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Wolf Haus Games Reveals Co-Op Dark-Comedy Survival Game JOIN US at PC Gaming Show Tokyo Direct
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Wolf Haus Games Reveals Co-Op Dark-Comedy Survival Game JOIN US at PC Gaming Show Tokyo Direct

by admin September 28, 2025



MONTREAL  — September 28, 2025 — Today, during the PC Gaming Show Tokyo Direct, independent Montreal, Quebec-based studio Wolf Haus Games revealed JOIN US, a darkly satirical, story-rich survival game that lets players build and command their own doomsday cult to prepare for the coming apocalypse. Not your average survival game, JOIN US combines a strong game loop and novel mechanics to create an ambitious and culturally relevant single or multiplayer experience. Design your cult’s belief system and recruit new followers into a fresh, fully authored narrative that adapts to player choices.Wolf Haus Games’ debut project, JOIN US, embodies the team’s passion for grindhouse cinema, refreshing sense of humor, and over 150 years of combined experience working on feature films, major music videos, and more than 100 AAA video games. You’ll get your chance to “JOIN US”  when the game launches next year on PC.

In JOIN US, players take the role of a devout member of a doomsday cult, sent to establish a new chapter of their cult in rural Bedford County, USA. While you must heed the wise words of The Leader, this “franchise” is yours to command and shape as you please; think of it like you’re franchising a Burger King, or a KFC. You are free to explore the open world as you recruit followers, design your own robust belief system, and scale up a compound to accommodate your growing ‘family.’ Not everyone will take kindly to outsiders, so you might be forced to protect your compound… by any means necessary (including but not limited to flamethrowers and battle-pigs). 

With an Apocalypse just around the corner, you’ll want your compound to be well-stocked with the essentials: food, supplies, and ammunition. But your most important resource is your followers. After all, a cult leader with no followers is just a lonely weirdo. Get the word out with propaganda, and you can recruit poor, lost souls to a better life. As your forces grow, so will your territory; take the fight against non-believers to their doorstep to extend your cult’s territory.

Experience the immersive narrative campaign in single player or up to four-player co-op as you conquer the game’s dynamic open-world environment. Whether you roll solo or recruit your friends, cult life is your calling, and the end of the world is nigh (which, if you’re a doomsday cult, is a good thing, right?).


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Ghost Of Yotei Review - Lone Wolf
Game Reviews

Ghost Of Yotei Review – Lone Wolf

by admin September 25, 2025



In 2020’s Ghost of Tsushima, protagonist Jin Sakai is a samurai, part of Japan’s ruling class during the Kamakura period in which the game is set. When Khotun Khan and his Mongolian army attack Jin’s home island of Tsushima, the samurai is unable to repel the invading force as the noble warrior he was forged to be, and must instead sever his honor by becoming the fearsome “Ghost.” Yet adopting underhanded tactics to gain the edge comes at a cost, as Jin is forced to grapple with sacrificing his relationships, his moral code, and everything he once stood for in an effort to defeat an unconventional foe.

In Ghost of Yotei, protagonist Atsu doesn’t have to make such choices. She’s not a samurai, but a wandering mercenary from an ignoble family–a family that was slaughtered at the hands of a gang of violent outlaws known as the Yotei Six. With everything taken from her, Atsu’s gender and lowly status mean she has no fixed standing in Japanese society during the early 1600s.

Alone and consumed by revenge, she carves her own path forward, adopting the mantle of the onryo, a vengeful spirit from Japanese folklore that’s able to inflict harm in the world of the living. Like Jin, Atsu becomes a symbol–one that strikes fear into the hearts of her enemies as her legend grows. But while this parallel is notable, it’s the differences between Jin and Atsu that stand out the most.

Though the game’s foundation remains largely unchanged from its predecessor, the shift from samurai to roaming sellsword introduces a number of interesting changes and fresh ideas in what is a marked improvement on Ghost of Tsushima. Exploring the natural beauty of Sucker Punch’s romanticized depiction of Feudal Japan is enjoyable in and of itself, but the activities you’ll discover are also much more meaningful than before–tying together Atsu, her home, and her family–while the precise brutality of its highly stylized combat has been expanded upon with a diverse arsenal of tools and melee weapons, resulting in tense and thrilling battles ingrained with cinematic flair.

