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I’ve had the opportunity to experience Pearl Abyss’s Crimson Desert multiple times, with my preview of the boss battles being the most in-depth interaction I’ve had with the game—at least until my time at gamescom 2025. After engaging with the latest demo version, I can firmly state that the Korean developer is creating something that commands admiration, patience, and possibly a notepad to keep track of all the combat combinations. Don’t misunderstand me: there are still numerous rough spots, but the fundamental experience is definitely worth diving into.
The demo quickly establishes its grand scale, starting with a brief tutorial to orient you before literally dropping you into the world. Players embark on their journey from a floating island, skydiving into the war-ravaged continent of Pywel below. This introduction encapsulates what Crimson Desert seeks to achieve—epic scale combined with visceral action that makes every moment feel cinematic. The shift from aerial descent to ground-level combat creates an immediate sense of immersion that few games attempt, much less accomplish effectively. And yes, it’s undeniably beautiful.
Once back on firm ground, I finally grasped what the gameplay experience would entail: quests, an expansive world, and more. Playing as Kliff, leader of the renowned Greymanes mercenary company, the focus is on defending a beleaguered castle from overwhelming enemy forces—and you can decimate groups of foes in manners seldom seen in RPGs of this nature. This is no ordinary skirmish.
Countless NPCs engage in chaotic conflicts across vast battlefields while artillery strikes rain down around you. Pearl Abyss has evidently prioritized spectacle, designing confrontations that feel continental in scale rather than personal altercations between small factions. Black Desert Online is already among the most visually striking MMOs available, but Crimson Desert elevates this, offering one of the most frenetic and visually breathtaking missions I’ve witnessed in an RPG for quite some time.
Crimson Desert seems like a game that rewards players ready to commit the time to master its systems.
We need to take a moment to address the controls and combat. This is, genuinely, both Crimson Desert’s greatest asset and its most daunting hurdle for newcomers. Every controller button serves multiple functions, creating what resembles a fighting game character’s full moveset condensed into a single hero.
Light attacks, heavy hits, elemental abilities, time manipulation, ranged combat, and environmental interactions all vie for the player’s focus through a complicated network of button combinations. It’s not to say you can’t enjoy the game simply by experimenting with the controls, but with so many ways to modify your attacks and different actions, avoiding the more intricate controls means missing out on some of the game’s more captivating components.
I’ll admit: even after an hour of gameplay and finishing the complete tutorial, I found Crimson Desert somewhat overwhelming. Many of the more engaging attacks were challenging to execute effectively when I needed them the most. The tutorial does its utmost to cover the basics, but mastering Kliff’s skills demands commitment that may discourage casual gamers. That said, Crimson Desert certainly feels like a game that benefits players willing to invest the time to understand its systems. Environmental takedowns enable players to leap off walls and land powerful kicks, while well-timed combinations can unleash moves so potent that nearby foes simply capitulate in astonishment.
Pearl Abyss has implemented substantial adjustments since my last hands-on experience with the game. The 2025 demo I played at gamescom showcased more approachable difficulty scaling and shifted emphasis from pure boss confrontations to extensive battlefield scenarios. This alteration allows players to appreciate the game’s Dynasty Warriors-inspired combat flow more effectively, where slicing through enemy ranks feels genuinely significant. It also facilitated a smoother introduction to the game’s many systems, gradually guiding players into its more ferocious elements. I’ve heard comparisons to Dark Souls, and while I comprehend the reasoning, I would slightly contest it. Make no mistake—the game, even in this latest demo, isn’t simple and absolutely requires some acclimatization.
While the controls might lean towards the overly intricate side, one area where the team’s attention to detail genuinely shines is in the presentation. Make no mistake—Crimson Desert is an utterly breathtaking game. Character models display intricate armor that catches the sunlight in a natural way, while diverse landscapes offer stunning backdrops for the chaos. Pearl Abyss has utilized its BlackSpace Engine to craft a world that appears and feels inhabited, where every battle scar and weather phenomenon enhances the overall atmosphere. The level of detail in every facet of the game is remarkable, and I was genuinely taken aback by how splendid everything appeared. It feels like a dynamic, living world that yearns to be explored.
