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“New D&D RPG Warlock: An Open World Spell-Collecting Game Influenced by Far Cry”

This week we got our first proper look at Warlock: Dungeons & Dragons, Wizard of the Coast’s new RPG-tinted action game. In theory, it’s the story of a grizzled weapon master who is searching a lawless pocket dimension for somebody precious to her, but I disapprove massively of this objective, because it sounds like it’s going to get in the way of unearthing weird spells and making a glorious mess.

Created by a team of former Far Cry, Watch Dogs and Splinter Cell devs, Warlock gives you an open world full of charms, cantrips and conjurations to gather and fool around with. I’m really hoping it’s as open-ended as they’re making it sound. Here’s a video, followed by some commentary from creators Invoke.

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The Witcher 3 Remastered Features Contributions from Leading Modder, Continuing CD Projekt Red’s Approach from the RPG’s Next-Gen Update

As revealed earlier this week alongside a look at next year’s Songs of the Past expansion, The Witcher 3 is getting a free remastered update next month. As with 2022’s next-gen update, some of its tweaks and additions are the work of modders, with the creator of The Witcher 3’s HD Reworked Project having revealed that they got the call to collaborate with CD Projekt Red again.

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“Usual June Combines Hades-Inspired Action, Crystal Crabs, and Ghosts for an Engaging Halloween Game”

I’ve been hungry for an action adventure game recently. In this modern era of live service and infinite roguelikes and deckbuilders (seriously, I know they’re popular genres, maybe try a different highly replayable genre), the humble action adventure game has fallen by the wayside a tad. So I’ve been quite curious about Usual June, a quite classic one of those that might end up being a Halloween regular (quick disclaimer: Cara Ellison, who many moons ago did some writing for RPS, is a writer on this one).

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Developer Hinterland Confirms Blackfrost Sequel for The Long Dark is Not Cancelled, Shifts Focus to Original Survival Mode

Things are shifting around a bit over at The Long Dark developer Hinterland Studio. Earlier this year, The Long Dark’s story mode wrapped up with the release of Wintermute’s fifth and final episode. After that, you may have fairly assumed that focus would have been mostly placed on the sequel that was announced in 2024, Blackfrost. But according to Hinterland, while Blackfrost is still in the works, the main focus will actually be put on The Long Dark’s survival mode for a while.

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Phil Collins Returns to Vice City with Gloomy Musical Selection for Jason and Lucia

### Grand Theft Auto VI: An In-Depth Exploration of Sound and Music

Earlier this week, Rockstar Games and Netflix joined forces to present an extensive glimpse into the eagerly awaited *Grand Theft Auto VI* (GTA VI). After some pre-trailer anxiety, this reveal not only highlighted various new features and life simulation aspects but also showcased an impressive array of in-game music, reflecting the game’s essence and atmosphere.

#### A Musical Odyssey Through Vice City

One of the standout elements of the latest trailer was the enhanced soundtrack, which aims to enrich the game’s immersive feel. A significant nod to the past comes from the iconic Phil Collins, who is poised to once again illuminate the virtual stage of Vice City. Collins, who made a prior virtual appearance in *Vice City Stories*, will reintroduce his distinct sound, notably with songs like “Against All Odds.” This notion not only stirs nostalgia for dedicated fans of the franchise but may also allude to narrative threads intertwining with the haunting melodies that accompany the game’s plotline.

The inclusion of Collins holds considerable significance, particularly due to his ties to the neo-noir period referenced by the game. This raises fascinating inquiries regarding the potential narrative dynamics between the game’s protagonists, Jason Duval and Lucia Caminos.

#### A Multifaceted Soundtrack

The expanding soundtrack for *GTA VI* includes a variety of genres, catering to diverse musical preferences. In addition to Collins’ contributions, players can anticipate a blend of yacht rock, stadium anthems, and modern R&B. Confirmed songs include Captain & Tennille’s “But I Think It’s a Dream,” Cliff Richard’s “Devil Woman,” and Def Leppard’s “Love Bites.” Notably, the soundtrack also highlights contemporary artists such as Sexyy Red with “Pound Town,” Birdman and Lil Wayne’s “Pop Bottles,” and Kodak Black’s “Skrilla.”

Perhaps the most intriguing additions come from indie and alternative rock, featuring tracks like !!!’s “Off The Grid” and Prefab Sprout’s “Cars and Girls.” Jesse Hawken, a podcaster and Prefab Sprout aficionado, even indicated that their music would resonate beautifully with the Vice City ambiance, hinting at the desire for a dedicated Sprout radio station within the game.

#### Advancement of In-Game Music

Since the debut of *Vice City*, the treatment of licensed music and in-game radio stations in the *Grand Theft Auto* series has progressed considerably. The introduction of various artists and celebrities as in-game DJs has enriched the game’s atmosphere. As fans dive into the world of GTA, the carefully curated playlists accompanying gameplay will inevitably attract new listeners, sparking interest in the varied musical catalog represented. This approach was similarly noted in previous trailers that exhibited a fondness for legendary artists like Tom Petty and the Pointer Sisters.

