Erosion Creative Director Talks Adventure Time Influence And Creating A Reactive World That Changes Each Time You Die

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Erosion was one of the most promising upcoming titles I checked out during Summer Game Fest.  Developed by a small team at Plot Twist (makers of The Last Case of Benedict Fox), the voxel-based game stars a nameless cowboy on a mission to rescue his kidnapped daughter; the twist is that time advances 10 years every time the father dies, meaning his daughter grows older. 

Sporting a blend of twin-stick shooting, dozens of wacky weapon upgrades and abilities, dungeon crawling, and a highly reactive open world that changes based on your actions, Erosion is full of ambition. We spoke with Plot Twist creative director Bartłomiej Lesiakowski to better understand Erosion’s reactive nature, how the passage of time affects the world and players’ strategies, the game’s thematic inspirations, and its philosophy for creating consistently entertaining combat. 

Game Informer: How long has Erosion been in development, and what inspired the idea?

Bartłomiej Lesiakowski: We’re in our second year of development, and the idea actually came from a story. We thought of the story, and since a lot of guys on our team are actually young dads, so the story resonated quite well from the get-go. And we were tinkering with it, and simultaneously, me and my buddy, who is the concept artist in Plot Twist, we also experimented with voxels as an art style, so those two things jump quite well, and given the story, it came kind of naturally that the game also became a role, right?

Erosion almost feels like almost like two different games, because you have the twin-stick shooting and almost roguelike structure with the abilities that you can gain, on top of the progression of the main plot of rescuing your daughter and having her age every time you fail. How did that particular mechanic come to life? 

Lesiakowski: The technology of voxels and the approach that we took with it allows us to create assets extremely, extremely quickly for such a small team, so we wanted to flex a bit. And we thought that, ‘Hey, this could be our strength in this project, so let’s think about how we could use it.’ So we can destroy things, that’s one, so the combat should revolve around that. And by saving the daughter and going into the dungeons, we will surely die, right? So, what could we do to make the deaths meaningful? So let’s join those two things together. So, if we die, let the daughter age, and also when we die, let the world change, and by following this path, we basically created the whole concept.

For the daughter’s aging, how far does that system go? How old can she get? Is it possible for her to pass away from old age? And if so, what happens?

Lesiakowski: We don’t want to spoil too much, but let me say that there is a chance we won’t be able to even meet her.

I assume there are different endings, and if so, are the endings tied to when you’re able to rescue her, or what age she happens to be at the time that you rescue her? Does that affect how the game concludes?

Lesiakowski: The true ending for the story is one ending, but due to how the world is constructed, the timelines and the questlines themselves, as you recall, can veer off completely differently, so [the] story of each location in each variant can end quite differently.

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How feasible is it to only focus on rescuing your daughter? I was talking to a rep at the event, and they kind of implied that, technically, everything else in the world is sort of optional in an almost Breath of the Wild way. If I wanted to try to only focus on rescuing her, could I do that with whatever my starting equipment is? And has anyone on the team been able to pull that off, if it is possible to do that?

Lesiakowski: It is possible. The world is technically optional, but this would be a challenge for some hardcore players. Right now we’re still in the balancing act, so there’s no chance to do that, but we are sure – and we, by the way, see it already in our telemetry from the playtest that has just begun that the players are already better at the game than we are, so I wouldn’t be surprised if somebody else would manage to do it.

How big is the world overall? What is the scope of this game, if you had to describe it?

Lesiakowski: That’s always a pretty tough question, because one thing is the geographical size, and the world, for what the game is, is pretty vast, actually. And the other side is that it’s also multiplied through every timeline, so it’s this certain amount of geographical space times X, basically. So this is why Erosion is so hard to measure in the traditional terms. I think that players will be surprised how much of a game is there, apart [from] the dungeons.

I was also shown during the demo a timeline that you can pull up, where you can see not only what you decided to do but all the possible outcomes. Can you explain how that works exactly? Because I believe the demo implied that you can jump between eras sometimes, but I wasn’t totally clear on how that worked exactly.

Lesiakowski: Yes, yes, exactly. So by playing, players naturally do certain actions, and whenever [the] game recognizes an action that actually will influence the future, they have a prompt, and players can check the timeline view to see what action caused the effect. And only after they will jump to the next timeline and explore the location, they will see what action caused what effect. So in the end, they will be able to see which resolutions for a quest can result in different outcomes for certain locations, so this will mean that in the end the players will be able to strategize, as well, because as you saw, also the new states of locations are connected to weapon and item unlocks, so they will be able to figure out what path they want to take, and later on they will just have to decide whether they are morally inclined to to follow the path as well.