Like its predecessor, Ghost of Yotei is a classic tale of revenge, inspired by samurai cinema. You can see the influence of legendary filmmakers like Akira Kurosawa, Masaki Kobayashi, and Kenji Misumi in facets of its cinematography, melee combat, and storytelling, but it’s Toshiya Fujita’s Lady Snowblood that comes to mind as the most thematically similar. After Atsu’s family is massacred and she’s left for dead, the young orphan spends the next 16 years away from home, honing her skills on the Japanese mainland by fighting in peasant armies as the country raged war with itself. After the famous Battle of Sekigahara, Atsu returns home to the northern island of Ezo (modern-day Hokkaido), prepared to enact her revenge on the Yotei Six by any means necessary.

At the beginning of the game, Atsu doesn’t care whether she lives or dies, so long as the Yotei Six meet their end. But while she spent the past 16 years transforming into a fearsome warrior, the targets of her ire grew stronger too. Now, the Yotei Six have legions of soldiers to call on, with the group’s leader–the antagonistic Saito–proclaiming himself the Shogun of the north.

Although Atsu is comfortable being alone and knows how to fend for herself, it becomes clear that she’s an underdog and must learn to rely on others if she hopes to defeat the Yotei Six. While the world at large might perceive her as a terrifying ghost, she’s also someone who’s gradually shaped by the brutal cost of revenge and the influence of the people she meets. Atsu’s character arc is compelling and offers an interesting juxtaposition to Ghost of Tsushima’s story. It’s still a fairly conventional revenge tale, but one that’s well told, with memorable characters, excellent performances from its optional Japanese voice cast (at least to my non-speaker ears), and a plethora of stunning moments and unexpected twists.

One of the more effective aspects of the narrative is Atsu’s relationship with her family. Almost everything she does is influenced by them in some way. By visiting her home and specific locations around Ezo, you can step into the past and revisit fond memories from her childhood, such as practicing sword fighting with her brother and working with her weaponsmith father in the family’s forge. These windows into the past create further empathy for a character who eventually goes on to inflict brutal violence. You can feel the weight of her loss in each moment, and this persists throughout the game as you explore more and more of Ezo.

Bamboo strikes, fox dens, hot springs, and Shinto shrines return, though they’re fewer in number than before. Crucially, there are also new activities that further Atsu’s characterization and relationship with her family. It’s easy to note the differences with Jin here once again. While he was a scholarly samurai–taking contemplative moments to express himself through haikus–Atsu’s interests are shaped by her upbringing. Her father taught her the art of Sumi-e, which literally translates to “black ink painting,” and her love of the craft is reflected in moments when you are asked to use the DualSense’s touchpad to paint the various animals and landscapes you encounter throughout your journey.

Atsu also travels with a shamisen–a three-stringed instrument played with a large plectrum called a bachi–which was passed down from her grandmother to her mother, then from her mother to her, along with the wisdom that music can still reach those who have passed. Yet playing and learning new songs on the shamisen doesn’t merely serve as a way to connect Atsu with her mother and lineage–it connects her to her homeland and its people, too.

Ghost of Yotei is set over 300 years after the events of Ghost of Tsushima, right at the beginning of Japan’s Edo period. After winning the aforementioned Battle of Sekigahara, the renowned warrior Tokugawa Ieyasu hunted down and executed anyone who opposed him, folding those who accepted into his shogunate. With so many daimyo losing their domains, around 150,000 samurai became ronin around this time, with many of those fleeing to Ezo as a place to live free from the oppressive rule of the Tokugawa shogunate. With the Yotei Six already causing disruption, Ezo feels a lot like the Wild West. As Atsu’s fame grows, so does the number of ronin hoping to cash in her bounty. But as a sellsword, Atsu can also take on a variety of bounty contracts herself, hunting down the island’s most fearsome warriors.