The emphasis on a dynamic soundtrack in *GTA VI* aligns with Rockstar’s dedication to crafting vibrant, immersive worlds where music functions not merely as background noise but as a crucial part of the storytelling experience. As the game’s launch draws near, players can anticipate the intricate blend of narrative and sound that defines the *Grand Theft Auto* series, promising an exhilarating journey filled with crime, adventure, and an enthralling soundtrack.

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Mortal Shell 2: First Major Update Introduces Extra Beacons, New Items, and Functional Riposte Damage Scaling

We’re a little over one week on from the launch of Mortal Shell 2, a game that Jeremy liked quite a lot. But the work of a developer is never done these days, what with the advent of the internet and patches ‘n’ all. A balance patch arrived on launch day, but the Soulslike has now received its first full update, bringing a whole lot with it.

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“Exploring Road Kings: A Blend of American Truck Simulator Mechanics and Disaster Movie Elements with Engaging Elliptical Deliveries”

When I sat down to play Road Kings in April, the event organisers were very clear: when you’re done driving around in the sandbox, let us know and we will load up the disaster movie scene. After fifty minutes of my hour with Saber’s spin on American Truck Simulator, I’d completely forgotten about the second mission. I was merrily absorbed in hauling truckloads of exercise bikes between the cities of South Georgia and Northern Florida.

Saber are definitely playing catch up with SCS Software. The latter’s American Truck Simulator released over a decade ago and it now features nearly half of North America. Naturally, Road Kings will ship with a much smaller map and roster of vehicles. Though Saber hope to pull ahead by injecting a little drama.

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James Pond Co-Creator Slams AI-Powered Remake as Disrespectful and Soul-less

### System 3 Faces Criticism Over Upcoming *James Pond Legacy* Collection

Recently, System 3, a video game publisher, became the center of controversy concerning the upcoming collection titled *James Pond Legacy: The Pond Is Not Enough*. The issue intensified following the release of a trailer that bore a resemblance to a poorly crafted birthday e-card. Additionally, worries about the incorporation of AI-generated art in the collection sparked public outrage and condemnation.

In light of the criticism, System 3 released a statement asserting that AI was not part of the collection’s creation. This claim left many perplexed, including Chris Sorrell, the co-creator of the *James Pond* series, who openly conveyed his discontent and disapproval of the publisher’s chosen path. “I’m sure it won’t shock you to hear that I was in no way consulted or involved,” Sorrell remarked during an interview with *Time Extension*. He denounced the disregard shown for the franchise, implying that anyone truly passionate about *James Pond* would have approached it with more consideration.

*James Pond* made its debut on the Amiga platform in 1990, rapidly gaining popularity and leading to several sequels and spin-offs, with *RoboCod* being particularly notable. Throughout the years, the series has been celebrated for its quirky appeal, and Sorrell’s later contributions to successful titles like *MediEvil* and *Prototype* demonstrated his expertise in game development. However, the *James Pond* collection has been viewed as a hasty cash grab, lacking the care and consideration that a cherished title merits.

The situation underscores a growing unease within the gaming community about the increasing dependence on AI technologies in game development. As various publishers confront this escalating backlash, System 3’s assertion of no AI involvement in their project appeared especially strange. Critics observed that the visuals and general aesthetic of the collection seemed predominantly AI-generated, raising further questions about the publisher’s honesty in their statements. Sorrell highlighted absurdities in the released production art, indicating that it was unlikely any developer would produce an Illustrator version of a character design that was already established.

During his interview, Sorrell emphasized his frustration regarding the treatment of the franchise that kickstarted his career. He praised other companies, such as Digital Eclipse, which are recognized for their careful archival practices concerning classic titles. Conversely, he contended that the *James Pond* collection exemplifies a troubling, short-sighted mindset that is increasingly common in the gaming industry, one that favors profit over passion and quality. Sorrell’s feelings culminated in a sharp comment, wishing that those accountable for the project “choke on an AI-generated fishbone.”

As the gaming community continues to grapple with the implications of AI in creative sectors, the situation with *James Pond Legacy* acts as a poignant reminder of the risks associated with overlooking the history and integrity of established franchises. It raises essential questions about the future trajectory of the industry and the significance of preserving the essence of beloved titles for both long-time fans and new generations.

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“Stalker 2 Developers Focus on Non-Session-Based Multiplayer Features Following Cost of Hope”

What’s that coming through the hiss and crackle of static? It’s a transmission from the Gamescom zone, where a trio of RPS survivalists are fighting to stay alive amid all manner of hazards. You don’t want to know the things they’ve told us about the loos. One of them, James, has ended up hunkered down in the same room as Stalker 2 devs GSC Game World and had the chance to ask them what’s in store for the game now its 2.0 update and Cost of Hope expansion are out. The answer is a “different” second DLC and a free multiplayer mode the studio insist won’t just recycle mechanics seen elsewhere.

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