Don’t Nod Delays Lost Records: Bloom & Rage To Give The Next Life Is Strange Some Space

Don’t Nod Delays Lost Records: Bloom & Rage To Give The Next Life Is Strange Some Space

Developer Don’t Nod Entertainment has delayed its upcoming two-part narrative-driven adventure game, Lost Records: Bloom & Rage, to early 2025. As for why, the team wants to give its spiritual cousin, Life Is Strange: Double Exposure, some space to shine later this year. 

Lost Records was originally due out in late 2024, which is also when the next Life is Strange is set to launch. Instead of competing with Life Is Strange, a series that Don’t Nod created with the first Life Is Strange and continued with Life Is Strange 2 before Double Exposure developer Deck Nine took over with 2017’s Before the Storm and 2021’s True Colors, the studio decided to push to 2025. 

“We’ve made the decision to move the release dates of Lost Records: Bloom & Rage to early 2025. We know you’re all excited for both Lost Records and the new Life Is Strange game, and we wanted to ensure both have adequate space to shine. The wait will be worth it.”

Life Is Strange: Double Exposure launches October 29, and now, Lost Records: Bloom & Rage, which will be released in two parts, will launch sometime early next year. Both games are set to release on PlayStation 5, Xbox Series X/S, and PC. 

In the meantime, watch the reveal trailer for Lost Records: Bloom & Rage, and then watch the Life Is Strange: Double Exposure reveal trailer. After that, check out this extended Double Exposure gameplay trailer to learn how the game will acknowledge the first Life Is Strange’s endings. 


Are you going to play Life Is Strange: Double Exposure and Lost Records: Bloom & Rage? Let us know in the comments below!

Infinity Nikki Preview – A Promising Dress Rehearsal – Game Informer

Infinity Nikki’s big PlayStation State of Play spotlight in May garnered an array of reactions. Fans of the popular Nikki series of mobile fashion games were excited to see the pink-haired fashionista make her triple-A debut. Unfamiliar viewers either dismissed it as an overly whimsical dress-up game or found themselves unexpectedly intrigued by its delightful and unique spin on an open-world experience. I count myself in that third camp. Something about the game’s premise stuck with me, but after playing several hours of a beta version, I’ve gone from admiring Infinity Nikki conceptually to being genuinely excited to wear the full experience. 

The adventure sees the titular Nikki and her furry best pal, Momo, preparing for a ball only to be unwillingly transported to the magical world of Miraland. A god-like being named Ena the Curator tells Nikki she’s been chosen to find and restore the Miracle Outfits, a collection of magical and powerful dresses, to uncover a divine truth. Along the way, Nikki also learns that she’s a Stylist. These are special people with the ability to find and create outfits anytime, anywhere. 

I begin the game with three Ability Dresses, special outfits bestowing a unique power. One is the blue dress/blonde hair ensemble seen in the State of Play trailer that allows me to perform a floating jump Princess Peach style. Not only is this good for crossing large gaps or bounding between rooftops, but Nikki can also perform a plummeting slam to defeat enemies or shatter fragile objects. A Purification dress is used for combat, letting Nikki fire orbs of cleansing energy to purify (not kill) demonically corrupted enemies called Esselings and collectibles. One cute dress lets Nikki groom certain animals to collect materials from them. Primary abilities like floating and purification are mapped to buttons while specialized dresses like the grooming or a bug-catching dress I unlock later can be activated via a selection wheel.

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Based on the beta slice, Miraland is vast and inviting, thanks to colorful and lush flower fields, rolling hills, and the quaint village of Florawish. Infinity Nikki looks as pretty as her wardrobe. There’s plenty to do and explore, whether it’s completing side quests or, the main hook, hunting for Whimstars. These special stars are used to unlock new items and perks from a skill tree and are scattered everywhere. While some can merely be found (with help from Momo’s special vision that can highlight and tag distant Whimstars), others have small challenges tied to them. Examples include defeating enemies or searching for hidden gold stars, such as an ornament atop an umbrella. You can also gain Whimstars by entering special portals that warp players to platforming/puzzle challenge rooms reminiscent of shrines from The Legend of Zelda: Breath of the Wild/Tears of the Kingdom, albeit simpler. I like gathering Whimstars as it captures the familiar joy of collecting stars in a 3D Mario game. 

Whimstars are spent unlocking new outfits and other items in a skill tree called the Heart of Infinity. However, this only makes the outfit available to be crafted – you still have to make it yourself. While exploring Miraland, you’ll gather materials like various fruits, flowers, threads, furs, and more to craft a desired ensemble, consisting of parts like hairstyles, upper and lower body wear, make-up, and accessories. Sketches for outfits can be found or earned by completing quests and other activities. 

The more outfit sketches you find and unlock, the higher your level as a Stylist rises. Early on, Nikki joins the Stylist Guild in Florawish. Here, she receives a tablet-like device called a Pear-Pal that keeps track of a litany of goals, such as defeating a quota of enemies or taking photos with an in-game camera. Completing goals raises your rank, which rewards money and materials to unlock more outfits. This should appeal to objective-oriented players, as there’s no shortage of meters to fill. With main story and side quests, Stylist Rank, and daily challenges, Infinity Nikki constantly tracks and rewards all aspects of play in a manner similar to games like Genshin Impact. 

