• Anthem était censé être un voyage épique, mais il est devenu un triste souvenir de ce qui aurait pu être. Le 12 janvier 2026, nous dirons adieu à ce qui a été un rêve écrasé par des choix malheureux. Comment un jeu si prometteur a-t-il fini par disparaître dans l'oubli, laissant derrière lui des joueurs déçus et un cœur lourd ? Chaque moment passé dans ce monde était comme une étoile filante, éblouissante mais éphémère. La tristesse de cette fin est palpable, une mélodie douloureuse qui résonne dans nos souvenirs.

    #Anthem #BioWare #JeuxVidéo #
    Anthem était censé être un voyage épique, mais il est devenu un triste souvenir de ce qui aurait pu être. 💔 Le 12 janvier 2026, nous dirons adieu à ce qui a été un rêve écrasé par des choix malheureux. Comment un jeu si prometteur a-t-il fini par disparaître dans l'oubli, laissant derrière lui des joueurs déçus et un cœur lourd ? Chaque moment passé dans ce monde était comme une étoile filante, éblouissante mais éphémère. La tristesse de cette fin est palpable, une mélodie douloureuse qui résonne dans nos souvenirs. 🌌 #Anthem #BioWare #JeuxVidéo #
    KOTAKU.COM
    Anthem Was A Mistake, But It Didn't Deserve To Die Like This
    Last week, BioWare announced that Anthem, the studio’s ill-advised loot shooter from 2019, would finally be sunset on January 12, 2026. This wasn’t a surprise for anyone who had been paying attention, but for those who weren’t, it was a shock that th
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  • Patch Notes #9: Xbox debuts its first handhelds, Hong Kong authorities ban a video game, and big hopes for Big Walk