Many of these targets are distinct; there’s one involving a murderous musician that’s actually quite touching, and another about a killer who drowns his victims, akin to a kappa. Sometimes you need to use clues to figure out where they’re hiding; other times they’ll come to you, like a particular serial killer who preys on weary travellers making camp for the night. Most of these encounters conclude with an exciting one-on-one duel, but there are some unexpected outcomes, too. Like much of Ghost of Yotei’s side content, these bounty missions are relatively brief but engaging. It’s just a shame that a few of them are rather generic, asking you to defeat a regular enemy within an occupied camp, for instance. For a game that often avoids this pitfall, these missteps are more obvious.

However, picking up bounties is just one of the ways you’ll interact with Ghost of Yotei’s world. The Guiding Wind mechanic returns from the first game, directing you to your chosen objective with gusts of wind, flying leaves, and bending grass. Five years on, it’s still the best way to navigate an open world, ensuring that you’re fully absorbed in the space you’re inhabiting rather than constantly staring at a mini-map or objective marker. You’re also more likely to spot points of interest this way, such as smoke from a campfire or an alluring building on the horizon. Atsu even has a Breath of the Wild-style spyglass, which automatically adds locations to the in-game map once you’ve spotted them through the telescopic lens. It’s a great way to make you pay attention to your surroundings and internalize key landmarks.

Like Jin, Atsu becomes a symbol–one that strikes fear into the hearts of her enemies as her legend grows. But while this parallel is notable, it’s the differences between Jin and Atsu that stand out the most

The people of Ezo are eager to share information, too. Upon arriving in a new village, a merchant might tell you about an onsen that’s not too far away. You can set up camp to eat food and craft ammo, and a passerby may join you and mention a fox den, while interrogating an enemy could reveal a nearby camp. Your exploration is gently guided, but it feels very natural. Instead of looking at a map filled with markers, you’re left to discover things on your own, even if you’re sometimes nudged in the right direction. You’re peering into the world rather than staring at a UI, so there’s an inherent sense of discovery that persists throughout the game and is very rewarding.

It’s incredibly easy to get sidetracked, even when you have a specific objective in mind. Exploring and engaging with whatever you find is just as fulfilling as playing through the main story, mainly because Ezo feels so alive and lived-in–from a village where people are fishing, conversing around a campfire, and playing music, to the diverse natural landscapes and wildlife of Japan’s northernmost island. Hokkaido is renowned for its natural beauty, and Sucker Punch has certainly captured that with Ghost of Yotei’s open world, further enhancing the distinct visual identity introduced in Ghost of Tsushima. It’s grandiose and almost fantastical at times, but it’s a constant treat for the eyes, full of bold, saturated colors and an abundance of flying particles that make each and every frame feel full of life.

Great plains stretch as far as the eye can see, lakes and streams in the wetlands reflect the glistening moon, and the sea violently clashes against the jagged cliffs on the coast. Vibrant red and auburn trees sit atop rolling green hills, cherry blossom trees paint the south of the island pink, while the north is blanketed in freezing ice and snow. Duels are frequently framed against a backdrop of picturesque mountains, turgid waterfalls, and centuries-old trees–their branches twisting outward like undulating rivers. Colorful butterflies, dragonflies, and flower petals swirl as steel clashes, caught in the howling wind, and each purposeful step forward kicks up fallen leaves and splashes of water. As blood hits the pristine snow, Lady Snowblood springs to mind once again. If nothing else, Ezo is a land of striking contrasts.

Technically, it’s as impressive as Sony’s first-party titles often are. Ezo’s map is divided into sections, with new locations splintering off from a large starting area. When you climb aboard your horse’s saddle, black bars appear at the top and bottom of the screen, reducing the picture size but framing the environment to really show off the superb art direction. There aren’t any noticeable frame drops using the game’s performance mode on a base PS5. Outside of cutscenes, which are locked at 30fps, it runs at a stable 60fps throughout.

