The Last of Us Season 3 Casts John Goodman And Last Of Us Part II Actors Laura Bailey And Ian Alexander

HBO's The Last of Us Part II Season 2 Naughty Dog PlayStation Neil Druckmann

Season 3 of HBO’s The Last of Us has three new cast members, Deadline reports. John Goodman, Ian Alexander, and Laura Bailey have joined the cast.

Deadline reports that Goodman (The Big Lebowski, Monsters, Inc., 10 Cloverfield Lane) will play Joey, the partner of Ian Alexander’s (The Gatekeeper, The OA)  character Paco. The pair are billed as a friendly duo who call themselves the Heroes of the Highway. Laura Bailey, best known as a prolific voice actor in animation and video games, plays Elizabeth, a leader of the Seraphites religious faction.

 

Fans will remember Laura Bailey and Ian Alexander as the voices of Abby and Lev, respectively, in The Last of Us Part II. However, they’re portraying different characters in the show since it features Kaitlyn Denver as Abby and Kyriana Kratter as Lev. 

The plot of The Last of Us season 3 has not been revealed beyond that it continues to adapt the events of The Last of Us Part II. The season has no premiere date but is expected to arrive sometime in 2027. Season 3 may also be the show’s last, according to HBO’s CEO. 

The Top 10 PlayStation 5 Games

Game Informer

Ever since the PS5 launched in 2020, people have wanted to see what games are the best showpieces of PlayStation 5’s power and also which ones take their beloved medium to new heights. The Game Informer staff has selected 10 games that we consider to be the PlayStation 5’s absolute best. Over time, this article will be updated with the latest releases that we think crack the top 10.

Please note that while the list below contains 10 entries, we aren’t ranking them. If a game has made it this far (and managed to stay here), it’s a must-play, period. As such, we’ll be listing entries in reverse chronological order. Also, with future updates, you’ll find a rundown of previous entries at the bottom of the list. While those titles have gotten bumped over time, they are still all great games in their own right and worth exploring if you’re already caught up on the latest hits.

Here are Game Informer’s picks for the top 10 games on PlayStation 5:

Game Informer

Resident Evil Requiem

Release: February 27, 2026

Capcom has found a good rhythm with the Resident Evil franchise as it moves back and forth between remakes and new entries. Requiem is the latest entry (at the time of publication), and to date it has been the most successful at finding the middle ground between tense exploration and bombastic action. Grace Ashcroft explores intimidating locations, carefully preserving ammo and solving puzzles, while Leon worries less about counting bullets and more about kicking zombies. It gives Requiem a fun alternating pace while retaining many of the absurd elements we’ve come to love and expect from the larger franchise. | Our Review

Game Informer

Ghost of Yōtei

Release: October 2, 2025

Developer Sucker Punch – despite its string of quality games like Sly Cooper, Infamous, and Ghost of Tsushima – often feels like an underrated studio. In Ghost of Yōtei, the studio took Tsushima’s framework and delivered a stellar follow-up. Virtually every element of the game has been improved, from very obvious details like better visuals to harder-to-quantify elements, like a stronger story. Atsu’s journey of vengeance is one we’ve explored often in video games and other media before, but it is still a stirring, expertly executed journey through her difficult life that you won’t soon forget. | Our Review

Game Informer

Clair Obscur: Expedition 33

Release: April 24, 2025

There is a reason we (and many others) picked Clair Obscur: Expedition 33 as the Game of the Year for 2025. Developer Sandfall Interactive boasts impressive creatives who worked at studios like Ubisoft, but it still felt like it came out of nowhere to floor us all. Taking place in a universe where how long you live is dictated by the mysterious Paintress, Clair Obscur follows the 33rd expedition to explore the Paintress’ home and confront her. What follows is an emotional and unpredictable RPG journey that takes clear inspiration from games like Final Fantasy X all while looking and sounding beautiful and unique. Clair Obscur’s world is melancholy, but it is one we wish we could experience all over again for the first time. | Our Review