    We did it gang. We completed another week in the impossible survival sim that is real life. Give yourself a appreciative pat on the back and gaze wistfully towards whatever adventures or blissful respite the weekend might bring.This week I've mostly been recovering from my birthday celebrations, which entailed a bountiful Korean Barbecue that left me with a rampant case of the meat sweats and a pub crawl around one of Manchester's finest suburbs. There was no time for video games, but that's not always a bad thing. Distance makes the heart grow fonder, after all.I was welcomed back to the imaginary office with a news bludgeon to the face. The headlines this week have come thick and fast, bringing hardware announcements, more layoffs, and some notable sales milestones. As always, there's a lot to digest, so let's venture once more into the fray. The first Xbox handhelds have finally arrivedvia Game Developer // Microsoft finally stopped flirting with the idea of launching a handheld this week and unveiled not one, but two devices called the ROG Xbox Ally and ROG Xbox Ally X. The former is pitched towards casual players, while the latter aims to entice hardcore video game aficionados. Both devices were designed in collaboration with Asus and will presumably retail at price points that reflect their respective innards. We don't actually know yet, mind, because Microsoft didn't actually state how much they'll cost. You have the feel that's where the company really needs to stick the landing here.Related:Switch 2 tops 3.5 million sales to deliver Nintendo's biggest console launchvia Game Developer // Four days. That's all it took for the Switch 2 to shift over 3.5 million units worldwide to deliver Nintendo's biggest console launch ever. The original Switch needed a month to reach 2.74 million sales by contrast, while the PS5 needed two months to sell 4.5 million units worldwide. Xbox sales remain a mystery because Microsoft just doesn't talk about that sort of thing anymore, which is decidedly frustrating for those oddballswho actually enjoy sifting through financial documents in search of those juicy juicy numbers.Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studiovia Bloomberg// How do you kill a franchise like Dragon Age and leave a studio with the pedigree of BioWare in turmoil? According to a new report from Bloomberg, the answer will likely resonate with developers across the industry: corporate meddling. Sources speaking to the publication explained how Dragon Age: The Veilguard, which failed to meet the expectations of parent company EA, was in constant disarray because the American publisher couldn't decide whether it should be a live-service or single player title. Indecision from leadership within EA and an eventual pivot away from the live-service model only caused more confusion, with BioWare being told to implement foundational changes within impossible timelines. It's a story that's all the more alarming because of how familiar it feels.Related:Sony is making layoffs at Days Gone developer Bend Studiovia Game Developer // Sony has continued its Tony Award-winning tun as the Grim Reaper by cutting even more jobs within PlayStation Studios. Days Gone developer Bend Studio was the latest casualty, with the first-party developer confirming a number of employees were laid off just months after the cancellation of a live-service project. Sony didn't confirm how many people lost their jobs, but Bloomberg reporter Jason Schreier heard that around 40 peoplewere let go. Embracer CEO Lars Wingefors to become executive chair and focus on M&Avia Game Developer // Somewhere, in a deep dark corner of the world, the monkey's paw has curled. Embracer CEO Lars Wingefors, who demonstrated his leadership nous by spending years embarking on a colossal merger and acquisition spree only to immediately start downsizing, has announced he'll be stepping down as CEO. The catch? Wingefors is currently proposed to be appointed executive chair of the board of Embracer. In his new role, he'll apparently focus on strategic initiatives, capital allocation, and mergers and acquisitions. And people wonder why satire is dead. Related:Hong Kong Outlaws a Video Game, Saying It Promotes 'Armed Revolution'via The New York Times// National security police in Hong Kong have banned a Taiwanese video game called Reversed Front: Bonfire for supposedly "advocating armed revolution." Authorities in the region warned that anybody who downloads or recommends the online strategy title will face serious legal charges. The game has been pulled from Apple's marketplace in Hong Kong but is still available for download elsewhere. It was never available in mainland China. Developer ESC Taiwan, part of an group of volunteers who are vocal detractors of China's Communist Party, thanked Hong Kong authorities for the free publicity in a social media post and said the ban shows how political censorship remains prominent in the territory. RuneScape developer accused of ‘catering to American conservatism’ by rolling back Pride Month eventsvia PinkNews // Runescape developers inside Jagex have reportedly been left reeling after the studio decided to pivot away from Pride Month content to focus more on "what players wanted." Jagex CEO broke the news to staff with a post on an internal message board, prompting a rush of complaints—with many workers explaining the content was either already complete or easy to implement. Though Jagex is based in the UK, it's parent company CVC Capital Partners operates multiple companies in the United States. It's a situation that left one employee who spoke to PinkNews questioning whether the studio has caved to "American conservatism." SAG-AFTRA suspends strike and instructs union members to return to workvia Game Developer // It has taken almost a year, but performer union SAG-AFTRA has finally suspended strike action and instructed members to return to work. The decision comes after protracted negotiations with major studios who employ performers under the Interactive Media Agreement. SAG-AFTRA had been striking to secure better working conditions and AI protections for its members, and feels it has now secured a deal that will install vital "AI guardrails."A Switch 2 exclusive Splatoon spinoff was just shadow-announced on Nintendo Todayvia Game Developer // Nintendo did something peculiar this week when it unveiled a Splatoon spinoff out of the blue. That in itself might not sound too strange, but for a short window the announcement was only accessible via the company's new Nintendo Today mobile app. It's a situation that left people without access to the app questioning whether the news was even real. Nintendo Today prevented users from capturing screenshots or footage, only adding to the sense of confusion. It led to this reporter branding the move a "shadow announcement," which in turn left some of our readers perplexed. Can you ever announce and announcement? What does that term even mean? Food for thought. A wonderful new Big Walk trailer melted this reporter's heartvia House House//  The mad lads behind Untitled Goose Game are back with a new jaunt called Big Walk. This one has been on my radar for a while, but the studio finally debuted a gameplay overview during Summer Game Fest and it looks extraordinary in its purity. It's about walking and talking—and therein lies the charm. Players are forced to cooperate to navigate a lush open world, solve puzzles, and embark upon hijinks. Proximity-based communication is the core mechanic in Big Walk—whether that takes the form of voice chat, written text, hand signals, blazing flares, or pictograms—and it looks like it'll lead to all sorts of weird and wonderful antics. It's a pitch that cuts through because it's so unashamedly different, and there's a lot to love about that. I'm looking forward to this one.
    #patch #notes #xbox #debuts #its
    Patch Notes #9: Xbox debuts its first handhelds, Hong Kong authorities ban a video game, and big hopes for Big Walk