Infinity Nikki Preview – A Promising Dress Rehearsal – Game Informer

Checking a box usually means getting new crafting materials or outfit sketches. This is an effective hook, as the Nikki series’ Bread and Butter is dressing up the heroine with a staggering collection of clothing options. You can outfit Nikki however you wish, regardless of any abilities tied to outfit pieces. If you really dig the bug-catching dress and want Nikki to rock that look 24/7, you can do that. With so many apparel options, players will likely spend a lot of time making Nikki look as girly, regal, or edgy as they see fit. 

Outside of roaming the scenic open world and collecting stars and materials, a main story quest adds some meaty narrative intrigue. Cutscenes are nicely rendered and have solid comedic writing at times. Characters like a talking dragon-like poet or moments like watching a girl riding a giant origami paper plane crash into and level a building add an oddball charm to the perpetually saccharine vibe. 

Infinity Nikki is chock full of charm at every turn. Even manipulating the world’s day/night cycle involves playing a cute Flappy Bird-esque minigame. Every corner aims to make you smile while completing myriad objectives, and earning new outfits provide effective dopamine hits. While I enjoy basking in Infinity Nikki’s cozy atmosphere, its cinematic teases of a grander mystery intrigued me even more. I still have little idea what to make of this world and how it works, but I want to learn more, and several lore books and other notes suggest what could be unexpectedly deep world-building. The game also features a multiplayer component, but it was not available in the beta, and developer Infold Games isn’t ready to discuss it yet. 

Most of all, having an open-world game that doesn’t feature overt violence is refreshing. I wouldn’t consider any obstacle I’ve encountered thus far to be challenging, but there’s an allure to just being in this world that’s hard to deny – everything is just so darn pleasant. I’ve got my outfit picked out, so hopefully, Infinity Nikki’s release won’t leave us waiting too much longer. 

Infinity Nikki is coming to PlayStation 5, PC, iOS, and Android. A closed PC public beta is now available for select registered players. 

Dragon Age Cover Story And Shadow of the Erdtree Review | GI Show

Dragon Age Cover Story And Shadow of the Erdtree Review | GI Show

In this week’s episode of The Game Informer Show, the crew discusses our recent trip to Bioware for our Dragon Age: The Veilguard cover story, our Elden Ring: Shadow of the Erdtree review, PS5-bound multiplayer shooter, Concord, a new battle royale from former League of Legends developers, atmospheric horror title Still Wakes the Deep, Dustborn, Luigi’s Mansion 2 HD and even more! It’s a packed show, y’all. 

Watch the Video Version:

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Follow us on social media: Alex Van Aken (@itsVanAken), Kyle Hilliard (@KyleMHilliard), Marcus Stewart (@MarcusStewart7), Wesley LeBlanc (@LeBlancWes)

The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join us every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from around the industry. Listen on Apple PodcastsSpotify, or your favorite podcast app.

The Game Informer Show – Podcast Timestamps:

00:00:00 – Intro

00:02:42 – Cover Story: Dragon Age: The Veilguard

00:21:48 – Elden Ring Shadow of the Erdtree Review

00:42:20 – Concord Preview

00:59:04 – Supervive Preview

01:11:59 – The Plucky Squire

01:24:37 – Magic: The Gathering – Assassin’s Creed

01:35:01 – Still Wakes the Deep

01:45:52 – Dustborn Preview

01:55:06 – Luigi’s Mansion 2 HD Review

01:58:26 – Housekeeping

A Deep Dive Into Dragon Age: The Veilguard’s Expansive Character Creator

As BioWare prepared to show me the character creator for Dragon Age: The Veilguard in its Edmonton, Canada, offices, I expected something robust – it’s 2024, character creators have come a long way, and Bioware has a rich history of good customization. Despite my expectations, I was not prepared for how robust it actually is in Veilguard. Robust enough, even, that BioWare used it to create most of the NPCs in the game, save for mainline characters like companions. Setting hyperbole aside, it is a staggeringly rich creation system, and I look forward to seeing player-created near-replicas of celebrities and monstrous creations that’d be more at home in a horror game. 

But I’m also looking forward to the community’s reaction to the Dragon Age series’ best character creator yet. At the heart of it is inclusivity, Veilguard game director Corinne Busche tells me before letting me guide her through creating my own character. 

A Deep Dive Into Dragon Age: The Veilguard’s Expansive Character Creator

As is usual, there are four races to choose from: Elves, Qunari, Humans, and Dwarves. After selecting Qunari, Busche pages through various presets, explaining the game allows for more detailed looks at each and the ability to choose pronouns with she/her, he/him, and they/them separately from gender, select different body types, and more. You can view your character, referred to as Rook in-game, in four different lighting scenes at any time, including The Veilguard’s keynote purple hue, a bright and sunny tropical day, and a gothic night. 