Game Informer

Astro Bot

Release: September 6, 2024

What began as a relatively obscure PlayStation VR character in 2016’s The Playroom VR has blossomed into both a mascot staple for PlayStation and a sign of quality game design and joy. Astro Bot Rescue Mission showed us that developer Team Asobi was quietly a powerhouse of platformer design, and Astro’s Playroom (included with every PlayStation 5) showed that it wasn’t a VR fluke. And it all culminated in our 2024 game of the year. We loved it so much that we awarded it the rare 10/10 in our review, where Marcus Stewart wrote, “Astro Bot has always been good at propping up its contemporaries, but the adorable little robot can now proudly stand beside the PlayStation icons it so fondly celebrates.” | Our Review 

Game Informer

Final Fantasy VII Rebirth

Release: February 29, 2024

Square Enix created an impossible task for itself when it set out to remake one of the most beloved RPGs of all time. Not only would it be visually overhauling the PlayStation classic, but it would be rewriting it, changing the combat, and expanding it into a three-game trilogy. And so far, the plan is coming together. 2020’s Final Fantasy Remake kicked the series off with fantastic visuals and combat, and the sequel took it all a step further. Not only did the story continue its steady march toward conclusion and showcase one of the game’s most impactful moments, but it moved the party out into the open world and gave them lots of tasks to complete, all in the interest of letting everyone get to know one another. | Our Review


Final Fantasy VII Rebirth


Platform:
PlayStation 5, Xbox Series X/S, Switch 2, PC

Release Date:
February 29, 2024 (PlayStation 5), 
January 23, 2025 (PC), 
June 3, 2026 (Xbox Series X/S, Switch 2)

Game Informer

Marvel’s Spider-Man 2

Release: October 20, 2023

Coming off an incredible second act in its Spider-Man series starring Miles Morales, Insomniac Games had its work cut out for it. Thankfully, the studio was beyond capable, delivering one of the greatest superhero video games of all time with Marvel’s Spider-Man 2. Swinging through New York while in pursuit of iconic foes remains as amazing as it was in the first two games, but it’s the additional moves and traversal options (including the game-changing web wings) that make this the stand out entry in one of PlayStation’s most beloved exclusive franchises. | Our Review

Game Informer

Baldur’s Gate 3

Release: September 6, 2023

The role-playing video game emerged from the dream of being able to go on a Dungeons & Dragons-style adventure with the convenience and immersion that only video game consoles and computers can offer. Perhaps no game has better captured that fantasy than Baldur’s Gate 3. Complete with a built-in DM, story-altering player choices, and front-facing d20 rolls – not to mention the ability to play cooperatively with your friends – Baldur’s Gate 3 is the electronic D&D experience players have been waiting decades for, and delivers one of the greatest RPGs in recent memory. | Our Review


Baldur’s Gate 3


Platform:
PlayStation 5, Xbox Series X/S, PC

Release Date:
August 3, 2023 (PC), 
September 6, 2023 (PlayStation 5), 
December 7, 2023 (Xbox Series X/S)

Game Informer

God of War Ragnarök

Release: November 9, 2022

When 2018’s God of War turned the series upside-down by changing the action, combat, pacing, and its hero’s emotional range – all to widespread critical and fan acclaim – many wondered how Sony Santa Monica could possibly top its accomplishment. The answer was God of War Ragnarök, a sequel that stunningly pushes forward the gameplay, narrative, and characters. Following Kratos and Atreus’ adventures through Norse mythology is a blast, while the meaningful evolutions of both the puzzle-solving, world exploration, and combat cement it as one of the best action games available on PlayStation 5 today. | Our Review

Game Informer

Elden Ring

Release: February 25, 2022

The wait for Elden Ring was excruciating, but it was nothing compared to the trials and challenges that awaited us when From Software finally delivered its masterpiece to the masses. But those who persevere through the studio’s trademark difficulty are handsomely rewarded with incredibly tight combat mechanics, rewarding exploration, and one of the greatest open-world action games ever crafted. Elden Ring smacked us down with its daunting boss battles and unfathomably massive world time and time again, but we kept lining up for more punishment with smiles on our faces, and we loved it so much that we awarded it a rare 10 out of 10 review score and it was an easy choice for Game of the Year 2022. | Our Review