    We did it gang. We completed another week in the impossible survival sim that is real life. Give yourself a appreciative pat on the back and gaze wistfully towards whatever adventures or blissful respite the weekend might bring.This week I've mostly been recovering from my birthday celebrations, which entailed a bountiful Korean Barbecue that left me with a rampant case of the meat sweats and a pub crawl around one of Manchester's finest suburbs. There was no time for video games, but that's not always a bad thing. Distance makes the heart grow fonder, after all.I was welcomed back to the imaginary office with a news bludgeon to the face. The headlines this week have come thick and fast, bringing hardware announcements, more layoffs, and some notable sales milestones. As always, there's a lot to digest, so let's venture once more into the fray. The first Xbox handhelds have finally arrivedvia Game Developer // Microsoft finally stopped flirting with the idea of launching a handheld this week and unveiled not one, but two devices called the ROG Xbox Ally and ROG Xbox Ally X. The former is pitched towards casual players, while the latter aims to entice hardcore video game aficionados. Both devices were designed in collaboration with Asus and will presumably retail at price points that reflect their respective innards. We don't actually know yet, mind, because Microsoft didn't actually state how much they'll cost. You have the feel that's where the company really needs to stick the landing here.Related:Switch 2 tops 3.5 million sales to deliver Nintendo's biggest console launchvia Game Developer // Four days. That's all it took for the Switch 2 to shift over 3.5 million units worldwide to deliver Nintendo's biggest console launch ever. The original Switch needed a month to reach 2.74 million sales by contrast, while the PS5 needed two months to sell 4.5 million units worldwide. Xbox sales remain a mystery because Microsoft just doesn't talk about that sort of thing anymore, which is decidedly frustrating for those oddballswho actually enjoy sifting through financial documents in search of those juicy juicy numbers.Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studiovia Bloomberg// How do you kill a franchise like Dragon Age and leave a studio with the pedigree of BioWare in turmoil? According to a new report from Bloomberg, the answer will likely resonate with developers across the industry: corporate meddling. Sources speaking to the publication explained how Dragon Age: The Veilguard, which failed to meet the expectations of parent company EA, was in constant disarray because the American publisher couldn't decide whether it should be a live-service or single player title. Indecision from leadership within EA and an eventual pivot away from the live-service model only caused more confusion, with BioWare being told to implement foundational changes within impossible timelines. It's a story that's all the more alarming because of how familiar it feels.Related:Sony is making layoffs at Days Gone developer Bend Studiovia Game Developer // Sony has continued its Tony Award-winning tun as the Grim Reaper by cutting even more jobs within PlayStation Studios. Days Gone developer Bend Studio was the latest casualty, with the first-party developer confirming a number of employees were laid off just months after the cancellation of a live-service project. Sony didn't confirm how many people lost their jobs, but Bloomberg reporter Jason Schreier heard that around 40 peoplewere let go. Embracer CEO Lars Wingefors to become executive chair and focus on M&Avia Game Developer // Somewhere, in a deep dark corner of the world, the monkey's paw has curled. Embracer CEO Lars Wingefors, who demonstrated his leadership nous by spending years embarking on a colossal merger and acquisition spree only to immediately start downsizing, has announced he'll be stepping down as CEO. The catch? Wingefors is currently proposed to be appointed executive chair of the board of Embracer. In his new role, he'll apparently focus on strategic initiatives, capital allocation, and mergers and acquisitions. And people wonder why satire is dead. Related:Hong Kong Outlaws a Video Game, Saying It Promotes 'Armed Revolution'via The New York Times// National security police in Hong Kong have banned a Taiwanese video game called Reversed Front: Bonfire for supposedly "advocating armed revolution." Authorities in the region warned that anybody who downloads or recommends the online strategy title will face serious legal charges. The game has been pulled from Apple's marketplace in Hong Kong but is still available for download elsewhere. It was never available in mainland China. Developer ESC Taiwan, part of an group of volunteers who are vocal detractors of China's Communist Party, thanked Hong Kong authorities for the free publicity in a social media post and said the ban shows how political censorship remains prominent in the territory. RuneScape developer accused of ‘catering to American conservatism’ by rolling back Pride Month eventsvia PinkNews // Runescape developers inside Jagex have reportedly been left reeling after the studio decided to pivot away from Pride Month content to focus more on "what players wanted." Jagex CEO broke the news to staff with a post on an internal message board, prompting a rush of complaints—with many workers explaining the content was either already complete or easy to implement. Though Jagex is based in the UK, it's parent company CVC Capital Partners operates multiple companies in the United States. It's a situation that left one employee who spoke to PinkNews questioning whether the studio has caved to "American conservatism." SAG-AFTRA suspends strike and instructs union members to return to workvia Game Developer // It has taken almost a year, but performer union SAG-AFTRA has finally suspended strike action and instructed members to return to work. The decision comes after protracted negotiations with major studios who employ performers under the Interactive Media Agreement. SAG-AFTRA had been striking to secure better working conditions and AI protections for its members, and feels it has now secured a deal that will install vital "AI guardrails."A Switch 2 exclusive Splatoon spinoff was just shadow-announced on Nintendo Todayvia Game Developer // Nintendo did something peculiar this week when it unveiled a Splatoon spinoff out of the blue. That in itself might not sound too strange, but for a short window the announcement was only accessible via the company's new Nintendo Today mobile app. It's a situation that left people without access to the app questioning whether the news was even real. Nintendo Today prevented users from capturing screenshots or footage, only adding to the sense of confusion. It led to this reporter branding the move a "shadow announcement," which in turn left some of our readers perplexed. Can you ever announce and announcement? What does that term even mean? Food for thought. A wonderful new Big Walk trailer melted this reporter's heartvia House House//  The mad lads behind Untitled Goose Game are back with a new jaunt called Big Walk. This one has been on my radar for a while, but the studio finally debuted a gameplay overview during Summer Game Fest and it looks extraordinary in its purity. It's about walking and talking—and therein lies the charm. Players are forced to cooperate to navigate a lush open world, solve puzzles, and embark upon hijinks. Proximity-based communication is the core mechanic in Big Walk—whether that takes the form of voice chat, written text, hand signals, blazing flares, or pictograms—and it looks like it'll lead to all sorts of weird and wonderful antics. It's a pitch that cuts through because it's so unashamedly different, and there's a lot to love about that. I'm looking forward to this one. #patch #notes #xbox #debuts #its
    WWW.GAMEDEVELOPER.COM
    Patch Notes #9: Xbox debuts its first handhelds, Hong Kong authorities ban a video game, and big hopes for Big Walk