However, with such an expansive world, certain aspects of exploration can seem monotonous. The open-world design includes respawning enemy patrols that can render traversal feel more like avoidance gameplay than authentic exploration. During the demo, losing a horse to enemy
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CGMagazine had a trio of team members present on the gamescom 2025 exhibition floor, and with that number of individuals exploring the Koelnmesse halls, we accrued a multitude of gameplay demos. We have previously published our [Best of Gamescom 2025](https://www.cgmagonline.com/articles/features/the-best-of-gamescom-2025/), and we have released extensive coverage for several of the standout titles showcased, such as [The Blood of Dawnwalker](https://www.cgmagonline.com/articles/previews/the-blood-of-dawnwalker/), [The Outer Worlds 2](https://www.cgmagonline.com/interviews/the-outer-worlds-2-rpg-lover/), [REANIMAL](https://www.cgmagonline.com/articles/previews/gamescom-reanimal-horror/) and more, with additional reports still on the way. With that said, there are a few more games we wanted to ensure you are aware of!
The titles featured in this list made a significant impact at gamescom 2025. Whether it’s an endearing village simulator with a twist, a follow-up to an Xbox classic, or a new addition to the *World of Tanks* franchise, these games offered something unique to Cologne this year. Here is CGMagazine’s Gamescom 2025: The Best of the Rest!
## Black State
**Played By:** Brendan Frye
**[Game Link](https://store.steampowered.com/app/3051160/Black_State/)**
After getting wind of the game prior to Gamescom 2025, I was eager to uncover what *Black State* had in store and to spend some hands-on time with it. After around 20 minutes of gameplay, I felt it necessary to highlight it for its captivating mix of third-person action and bizarre, ever-evolving environments powered by portal doors. Developed using Unreal Engine 5 by the Motion Blur team, the game impresses with ray-traced graphics and cutting-edge NVIDIA technology, including DLSS 4 and Reflex 2, ensuring performance and quality typically associated with major studios. Even from the brief demo, *Black State* already demonstrated itself as visually striking. In under half an hour, it showcased innovative ideas and an engaging world, making it hard not to be excited about what else the game has to offer.
While the developers still have much to achieve, the alpha demo of *Black State* hinted at a world evidently influenced by *Metal Gear Solid* and *The Matrix*, where gadgets, brutal finishers, and a powerful arsenal—including the fusion gun—propel tense, strategic combat. Over 110 takedowns and distinctive boss encounters introduce variety and flexibility, while the ever-changing realms behind each portal instill a feeling of continual discovery. No release date or PC specifications have been established, but *Black State’s* ambition and technical flair make it one to keep an eye on from Gamescom, and even at this preliminary phase, it already seems promising.
## Bye Sweet Carole
**Played By:** Brendan Frye
**[Game Link](https://store.steampowered.com/app/2428980/Bye_Sweet_Carole/)**
It’s difficult not to be captivated when a game challenges the norms of modern gaming in both appearance and tone, achieving this through a uniquely presented concept. *Bye Sweet Carole* is a 2D narrative-horror adventure characterized by a striking Disney-inspired art style and moody, surreal landscapes that evoke the films of Don Bluth, such as *The Secret of NIMH* and *Anastasia*. Set in early 1900s Britain, the game follows Lana Benton as she explores the unsettling Bunny Hall orphanage, deciphering clues about her missing friend Carole and inadvertently entering the enigmatic world of Corolla, teeming with bizarre creatures and shape-shifting rabbits.
After spending approximately 20 minutes with the game in the indie section, *Bye Sweet Carole* unveiled a mix of slow-building horror tension akin to *Limbo* and *Inside* combined with classic point-and-click elements, including platforming, object gathering, and inventory management. Lana’s journey unfolds through cinematic, hand-drawn animation, with each move and threat illustrated with precision. It’s challenging to predict how the overall experience will materialize, but based on my playtime, I was left wanting more. Even judged solely on its animation and style, *Bye Sweet Carole* is visually stunning and makes you eager to unveil what else the game has planned. Penned by *Remothered* creator Chris Darril, *Bye Sweet Carole* is set to launch on Oct. 9 for PC, Nintendo Switch, PlayStation, and Xbox, promising a uniquely haunting yet enchanting horror experience worthy of attention from Gamescom’s indie showcase.