Game Informer

Returnal

Release: April 30, 2021

As both a fast-paced third-person shooter and an atmospheric, mysterious journey through alien horror, Returnal succeeds at delivering an incredibly competent and cohesive experience. Returnal takes advantage of all that next-gen gaming has to offer, including comprehensive feedback from the DualSense controller. With adrenaline-fueled and creative boss fights, hundreds and hundreds of impressive “bullet-hell” projectiles to dodge, and an assortment of impressive weapons to experiment with, Returnal keeps you enthralled to the very end. | Our Review

For more lists about the best games on other platforms, check out our lists of the top 10 games on Xbox Series X/S, PlayStation 4, Xbox One, and Switch.

Previous Entries: 

New God Of War Laufey Weapon Revealed Alongside Pre-Order Details

Game Informer

Santa Monica Studio has revealed new combat details for God of War Laufey, chiefly a new weapon for the titular protagonist. With the game slated to launch in February, pre-order details and a Digital Deluxe Edition have also been announced.

God of War Laufey stars Kratos’ wife, Faye, as she battles to liberate and survive the Everywhen, the afterlife of the Gods, after she dies at the beginning of God of War (2018). A PlayStation Blog post reveals a new weapon for Faye alongside her sword: the Serpent’s Bow. This mythical bow gives Faye a ranged option to keep foes at bay, and its quickness allows players to weave arrow shots into their melee attack strings. Short clips posted on the blog show Faye knocking opponents in mid-air and peppering them with a few quick arrows before resuming her melee combo. 

Game Informer

Holding down the fire button charges precision shots to target weak points that can hinder enemy movement and offense. Charging shots also allows Faye to notch and unleash up to five arrows at once. Faye also has an arsenal of arrow types, including rapid-fire, explosive, and multi-targeting options. The Serpent Bow can also be customized by equipping scales that alter its appearance and performance. 

God of War Laufey pre-orders open tomorrow, September 29, and include the following items. According to the blog post, items with an asterisk are denoted as “Unlock in-game items via story progression.”

Game Informer

  • Last Wish Armor Set*
  • Phranque Golden Leaves Appearance* (cosmetic) 
  • In-game resource pack

Game Informer

A Digital Deluxe Edition, which currently has no listed price, includes the following bonuses:

  • Dark Alchemy Armor Set*
  • Dark Alchemy Blade* 
  • Dark Alchemy Bow Scales*
  • Dark Alchemy Catalyst*
  • In-Game Resource Pack
  • Digital Mini Artbook 
  • Official God of War Laufey Digital Soundtrack

God of War Laufey launches on February 16 for PlayStation 5. 

Minecraft Dungeons II Review – Built Better Than Before

Minecraft Dungeons II

Reviewed on:
Xbox Series X/S

Platform:
PlayStation 5, Xbox Series X/S, Switch, PC

Publisher:
Xbox Game Studios

Developer:
Mojang, Double Eleven

Release:

Rating:
Everyone 10+

Minecraft Dungeons II truly sang when I reached its endgame and settled on a character build I loved. I wielded an Emerald Hammer that electrocuted nearby enemies and a crossbow that pierced through them. I upgraded and enchanted all my armor pieces so they either healed me or made potions even more effective. I felt powerful, in control of every encounter, and like nothing could stop me. I wish Minecraft Dungeons II didn’t wait for its endgame to give me that incredible power fantasy.

Minecraft Dungeons II is a step up from its 2020 predecessor, which gave the action RPG dungeon-crawling formula popularized by Diablo a Minecraft makeover. The added jump mechanic makes traversal and movement more fluid, in-game menus surface important information effectively, and there’s more enemy and weapon variety than before. It even adds meaningfully to Minecraft as a franchise by introducing a new ethereal dimension called the Sift, coming to Minecraft proper in 2027.

Shortcomings from the original persist, though, like its eschewing of a class-driven character progression approach in favor of an item-driven one. Player abilities aren’t tied to character classes like Barbarian or Monk. Instead, every weapon, piece of armor, and ability-granting artifact or talisman I found had unique effects. I then had to mix, match, upgrade, and enchant those at different vendors to create the tank-like build I settled on by the endgame.