It’s the hunt for the Yotei Six that brings you to almost every corner of the island, where you’ll also discover more about each member of the gang as you plot out their demise. The Oni, for instance, resides in a hilltop castle overlooking the entire Ishhikari Plain. He’s a mountain of a man with an army behind him, so the burned villages and widows left in their wake reveal his abject cruelty. The Kitsune, on the other hand, works in the shadows. As the head of a clan of shinobi, their methods are more clandestine, forcing you to solve puzzles to uncover secret hideouts. Their foot soldiers emerge from beneath the snow, and the terror they inflict on the people of Teshio Ridge isn’t as obvious as the Oni’s fire and brimstone approach, with millers and blacksmiths simply disappearing in the night.

Ghost of Yotei’s mission design is similarly varied, whether you’re posing as an anonymous bounty hunter to infiltrate a fortress or pursuing a target through a mountain range as they pepper you with gunfire–and that’s just the main story missions. Side quests take you on a few unexpected adventures involving rumors of terrifying yokai, a brush with a near-indestructible bear, and some enlightening platforming with Ezo’s indigenous Ainu people. The end result is often the same: You’ll typically utilize stealth or combat to solve most problems. But there’s much more flavor than before, making for a more interesting game from one moment to the next, as it ditches the rigidity that frequently plagued Ghost of Tsushima’s mission design.

Combat is also improved, and molded, once again, by Atsu’s singular nature. She fights to win by any means necessary, even if that means picking up a fallen enemy’s weapon and throwing it through another’s chest, chucking dirt into her opponent’s eyes, or lighting her weapon on fire to break through a staunch defense. She’s also not averse to using a variety of different melee weapons, trading Jin’s four katana stances for five distinct armaments. You begin with a katana, and then, by visiting various teachers, gradually unlock an odachi, a kusarigama, dual katanas, and a yari spear.

There’s a rock, paper, scissors dynamic in play where certain weapons are better suited against particular enemies and their chosen equipment. The kusarigama, for instance, can destroy shields with consecutive blows from its heavy attack, while the relentless speed of the dual katanas is ideal for dealing with opponents wielding yari. As one of your teachers puts it, every weapon can kill but won’t necessarily always shine. A single katana can still best a yari user, but you won’t deal as much damage, and breaking through their guard is much tougher. Using the wrong weapon feels inefficient, so you’ll want to frequently cycle through your arsenal depending on who you’re facing to cleave through enemies with style and precision. Throw in new ranged weapons like the slow-loading Tanegashima rifle and a flintlock pistol that’s useful for interrupting enemy attacks, and there are quite a few considerations to make when engaged in combat.

Whichever weapon you’re wielding can fell opponents in a few quick slices, but the same is also true of Atsu. Whether you’re dueling a single opponent or dealing with a one-versus-many situation, you’ll want to master blocking, parrying, and dodging to survive and create openings for your own deadly offense. This manifests in a terrific ebb and flow as you alternate between being active and reactive. Atsu’s fragility creates tension, but she also feels decidedly deadly. It’s a satisfying combination, especially when you factor in a suite of fluid animations and the terrific sound design that accompanies the clashing of weapons and splitting of flesh.

Combat isn’t without its flaws, however. Like the first game, Ghost of Yotei there are a few instances where enemies will slip out of view, forcing you to awkwardly pull your fingers away from the face buttons to manually adjust the camera with the right stick. This isn’t ideal when you need to react quickly to unblockable attacks and incoming projectiles, but it’s rare enough that it isn’t a significant problem.

Gallery

Of course, you can also avoid combat entirely in some situations. Ghost of Yotei’s stealth is played fast and loose; it’s more about taking out everybody as quickly and violently as possible rather than slipping by unnoticed. Chaining together assassinations never tires, and using the kusarigama to yank enemies out of sight is particularly gratifying. The stealthy route might be relatively uncomplicated for the most part, but that doesn’t prevent how enjoyable it is to sweep through an enemy camp as a silent assassin.