    We did it gang. We completed another week in the impossible survival sim that is real life. Give yourself a appreciative pat on the back and gaze wistfully towards whatever adventures or blissful respite the weekend might bring.This week I've mostly been recovering from my birthday celebrations, which entailed a bountiful Korean Barbecue that left me with a rampant case of the meat sweats and a pub crawl around one of Manchester's finest suburbs. There was no time for video games, but that's not always a bad thing. Distance makes the heart grow fonder, after all.I was welcomed back to the imaginary office with a news bludgeon to the face. The headlines this week have come thick and fast, bringing hardware announcements, more layoffs, and some notable sales milestones. As always, there's a lot to digest, so let's venture once more into the fray. The first Xbox handhelds have finally arrivedvia Game Developer // Microsoft finally stopped flirting with the idea of launching a handheld this week and unveiled not one, but two devices called the ROG Xbox Ally and ROG Xbox Ally X. The former is pitched towards casual players, while the latter aims to entice hardcore video game aficionados. Both devices were designed in collaboration with Asus and will presumably retail at price points that reflect their respective innards. We don't actually know yet, mind, because Microsoft didn't actually state how much they'll cost. You have the feel that's where the company really needs to stick the landing here.Related:Switch 2 tops 3.5 million sales to deliver Nintendo's biggest console launchvia Game Developer // Four days. That's all it took for the Switch 2 to shift over 3.5 million units worldwide to deliver Nintendo's biggest console launch ever. The original Switch needed a month to reach 2.74 million sales by contrast, while the PS5 needed two months to sell 4.5 million units worldwide. Xbox sales remain a mystery because Microsoft just doesn't talk about that sort of thing anymore, which is decidedly frustrating for those oddballs (read: this writer) who actually enjoy sifting through financial documents in search of those juicy juicy numbers.Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studiovia Bloomberg (paywalled) // How do you kill a franchise like Dragon Age and leave a studio with the pedigree of BioWare in turmoil? According to a new report from Bloomberg, the answer will likely resonate with developers across the industry: corporate meddling. Sources speaking to the publication explained how Dragon Age: The Veilguard, which failed to meet the expectations of parent company EA, was in constant disarray because the American publisher couldn't decide whether it should be a live-service or single player title. Indecision from leadership within EA and an eventual pivot away from the live-service model only caused more confusion, with BioWare being told to implement foundational changes within impossible timelines. It's a story that's all the more alarming because of how familiar it feels.Related:Sony is making layoffs at Days Gone developer Bend Studiovia Game Developer // Sony has continued its Tony Award-winning tun as the Grim Reaper by cutting even more jobs within PlayStation Studios. Days Gone developer Bend Studio was the latest casualty, with the first-party developer confirming a number of employees were laid off just months after the cancellation of a live-service project. Sony didn't confirm how many people lost their jobs, but Bloomberg reporter Jason Schreier heard that around 40 people (roughly 30 percent of the studio's headcount) were let go. Embracer CEO Lars Wingefors to become executive chair and focus on M&Avia Game Developer // Somewhere, in a deep dark corner of the world, the monkey's paw has curled. Embracer CEO Lars Wingefors, who demonstrated his leadership nous by spending years embarking on a colossal merger and acquisition spree only to immediately start downsizing, has announced he'll be stepping down as CEO. The catch? Wingefors is currently proposed to be appointed executive chair of the board of Embracer. In his new role, he'll apparently focus on strategic initiatives, capital allocation, and mergers and acquisitions. And people wonder why satire is dead. Related:Hong Kong Outlaws a Video Game, Saying It Promotes 'Armed Revolution'via The New York Times (paywalled) // National security police in Hong Kong have banned a Taiwanese video game called Reversed Front: Bonfire for supposedly "advocating armed revolution." Authorities in the region warned that anybody who downloads or recommends the online strategy title will face serious legal charges. The game has been pulled from Apple's marketplace in Hong Kong but is still available for download elsewhere. It was never available in mainland China. Developer ESC Taiwan, part of an group of volunteers who are vocal detractors of China's Communist Party, thanked Hong Kong authorities for the free publicity in a social media post and said the ban shows how political censorship remains prominent in the territory. RuneScape developer accused of ‘catering to American conservatism’ by rolling back Pride Month eventsvia PinkNews // Runescape developers inside Jagex have reportedly been left reeling after the studio decided to pivot away from Pride Month content to focus more on "what players wanted." Jagex CEO broke the news to staff with a post on an internal message board, prompting a rush of complaints—with many workers explaining the content was either already complete or easy to implement. Though Jagex is based in the UK, it's parent company CVC Capital Partners operates multiple companies in the United States. It's a situation that left one employee who spoke to PinkNews questioning whether the studio has caved to "American conservatism." SAG-AFTRA suspends strike and instructs union members to return to workvia Game Developer // It has taken almost a year, but performer union SAG-AFTRA has finally suspended strike action and instructed members to return to work. The decision comes after protracted negotiations with major studios who employ performers under the Interactive Media Agreement. SAG-AFTRA had been striking to secure better working conditions and AI protections for its members, and feels it has now secured a deal that will install vital "AI guardrails."A Switch 2 exclusive Splatoon spinoff was just shadow-announced on Nintendo Todayvia Game Developer // Nintendo did something peculiar this week when it unveiled a Splatoon spinoff out of the blue. That in itself might not sound too strange, but for a short window the announcement was only accessible via the company's new Nintendo Today mobile app. It's a situation that left people without access to the app questioning whether the news was even real. Nintendo Today prevented users from capturing screenshots or footage, only adding to the sense of confusion. It led to this reporter branding the move a "shadow announcement," which in turn left some of our readers perplexed. Can you ever announce and announcement? What does that term even mean? Food for thought. A wonderful new Big Walk trailer melted this reporter's heartvia House House (YouTube) //  The mad lads behind Untitled Goose Game are back with a new jaunt called Big Walk. This one has been on my radar for a while, but the studio finally debuted a gameplay overview during Summer Game Fest and it looks extraordinary in its purity. It's about walking and talking—and therein lies the charm. Players are forced to cooperate to navigate a lush open world, solve puzzles, and embark upon hijinks. Proximity-based communication is the core mechanic in Big Walk—whether that takes the form of voice chat, written text, hand signals, blazing flares, or pictograms—and it looks like it'll lead to all sorts of weird and wonderful antics. It's a pitch that cuts through because it's so unashamedly different, and there's a lot to love about that. I'm looking forward to this one.
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  • The Expanse: Osiris Reborn is a new narrative-driven sci-fi RPG inspired by Mass Effect