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So if I do a mission a certain way, can I immediately go back in time and do that same mission a different way, just to see the other way it could have gone?

Lesiakowski: Not immediately. There is some form of time control in our mind, but we also don’t want to give too many details about that.

Does time only advance when you die, or is it advancing slowly? Like, if I go a long time without dying, I don’t have to die just to see the outcome of everything I’ve done?

Lesiakowski: It still revolves around the specific timelines, as we call them. So the player either has to die three times, which we call the trice […] or they can initiate the jump manually.

What fascinates me about Erosion is that time plays such a big part and that it’s thematically a western. I don’t know why; I love that this is specifically a western story. Why is it a western? Was there any specific Western media that the team was inspired by?

Lesiakowski: That’s a good question. Actually, when I tried to backtrack the idea for the Western itself, I remember a point when we threw around a few references, and the idea that, in the first biome, the pillar will be surrounded by the desert, was from the get go, and we did want to have the setting be reminiscent of United States type of deserts and wastelands, and so on. So it kind of naturally veered into the cowboy and western setting. But the mix actually came from, I think, one of our biggest inspirations, the Adventure Time cartoon, which we absolutely love, and there are so many wacky and different and unique things about it. So we also wanted to create something with our twist on it, so there will be cowboys, but there will also be ghosts and robots and aliens, and you name it.

I noticed when I was jumped to like a save state where my loadout was a lot more impressive I had laser beams and drones and all kinds of stuff. I saw that you are touting over 100 different abilities and weapons and a crazy amount of combinations. Are you still creating more weapons and abilities? Is there such a thing as having too much in this game, or are you just shooting for the stars and making however many you can come up with?

Lesiakowski: Surely there is a limit, but it’s far, far off on the horizon. We’re so far from the limit, I think, so we are still creating, and we are still finding the technical limits, I guess. And also exploring the possibilities is just so much fun that probably till the very last moment […] we will add more and more items and weapons.

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What’s the rule for adding a new weapon or ability? Is there such a thing as an idea being too stupid or outlandish for this game?

Lesiakowski: Too stupid or outlandish? No [laughs]. Maybe sometimes we tend to over-complicate solutions, so we have to have [a] few rules that we impose on ourselves like ‘Okay, this item can do only those two or three things at once. If you want more, let’s figure out another item that will be also interesting that can have this kind of ability attached to it.’ So in terms of weapons and modifiers, we started with [a] basic pool of items that will have a very classic roguelike gameplay controls, and after certain points, when we were sure that the basis is solid enough, now was the time to start creating the synergies. So, whenever we add now, first we identify the items that will have the most amount of synergies with existing items, and then we have like a crazy, crazy huge graph with the synergies, and we identify, ‘Okay, these types of builds are lacking right now, so what can we do? Can we create a weapon? Can we create a active skill, or passive modifier that will help improve the synergies in that region,’ for example. And all in all, of course, the fun is the main factor. So it has to be fun, and we remove the most passive and the most boring combination.

Are there any other major factions, like in the vein of the cultists I ran into in the demo?

Lesiakowski: Oh yeah. Dozens, actually.

How far does the faction gameplay go? Is it going to be a thing where if you side with one, you can’t side with another if they’re directly feuding? Can you change allegiances at will, or even join multiple factions at the same time?

Lesiakowski: Not at will, and depending on how the quests go, sometimes you create enemies for good, for example. But if your reputation with certain factions goes bad, because, for example, they caught you cheating at the poker table, there are also ways to regain reputation by, for example, questing for the opposite faction, like killing the opposite faction, or doing the quest for the faction that you lost some reputations with. So there is some room to play, and there will be certain factions that start with negative reputation, and it will be very, very hard, but not impossible to at least get neutral with them.

How do you communicate your current reputation? Is it something visible, like a meter, or is it more just the way people react to you that communicates, ‘Oh, they don’t like me.’

Lesiakowski: That’s something we’re actually still experimenting with. We have both solutions ready, and during different testing sessions, we try some stuff out, and we are still not sure, because certainly, to some players, it’s super cool to explore, to guess, and to experiment on their own. But certain players like to strategize and want to see exactly what they do, so we have to play a bit more with both solutions, and I’m sure we will pick the most fun one.

