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Moss: The Forgotten Relic – A Modern Combination of Two Classic Puzzle Platformers Launching This Summer

There’s always a twinge of sadness when a game designed for VR later gets ported to be played on a regular screen, primarily because it’s just not technically the realm the game was made for. That’s sad to me! On the other hand, I do not own a VR headset, so I do win in those instances as well. Like today, for instance, as the Moss series is getting a VR-less version, with both games combined into one neat package.

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Marathon Launches Strategic Initiative to Enhance Player Involvement and Attractiveness

**Marathon Season One Recap and Upcoming Plans**

As the first season of *Marathon* nears its end, it’s evident that Bungie’s ambitious extraction shooter has left a notable mark, though the player base has seen a downturn. Game director Joe Ziegler recently offered perspectives on the insights gained over the last two months and how they will influence the future of *Marathon*. The development team is focused on rejuvenating the game through various initiatives, including player-versus-environment (PVE) modes and more relaxed player-versus-player (PVP) experiences, all aimed at boosting player engagement.

In a blog update on May 14, Ziegler underscored the significance of fostering a robust core community, declaring, “With the initial season of *Marathon*, we’ve established a solid core community.” He reiterated that the team intends to embark on a multi-season journey centered on community development and wellness. In response to player feedback, Bungie seeks to address concerns such as improving the game’s reward systems, refining new player onboarding, and enhancing the late-game meta.

One major takeaway from the team is that *Marathon* can be intimidating for new players, particularly those who favor solo gameplay or have less experience. Ziegler recognized the annoyance players encounter when facing early progression hurdles. Moreover, the endgame has drawn criticism for its lack of depth, frequently reducing gameplay to grenade and sniper spam that minimzes strategic options. As a result, the developers are focusing on promoting a more relaxed gameplay experience.

In a daring move, Bungie is set to unveil new gameplay experiences in the next season. Ziegler teased “entertaining and thought-provoking content,” which will include new maps, novel runner classes, and varied gear options. Importantly, the aim is to investigate a spectrum of PVP, PVE, and PVP-lite experiences, indicating a shift from *Marathon*’s traditionally intense PVP emphasis, thus inviting a wider audience to interact with the game.

### PVE-Only Action Ahead

Ziegler offered more details about the content slated for Season 2, which is scheduled to debut on June 2. The season will introduce two experimental modes: the first will weave light PVP elements within a PVE structure, while the second will be exclusively PVE, enabling teams to achieve objectives collaboratively throughout matches. This transition is designed to diversify gameplay and enhance accessibility.

Alongside these experimental modes, Bungie has announced several significant features for Season 2, such as the return of a rotating Duos queue and expansions to players’ vault sizes—something fans have been eagerly waiting for. Additional offerings include the Night Marsh map, a new Cradle progression system, and the debut of a new Sentinel character, with more information to come as the season launch date draws nearer.

Looking ahead to Season 3, Ziegler hinted at a major revamp of the onboarding process, along with other content upgrades. Season 4 will concentrate on enriching the current extraction loop, whereas Season 5 aims to blend various PVP and PVE experiences into a unified gameplay ecosystem.

Bungie’s dedication to promptly addressing player feedback and implementing mid-season enhancements indicates a promising future for *Marathon*. In spite of worries regarding its performance on platforms like Steam, Ziegler assured players that the team is committed to developing *Marathon* not just through 2026 but into 2027, nurturing a lively and engaged gaming community.

As *Marathon* continues to develop, players can look forward to a variety of new content and gameplay styles that cater to both veteran gamers and newcomers, with Bungie diligently polishing the experience to provide a more gratifying and enjoyable game.

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Developers Express Regret After Party Game Faces Review Bombing Over Disputed AI Video Competition

**The Debate Surrounding the Party Animals AI Video Contest**

*Party Animals*, an endearing multiplayer physics-based party game showcasing cute animals in amusing brawls and mini-games, initially received a warm welcome after its launch in 2023. Players relished the game’s carefree spirit, and numerous devoted fans racked up considerable playtime. Nevertheless, the game’s standing encountered considerable criticism following the developers’ announcement of an AI video contest, igniting fury within its community.