    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

    The Expanse: Osiris Reborn is a new narrative-driven sci-fi RPG inspired by Mass Effect

    Pulasthi Ariyasinghe

    Neowin
    @LoneWolfSL ·

    Jun 7, 2025 17:18 EDT

    Out of nowhere, a narrative-driven sci-fi action RPG has been announced that will take players into the universe of The Expanse TV show and novels. The reveal trailer landed today during the Future Games Showcase, offering both a cinematic look at the setting as well as snippets of gameplay. Check out the The Expanse: Osiris Reborn debut trailer above.
    The studio behind the project is Owlcat Games. Some may remember that name from being involved in the role-playing titles Pathfinder: Kingmaker, Pathfinder: Wrath of the Righteous, as well as the most recent hugely well-received RPG Warhammer 40,000: Rogue Trader. Now, the studio's sights are set on The Expanse universe, and it's going for the over-the-shoulder third-person gameplay route for the first time.
    “We’ve been dreaming about building a sci-fi action RPG of this scale for a long time, and The Expanse is the perfect universe to bring that vision to life,” says Owlcat’s Creative Director, Alexander Mishulin. “It’s a world grounded in realism and complexity, perfect for telling a story the way we like it— mature and character-driven, where your choices truly matter."

    The story will have players taking the role of a custom captain that can be from the Earth, Mars, or the Belt to take control of the most advanced ship currently available. There's a crew to meet and lead, tactical third-person combat, and, as expected from this franchise, a divided solar system to navigate and make decisions on.
    The studio was also very direct about this experience being inspired by BioWare's Mass Effect trilogy. Aside from the action-heavy gameplay seen in the trailer, Owlcat is promising plenty of political intrigue, as well as romance options for players to dive into. Game Design Producer Yuliya Chernenko added "many of us first played it in our teenage years, and it left a lasting impression," and that "we are building on that legacy and expanding what players anticipate from this experience."

    The Expanse: Osiris Reborn does not have a release window just yet, but it will be coming out on PC, Xbox Series X|S, and PlayStation 5.

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    #expanse #osiris #reborn #new #narrativedriven
    The Expanse: Osiris Reborn is a new narrative-driven sci-fi RPG inspired by Mass Effect
    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. The Expanse: Osiris Reborn is a new narrative-driven sci-fi RPG inspired by Mass Effect Pulasthi Ariyasinghe Neowin @LoneWolfSL · Jun 7, 2025 17:18 EDT Out of nowhere, a narrative-driven sci-fi action RPG has been announced that will take players into the universe of The Expanse TV show and novels. The reveal trailer landed today during the Future Games Showcase, offering both a cinematic look at the setting as well as snippets of gameplay. Check out the The Expanse: Osiris Reborn debut trailer above. The studio behind the project is Owlcat Games. Some may remember that name from being involved in the role-playing titles Pathfinder: Kingmaker, Pathfinder: Wrath of the Righteous, as well as the most recent hugely well-received RPG Warhammer 40,000: Rogue Trader. Now, the studio's sights are set on The Expanse universe, and it's going for the over-the-shoulder third-person gameplay route for the first time. “We’ve been dreaming about building a sci-fi action RPG of this scale for a long time, and The Expanse is the perfect universe to bring that vision to life,” says Owlcat’s Creative Director, Alexander Mishulin. “It’s a world grounded in realism and complexity, perfect for telling a story the way we like it— mature and character-driven, where your choices truly matter." The story will have players taking the role of a custom captain that can be from the Earth, Mars, or the Belt to take control of the most advanced ship currently available. There's a crew to meet and lead, tactical third-person combat, and, as expected from this franchise, a divided solar system to navigate and make decisions on. The studio was also very direct about this experience being inspired by BioWare's Mass Effect trilogy. Aside from the action-heavy gameplay seen in the trailer, Owlcat is promising plenty of political intrigue, as well as romance options for players to dive into. Game Design Producer Yuliya Chernenko added "many of us first played it in our teenage years, and it left a lasting impression," and that "we are building on that legacy and expanding what players anticipate from this experience." The Expanse: Osiris Reborn does not have a release window just yet, but it will be coming out on PC, Xbox Series X|S, and PlayStation 5. Tags Report a problem with article Follow @NeowinFeed #expanse #osiris #reborn #new #narrativedriven
    WWW.NEOWIN.NET
    The Expanse: Osiris Reborn is a new narrative-driven sci-fi RPG inspired by Mass Effect
    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. The Expanse: Osiris Reborn is a new narrative-driven sci-fi RPG inspired by Mass Effect Pulasthi Ariyasinghe Neowin @LoneWolfSL · Jun 7, 2025 17:18 EDT Out of nowhere, a narrative-driven sci-fi action RPG has been announced that will take players into the universe of The Expanse TV show and novels. The reveal trailer landed today during the Future Games Showcase, offering both a cinematic look at the setting as well as snippets of gameplay. Check out the The Expanse: Osiris Reborn debut trailer above. The studio behind the project is Owlcat Games. Some may remember that name from being involved in the role-playing titles Pathfinder: Kingmaker, Pathfinder: Wrath of the Righteous, as well as the most recent hugely well-received RPG Warhammer 40,000: Rogue Trader. Now, the studio's sights are set on The Expanse universe, and it's going for the over-the-shoulder third-person gameplay route for the first time. “We’ve been dreaming about building a sci-fi action RPG of this scale for a long time, and The Expanse is the perfect universe to bring that vision to life,” says Owlcat’s Creative Director, Alexander Mishulin. “It’s a world grounded in realism and complexity, perfect for telling a story the way we like it— mature and character-driven, where your choices truly matter." The story will have players taking the role of a custom captain that can be from the Earth, Mars, or the Belt to take control of the most advanced ship currently available. There's a crew to meet and lead, tactical third-person combat, and, as expected from this franchise, a divided solar system to navigate and make decisions on. The studio was also very direct about this experience being inspired by BioWare's Mass Effect trilogy. Aside from the action-heavy gameplay seen in the trailer, Owlcat is promising plenty of political intrigue, as well as romance options for players to dive into. Game Design Producer Yuliya Chernenko added "many of us first played it in our teenage years, and it left a lasting impression," and that "we are building on that legacy and expanding what players anticipate from this experience." The Expanse: Osiris Reborn does not have a release window just yet, but it will be coming out on PC (Steam, Epic Games Store, GOG), Xbox Series X|S, and PlayStation 5. Tags Report a problem with article Follow @NeowinFeed
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  • CD Projekt Red tried to redesign Geralt's face once, and it backfired horribly