 

This approach should have been freeing, since I wasn’t locked into a specific character build. In practice, progression is linear yet aimless, as no individual piece of loot stood out to me until I improved it with enchantments. I never felt I was mastering a certain playstyle in Minecraft Dungeons II, just that I stumbled onto something powerful. I went with the flow and learned to like whatever the most powerful loot I had was until something better dropped.

At first, the fun came primarily from the boss fights. By the time my artifacts and other loot made the standard enemy encounter entertaining, I was already playing through the most repetitive endgame content. That stings, as Minecraft Dungeons II is quite short, and its endgame currently just consists of wrapping up unfinished side quests and destroying Storm Generators for randomized loot and upgrade currency. I beat it in under 10 hours, and after 15 or so hours, I feel like I’ve seen everything the game has to offer. Now, I mostly just enjoy randomly matchmaking into co-op sessions to help weaker players.

Those obsessed with the little bits of lore we occasionally get about the Minecraft universe will find revelations to enjoy here. The story pits players against the Illiger High Council, who discovered the soul-filled Sift dimension and are wielding its power to take control of the Overworld. It’s a light, breezy narrative that unfortunately ends unsatisfyingly.

The story ultimately serves as a backdrop for its open-world setup across the Overworld and Sift, though players’ actions don’t impact the world as much as I would have liked. Minecraft Dungeons II’s connective tissue to Minecraft is mostly aesthetic; it offers a beautiful isometric rendition of the Overworld and recognizable tools-turned-weapons, but I never did much mining or crafting during the adventure.

Minecraft Dungeons II proves this spin-off franchise can stand on its own and improve with subsequent entries at a time when Xbox is refocusing on its biggest IP. There’s plenty of room to expand, improve, and let me reach that endgame feeling of satisfaction much sooner, though. Right now, Minecraft Dungeons II is simply a straightforward, entry-level action-RPG.

Score:
7.25

About Game Informer’s review system

The Video Games And More You Should Play This Weekend – September 25, 2026

Game Informer

Hey! I hope you’re getting ready to have a good weekend or whatever, but did you see that we announced the next Game Informer cover? It’s Grand Theft Auto VI, baby. We have a 14-page story with exclusive interviews with members of the Rockstar development team, brand new screenshots, and gorgeous original cover art. We’re very, very excited about it. Subscribe now to make sure you get your copy of the issue in the mail!

The cover story? That will be available for subscribers to read digitally next week. And the actual Grand Theft Auto VI game? That releases November 19. That doesn’t help you right now. Thankfully, we have weekend recommendations below that you can play right now. But before all that, here are some of the biggest stories of the week.

Game Informer

Control Resonant

Marcus Stewart

I wrote in my review of this sequel to Control that I love the storytelling, characters, and world, but that the enjoyable combat suffers from way-too-tanky enemies. Thankfully, Remedy swiftly released a day-one patch addressing this very concern. Although I haven’t yet tested the game to see how much it remedies my biggest criticism, I feel even better about recommending Control Resonant. Fans of the first game will have plenty to love and more, as Resonant boasts the same alluring surrealism and fascinating lore as the original, only blown out and spread across a big city. Dylan Faden’s powers make traversing a distorted and visually impressive Manhattan like a superhero feel appropriately cool, and the action only gets deeper and more entertaining as the story progresses. Boasting a strong cast and several memorable moments, Dylan’s adventure is a worthy successor to his sister Jesse’s.

Game Informer

Silent Hill: Townfall

Kyle Hilliard

Silent Hill has been on an impressive streak (as long as you don’t think too much about the bizarre 2024 streaming series, Silent Hill: Ascension, or the recent 2026 film, Return to Silent Hill), and Silent Hill: Townfall does not break the streak. Since deciding to go all back in on the franchise, Konami has been doing a good job of enlisting development partners that all seem to understand what makes the series work. Townfall is not without its shortcomings, which primarily lie in the unfair difficulty of its stealth and combat, but the mood is spot on. I also enjoyed the narrative, which is about corporate nihilism among other fascinating and emotional topics. It also features Terry O’Quinn (of Lost fame) in a prominent role, and he is an actor born to be in a Silent Hill game. You can read Game Informer‘s Silent Hill: Townfall review by following the link.