On May 12, 2026, the official *Party Animals* Twitter account revealed the “Party Animals AI Video Contest,” which encouraged players to produce AI-generated videos centered on positive themes related to the game. This contest featured a notable prize pool of $75,000, designed to motivate players’ creative contributions. The announcement elicited a blend of enthusiasm and concern among the fanbase, particularly since the contest mandated that AI-generated content serve as the primary creative medium. Participants were required to craft original pieces employing various AI technologies, including images, video, music, and voiceovers.

However, the contest’s guidelines quickly raised immediate apprehensions, especially concerning the ramifications of utilizing AI in creative endeavors. Critics underscored a disconnect between the developers and the community, pointing out that many AI models rely on datasets that violate the rights of original creators—effectively transforming AI-generated art into a variant of plagiarism. As debates intensified across social media channels, players expressed their dissatisfaction, with many users pledging to boycott the game or cease support for the developers entirely. This widespread disappointment was mirrored in the game’s Steam rating, which plummeted to “Mostly Negative,” as long-time fans shared their sentiments through reviews critical of the company’s direction.

In reaction to the backlash, the *Party Animals* team released an apology just two days post-announcement of the contest. They confessed that their original goal was to encourage creativity rather than isolate their fanbase. To address the community’s anger, the developers sought input from their followers regarding the contest’s future, presenting three choices: cancel the contest completely, change it into an AI-free competition, or keep the AI component while adding a separate category for traditional art.

The developers’ request for public feedback arrived too late for many disenchanted players, and their apology offered little comfort to those who felt deceived. The contest’s objective of fostering creativity through AI, once seen as a groundbreaking idea, was met with skepticism; critics contended that it undermined the very essence of human creativity that has historically flourished in gaming culture.

The contest’s prize pool also drew scrutiny, with many connecting the proposed $75,000 to a concerning trend in the industry, where the emphasis on AI-generated content jeopardizes job security for human developers and artists. Observers remarked on the irony of providing a financial reward for content that could further reduce the role of human creativity, a fundamental aspect cherished during the development of *Party Animals* as a beloved title.

Ultimately, the debate surrounding the *Party Animals AI Video Contest* raises crucial questions about the future of creativity in gaming and artistic pursuits. While advancements in AI technology have opened up new avenues for content creation, the backlash from engaged communities highlights that authenticity and the safeguarding of human creativity are of paramount importance. As players unite against the commercialization of AI-generated content, developers now face the challenge of balancing innovation with the expectations of their loyal fanbase.

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“Resonant’s Creative Director Describes ‘Control’ as the Studio’s Interpretation of an RPG Experience”

I wouldn’t label Remedy’s Control as being much else outside of a shooter. It flirts with horror, it dabbles in sci-fi, but if we’re talking mechanical genres, shooter fits it best. Then the sequel, Control: Resonant, got announced and turned out to be an action RPG. The bones of the original game are still evidently there in some ways, though in a recent interview, creative director Mikael Kasurinen shared that right from the series’ early days, he’s long thought of it as an RPG.

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Sea of Thieves Faces Exit of Content Creators After Grave Sexual Misconduct Accusations and Community Backlash

**Content Creators Depart from Sea of Thieves Partner Program Following Misconduct Allegations**

In a noteworthy shift within the gaming community, almost a dozen content creators linked to the Sea of Thieves Partner Program have declared their departure in light of grave accusations of child sexual abuse involving one of the program’s recognized members, referred to as “Boatswain.” This designation is granted by Rare, the game’s developer, to honor outstanding contributors to the Sea of Thieves community.

The uproar revolves around a content creator identified as Bruno, also known by the in-game name Heslashthem. Bruno faces allegations of engaging in inappropriate conversations with underage players on platforms such as Discord and during streaming sessions. The accusations against him were first highlighted in a report named “The Bruno Files,” which contains purported screenshots of inappropriate dialogues on Discord.

Recent updates have intensified the matter, with a user named realThatGuyVic revising the document on May 12 to incorporate fresh claims suggesting that Bruno solicited explicit images from an anonymous player thought to be underage. This has led realThatGuyVic, alongside several other content creators, to criticize Rare’s moderation practices, asserting that the company has attempted to stifle discussions about the allegations by removing pertinent messages from Discord.