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Who kidnapped the daughter, anyway? I don’t think I got a sense of who the main villain is in this game.

Lesiakowski: You need to play the playtest because the Summer Game Fest [demo], the game didn’t have the prologue, and the latest version already does, and there you will learn a bit more about the lieutenant and his henchmen; so the evil bunch, the daughter. But in the full game, the player will get to know a lot about them through the gameplay, especially through the dungeons, because they will play a big role in the overall story.

Does the protagonist have a name? Is there any sort of background that you can give me on him?

Lesiakowski: He’s just Pop.

Just Pop?

Lesiakowski: Just Pop for his daughter.

Was there any Clint Eastwood inspiration here, like in The Good, the Bad, and the Ugly, where he’s also a nameless outlaw?

Lesiakowski: For sure, he’s like a stoic demeanor, and he’s not talkative, that’s for sure. But we’ll leave it to the players to find if he says anything at all, or if he will be like the quiet protagonist for the whole time.

How big is the team exactly?

Lesiakowski: There’s 30 people at the studio, but we are currently creating two games. One is Erosion, and one is unannounced, and the Erosion team at the moment is 17 people.

Because of just how ambitious it sounds, is this the biggest game that you’ve ever tackled in your career?

Lesiakowski: Yeah. We tend to dabble in ambitious projects. We constantly like to remind ourselves that, ‘Yeah, maybe next time the next game will be simpler,’ and we always end up with something more and more ambitious.

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What would you say has been the most challenging aspect of developing Erosion so far for you?

Lesiakowski: There are so many unique aspects to the game that probably the hardest part is not having like clear references for many things. There are here and there parts that we can figure out based on what other people did, but in most cases we end up in a tough spot, because some aspects of the game are too different from everything there was, so we just have to figure it out and playtest as much as we can, and follow the fun, basically, and see what is most attractive to the players. And previously, probably in our previous project, when we were creating a metroidvania with a surprising amount of puzzle elements, it was slightly easier, so I think this is the most challenging part with Erosion.

On the flip side, what’s been the most enjoyable aspect of developing the game so far?

Lesiakowski: Both the aspect of working with voxels, especially with our approach, and with how many steps that usually are needed to create assets for the game, the development is very agile. So we can figure out the character, basically like creating it from Lego, and few hours later it’s already an animated character in the game. So it’s a very freeing feeling to have as a developer, that it doesn’t have to follow all of the steps that usually are connected to creating assets.

And the second thing is that we put so much time into make sure that the base and the moment-to-moment gameplay is enjoyable, that the testing itself is also enjoyable as an effect. I remember when we started implementing destruction, and there was almost no possibility to open the game and not destroy something just for the sake of destroying, just to have some fun, to see the voxels spread around. It’s a very rewarding feeling.

Last question: What’s your favorite Adventure Time episode?

Lesiakowski: The hardest question is the last one. Maybe [“Jake the Brick”]? When Jake became a brick. It’s such a cozy and out-of-the-box idea. Probably this one, yeah.

Erosion launches in 2027 for PlayStation 5, Xbox Series X/S, and PC. 

The PS5 And Xbox Series X Generation Has Been A Race To The Bottom

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Coming into this generation, we were given lofty promises about the value to the consumer and what the new technology could afford developers. Now that we’re nearing the end of this era for both PlayStation and Xbox, it’s clear this generation will not be defined by the incredible games that released during the PS5 and Xbox Series X’s lifecycles (of which there were many), nor by the powerful technology that has all but eliminated load times and allowed for unprecedented performance and graphical fidelity. Instead, the ninth console generation will be defined by corporate greed, mismanagement, and anti-consumer practices that could very well alter the course of the games industry itself.

If you pay attention to the news within the games space, you couldn’t possibly miss that we have been in the midst of persistent layoffs and closures for the last half decade. Beloved, successful studios with storied histories have been forced to lay off tens of thousands of workers in aggregate as the corporate pursuit of eternal profit has disenfranchised millennia of collective institutional knowledge. When you factor in how many of those long-tenured games industry workers may simply never return because they can’t find steady or secure work, as well as how many younger would-be developers have simply decided to pursue other careers in the name of not having to look over their shoulders in fear of their jobs, the damage to this industry by the shareholder-appeasing corporations has been immense and, likely, irreversible. That, in and of itself, is enough to potentially kill the entire industry, but that’s far from the only dramatic downturn gaming has faced this generation.