Ghost of Yotei builds and improves upon its predecessor with a gripping story, rewarding exploration, and fantastic combat, with each aspect emphasizing the characteristics of a new protagonist. As a sequel, familiarity is baked in, but every alteration is in service of Atsu and her profound differences, making for a game that manages to feel distinct even when what you’re doing is so recognizable. The Ghost is just a mask; what matters is who’s behind it.



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September 25, 2025 0 comments
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Even the studio that wrote The Wolf Among Us 2 doesn't know what's going on with it
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Even the studio that wrote The Wolf Among Us 2 doesn’t know what’s going on with it

by admin September 18, 2025


Telltale’s second series-slash-sequel, The Wolf Among Us 2, has become notoriously hard to pin down. Originally announced in 2017, the game disappeared when Telltale closed in 2018, then it was resurrected in 2019 only to disappear again in 2023, amid what sounded like burnout from crunch. And we haven’t heard a peep since.

But I had a chance to speak to the studio which was originally making the game for Telltale (then a kind of publisher but now making the game internally, it seems) to see if I could find out what was going on. That original developer was AdHoc Studio, a team formed by former Telltale staff, many of whom worked on the original The Wolf Among Us game.

AdHoc co-founder Nick Herman directed the first episode of The Wolf Among Us (known as “Faith”), and he told me AdHoc was working on the follow-up, The Wolf Among Us 2, for about two years. But as to why the studio stopped working on it, he said: “Look, the truth is…”

The Wolf Among Us 2.Watch on YouTube

He was interrupted by fellow co-founder Pierre Shorette, another Telltale alumni, who asked with a smile, “Yeah why did we stop working on that, Nick?”

Put on the spot, Herman continued: “We wrote a season, Season Two. We think it’s better than Season One – and we were on Season One. And yeah, we’re really proud of it. We were doing tests. We were in cinematics and animation and stuff. And then basically they needed more time.

“They weren’t… We weren’t running the project. It was Telltale we were doing it in partnership with. And we couldn’t wait around and do nothing, so we had to move on to Dispatch to keep the studio moving, and they needed to go their own way.

“We’re looking forward to seeing what they do with it,” Herman added. “I don’t know how much of our version of the script is going to make it into what they end up making. But if one day we were able to make the thing that we wrote and were in the middle of directing, we think people would love it. So, you know, good luck.”

“Spicy,” added Shorette.

AdHoc’s new game Dispatch.Watch on YouTube

Dispatch – the game Herman mentioned – is the studio’s self-published debut game, released in partnership with role-play mega-group Critical Role and featuring some of the actors from there in the game. Award-winning actor Laura Bailey is one of them. Bailey was actually attached to Dispatch long before it was called Dispatch – even before AdHoc was working on The Wolf Among Us 2

The project back then was, bizarrely, linked in a roundabout way with US retail giant Walmart – a company connected to Walmart anyway. And AdHoc’s fledgling live-action superhero idea got quite far. It had shoot dates and everything was going ahead but then March 2020 rolled around and Covid flattened it. A blessing in disguise, Herman joked. “You’re asking a bunch of game devs to shoot a TV show,” he said. “It would have been a fun failure.”

The studio moved onto The Wolf Among Us 2 after that, in a work-for-hire capacity, but when that project stalled, it returned to the superhero idea and Dispatch, as we know it now, was born.


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Dispatch is a superhero workplace comedy formed from a recognisably Telltale cinematic choice-and-consequence mould, albeit with added mini-games, and it looks enormously promising. It stars Breaking Bad’s Aaron Paul as Robert Robertson, a man who loses the use of his superpowered mech suit so needs to get a desk job dispatching misfit superheroes to fight crime. They are unruly. Many jokes ensue.

Notably, Dispatch will be an episodically released game, but all eight episodes will be released in quick succession over the course of a month – two a week starting 22nd October. It won’t be a case of waiting months for them. There’s a demo of Dispatch on Steam if you fancy giving the game a go.

After Dispatch, AdHoc will move onto making a fully fledged game for Critical Role, set in the fantasy world of Exandria, which is where the group’s acclaimed Dungeons & Dragons adventures have taken place.