## Blind Descent
**Played by:** [Dayna Eileen](https://www.cgmagonline.com/author/daynaeileen/)
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When I arrived for my appointment regarding *STARSEEKER: Astroneer Expeditions* at [PAX West 2025](https://www.cgmagonline.com/tag/pax-west-2025/), I had slight concerns about my lack of familiarity with the [original *Astroneer* title](https://www.cgmagonline.com/newswire/explore-alien-worlds-in-astroneer-out-now-on-nintendo-switch/). What became clear is that this isn’t a continuation of the original, but rather another game set within the same universe. Once I was welcomed into the world by Co-Founder of System Era Softworks and the game’s Creative Director, [Adam Bromell,](https://www.linkedin.com/in/adambromell/) I quickly felt at ease and prepared to engage, which is fundamentally what the game embodies.
*STARSEEKER: Astroneer Expeditions* operates in a shared universe that is perpetually online. You inhabit the ESS Starseeker alongside up to 99 other players, collaboratively advancing your universe. This means that the missions undertaken by you and your group will have a direct impact on the environment you inhabit. Equipped with a variety of tools—usable as weapons if necessary—you set out in a team of four (always multiplayer) to carry out missions and push your world forward.
In my scenario, my team was tasked with locating a particular item, which I believe was a type of radar, and transporting it to the highest point on the map… for scientific purposes. Although it was only a brief 20-minute demo, it allowed me to familiarize myself with *STARSEEKER: Astroneer Expeditions*, its landscape, and its tools.
### “An aspect that truly struck a chord with me in STARSEEKER: Astroneer Expeditions is the adaptability of the gameplay.”
During this mission, I had the opportunity to utilize my tool, which features various nozzles that perform different functions. These can be 3D printed, which is the term used instead of crafting. Quite on-trend if you ask me. This tool enables you to scan your surroundings for more information, as well as absorb soil to terraform effectively. To reach the mountain’s summit, rather than scaling it, I could absorb the terrain and carve a pathway through the mountain to the peak.
At one point, I accidentally dug myself off the cliff’s edge, and on another occasion, we unearthed water, illustrating the considerations needed when using it. The nozzle I utilized allowed me to dispense materials back into the environment. I could have employed this to create a ramp to the mountain’s top or to construct barricades while fending off aggressive carrots…yes, you read that right.
An aspect that truly struck a chord with me in *STARSEEKER: Astroneer Expeditions* is the adaptability of the gameplay. Personally, I was keen to investigate and examine the world surrounding me. For the purpose of the mission, I concentrated, but any resources I could have gathered or researched would still be available when I returned to base. Bromell even indicated that over time, the game could detect your preferred play style, be it researching, gathering, terraforming, etc., and present missions that align with your gaming preferences.
### “Regardless of the circumstances, I am certain that I will be diving into STARSEEKER: Astroneer Expeditions with my children alongside me in 2026.”
One intriguing aspect of *STARSEEKER: Astroneer Expeditions* is the introduction of something temporarily referred to as a “sticker book.” This concept resembles achievement tracking in that it monitors your actions within the game, ultimately rewarding you with “stickers” for your progress. This serves as one means by which the game acknowledges your play style and emphasizes your individual choices.
Bromell elaborated on how community and collaborative experiences are essential components of *STARSEEKER: Astroneer Expeditions.* He highlighted the sticker book as a prime illustration of the environment they aspire to create. Currently, farming isn’t part of gameplay, but he used it as a fitting example. He proposed that the game could host events like a “Farmer’s Appreciation Day,” where players who complete their farming sticker categories could visit the ship’s bridge and receive some exciting in-game rewards.
Much of what Bromell shared regarding *STARSEEKER: Astroneer Expeditions* focused heavily on community. It almost seemed as though this aspect was more crucial to convey than the actual gameplay itself. The closest comparison I can draw would be to *EVE Online,* where the community truly *is* the game. However, *Expeditions* appears to emphasize working as a
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TECNO is poised to make a noteworthy entrance at this year’s IFA ShowStoppers in Berlin, presenting its cutting-edge strategy of merging sleek aesthetics with robust technology. Under the slogan “The Thinnest Power Duo,” TECNO will unveil the ultra-slim Tecno Slim smartphone alongside the lightweight Megabook S14 AI laptop.
The Tecno Slim, initially revealed at MWC 2025, is now prepared for commercial launch. Measuring under 6 mm in thickness, it stands as the world’s thinnest 3D-curved smartphone, striking an ideal balance between sophistication and performance. It boasts a premium display and AI-driven features, designed to deliver both flair and practicality to users.