Game Informer

EA Sports FC 27

Brian Shea

If you’re still buzzing from World Cup fever, EA Sports FC 27 is out now. Though this new version doesn’t change up a ton from its predecessor, it does give you more control of the players on the pitch, requiring more strategy as you push toward the goal. Off the field, a new social playground called The Grounds funnels players toward the multiplayer features, while continued refinements to Ultimate Team and the Career modes offer more long-form options. You can read Game Informer‘s EA Sports FC 27 review by following the link.

Game Informer

Kingdom Rush 6: Genesis

Matt Miller

It’s pretty rare that I’ll step in to offer a full-throated endorsement for a mobile game, but Kingdom Rush is one of those consistently fun series that always manages to pull me in. The new (sixth!) installment just released this week, and its tower-defense formula remains as fun as ever. While the game will feel mostly familiar to returning fans, Ironhide Game Studio has gone to pains to add some new twists to this iteration, including additional replayability for each of the 18 stages through five unique victory paths for each. The game has a whimsical presentation that belies the high challenge that can define some of the later stages. If you want an approachable game on your mobile device for wherever you’re headed this weekend, it’s a sure bet. It’s also on Steam if that’s your preference!

Game Informer

Wardogs

Eric Van Allen

There’s been a hunger in the FPS space writ large, I think; a desire for the days of server browsers, lively interactions, and team-based asymmetrical warfare. Wardogs, an Early Access game from Bulkhead currently dominating the Steam charts, ticks all of those boxes. It’s easy enough to understand that Battlefield fans can hop in, but it still veers plenty hard into the military sim to have plenty of craftsmanship in your chosen niche. Be a supply driver or builder, constructing forward operating bases, or a helicopter pilot ferrying freshly respawned fighters to the field, or one of those grunts, keeping a body in the hot zone at all times; anything you do builds towards capturing and holding the zone, and accruing your account match-over-match cash in the process. Wardogs has become a nightly ritual for my group, and has been the closest I’ve felt to days of scrolling Battlefield 1942 servers in ages.

Game Informer

Twisted Tower

Wesley LeBlanc

Twisted Tower does not try to hide its BioShock inspiration. Instead, it embraces it, using what players know of BioShock to set expectations and surprise; after playing through its story in about 8 hours in just two sittings, I can now add “delight.” It takes place in the 20th Century and stars a man trying to save his love. To do so, he must travel to the Twisted Tower amusement park, a mix of BioShock’s Rapture and Walt Disney World, with the abandoned twistedness you’d expect from the former and the hokey thrills and theming you’d expect from the latter. Using first-person, mostly gun-focused combat and some unlockable toys that give you abilities like dash and grapple, you will traverse five themed levels as you make your way up the titular landmark. All the while, Mr. Twister goads and mocks you along the way, in a very Andrew Ryan-esque way. Of course, there are narrative twists, scares, lots of blood, and plenty of demented employees who haven’t clocked out of their Twisted Tower shift yet, awaiting you in each, and it remains fun from start to finish. It can feel a bit rudimentary in how much it leans on its inspirations, but it’s one of the best BioShock-likes I’ve played in a minute, and it’s perfect for an exciting weekend gaming jaunt.

Game Informer

Shinobi: Art Of Vengeance

Brian Shea

Shinobi: Art of Vengeance was one of the best action games from last year, but the Switch version wasn’t quite as amazing as the other platforms. Sega hopes to remedy that with this week’s Switch 2 edition. Whether you’re acrobatically exploring, slicing through hordes of enemies, or taking on daunting boss fights, Shinobi: Art of Vengeance is one that no fan of 2D action games should miss. You can read Game Informer‘s Shinobi: Art of Vengeance review by following the link.