    Geralt, the hero of The Witcher series of games, nearly had a considerably different face. He actually did, briefly, but the game's community disliked it so much CD Projekt Red panicked and changed it back.
    The problem? Anatomical correctness. The community didn't think Geralt was alien-looking or ugly enough.
    The year was 2010 and CD Projekt Red was ready to debut its brand new Witcher game, The Witcher 2: Assassins of Kings, to the world. A couple of leaked videos preceded the formal announcement but when a clutch of screenshots was eventually released, it debuted a different looking Geralt to the one people were used to from The Witcher 1.
    Whereas Geralt had previously had the proportions of a triangle, roughly, which angled to a point on his nose and didn't seem to involve a chin of any kind, he now had much easier-on-the-eye proportions and looked like an actual person. He was even, dare I say it, handsome. It simply wouldn't do.
    Some of this was to be expected. The transition from Witcher 1 to Witcher 2 included a transition for the game's engine, moving from BioWare's Aurora engine, which once powered Neverwinter Nights, to CD Projekt Red's internally made engine Redengine. A facial design that worked well in one engine wouldn't necessarily work in both.

    Geralt fights a baddie in The Witcher 1. | Image credit: CD Projekt Red

    "The problem was that The Witcher 1 was heavily stylised," CD Projekt Red art director Pawel Mielniczuk explained to me. "From an art point of view, it was a much simpler visual fidelity than was in The Witcher 2 and Witcher 3. It was based on this Aurora engine from Neverwinter Nights - low poly, you know - so the character looks great there but the face of Geralt in The Witcher 1 wasn't very anatomically correct. It was making a good impression.
    "When we got to The Witcher 2, we had a better engine - larger budgets for polygons, more artists to sculpt nice faces, and we actually got better at making characters, already being a studio that released one game. And Geralt'sface just did not match the style of the rest of the characters," he said. "It was not realistic human proportions."
    The solution was clear: redesign Geralt's face. "Let's make Geralt from scratch - nobody will notice that," Mielniczuk said, and laughed at the memory. "So we made it at the very beginning of The Witcher 2 production and we released it with this first bunch of screenshots to see what the response was, and the response was horrible! Our community just smashed us on the forums - there were almost riots there."

    Geralt's redesigned face, unveiled in the debut screenshots released for The Witcher 2. | Image credit: CD Projekt Red

    Sadly I can't find those riots on those company forums now; 15 years of chatter has buried it. But Mielniczuk told me the comments there were to the effect of: "True Geralt: he's supposed to be ugly and inhuman!" CD Projekt Red backtracked as a result of the backlash, and it would take a further two years of tinkering, and testing and re-evaluating, to get Geralt's look right for the game. "And was a hybrid of The Witcher 1 Geralt and a real human," Mielniczuk said.
    By the time The Witcher 3 development came around, in around 2011-2012, the opportunity once again presented itself to tinker with Geralt's face, but this time the studio resisted. "With The Witcher 3, we actually used exactly the same model from Witcher 2, added more polygons, updated textures, but we did not touch it," Mielniczuk said.

    Geralt as pictured at the beginning of The Witcher 2. | Image credit: Eurogamer / CD Projekt Red

    That's not to say Mielniczuk didn't want to alter Geralt's face for the third game. He was the lead character artist on The Witcher 3. He hand-sculpted both Ciri and Yennefer's face, and he could see glaring issues with Geralt's. "If you look at the profile of Geralt: he has this incredible profile but the tip of his nose is a completely straight line from his forehead, kind of Greek proportions, and it was not fitting his face, so we wanted to fix that. But we did not," he said. "We made a decision, 'Okay, that's Geralt, he's recognisable, people are loving our character. We pass. We cannot make this mistake once again.'"
    Which brings us around to The Witcher 4, which is now in full production and we know will include Geralt to some degree. The new game will also move the series to a new engine, Unreal Engine 5, so once again there's an opportunity for a Geralt-face redesign. Will CD Projekt Red take it?