Making its debut, the Megabook S14 is recognized as the lightest 14-inch OLED AI laptop, weighing a mere 899 grams. It operates on either Qualcomm’s Snapdragon X Elite or Intel’s Core Ultra 9, guaranteeing strong performance. Included in its AI capabilities are real-time meeting transcription and smart photo management.
Jack Guo, General Manager of TECNO, reiterated the company’s dedication to innovation, asserting that the Tecno Slim and MEGABOOK S14 demonstrate that consumers no longer have to compromise between aesthetics and capability.
Moreover, TECNO will introduce its growing AI-powered ecosystem, featuring the Megapad Pro tablet, True 2 AI earbuds, Watch GT AI smartwatch, and AI Glasses Pro equipped with a 50-megapixel imaging system. The Megabook K Series laptops will also be showcased as a part of TECNO’s expansion into the European market.
Attendees at ShowStoppers on Sept. 4 at Berlin Messe will have the opportunity to interact with these devices at TECNO’s booth. The company guarantees hands-on demonstrations highlighting AI functionalities and seamless ecosystem integration, reflecting its “Stop At Nothing” ethos. Stay tuned to CGMagazine for further news from IFA.
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In an unexpected development, Activision has reportedly turned down a Call of Duty project led by none other than Steven Spielberg, a filmmaker whose impact has significantly influenced the franchise’s trajectory. As per Puck News, Spielberg was eager to guide Call of Duty’s leap to cinema, but Activision hesitated over the deal’s conditions. Spielberg, celebrated for classic films such as Jaws, Schindler’s List, and Jurassic Park, was involved in a proposal from Universal that included offering him top-tier terms, final cut privilege, and comprehensive control over production and marketing.
Even with Spielberg’s iconic reputation, Activision decided to collaborate with Paramount, possibly influenced by the triumph of Top Gun: Maverick in 2022. The agreement was officially unveiled, with Paramount’s CEO, David Ellison, vowing to maintain the high standards anticipated by Call of Duty enthusiasts and provide a cinematic adventure that respects the franchise’s heritage.
Fans have shown astonishment at Activision’s choice to reject Spielberg, particularly in light of the significant effect of his film Saving Private Ryan on Call of Duty 2. Spielberg’s contribution to the series is indisputable, making him an apparently ideal candidate for a cinematic version. Nonetheless, the possibility exists for another director to effectively bring Call of Duty to the cinematic realm.
As the development moves forward, the Call of Duty film has yet to reveal a release date, writer, director, or cast. While adaptations of video games have evolved over the years, the result of this movie is still unknown.
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If gamers appreciate free downloads, they should keep an eye on Xbox, as the ID@Xbox Demo Fest will enable Xbox players to explore over 40 demos beginning next week.
Demos permit players to experience a game in a limited scope and sample a portion of a title prior to purchase (typically at an arbitrary point in the game’s storyline). This allows players to have a more knowledgeable approach before making a buy, and overall can assist gamers in discovering what they wish to play more effortlessly and at no cost. That’s the objective of the ID@Xbox Demo Fest next week, when over 40 title demos will be available to play at no additional cost to the player.
Indie Selects is set to provide fans with a colossal Demo Fest next week. From September 9 through September 30, gamers on Xbox Series X|S and Xbox One can dive into more than 40 demos for free, including highly anticipated upcoming titles that fans have been eager for since their announcements (such as the improved Yooka-Replaylee). Additionally, there will be several demos featuring new content, serving as a way to attract new fans ahead of the content release.
Although the complete list of title demos will be disclosed on September 9th, ID@Xbox Demo Fest has already highlighted the first four titles leading the Demo Fest, outlined below.
– Echo Weaver – From the creators of The Wild At Heart at Moonlight Kids, comes what they call a “time loop metroidBRAINia where time is your most valuable asset and secrets are your only enhancements.” As the final weaver, you must find a method to escape the glitchy time loop confining you and execute the ideal loop to unveil the truth behind The Congregation’s utopian initiative.
– Mina The Hollower – The latest offering from Yacht Club Games has successfully completed its Kickstarter with exceptional results, which means Mina The Hollower is on its way soon, but not before a demo debuts during the ID@Xbox Demo Fest. The minds behind Shovel Knight have delivered another pixel-filled adventure, and as the famed Hollower Mina, players embark on a frantic quest to save a bewitched island.