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Former Microsoft Gaming CEO Phil Spencer at XO19 in 2019

Looking at just this last year, PlayStation and Xbox truly seem to be racing towards the bottom. After all but killing the value proposition of Xbox Game Pass by skyrocketing the subscription price, Xbox leadership underwent a huge shake up at the top, which saw Phil Spencer and Sarah Bond – the two most prominent figureheads at Xbox, and the architects of this generation’s strategy – depart the company. This opened up the door for sweeping changes, and that is precisely what has happened, as new Microsoft Gaming CEO Asha Sharma has come in with a “reset” mentality, that seems to involve adopting the move-fast-and-break-stuff approach often seen tech startups.

Sharma’s new leadership brought the price of Game Pass back down and re-instilled the long-missing notion of exclusive games for Xbox, but the rest has either been inconsequential (like changing the official name of Xbox to all-caps or minimalizing competing platform logos on streams) or seemingly shortsighted moves, like reportedly considering the closures of renowned and award-winning studios like Ninja Theory, Compulsion Games, Double Fine, Undead Labs, and Arkane Studios. And that’s after the platform holder already shuttered its apparent ace-in-the-hole studio, The Initiative, and canceled its Perfect Dark reboot last year. What good is restoring exclusivity if you close some of the best studios under your umbrella? If Xbox wants to “give people a reason to own an Xbox again” after an extremely underwhelming generation, it needs more than just Halo Studios, Playground Games, and The Coalition to deliver the content.

But each time Xbox steps on a metaphorical rake, PlayStation seems ready and willing to rescue its competitor from the negative news cycle. Whether it’s the closure of studios like Shadow of the Colossus and Demon’s Souls remake developer Bluepoint Games or massive layoffs of Destiny developer Bungie, PlayStation has wreaked more than its fair share of havoc within the games industry as of late, as well. But it did so at a time when it continues to  triple down on its commitment to live-service games.

To be fair, many publishers and studios pivoted from single-player content in the pursuit of live-service glory in the wake of Fortnite’s success last decade, but few more than PlayStation. PlayStation has seemingly mortgaged its entire future on the notion, and it isn’t letting up. Even putting aside its house-cleaning at Bungie, one of the historically most successful live-service studios, PlayStation has witnessed firsthand the collapse of its live-service endeavors through the massive flop that was Concord, which was shut down and its studio closed mere weeks after launch. These knee-jerk decisions when it comes to closing live-service games so shortly after launch neglect to remember that not even Fortnite was the wild success that it eventually became right at launch; its PvE mode was originally set to be its flagship content, but when it didn’t hit the way Epic Games had hoped, the publisher gave the team the ability to pivot to the Battle Royale format (a direct response to PUBG: Battlegrounds’ success) that made it one of the most-played games in history. That didn’t happen until two full months after launch; PlayStation only gave Concord two weeks before throwing in the towel.

Then comes the all-digital future that nobody wants but the corporations. I’m someone who hasn’t bought a physical game in years, but I have plenty of friends who still love going to stores and perusing the new releases. PlayStation’s confirmation of its all-digital future starting in 2028 is yet another anti-consumer practice that will further push the industry down a dark path. We’ve already learned time and again that content you purchase on these digital storefronts is not yours to own, but rather a rented license to play said content. PlayStation itself reaffirmed that earlier this week, when it delisted and removed hundreds of digital movies customers purchased.

We are rapidly heading down the path to not only a lack of ownership with our entertainment media (even more so than we already are nearly 20 years into the movie and TV streaming era), but also a crisis of game preservation. Frank Cifaldi, director of the Video Game History Foundation, put out a statement in the wake of PlayStation’s announcement of its all-digital future, calling it “a hit to consumer rights, the resale market, and game creators whose businesses rely on the physical market.” 

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The latest console price hikes do not bode well for future game consoles

And that’s all without mentioning the skyrocketing cost of being a gamer in 2026 and beyond. We’ve already accepted that most triple-A games will cost $70, but Nintendo broke the $80 seal with Mario Kart World. And it’s not just individual games, as the cost of the consoles are going up, too. Normally, early adopters pay a premium for getting new tech right when it comes out, while those who wait can score a discount. Due to a confluence of events, including international trade policies like the implementation of tariffs and the over-consumption of tech components by the AI industry, the ninth console generation is raising prices for the same technology rather than dropping it over time.