    Even the box art changed quite considerably over the course of the game's development. | Image credit: CD Projekt Red

    "It's such a grounded character right now I would really not dare to touch it," Mielniczuk said. "And in general, it's a very successful character because his face is recognisable, probably also because of these features of inhuman proportions in the upper part of the body. So no, I wouldn't update anything, just textures, normal maps, adding more details on the face, make it realistic through the surfaces, but not through the anatomy and proportions."
    But there is one thing that might tempt Mielniczuk to update Geralt's face, or rather one person, and that's Henry Cavill, the former star of The Witcher Netflix TV show. Mielniczuk is a big fan of his. "Henry was just perfect," he said. Then he added, laughing: "If I would do something to the face, I would be easily convinced to scan Henry and put him in The Witcher 4!"
    I spoke to Pawel Mielniczuk as part of a series of interviews looking back on The Witcher 3, a decade on, through the eyes of the people who made it. You can find that full piece on Eurogamer now.
    #projekt #red #tried #redesign #geralt039s
    CD Projekt Red tried to redesign Geralt's face once, and it backfired horribly
    Geralt, the hero of The Witcher series of games, nearly had a considerably different face. He actually did, briefly, but the game's community disliked it so much CD Projekt Red panicked and changed it back. The problem? Anatomical correctness. The community didn't think Geralt was alien-looking or ugly enough. The year was 2010 and CD Projekt Red was ready to debut its brand new Witcher game, The Witcher 2: Assassins of Kings, to the world. A couple of leaked videos preceded the formal announcement but when a clutch of screenshots was eventually released, it debuted a different looking Geralt to the one people were used to from The Witcher 1. Whereas Geralt had previously had the proportions of a triangle, roughly, which angled to a point on his nose and didn't seem to involve a chin of any kind, he now had much easier-on-the-eye proportions and looked like an actual person. He was even, dare I say it, handsome. It simply wouldn't do. Some of this was to be expected. The transition from Witcher 1 to Witcher 2 included a transition for the game's engine, moving from BioWare's Aurora engine, which once powered Neverwinter Nights, to CD Projekt Red's internally made engine Redengine. A facial design that worked well in one engine wouldn't necessarily work in both. Geralt fights a baddie in The Witcher 1. | Image credit: CD Projekt Red "The problem was that The Witcher 1 was heavily stylised," CD Projekt Red art director Pawel Mielniczuk explained to me. "From an art point of view, it was a much simpler visual fidelity than was in The Witcher 2 and Witcher 3. It was based on this Aurora engine from Neverwinter Nights - low poly, you know - so the character looks great there but the face of Geralt in The Witcher 1 wasn't very anatomically correct. It was making a good impression. "When we got to The Witcher 2, we had a better engine - larger budgets for polygons, more artists to sculpt nice faces, and we actually got better at making characters, already being a studio that released one game. And Geralt'sface just did not match the style of the rest of the characters," he said. "It was not realistic human proportions." The solution was clear: redesign Geralt's face. "Let's make Geralt from scratch - nobody will notice that," Mielniczuk said, and laughed at the memory. "So we made it at the very beginning of The Witcher 2 production and we released it with this first bunch of screenshots to see what the response was, and the response was horrible! Our community just smashed us on the forums - there were almost riots there." Geralt's redesigned face, unveiled in the debut screenshots released for The Witcher 2. | Image credit: CD Projekt Red Sadly I can't find those riots on those company forums now; 15 years of chatter has buried it. But Mielniczuk told me the comments there were to the effect of: "True Geralt: he's supposed to be ugly and inhuman!" CD Projekt Red backtracked as a result of the backlash, and it would take a further two years of tinkering, and testing and re-evaluating, to get Geralt's look right for the game. "And was a hybrid of The Witcher 1 Geralt and a real human," Mielniczuk said. By the time The Witcher 3 development came around, in around 2011-2012, the opportunity once again presented itself to tinker with Geralt's face, but this time the studio resisted. "With The Witcher 3, we actually used exactly the same model from Witcher 2, added more polygons, updated textures, but we did not touch it," Mielniczuk said. Geralt as pictured at the beginning of The Witcher 2. | Image credit: Eurogamer / CD Projekt Red That's not to say Mielniczuk didn't want to alter Geralt's face for the third game. He was the lead character artist on The Witcher 3. He hand-sculpted both Ciri and Yennefer's face, and he could see glaring issues with Geralt's. "If you look at the profile of Geralt: he has this incredible profile but the tip of his nose is a completely straight line from his forehead, kind of Greek proportions, and it was not fitting his face, so we wanted to fix that. But we did not," he said. "We made a decision, 'Okay, that's Geralt, he's recognisable, people are loving our character. We pass. We cannot make this mistake once again.'" Which brings us around to The Witcher 4, which is now in full production and we know will include Geralt to some degree. The new game will also move the series to a new engine, Unreal Engine 5, so once again there's an opportunity for a Geralt-face redesign. Will CD Projekt Red take it? Even the box art changed quite considerably over the course of the game's development. | Image credit: CD Projekt Red "It's such a grounded character right now I would really not dare to touch it," Mielniczuk said. "And in general, it's a very successful character because his face is recognisable, probably also because of these features of inhuman proportions in the upper part of the body. So no, I wouldn't update anything, just textures, normal maps, adding more details on the face, make it realistic through the surfaces, but not through the anatomy and proportions." But there is one thing that might tempt Mielniczuk to update Geralt's face, or rather one person, and that's Henry Cavill, the former star of The Witcher Netflix TV show. Mielniczuk is a big fan of his. "Henry was just perfect," he said. Then he added, laughing: "If I would do something to the face, I would be easily convinced to scan Henry and put him in The Witcher 4!" I spoke to Pawel Mielniczuk as part of a series of interviews looking back on The Witcher 3, a decade on, through the eyes of the people who made it. You can find that full piece on Eurogamer now. #projekt #red #tried #redesign #geralt039s