– The Jackbox Party Pack 11 – Following the launch of the Jackbox Naughty Pack, Jackbox Games seems to bring the festivities back with Party Pack 11. This time, Jackbox is introducing an impressive five new games to the party pack, including:
– Doominate (Writing) – Transform a perfectly pleasant scenario into chaos in this head-to-head joke game designed for 3-8 players.
– Hear Say (Sound Effects) – Players can record sound effects and dialogue right from their phone in a mini-game where humor is essential. Participants can then see voices animate in a series of brief movie clips.
– Yooka-Replaylee – the ultimate remade and enhanced edition of the 3D indie platforming collectathon title that debuted in 2017. Yooka-Laylee was created by essential creative figures behind the Banjo-Kazooie and Donkey Kong Country games, but the definitive version features remixed stages, quality of life upgrades, customization options, and even a new currency for 2025.
Players will be able to plunge into the ID@Xbox Demo Fest starting September 9, allowing them to experience some of the most exciting Indie Games coming soon without any extra costs.
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Fresh off the heels of last year’s remake of Dragon Quest 3, the reimagined Dragon Quest I & II are just a little over a month away, and it appears there may be a significant surprise in store.
During a group interview at Gamescom, as reported by GamesRadar, producer Masaaki Hayasaka discussed the extensive effort that has gone into these remakes. Notably, it includes what Hayasaka describes as a “really big surprise” twist that even long-time fans of the series will not anticipate.
“We aim to astonish and please all Dragon Quest enthusiasts out there. Naturally, both myself and the original creator Mr. [Yuji] Horri engaged in detailed discussions about this because we aspire to deliver that surprise, that new twist.”
Additionally, Hayasaka mentions that the storyline for the two titles has been significantly expanded and enriched to a considerable extent. He states, “The initial version had tens of thousands of words on their own. We’re now in the millions for the remake.”
That remains quite vague, making it hard to determine what the new twist could involve, but it’s intriguing to ponder. Although they are the first two titles in the series, chronologically Dragon Quest I & II take place after the third game. The earlier remake added new narrative elements concerning Erdrick’s father, suggesting that DQ I&II could incorporate new threads related to Erdrick. In line with that, Horri has previously hinted, as reported by Automaton, that experiencing the trilogy in “chronological” order will unveil new revelations.
The series is indeed well recognized for its twists as well, such as the infamous one occurring midway through Dragon Quest XI that drastically alters the world.
Dragon Quest I & II HD-2D Remake launches on October 30 for PS5, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2, and PC.
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As our gadgets become more demanding in terms of power, UGREEN unveils the MagFlow Qi2 25W series, showcasing improved charging rates and a modern, yet compact design.
Elevating magnetic chargers to a new standard, UGREEN has revealed the next generation of the MagFlow Series, incorporating Qi2 technology and 25W power to boost charging speeds. Launching today, the new MagFlow Series is an enhancement over the prior version, augmenting support from up to 15W to 25W, capable of charging an iPhone 16 Pro Max to 50% in roughly 30 minutes. It presents a stylish new look in a white and grey palette and is compatible with both Apple and Android devices, ranging from the latest Google Pixel 10 Pro XL to the forthcoming iPhone 17 series.
Leading the lineup, the MagFlow Magnetic Power Bank 10000mAh 25W can charge up to three devices via its charging pad, a built-in USB-C cable with 30W bi-directional fast charging, and a USB-C port for an extra device. In addition to its ability to charge multiple devices using Qi2 and UGREEN SmartCharge technology, the power bank is equipped with a real-time battery display and 13-layer Safety Protection.
For those on the go or at the office, the MagFlow 2-in-1 Magnetic Wireless Charger 25W features a compact and foldable cube-like form, with a Qi2-certified 15W-25W charging pad for iPhones and a 5W pad for charging AirPods or an Apple Watch. UGREEN also provides a MagFlow 3-in-1 Magnetic Wireless Charger 25W variant, which has a broader base suitable for charging Apple accessories and a foldable pad for the iPhone. Furthermore, both variants come with 8-layer Safety Protection.
While using your laptop or desktop, the MagFlow 3-in-1 Magnetic Wireless Desktop Chargers features a wider, weighted base with an adjustable 70-degree stand, allowing users to place their phones while charging and enjoying videos or keeping track of the time. Like the standard MagFlow 3-in-1 Wireless Charger, the Desktop version can deliver Qi2-certified 25W charging output as users charge their phones, smartwatches, and Qi-certified headphones, featuring 8-layer Safety Protection.