The PS5 Pro felt expensive when it was announced as a $700 premium gaming experience, but that price feels tame in comparison to its current $900 price tag. In fact, the closest system to what I bought for $500 in 2020 – the current PlayStation 5 Slim Disc Edition – is now priced nearly at that original PS5 Pro price at a staggering $650. Xbox also raised its prices for the third time in 13 months, with an acknowledgement that it will likely continue to become more expensive next year. It’s not difficult to imagine the new consoles on the horizon that are either announced (in the case of Xbox) or reported (in the case of PlayStation) could cost even more. And when the best alternative to PlayStation and Xbox – PC gaming – is also impacted heavily by tariffs and AI-induced shortages, therefore jumping in price right alongside its console contemporaries, it paints an even bleaker picture of the current and future states of gaming.

I’d have some level of sympathy for Xbox, as it continues to blame component shortages for the price increases, but when its parent company, Microsoft, has invested $146 billion in AI, it’s hard not to feel like this is not a self-inflicted wound. Instead, it feels like, at best, a case of one hand not talking to the other on Microsoft’s part or, at worst, a cannibalistic calculation wherein Microsoft thinks that sacrificing the games industry in pursuit of the ever-prophesized-yet-still-unrealized eternal profit growth through AI infrastructure is a worthy sacrifice.

Additionally, when PlayStation says it will no longer offer physical sales starting in 2028, and Xbox may reportedly be not far behind, we will be beholden to the digital storefront sales going forward when it comes to saving money. Those discounts are often good now, but when you remove the brick-and-mortar competition, what’s to stop these digital shops from keeping prices inflated for longer? 

PlayStation and Xbox aren’t the only companies struggling during this stretch, but when platform holders make such hard pivots after unchecked expansion and acquisition sprees, it spiderwebs out to impact more than just the localized in-house changes. Sure, PlayStation and Xbox studios are being shuttered or impacted by massive reductions in workforces, but we also saw the immediate impact of Xbox’s withdrawal from its partnership with IO Interactive’s Project Fantasy; that studio just released the successful and acclaimed 007 First Light earlier this year, and now, it’s contemplating necessary layoffs. We saw it with Xbox’s scaling back with its longtime PR agency, Assembly; just as that news hit, several tenured employees were laid off. And now, with PlayStation’s announcement of the end of physical media for its upcoming hardware, we will likely see even more fallout.

Soon after that news hit, retro and physical-game vendor iam8bit put out a statement saying it was “profoundly disappointed” in PlayStation’s decision to phase out physical media – likely a bad sign for its core business. But it’s going to go deeper than that, as online vendors and brick-and-mortar shops that rely heavily on physical game sales will struggle even more than they have in the modern video game landscape. None of this is Sony’s concern, nor does it need to be, but it’s another example of how these seismic shifts in policy and partnership can impact the broader games industry, even beyond the anti-consumer implications. Both Microsoft and Sony are rewriting its places and legacies within the games industry, and their reputations may not recover for a very long time, if the industry even survives their nosedives.

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And though I’m largely leaving Nintendo out of this, it’s been far from perfect, with price increases and the controversy surrounding Game Key Cards. But when compared to the practices of PlayStation and Xbox during this stretch, Nintendo’s operations have looked downright ethical. And, perhaps not coincidentally, the sales of Nintendo platforms during this time have lapped those of PlayStation and Xbox. The Switch and Switch 2 have consistently sold well, with the first Switch earning its spot among the best-selling video game platforms of all time.

Though Nintendo’s policies might only play a small direct role in that, the benefits of its employee retention, calculated acquisitions, and more measured approaches to policy changes that impact consumers and the broader landscape are likely directly responsible for its sustained affluence. Nintendo has the advantage of having the best first-party developer in the history of video games (itself) exclusive to its platforms, and it’s likely not a coincidence that it has retained that title by not laying off its most important development team members after an underperforming game or a lull in releases. Sure, Japan’s labor laws make layoffs more challenging, but Nintendo likely could have conducted massive layoffs during the sluggish early years of the 3DS, but it didn’t. Instead, the late Satoru Iwata took a pay cut to make up for the slow handheld sales, and Nintendo lowered the price of the platform and offered early adopters free classic games to thank them for their business. That is how a company executive can take accountability, and a corporation can still race to the top amidst financial problems, rather than making its struggles everyone else’s problem. 