    WWW.EUROGAMER.NET
    CD Projekt Red tried to redesign Geralt's face once, and it backfired horribly
    Geralt, the hero of The Witcher series of games, nearly had a considerably different face. He actually did, briefly, but the game's community disliked it so much CD Projekt Red panicked and changed it back. The problem? Anatomical correctness. The community didn't think Geralt was alien-looking or ugly enough. The year was 2010 and CD Projekt Red was ready to debut its brand new Witcher game, The Witcher 2: Assassins of Kings, to the world. A couple of leaked videos preceded the formal announcement but when a clutch of screenshots was eventually released, it debuted a different looking Geralt to the one people were used to from The Witcher 1. Whereas Geralt had previously had the proportions of a triangle, roughly, which angled to a point on his nose and didn't seem to involve a chin of any kind, he now had much easier-on-the-eye proportions and looked like an actual person. He was even, dare I say it, handsome. It simply wouldn't do. Some of this was to be expected. The transition from Witcher 1 to Witcher 2 included a transition for the game's engine, moving from BioWare's Aurora engine, which once powered Neverwinter Nights, to CD Projekt Red's internally made engine Redengine. A facial design that worked well in one engine wouldn't necessarily work in both. Geralt fights a baddie in The Witcher 1. | Image credit: CD Projekt Red "The problem was that The Witcher 1 was heavily stylised," CD Projekt Red art director Pawel Mielniczuk explained to me. "From an art point of view, it was a much simpler visual fidelity than was in The Witcher 2 and Witcher 3. It was based on this Aurora engine from Neverwinter Nights - low poly, you know - so the character looks great there but the face of Geralt in The Witcher 1 wasn't very anatomically correct. It was making a good impression. "When we got to The Witcher 2, we had a better engine - larger budgets for polygons, more artists to sculpt nice faces, and we actually got better at making characters, already being a studio that released one game. And Geralt's [existing] face just did not match the style of the rest of the characters," he said. "It was not realistic human proportions." The solution was clear: redesign Geralt's face. "Let's make Geralt from scratch - nobody will notice that," Mielniczuk said, and laughed at the memory. "So we made it at the very beginning of The Witcher 2 production and we released it with this first bunch of screenshots to see what the response was, and the response was horrible! Our community just smashed us on the forums - there were almost riots there." Geralt's redesigned face, unveiled in the debut screenshots released for The Witcher 2. | Image credit: CD Projekt Red Sadly I can't find those riots on those company forums now; 15 years of chatter has buried it. But Mielniczuk told me the comments there were to the effect of: "True Geralt: he's supposed to be ugly and inhuman!" CD Projekt Red backtracked as a result of the backlash, and it would take a further two years of tinkering, and testing and re-evaluating, to get Geralt's look right for the game. "And was a hybrid of The Witcher 1 Geralt and a real human," Mielniczuk said. By the time The Witcher 3 development came around, in around 2011-2012, the opportunity once again presented itself to tinker with Geralt's face, but this time the studio resisted. "With The Witcher 3, we actually used exactly the same model from Witcher 2, added more polygons, updated textures, but we did not touch it," Mielniczuk said. Geralt as pictured at the beginning of The Witcher 2. | Image credit: Eurogamer / CD Projekt Red That's not to say Mielniczuk didn't want to alter Geralt's face for the third game. He was the lead character artist on The Witcher 3. He hand-sculpted both Ciri and Yennefer's face, and he could see glaring issues with Geralt's. "If you look at the profile of Geralt: he has this incredible profile but the tip of his nose is a completely straight line from his forehead, kind of Greek proportions, and it was not fitting his face, so we wanted to fix that. But we did not," he said. "We made a decision, 'Okay, that's Geralt, he's recognisable, people are loving our character. We pass. We cannot make this mistake once again.'" Which brings us around to The Witcher 4, which is now in full production and we know will include Geralt to some degree. The new game will also move the series to a new engine, Unreal Engine 5, so once again there's an opportunity for a Geralt-face redesign. Will CD Projekt Red take it? Even the box art changed quite considerably over the course of the game's development. | Image credit: CD Projekt Red "It's such a grounded character right now I would really not dare to touch it," Mielniczuk said. "And in general, it's a very successful character because his face is recognisable, probably also because of these features of inhuman proportions in the upper part of the body. So no, I wouldn't update anything, just textures, normal maps, adding more details on the face, make it realistic through the surfaces, but not through the anatomy and proportions." But there is one thing that might tempt Mielniczuk to update Geralt's face, or rather one person, and that's Henry Cavill, the former star of The Witcher Netflix TV show. Mielniczuk is a big fan of his. "Henry was just perfect," he said. Then he added, laughing: "If I would do something to the face, I would be easily convinced to scan Henry and put him in The Witcher 4!" I spoke to Pawel Mielniczuk as part of a series of interviews looking back on The Witcher 3, a decade on, through the eyes of the people who made it. You can find that full piece on Eurogamer now.
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