In light of these claims, Bruno has reportedly erased his social media profiles, and Kotaku could not contact him for statements. Moreover, amid sustained scrutiny, a screenshot has emerged showing Rare’s senior community manager, known as j0toro, participating in online sessions with Bruno, despite the surrounding allegations regarding his conduct toward minors. Reports indicate that Bruno’s Sea of Thieves account has now been banned and that he has been expelled from the game’s official Discord server.

The Sea of Thieves community is demanding transparency from Rare and Microsoft regarding these allegations. While the company did not respond immediately to inquiries, Rare’s community managers issued a vague communication on Discord addressing the “reports,” underlining that all reports are under investigation.

Notable individuals within the Sea of Thieves Partner Program have started to resign from their positions in recent days, citing dissatisfaction with the management of the situation. Significant resignations include those of content creators such as Phuzzy, HitboTC, Ozurian, TotallyFluxxx, NessieDoes, AShinyRayquaza, and Captain Falcore.

In a statement shared on X, Ozurian requested the removal of their name from the game’s website and asked for a symbolic item from their in-game account to be returned. Voicing disappointment in the community management’s handling of the issue, they urged company leadership to engage authorities and appropriately address the incidents with the community.

The repercussions of these events highlight the difficulties gaming communities face in regulating behavior and safeguarding their youngest members. The situation continues to develop as players and content creators call for accountability and transformation.

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“Subnautica 2: An Early Access Title Launched with Intentional Incompleteness Despite Polished Presentation”

It’s been more than a decade since the original Subnautica dove into early access. The deep sea survival game spent four years there as developer Unknown Worlds Entertainment added new features, biomes, and polished the whole thing up with the game’s players. It may be difficult to remember just how incomplete it was in 2014.

As Subnautica 2 releases into early access today, its developers are very aware that players may be expecting a game much closer to completion than they’ll get their diver’s gloves on.

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Amazon reportedly exerted pressure on developers to design a generative AI game and later terminated employees when it did not meet performance expectations.

**The Struggles of Game Development at Amazon Games Studios**

Game development is infamous for its difficulties, and a recent report from Amazon Games Studios uncovers a tumultuous atmosphere characterized by swift changes and unpredictability. Eurogamer has highlighted the challenges of a development team that had to shift focus to a new project centered on generative AI, all in a bid to maintain their positions, only to ultimately face cancellation.

In October 2022, Amazon revealed the layoff of around 14,000 employees, significantly affecting its gaming sector. A key loss was the decision to terminate the MMORPG *New World: Aeternum*, which, despite being one of Amazon Games’ limited successes, is scheduled to cease operations in January 2027. The cutbacks also included an ambitious MMO version of *Lord of the Rings*, alongside the cancellation of the lesser-known title *Project Trident*.

*Project Trident* was designed as a Viking-themed, third-person action comedy that utilized generative AI technology to craft a more interactive game environment and responsive NPCs. However, sources close to the project disclosed that it underwent significant revisions due to corporate demands. The initial idea drew influence from *Shadow of the Colossus*, but the team felt pressured to change its course following an order to integrate AI components or risk more reductions.

Changes persisted, steering towards a gameplay approach reminiscent of *Helldivers*, but that was still not the ultimate version. As time grew short, developers were given merely 18 months to complete the project, but they successfully negotiated for extra time, ultimately shifting to a single-player model. After several development stages, the team was nearing the completion of a demo when Amazon announced the layoffs, resulting in the project’s cancellation.

In a memo concerning the layoffs, Steve Boom, the head of Amazon Games, expressed that a considerable segment of first-party AAA game development, especially regarding MMOs, would be discontinued. This foreshadowed a grim outlook for once-ambitious efforts, including the *Lord of the Rings* MMO, which eventually confirmed its cancellation along with *Project Trident*.

In spite of the challenges, Amazon remains committed to a new project associated with *Lord of the Rings*. Jeff Grattis, head of Amazon Games, stated that the creative team is investigating an engaging new game experience that pays tribute to Tolkien’s universe, raising questions about whether developers will be permitted to see this game through to fruition.

The circumstances at Amazon Games Studios underscore the hurdles faced by developers in navigating corporate directives and the instability of project development within the gaming sector. As the environment continues to evolve, the future of Amazon’s gaming pursuits remains ambiguous, with developers caught between lofty aspirations and practical constraints.