The Console Wars, as they emerged in the early days of gaming, used to be about one-upping your competition. Today, it feels more about finding the nebulous line for how much wealth you can extract from your consumer base without driving them into the arms of your biggest competitor. I truly don’t know what the future holds for this industry if we continue down the path of the last five years, but I can tell you it won’t be good. Though sustainability is a problem for the entire industry to solve, we need the platform holders to lead from the top rather than continuing to pull the rug out from under their partners in the process of dismantling this hobby that we all love.

Inside The Ticking Clocks Of The Blood Of Dawnwalker

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The Blood Of Dawnwalker has one simple goal at the center of it: storm the castle, save your family. And not long after completing the introduction, protagonist Coen – and by extension, you – are let loose in the world to figure out how best to accomplish this task.

As we learned during our cover story trip, this means a great deal of The Blood Of Dawnwalker could be optional, tackled at different times, and even missed in one playthrough. NPCs can be affected, and even killed, due to Coen’s actions. So we talked with some of the leads behind Dawnwalker to understand the vision behind these choices and consequences, and how they feel it shapes their approach to role-playing in their fictional 14th century world.

Ontos, The Next Horror Game By The Developer Of Soma And Amnesia, Delayed To 2027

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Frictional Games, developers of Soma and Amnesia: The Dark Descent, have delayed its next horror title, Ontos, to 2027. The game was first announced at The Game Awards 2025 with a launch scheduled for this year.

The sci-fi horror game is set on Samsara, a repurposed moon hotel, where players control an engineer named Aditi Amani, who is invited there by her father, a cryptic yet brilliant scientist-turned-prophet. The nature of reality is fractured at Samsara, so Amani must confront disturbing realities about her father’s past and the nature of existence. Frictional touts an immersive narrative with tactile, systems-driven gameplay that includes scavenging for materials, manipulating machinery, and using analog systems. Samsara itself is billed as a vast, labyrinthine space made of surreal biomes run by different factions and teeming with disturbing threats. 

In a social media post, Frictional Games says it needs more time to realize what it describes as “our most ambitious game to date, both in terms of its size and scale, and in the depth and layers of our story and gameplay.”

Ontos is coming in 2027 to PlayStation 5, Xbox Series X/S, and PC. You can see what other games are launching next year with our 2027 Video Game Release Schedule. 

Onimusha: Way Of The Sword Will Now Launch Three Weeks Earlier

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September, particularly its last week, is packed with big releases, and Capcom has seemingly recognized this by adjusting the release date for Onimusha: Way of the Sword. The game was set to launch on September 25, but has been moved up to release during the first week of the month.

Onimusha: Way of the Sword will now launch on September 4 – 21 days earlier than planned. Although the game still rubs shoulders with The Blood of Dawnwalker, which arrives on September 3, that’s probably better than when it was launching one day after Control Resonant and Silent Hill: Townfall. 

We’ve played Onimusha: Way of the Sword on two occasions and have been impressed with its modernized take on the series’ signature swordplay. You can read our first hands-on preview from last August here and our most recent impressions from Summer Game Fest 2026 here. When the game launches on September 4, it will be available on PlayStation 5, Xbox Series X/S, Nintendo Switch 2, and PC. 

Mario Kart World Update Adds New Knockout Tour Routes And Stickers For Photo Mode

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Mario Kart World is getting an update today that adds two new routes for its elimination competition mode, Knockout Tour. The update also adds the function to place stickers on photos taken in Photo Mode.

Knockout Tour’s new routes are Drill Rally and Boomerang Rally. The former connects Wario Shipyard and Bower’s Castle, while the latter connects Salty Salty Speedway and Whistlestop Summit. These new routes will only become available after completing at least one Knockout Tour rally, and Nintendo states more Knockout Tour routes will arrive in future updates. 

Additionally, Photo Mode now lets you place collected stickers to add an extra flair to your snapshots. Check them out in action in the trailer below.

For more on Mario Kart World, check out our review. For more recent Nintendo news, catch up on everything it announced during its June Nintendo Direct.

The PlayStation Stores On PlayStation 3 And Vita Are Being Shut Down

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In addition to announcing plans to end the production of physical discs for new PlayStation-released games in January 2028, Sony is also planning to shut down two digital storefronts. The PlayStation Store on PlayStation 3 and PlayStation Vita will be closed in select markets starting later this year and continuing into 2027.

