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Officially 🚨 Silent Hill: Townfall | Reviews MC: 82 OC: 80 9 - PSLS 9 - Slant 9 - GameSpew 9 - GamesRadar 9 - Dualshockers 9 - GAMINGbible 8 - IGN 8 - Digitec 8 - PSX Brasil 8 - Gamespot 8 - TechRaptor 8 - MonsterVine
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Nex, which makes Nex Playground, raised a $150M Series E; Nex has sold 1M units of the motion-based gaming system targeted toward kids since its launch in 2023 (@sophiemjourno / GamesIndustry․biz) (Visit Techmeme dot com for the link and full context!)
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Many players have said that Pragmata feels like a PS3-era game, and the developers see that as a positive. In an interview with GamesRadar+, director Cho Yonghee said: “We love when you say it feels like a PS3 game.” Producer Naoto Oyama explained that it was “a time when a lot of different developers and publishers were experimenting.” The PS3 and Xbox 360 era was known for original ideas and new IPs that took creative risks. This is why some players compare Pragmata to that era. For the developers, the comparison is a compliment because it reflects the creativity and experimentation that defined many memorable games from the PS3 generation.
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Fireshine Games, the publisher of the co-op shooter Far Far West has taken a firm public stance against the use of generative AI for core creative work in game development. In an interview with GamesIndustry CEO Brian Foote stated: “We don't work with partners that are relying on generative AI or generative art, and I think that's the red line we are very clear on.” “If AI means code completion or means using Copilot in Word, that's an entirely different set of scenarios. It will be very hard for anybody to say they're not touching AI in some way, shape or form, but in terms of the core game creation, that is not something that we think players are interested in at this point in time, and not something that we think is healthy for the development community.” Far Far West launched into Steam Early Access on April 28, 2026, and has already sold over one million copies in just three weeks. T
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The Blood of Dawnwalker reviews are up: >OpenCritic: 84/100 >Metacritic: 85/100 • Monster Vine — 5/5 • VICE — 5/5 • Destructoid — 9.5/10 • CGMagazine — 9.5/10 • SECTORsk — 9.5/10 • iDNEScz — 9.5/10 • IGN — 9/10 • PCGamesN — 9/10 • GamingBoulevard — 9/10 • GameReactor — 9/10 • Journal du Geek — 9/10 • Press-Start — 9/10 • GamingBible — 9/10 • The Outerhaven — 4.5/5 • Worth Playing — 8.5/10 • Atarita — 86/100 • PSX Brazil — 84/100 • PC Gamer — 83/100 • TheSixthAxis — 8/10 • Xbox Achievements — 8/10 • GameSpot — 8/10 • Metro — 8/10 • The Big Lead — 8/10 • Finger Guns — 8/10 • ElDesmarque — 8/10 • VGC — 4/5 • Dexerto — 4/5 • PlayStationTrophiesorg — 8/10 • JVFrance — 8/10 • Push Square — 7/10 • IDnl — 7.8/10 • Game Informer — 7/10 • Numerama — 7/10 • AltChar — 7/10 • GameRant — 6/10 • GamesRadar+ — 3/5
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The team behind Spyro: A Realm Beyond wants flying to feel fun, not automatic. “We didn’t want it to become a flight simulator,” the developers said, explaining that they wanted players to stay in control instead of putting Spyro on autopilot. Instead of simply holding a button to fly, you’ll need to dive for speed, use updrafts, fly through boost rings, and make the most of Spyro’s abilities to reach new areas. Creative Director Paul Yan said they want players to look at a faraway place and think, “How do I get there?” rather than having the game fly them there automatically. Via:gamesradar
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Jean Guesdon, a lead developer behind Assassin’s Creed Unity, says the game is “one of the most underrated games in the Assassin’s Creed series,” even though its launch was a disaster. When Unity released in 2014, it was full of bugs, glitches, and performance problems. Ubisoft released several updates to fix it, apologized to players, and made the Dead Kings DLC free. Looking back, Guesdon says the team tried to do too much at once. -They built a huge version of Paris -added thousands of NPCs on screen -created a new parkour system -let players enter many buildings -introduced four-player co-op. He admitted that combining all those features made development very difficult. Now that most technical issues have been fixed, many fans see Unity as one of the best-looking Assassin’s Creed games Via:gamesradar
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Warhammer 40,000: Space Marine 2 has been a massive hit for Saber Interactive. According to Saber CCO Tim Willits, the game’s success has brought in so many new offers that the studio has had to turn down more projects than it could ever take on. Willits said Space Marine 2 “literally changed everything” for the company, letting Saber pick the projects it really wants to make instead of saying yes to everything. He also revealed the studio has turned down one “super cool” licensed game twice because the team is already too busy Saber is now working on new content for Space Marine 2, Warhammer 40,000: Space Marine 3, and several other projects. Via gamesradar
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Square Enix says a Final Fantasy XV port for Nintendo Switch 2 is possible, but it won’t be easy. During a recent shareholder meeting, the company said, “While there are certain hardware constraints when it comes to faithfully replicating the exact experience of Final Fantasy XV, we can say that it is not entirely impossible.” When asked if the game could come to Switch 2, Square Enix didn’t make any promises. Instead, it said, “We will pass along your input to the development team as a valuable perspective on marketing and future platform options.” Via gamesradar
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A Diablo 4 lead developer says crunch in gaming doesn’t always happen for the same reason, and the difference between indie studios and AAA companies is huge. He explained that smaller teams often crunch because they’re fighting to survive financially. In his words, “the company is on the verge of collapsing,” meaning delays or failed launches could put the entire studio at risk. He said the situation is different at major AAA publishers. Large companies usually have bigger budgets, more staff, and enough resources to avoid forcing developers into extreme overtime. But despite that, “you might still have a culture of crunch” because some studios treat long hours as a normal part of development. Crunch has been one of the biggest issues in the gaming industry for years, especially after reports from studios behind major releases revealed stories of burnout Via gamesradar
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