Game Informer

Tabletop Pick – A-Way

Matt Miller

This recent card game is packed inside a tiny box that belies a surprisingly rich (if brisk) tactical play experience. You are charting a route for your spaceship to get from point A to B, gradually laying out square cards that will let you cross the far reaches of space. However, certain routes are only one-way, and specific actions (including those played by your opponents) can rotate the cards and block a previously accessible path.

Game Informer

As much as you’re aiming to speed to your own finish, you’re looking for ways to block your opponents. That adds a mean streak of play interaction that will delight many, but frustrate others. But the short playthrough length lessens the sting of being messed with, making this an extremely fun filler game in between other larger experiences during your evening of play. (edited)

StarCraft Devs Answer Our Biggest Questions at BlizzCon | Developer Interview

StarCraft Devs Answer Our Biggest Questions at BlizzCon

Game Informer interviewed the StarCraft team at BlizzCon 2026 about the open-world shooter and asked our biggest questions about the game’s production. Lead developers Dan Hay and AnaLee Haertling share new details about the upcoming project and the themes and plot points Blizzard considers important as it works to ship the new game in 2030.

StarCraft Developer Interview at BlizzCon 2026:

Podcast: We’re Digging Wardogs

Game Informer

This week on The Game Informer Show, Marcus joins the Video Vans to discuss his review of Control Resonant. Did it resonate with us, and does he think the day-one patch will affect early impressions of the game for its incoming players?

After that, Alex and Eric dig into their impressions of the latest breakout hit on Steam, Wardogs. The new FPS on the block has some surprising lineage, and also some surprisingly refreshing ideas, all of which are capturing our attention so far. Then, for the card game aficionados at the end, we crack a few Collector’s Boosters of Magic: The Gathering’s latest set, Reality Fracture. Find out what a Fblthp is, together with us, on The Game Informer Show.

The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine! Submit a question or topic you’d like to hear us discuss: Podcast@GameInformer.com.

Watch or listen here:

Listen to “Control Resonant Review + Wardogs Impressions” on Spreaker.

Follow our hosts on social media:

Timestamps:

  • 00:00 – Intro
  • 04:32 – Control Resonant
  • 34:18 – Wardogs
  • 1:01:38 – Magic: The Gathering – Reality Fracture

Cover Reveal – Grand Theft Auto VI

Game Informer

Grand Theft Auto VI is the biggest game of the year, decade, and quite possibly of all time, and it’s gracing the cover of Game Informer this month. I spoke with several lead designers at Rockstar Games to learn exclusive new details about its highly anticipated sequel, with a particular focus on how Rockstar brought the game’s setting and Florida parody, Leonida, to life. 

Our 14-page cover story features exclusive interview quotes and details of all things Vice City and Leonida. As a lifelong native of South Florida, I offer my homegrown perspective as I discuss with Rockstar never-before-shared features such as Grand Theft Auto VI’s advanced weather systems that simulate Florida’s less sunny weather phenomena, the staggering amount of wildlife – native and otherwise – roaming Leonida on land, air, and sea, and Rockstar’s approach to researching Miami and Florida to ensure it created the most culturally and aesthetically accurate and lifelike world to date. If you want to know just how “Florida” GTAVI aims to be, you don’t want to miss this story.

12 new, exclusive screenshots accompany the cover story, showing off more of Grand Theft Auto VI’s sights and citizens. The magazine cover features beautiful original artwork, courtesy of Rockstar Games, featuring protagonists Jason Duval and Lucia Caminos, making it a cool collector’s item for Game Informer and GTA fans alike. Check it out in the gallery below.

 

As big as our GTAVI cover story is, issue 382 includes lots of other cool features. We have plenty of previews from the staff’s recent trip to Gamescom; Editor-in-chief Matt Miller spoke to Invoke Studios to learn more about its dark fantasy action game Warlock: Dungeons & Dragons, including an interview with one of the game’s voice actors, Maggie Robertson, by video editor Eric Van Allen. Senior associate editor Wesley LeBlanc played Persona 4 Revival and learned behind-the-scenes details about the upcoming remake from developer/publisher Atlus. Wesley also visited China to play Tides of Annihilation, and shares his impressions of the Arthurian-inspired action game across 10 pages. Comedian Mike Drucker returns to pen an amusing feature attempting to define what makes a “good” bad game, and executive editor Kyle Hilliard interviews Stranger Things star and musician Finn Wolfhard about his favorite Pokémon games and video game soundtracks. 