Once the PS3 and Vita stores are closed, owners of those platforms will no longer be able to make new digital purchases. Sony has provided the following timeline for when the PS3 and Vita stores will be closed:

  • Mexico, Honduras, Nicaragua – PlayStation Store on PS3 will close starting August 2026.
  • Additional Latin American and Middle Eastern countries – PlayStation Store on PS3 will close starting late 2026.
  • In all other countries, PlayStation Store on PS3 and PS Vita will close in July 2027.

Sony writes in its PlayStation Blog post, “We know this news may be disappointing to PS3 and PS Vita players who hold a special place in their hearts for this generation of gaming. PS3 and PS Vita represent an important era in our PlayStation history, so this was not an easy decision for us to make. As we continue to expand the PlayStation experience on newer devices that most of our users are playing on today, we need to focus more resources on delivering the best gaming experiences on these platforms as we look ahead towards the future.”

The PlayStation 3 was the first platform to host the PlayStation Store, which first launched in 2006. This marks the end of a 20-year run of the storefront on that platform. It’s also the first time Sony has closed a digital storefront for its legacy platforms, a move that Nintendo and Xbox have already executed for the Wii U/3DS and Xbox 360 stores, respectively, in recent years.  

In other PlayStation news, Sony announced plans to remove hundreds of purchased movies and TV shows by Studio Canal from their digital libraries due to expiring content licensing agreements. 

PlayStation Will Cease Production Of Physical Discs For New Games In January 2028

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Sony has announced plans to end production of physical discs for new games starting in January 2028. Following that date, new PlayStation games will only be available to purchase digitally on the PlayStation Store and at retailers.

In a short PlayStation Blog post, Sony states that it is making this move in response to “shifting trends in consumer preference” favoring digital media, which the company says “significantly outpaces physical discs.” The transition will have no impact on physical games already released or scheduled for release before January 2028. 

Here is Sony’s full message:

As consumer preferences and the broader entertainment industry continue to shift away from physical discs to digital, physical game disc production for all new games releasing on PlayStation consoles will be discontinued starting January 2028.  Following this date, new games will be available on PlayStation Store and at retailers in digital formats only. This transition has no impact on games that already released, or will be releasing, prior to January 2028 in disc format. 

This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs. This transition will enable us to align more closely with how most of our community prefers to access and play games today.  

We’ll continue to prioritize our resources to drive innovation in how players can access games and provide choices as to where players prefer to purchase new games, whether that’s at retailers or PlayStation Store. We remain committed to delivering a world-class gaming experience to our fans and we thank you for your continued support. 
 

In a separate post, Sony also announced that it will shut down the PlayStation Store for PlayStation 3 and PlayStation Vita. The announcement comes days after PlayStation sparked concerns from physical media advocates by notifying certain users that it was removing hundreds of purchased movies and TV shows by Studio Canal from their digital libraries due to expiring content licensing agreements.  It also comes after the recent news that Grand Theft Auto VI will be a digital-only title, which has caused an uproar amongst some players.

Though entertainment media has trended in this direction for years, it’s still surreal to see one of the three major console manufacturers and publishers finally make the full transition to digital games. What do you think of this seismic announcement? Let us know in the comments. 

Rhythm Heaven Groove Review – Technique Is Solid

Game Informer

Reviewed on:
Switch

Platform:
Switch

Publisher:
Nintendo

Developer:
Nintendo

Release:

Rating:
Everyone

Few deny the impressive and surprisingly consistent creativity Nintendo has delivered for more than 40 years, but even within that ecosystem of fun ideas, Rhythm Heaven stands out. The series represents a wonderful and wildly unique collection of concepts that are not beholden to Nintendo’s history and make me happy, proud, anxious, and angry all in equal measure. Groove is not my favorite in the series, but it stands tall alongside the rest to earn permanent placement on my Switch hard drive.

Game Informer

If you’re unfamiliar, Rhythm Heaven (and Groove is no exception) is a collection of individual rhythm minigames that sound and play differently but are all based on tapping only one button (but occasionally two) in time with infectious music and charming visuals. Sometimes you’re a frog launching fellow frogs into the air with a lilypad trampoline. Sometimes you have to bounce fruit across your arms by flexing your muscles. All the games are weird, they all have little stories, and they’re all memorable in one way or another.

Groove’s collection is great. I genuinely don’t think there is a single game among its more than 100 single and multiplayer games that I actively dislike. But there also weren’t any I immediately flagged as new, all-time favorites. The larger collection meets, but does not exceed, my expectations for strange and memorable games and music, which I am more than happy with.