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September 18, 2025 0 comments
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Art Installation Meow Wolf announces TTRPG with Exalted Funeral
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Art Installation Meow Wolf announces TTRPG with Exalted Funeral

by admin September 1, 2025


Meow Wolf and Exalted Funeral are collaborating on a tabletop RPG, with a Kickstarter schedule in 2026. This is a combination I never would have imagined, but my talk with EF founder Matt Kelley and designer Andrew Bellury ended up teaching me a lot about art, RPGs, and the nature of interactivity. I’ll be very interested in seeing how the details come together, and what kinds of stories this project inspires.

For those not in the know, Meow Wolf is a series of immersive interactive art exhibits. That description doesn’t really capture the dreamlike, entrancing nature of these enormous installations. Meow Wolf has locations in 5 cities with a 6th opening in Los Angeles next year and NYC in 2027. If you’re in more eastern United States, you might have attended Otherworld installations, similar in concept and inspired by Meow Wolf. These building-sized experiences allow visitors to explore immersive, interconnected worlds at their own pace. They don’t give you any maps or direction, but let you travel through surreal environments. Installations often feature hidden areas with new stories to uncover. They let individual artists run wild, spinning up ambitious worlds with their own aesthetics and feel.

Very little about the story is explicit. The scant documents tell you only broad generalities, your mind and experience filling in the rest. At first I was worried that this would make an RPG an impossible task; how can a designer translate a narrative that’s barely written down in the first place? The answer comes from the strengths inherent to roleplaying games. Strengths that books or movies cannot share. It all comes from the interactivity of the experience, and trust in the player to build their own narrative.

David Lynch used to talk a lot about the power of dreams, and the importance of leaving interpretation up to the individual. He would go so far as to refuse to elaborate on his specific ideas of what a particular story meant, or how he wanted his use of symbolism to be read. To him, that was a limitation and degradation of the story. To put it down into words would be to make it lesser, because the emotion and meaning he was trying to communicate was bigger and more fundamental than we could fit into the crude rules of language.

Meow Wolf and its upcoming adaptation are much the same. I often decry poor layout in RPG books because they use too much text to communicate too little. If a setting book is a long, detailed explanation of every bit of trade, geography, and politics, it becomes useless at the table. That gives you something to read, but not something you can parse and develop in front of a group of people. It’s a bad tool for practical purposes, but it also doesn’t give you room to fill in the gaps and syncopate with your own group. With that in mind, the Meow Wolf RPG won’t be as interested in the specific details of how Tavers got their ability and what each Meow Wolf exhibit means in hard terms. They do have a team of writers making the exhibits, each of which have their own story, but there is a deliberate uncertainty about how much is implied and how much is canon. 

The concept of Tavers–interdimensional travelers who can open portals between worlds–is an emerging concept that bridges the existing exhibits with new storytelling possibilities, and gives the game its title. The team has shared documents and thoughts on their creations with Exalted Funeral, but the game will be its own beast in many ways. RPGs give more room to players as creators than linear narratives. The book or game is less than half the experience. That is just a framework for you, the players, to engage and create your own story. 

This work wouldn’t be possible without the vision of Joe LaFavi of Genuine Entertainment. He has worked with Meow Wolf for a while, and knew there was some interest in a tabletop adaptation. After all, they were already artists with a long history of experiential works. With his eyes on the aesthetic and design talents of Exalted Funeral, who were already fans of MW installations, the two groups made a natural fit.

In hard terms, the result will be a book with its own system, likely with special editions and surprises coming during the Kickstarter campaign. Meow Wolf exhibits have space for events and while there are no promises of collaborative projects, the potential is there. The interest, I suspect, will be strong. This will be a story-driven game driven by d8s, in a classless system that offers character growth but not dense mechanics. At time of writing, they are in the heart of playtesting and refining the engine.

To keep your eyes on this project as it develops, you can sign up now at the Exalted Funeral website to get notified and see early peaks at future development.


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