Finally, the MagFlow Magnetic Wireless Charging Pad 25W caters to those who prefer classic wireless pad designs, maintaining a clean and straightforward appearance, while benefiting from Qi2 technology to provide up to 25W as they charge their devices.
The UGREEN MagFlow Qi2 25W lineup is available today on Amazon US and Amazon UK, the UGREEN website, and the TikTok shop, with Best Buy expected to follow in October 2025.
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It’s difficult for me to picture a game more eagerly awaited in recent gaming history than Hollow Knight: Silksong. Pretty much every Nintendo Direct or Sony State of Play since the game was revealed back in 2019 has sparked a wave of memes in anticipation of a detailed trailer or release date announcement—heck, even Geoff Keighley attempted to join in on the fun.
I was just as thrilled as anyone to witness Hollow Knight: Silksong receive an unexpected release date during Summer Games Fest 2025; however, some of that thrill was diminished by the news that surfaced post-announcement. At the time of writing, at least seven games have seen delays due to Hollow Knight: Silksong’s launch—two of which, Demonschool and Little Witch in the Woods, I was genuinely looking forward to.
As a game journalist and critic, even though I’ve exerted a considerable effort to understand what goes into developing and releasing a video game, I still view myself as an outsider observing from the outside. I keep reflecting on how these studios established timelines, invested years into crafting something entertaining, were likely mentally gearing up for the exhilarating yet terrifying prospect of release, only to have one game completely morph that situation. Imagine holding such power.
This got me contemplating the unhealthy manner in which both gamers and the game industry approach the release of video games and the unsustainable cycle of hype it too eagerly indulges in. It not only seems odd that this is still occurring, but it feels entirely unearned.
I want to clarify that I don’t believe being “hyped” for a game is, by nature, a negative aspect. It’s perfectly acceptable to get enthusiastic about something you find appealing or might genuinely enjoy. I’ve been covering this industry for nearly a decade, and despite knowing better, I’m allowing myself to get enthusiastic about Pokémon Legends: Z-A—it appears quite interesting!
However, I think we frequently let our enthusiasm cloud our judgment regarding it. I once knew someone whose excitement for Anthem was so great that no matter how many times I suggested he might want to hold off—citing countless stories of its troubled development—he was so engulfed in the hype that not only did he purchase it on release day, but he pre-ordered it as well. A week later, he mentioned to me, “You know, perhaps I should’ve waited on it…”
This is anecdotal, of course, but I believe it reflects the issue we’ve witnessed numerous times within this industry—the phenomenon of a game escalating to such immense proportions that it becomes difficult to see anything else. The first one that comes to mind is probably Duke Nukem Forever, a game that was trapped in development hell for close to 14 years, yet continued to remain in the public consciousness due to the name and legacy of Duke Nukem. Jeff Mills actually stated in an article on the old Escapist, “Duke Nukem Forever is an example of what occurs when the hype surpasses the quality of the game,” and this couldn’t be more accurate.
“I don’t recall hearing any stories about games postponing their launch for Kingdom Hearts III, so why was Hollow Knight: Silksong the exception?”
Another instance that comes to my mind is Kingdom Hearts III, a game that also had 14 years of hype surrounding it. Unlike Duke Nukem Forever, however, Square managed to capitalize on the anticipation for the highly-awaited sequel by releasing 12 games in the meantime—though several of these were remakes. Kingdom Hearts III was launched to a decent critical response, but nowhere near what one might anticipate for the eagerly awaited third entry in the Kingdom Hearts series.
Furthermore, the discourse surrounding the game seemed to fade quite rapidly. While I can’t speak for everyone, I honestly don’t recall anyone discussing the game on Twitter a week or two after its release. I noticed this with No More Heroes III as well—despite all the alleged hype, people quickly overlooked it, and even today, not many bring it up.
However, perhaps the most prominent instance of excessive hype and insufficient development is No Man’s Sky. This example stands out the most to me because of how easily everyone was convinced by the game’s concept, with little actual evidence that it could deliver. As I mentioned in my previous op-ed about it, I was surprised that even my former colleague Brendan Quinn—who was typically more cynical than I was—was so captivated by it.
And to me, No Man’s Sky serves as an example of the importance of not repeating the errors of the past. It remains, in my view, a failure of both the institution of game journalism and gamers themselves that No Man’s Sky was
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