; Herdling asks not why, but how you’ll navigate the treacherous path to the summit. And that “how” is largely dictated by your herd.

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You’ll find a host of Calicorns along your journey, which you can tame with a good old-fashioned head scratch and name. By standing behind them and facing in the direction you want to travel in and waving your shepherd’s crook, you can steer your Calicorns and command them to stop, go, or slow down.

(Image credit: Okomotive)

You can also activate stampede mode for a speed boost, which is refuelled by guiding your herd over blue flowers and increases the more Calicorns you have tamed. Performance drops are fairly frequent during stampede mode, and as you’d expect, it becomes more challenging to guide your flock at high speeds.

In narrower portions of the map, navigation can be frustrating, especially as you collect more Calicorns, and there were more than a few moments where I feared I’d never safely negotiate the herd out of some slightly jammy corners. On the one hand, that could be by design, but I’m never a fan of chance taking the reins.

You’ll find yourself inventing all kinds of methods to keep your herd compact and controlled, but sometimes even pausing their motion can’t stop the scamps from going on walkabouts. After all, they are wild animals.

Your Calicorns aren’t your wards; they’re your companions, and help you as much as you do them! (Image credit: Okomotive)

Until you find your dream

The game is largely linear, but that doesn’t make your journey easy; you’ll have to decide on the best paths to take, navigate in and out of some tight spots with your growing, occasionally mischievous herd, and care for them to ensure they survive their passage – and yes, that does mean they can die.

Upon taking damage, the Calicorns’ vibrant coat, often dusted with petals from running amidst the flower fields and storing up stampede powers, will become slick with blood, a wound you can only heal by scrambling about the map level in search of berries to feed your friends. There is also an Immortal mode for the faint of heart; thankfully, in my first playthrough, I didn’t need it.

Nobody wants to ruin a perfect run with a herd member’s passing, but it’s doubly heartbreaking when you factor in how personable and cute these creatures are. Each has a unique design, with different horn shapes, sizes, and ages, expressed through their quizzical and expressive wide red eyes.

Some even have personality traits that play out as you rest in camp between levels. Needy Calicorns will follow you around camp until they receive affection, while playful ones will try to engage you in a game of fetch. It’s incredibly charming and raises the stakes in the game overall.

Image 1 of 4

(Image credit: Okomotive)(Image credit: Okomotive)(Image credit: Okomotive)(Image credit: Okomotive)

As the game progresses, the world expands to include more mysticism. Ancient monuments and grand structures become the backdrop for your quest, and the farther you climb, the more enchanting the world becomes; and the farther you feel from the vaguely post-apocalyptic vibes in the earlier game levels as your protagonist becomes increasingly enmeshed with their herd.

There are environmental threats at different levels, including spiky surfaces and even ice calving beneath your Calicorn’s feet (or hooves? You can’t really see them…), but the real fear factor comes from the cryptid-esque giant owls that seem to have a real taste for Calicorn.

These are the primary antagonists in Herdling, but their menace takes various forms. From high-stakes stealth navigation through the birds’ nest to high-speed chases as they snipe at you from the air, these great beasts pose a genuinely terrifying threat to your herd.

(Image credit: Okomotive)

You can really appreciate the calmer moments in the game in contrast to the terror, though. The great, sprawling landscapes are gorgeous, and the soft-touch sound design wonderfully captures the emotion of every moment. Activating stampede mode launches a tremendous Galop-esque burst of sound and color, where more peaceful moments feature little more than the sounds of nature and the sprinkling of keys.

Of course, as Herdling is an indie title, it does lack polish in areas; animations are occasionally a bit awkward, especially as Calicorns descend slopes, and tight or enclosed spaces can be challenging to navigate. That’s especially true as your herd grows, which may well be by design, but if you’re playing using a controller like I did on my Switch 2, you might find yourself in peril (or just fiddling with herd positioning) more often than you’d like, which can impact the pace of the game.

Still, I really enjoyed my time as a Calicorn shepherd. The game hints at themes of homeship, nature, found family, death, and rebirth, giving the player ample perspectives through which to enjoy its wordless narrative. Herdling cleverly implements its key herding mechanic but offers enough ways to play and explore that players of all ages and skillsets can enjoy this minimalist yet profound odyssey to find a new home.

(Image credit: Okomotive)

Should I play Herdling?

Play it if…

Don’t play it if…

Accessibility features

Herdling has a handful of dedicated accessibility settings. You can toggle controller vibration, sprint, auto-run, display HUD, herding direction indicator, Calicorn immortality, and button holds. There are no dialogue lines, but there are various language settings for the menus and tutorial.

How I reviewed Herdling

I played through Herdling twice (10 hours) on Nintendo Switch 2 using both the Pro Controller, Joy-Con 2, and handheld mode.

During my time with the game, I compared my experience with other indie titles, especially those launched on Switch 2, making certain to note any issues with performance or game quality.

First reviewed August 2025

Puyo Puyo Tetris 2S: Price Comparison



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