 

Beatspell is the most unique new mode that functions a bit like an action game, even if it is pitched as a turn-based RPG. As you earn medals and complete games, you get the opportunity to make more progress in Beatspell, which involves using specific rhythms to execute offensive and defensive spells against enemies. It has an optional story to read, which I appreciate, as Rhythm Heaven historically does not care about context (and it doesn’t need to). I like making choices about which spells to acquire, as it is a factor of weakness consideration, but also, which rhythms you are good at executing. Playing Beatspell without having to make progress in the main game would have been nice, but I do see the value in spreading it out over the larger experience. It prevents you from losing yourself to one musical game for too long, which can be exhausting, as all the games require extreme focus.

Game Informer

Taking breaks and jumping around is the best way to play, and another way the game smartly encourages that is by randomly, periodically picking a game that you are allowed to attempt to get a Perfect score on. Even if you have a perfect run, you won’t get the special badge unless you get it perfect during these specific moments. I don’t mind the opportunity to perfect a game popping up without warning – it makes your attempts special and scary. But it can be annoying to have to wait to try to get the badge on Slice N Dice Kitchen, for example, when you’ve really got the hang of it and happen to be in the mood to play it.

And speaking of Perfect attempts, I struggled to play Rhythm Heaven Groove on a TV. A dedicated character warns you in that cute Nintendo way that TV or wireless headphone play may cause difficult-to-perceive delays and highlights settings that attempt to address those issues, but it just wasn’t enough for me. My Really Goods and Just OKs changed to Awesomes and Superbs the moment I switched to handheld and wired headphones. It is a frustrating technical limitation, but one that can thankfully be overcome as long as you don’t mind playing outside the dock.

 

The other unexpected downside of Groove is that its menus are oddly underwhelming. Ultimately, it doesn’t matter because the games are fun and the music is great; that’s the important part. But I was surprised at how unfinished the UI feels, especially when compared to the bombastic presentation of Rhythm Heaven Megamix on 3DS.

Beatspell is Groove’s most novel element, and it’s an exciting mode that I would be eager to play as a potential standalone game in the future. The core rhythm minigames don’t offer quite the same level of bizarre surprise as previous games in the series, but they are all still very good, and I absolutely see myself returning to them in the future when I am craving that unique, rewarding rhythm gameplay.

Score:
8.25

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IO Interactive Faces Layoffs After Xbox Ends Partnership For Its Upcoming Online RPG Project Fantasy

Game Informer

In 2023, Hitman and 007 First Light developer IO Interactive announced a surprising new IP, an online RPG codenamed Project Fantasy. While that game is still on the way, it has hit a snag that will result in layoffs.

IO posted an update on the game, stating that “A relationship with an external partner on our own IP, Project Fantasy, has come to an end. This means we have to adapt to this new reality and its short-term consequences, including staffing decisions, which is what is happening as we write this update, and we are fully committed to supporting those affected through this challenging transition.” 

Bloomberg has reported that Xbox confirmed to the outlet that it was the “external partner” funding the project and that it has pulled out of the relationship as it re-evaluates its investments. An Xbox spokesperson told Bloomberg that despite the news, the company is not investing less in video games, but rather plans to invest the same amount as it did last year. “What’s changing is where we’re investing and the kinds of projects we’re backing,” said the spokesperson.

Despite this setback, IO remains committed to continuing work on Project Fantasy, writing that it is “a game, a world, and an IP that we absolutely love and remain 100% committed to, now and in the future. This wonderful universe will see the light of day.”

Project Fantasy was revealed in February 2023. At the time IO wrote of the game that it is “A world and a game built from the core to entertain players and expand for many years to come. It feels familiar, yet at the same time IOI is going on a journey unlike any we have been on before.”

“For many, this journey is also a deeply personal one that began long before we started making games for a living – and it started with the fantasy genre,” IO wrote in Project Fantasy’s announcement post. “From the “Fighting Fantasy” books compelling you to choose your path, alone, against wizards, lizards, and thief kings. To the togetherness, camaraderie, agony, and delight found around the tabletop. For some it meant taking the role of a game master: Part storyteller, part AI opponent, part guide, part villain. For everyone around that table it meant creativity, imagination, building a world together, and a shared goal in creating a great game experience.” 

Earlier this year, IO released 007 First Light to positive reviews and strong sales. You can read our review of that game here.