Game Informer

The GTAVI issue also includes previews for titles such as The Legend of Zelda: Ocarina of Time remake, Metroid Ravenous, State of Decay 3, Mega Man: Dual Override, Tomb Raider: Legacy of Atlantis, Final Fantasy VII Revelation, and many more. Our stacked reviews section includes impressions of huge games including Fire Emblem: Fortune’s Weave, Marvel’s Wolverine, Star Wars Zero Company, Trails in the Sky 2nd Chapter, and Resonance: A Plague Tale Legacy. 

To get your hands on the Grand Theft Auto VI cover story, subscribe to a Game Informer print subscription now to receive it as your first issue. A subscription includes 10 issues a year delivered in the U.S. and now internationally across over 50 countries. You can read the digital version on September 29, while the print version will reach subscribers’ mailboxes and arrive in bookstores/newstands in the coming weeks. The GTAVI issue will only be available for a limited time, so don’t wait; subscribe to secure your copy today! 

Subscribe now

Check Out The Design Document For Sonic Adventure 2’s Iconic City Escape Level

Game Informer

Few video game openings make the impression City Escape does in Sonic Adventure 2. After jumping out of a helicopter, Sonic uses a piece of debris to snowboard down the city streets as the generational earworm, “Escape from the City” blasts. It was a defining moment for gamers, whether they were playing it on the original Dreamcast in 2001 or GameCube in 2002. It’s also one of the best-designed levels in 3D Sonic history. Ahead of its appearance in Sega and iam8bit’s 35 Years of Speed: The Sonic Art Exhibit this weekend in Los Angeles, we got ahold of the design document Sonic Team used to lay out just how this iconic level would eventually play out while Sonic Adventure 2 was still in development.

Game Informer

Originally codenamed Project GAIA 2, Sonic Adventure 2 had the unenviable task of following up the acclaimed Dreamcast launch title, Sonic Adventure. Not only was that a daunting task on its own, but Sega found itself in dire financial straits as the PlayStation 2 was decimating the Dreamcast in sales. Sega, on the brink of exiting the hardware business, dramatically downsized the development team behind Sonic Adventure 2 and relocated them to San Francisco, California, which heavily inspired the hilly urban design of the game’s opening level. 

“Our team of 120 got pared down to 11, sent to America, and told to go make Sonic Adventure 2,” Sonic Team creative officer and Sonic Adventure 2 director Takashi Iizuka told me in 2016. “Part of what we had to resolve was ‘How are we going to make the same game with 11 people when we have less than a tenth of the staff on-board?’ I was really tasked with trying to make the impossible possible.”

Regardless of the challenges, Sonic Team, under Iizuka’s leadership, was able to clear the hurdles and deliver one of the Dreamcast’s most beloved games in just a year and a half of development time. According to several long-tenured members of Sonic Team, including Iizuka, art director Hiroshi Nishiyama, and sound director Jun Senoue, Sonic Adventure 2 was their favorite game they’ve worked on.

“It was a small development team so we were able to condense all the good elements from the previous game, and deliver a story and game that was satisfying to players everywhere,” Iizuka told me in 2022. Nishiyama followed up with, “I had a lot of new ideas for the game because of all the new stimulus and experiences I got by living in America and was able to make a game with a lot of great moments together with the other members.”

While Sonic Adventure 2 is often remembered primarily as the game that introduced the world to Shadow the Hedgehog and songs like “Live and Learn,” City Escape is up there as one of the most iconic elements of the popular title. The design document showcases various elements of the Hero Side’s opening mission, including the aforementioned snowboard sequence, plus the chase sequence involving the massive GUN truck. 

You can check out the City Escape design document from Sonic Adventure 2 below, and if you need a little accompanying music as you flip through the pages, we recommend hitting play on the “Escape from the City” YouTube video above.