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The Talos Principle 3: The Final Chapter Introduces New Challenging Laser Puzzles

“What differentiates a story from the real world, or a simulation?” ask developer Croteam in a very Baudrillardy way in their announcement post for The Talos Principle 3. “The real world goes on and on, but a story must have a clear beginning, middle, and end. And so the Talos Principle, a story we have worked on for more than a decade, must also come to an end.” Sad! But they’re right, all things must end.

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9 Crucial Suggestions for Beginners in Subnautica 2

# Subnautica 2: Insights and Tips for Early Access

Subnautica 2 has made its debut in Early Access, offering gamers a deep and engaging experience in underwater crafting and exploration. While the game is anticipated to evolve over the next two to three years, there’s already a wealth of content to explore, along with some nuances players should be mindful of. Here are key pieces of advice for traversing Unknown Worlds’ latest aquatic adventure.

## Your First Base is Merely a Corridor with a Door

At first, the game might feel like it’s guiding you along, particularly in terms of base construction. Players are urged to assemble a base after creating the Habitat Builder, yet they can currently only build a corridor and hatch. Although this seems restrictive, it is part of the designed progression. Resources such as titanium are plentiful in the initial region, particularly in caves. Concentrate on erecting a single corridor and a hatch to set up your inaugural home base. As you advance, larger room options will open up.

## Position Your Base Near a Current

Once the option to build rooms arises, the location becomes crucial. Rather than building your structures right under your escape pod, seek out nearby jetstream tubes. Establishing your base close to these streams is beneficial since the solar panels that supply power to your base only function during daylight hours. At night, it’s wise to install a hydroelectric turbine within a jetstream to ensure power continuity. This strategy conserves both time and materials, as you won’t have to lay power transmitters over long distances.

## Avoid Exiting the Early Access Zone

Be wary of the red-striped border; this indicates the outer boundaries of the playable Early Access area. The game might allow exploration beyond this zone, but it comes with dangers, including instant death from gigantic sea creatures. While encountering these enormous beings can be exhilarating, it’s better to refrain from wandering out with precious items in your possession.

## Death Locations Are Not Displayed on the Map

One particularly irritating element of Subnautica 2 is that death locations are not marked on the map. Upon dying, players will respawn at their base while any dropped items float away. This can create a difficult recovery situation, especially if the death spot is hard to find. Currently, deaths are not shown on-screen, which may change with future updates.

## You Can Construct Vehicles Sooner Than You Realize

In the early stages of the game, players are able to create a vehicle called the Tadpole, which provides better protection in hazardous waters. To make it, start by crafting a Processor with titanium, copper wire, and mild acid, all of which can be collected easily. Use the Processor to create titanium ingots and a vehicle fabricator, then construct it alongside a Moonpool at your base. With some additional supplies, like a power cell and system chip, you’ll soon be able to operate your Tadpole.

## You Can Attach Storage to the Rear of Your Tadpole

At first glance, it might seem like the Tadpole doesn’t have enough inventory space, which can be frustrating. However, players can use the little circles on the back of the Tadpole to attach items for transport. This function greatly enhances inventory capacity, making exploration significantly more enjoyable.

## Your Tadpole is Upgradeable

Although the game doesn’t explicitly tell you, players can enhance their Tadpole using a hatch located on its roof. To do this, you’ll need a Modification Station, which requires celestine, a resource discovered deeper within the game. Once built, you can improve the Tadpole’s speed, armor, and functionalities.

## If You Can’t Move an Item, Just Demolish It

In Subnautica 2, players have the ability to relocate structures within their base. However, if the game restricts you from moving something, feel free to demolish it instead. Demolishing returns the original materials used during construction, allowing players to create new structures without incurring extra costs.

## You Can Disable Quest Markers in the Menu

While the game features numerous quest markers, these can sometimes hinder exploration. Players who prefer a more organic discovery experience can deactivate these markers. Just go to your inventory and select Signals, where you can turn individual markers on or off.

Subnautica 2’s Early Access stage invites players into a captivating world full of crafting, exploration, and survival challenges. By keeping these suggestions in mind, players can enhance their experience and gear up for future updates as the game progresses.