 

If you’re in the Los Angeles area the weekend of September 25, you’ll be able to see this in person, alongside other historical pieces of art from the Sonic franchise through the 35 Years of Speed: The Sonic Art Exhibit showcase at ARK/8. Admission is free, but attendees should register through Eventbrite. For more on the art of Sonic the Hedgehog, including how Sonic Team’s approach to making art has evolved over the last 35 years, check out our conversation with Kazuyuki Hoshino here.

EA Sports FC 27 Review – More Build Up Play Than The Long Ball

EA Sports FC 27

Reviewed on:
PlayStation 5

Platform:
PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC

Publisher:
Electronic Arts

Developer:
EA Vancouver, EA Romania

Release:

Rating:
Everyone

Sometimes it’s the small changes that make a difference. FC 27 has a headline-grabbing new open-world feature called The Grounds, but it is the tweaks to Ultimate Team that have me returning to the action on and off the pitch. Though the changes are welcome, they create a strong sense of familiarity, for better or worse.

In many ways, FC 27’s gameplay is as fluid and dynamic as it has been, and this year demands an extra element of control when you’re on defense. CPU-assisted defense in Ultimate Team’s Competitive game setting has been nerfed, and manual control of your defenders is better rewarded. No matter where you play, there are also new teammate runs, more player control for corners, and through balls now require better aim, delivering a more authentic and exciting experience.

I haven’t totally mastered these techniques just yet, but I appreciate how they reward player skill. To read your opponent and cut out their pass or slice their defense open with a through ball feels great. I particularly like triggering the new curved runs to keep my forwards onside and put them in better attacking positions.

 

Nevertheless, the game’s weak points can still pop up. Frantic sequences with lots of player switching can leave you controlling a player you don’t want, and CPU teammates sometimes make dumb moves. At times like this, FC 27 can feel old as much as it feels new.

The Grounds – an instanced, small-sized (for now) open-world mode – also has a “new but old” vibe. Here, your customizable avatar can queue up at locations to play more variations of Rush, other small-side matches, and mini-games, and The Grounds now hosts Clubs play.

Unfortunately, The Grounds is not a destination mode. Its gameplay is not strong or interesting enough, and it’s not as all-encompassing as NBA 2K’s City – it is separate from your Player Career, which limits its ambition. Furthermore, casuals will struggle to find a place for themselves here; it’s where sweats are grinding for FC Season points to get Ultimate Team (UT) rewards.

UT remains the main attraction for the series, and the new Gallery further adds fuel to its fire. Like a Squad Building Challenge (SBC), the Gallery delivers rewards for putting your club’s players into themed sets, and the fun part is getting sets re-graded as you put better cards into them and push for higher set scores and grades. You can even include players you once owned but have since sold. Perhaps in a related development, this year in UT you start with more coins and tradeable items, so that should jumpstart your Gallery. My small gripe with it is it’s presented like a trophy room, but you don’t actually interact with it in that way.

The changes to Manager and Player Career are both more granular and therefore less impactful, although guiding your team or create-a-player to glory is in some ways more intuitive. Training plans are gone, and Manager Career’s Dynamic OVR for players is easy to keep track of as their form, fitness, and morale change during the long seasons. I also like the back-and-forth of negotiations, which are backed by a handy “Tension” meter. My favorite addition is the unexpected events like being offered the chance to sign a player your rival is interested in. Unfortunately, the rivalry system in Player Career is too barebones to create similarly fun moments. It’s just a menu screen showing your stat progress versus another player without any fanfare and is just another way to generate Personality points.

These changes are welcome, but they can be undermined by sometimes shaky CPU determinations running in the background. I’ve seen players ask to be transferred at the first offer that comes in, even though I had no way to block it like in previous years and they weren’t even interested in the team making the offer. All told, EA continues to improve Career bit by bit, and it’s still a mode I enjoy spending time in.

I really liked playing FC 27 at times, even if I wished some things had improved to a greater degree and it was more ambitious. The experience is a familiar one that doesn’t change too much from its predecessor, but one that I’m going to continue to enjoy digging into.

Score:
7.25

About Game Informer’s review system