I joke with the team that after spending upwards of an hour creating my Dragon Age: Inquisition character in 2014, I immediately restarted the game after seeing him in the first cutscene; the in-game lighting made my hair color look terrible amongst other issues I had with my Inquisitor. Veilguard creative director John Epler says the team is aware of countless stories like that with Inquisition and its green-hued character creator, adding BioWare worked hard to squash that concern in Veilguard. 

Head and body presets can be selected individually and customized to your liking with 40 different complexions that include smooth, rugged, youthful, and freckled skin tones, skin hues ranging from cool to neutral to warm, undertones to those skin tones, and even a melanin slider. Busche tells me BioWare relied on consultation to represent all people authentically. There’s a Vitiligo slider (where you can adjust the intensity and amount of it) and sliders for your forehead, brow, cheeks, jaw, chin, larynx, and scalp. You can select your undergarments, with nudity as well because “this is a mature RPG,” Busche adds, and use the “Body Morpher” to select three presets for each corner of a triangle and then move a cursor within it to morph your body or head into a mix of these presets. It’s an impressive technology I’d like to see adopted in other games. 

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I can keep going: You can adjust height, shoulder width, chest size, glute and bulge size, hip width, how bloodshot your eyes are, how visible cataracts are, the sclera color, how crooked your nose is, how big its bridge is, the size of nostrils and the nose tip, and there are as many sliders, if not more, for things like Rook’s mouth and ears. On ears alone, I see you can adjust asymmetry, depth, rotation, earlobe size, and even add cauliflower ear to your Rook. Busche says makeup blends modern stylings with the fantasy of Dragon Age with more than 30 options, including eyeliner intensity, color, glitter, eye shadow, lips, and blush.

Tattoos are just as customizable alongside options for scars and paint. Tattoos, scars, and paint are very culturally relevant to some lineages, BioWare tells me, with unique tattoos for elves, for example. You can add tattoos to Rook’s face, body, arms, and legs, and you can adjust things like intensity, too. 

Im most impressed, however, by the hair options on display; there are a ton, and as someone with long hair, I’m especially excited about the fun selections I can make. You can finally dye your hair with non-traditional colors, and it’s gorgeous. EA’s Frostbite engine uses the Strand system to render each style fully with physics. “The technology has finally caught up to our ambition,” Dragon Age series art director Matt Rhodes says.

After customizing all of that and selecting our Qunari’s horn type and material (of which there are more than 40 options to choose from), it’s time to pick a class out of the Rogue, Mage, and Warrior – read more about Veilguard’s classes here. Since we built a Qunari, we went with Warrior. For the penultimate step of the character creator, at least during the demo BioWare shows me, we select a faction. Out of the six options, we select the pirate-themed Lords of Fortune. 

“Rook ascends because of competency, not because of a magical McGuffin,” BioWare core lead and Mass Effect executive producer Michael Gamble tells me in contrast to Inquisition’s destiny-has-chosen-you-characterization.

“Rook is here because they choose to be and that speaks to the kind of character that we’ve built,” Busche adds. “Someone needs to stop this, and Rook says, ‘I guess that’s me.'”

Ready to begin our Rook’s journey, we select a first and last name and one of four voices out of English masculine, English feminine, American masculine, or American feminine options. There’s a pitch shifter for each voice, too, allowing you to tweak it to your liking further.

Don’t stress too much about locking in your character creations before beginning the game – the Mirror of Transformation, which is found in Veilguard’s main hub, The Lighthouse, allows you to change your physical appearance at any time. However, class, lineage, and identity are locked in and cannot be changed after you select them in the game’s character creator. 

From here, we’re off to Minrathous, and you can read more about that famed city in our cover story, which is available here.


For more about the game, including exclusive details, interviews, video features, and more, click the Dragon Age: The Veilguard hub button below. 

Dead Rising Deluxe Remaster Announced With Teaser Trailer

Dead Rising Deluxe Remaster Announced With Teaser Trailer

Capcom has revealed Dead Rising Deluxe Remaster, a remaster of the Xbox 360 game that first launched in 2006. Though the once previously Xbox-exclusive game has since made its way to PlayStation and PC platforms, it remains unclear which platforms this remaster is coming to. And there’s no word on when to expect the remaster either. 

Revealed with a short 47-second teaser trailer, Dead Rising Deluxe Remaster looks great, almost more like a remake than a remaster. It’s unclear if this is a remaster of the original 2006 game or the HD version of Dead Rising that launched on PlayStation, Xbox, and PC back in 2017. Regardless, we’re stoked to head back into a zombie-infested mall with journalist Frank West whenever this remaster launches. 

Check out the Dead Rising Deluxe Remaster teaser trailer for yourself below

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Are you excited for Dead Rising Deluxe Remaster? Let us know in the comments below!

Capcom Next Showcase Will Highlight Three Games Next Week, Including Dead Rising Deluxe Remaster

Capcom Next Showcase Will Highlight Three Games Next Week, Including Dead Rising Deluxe Remaster

Capcom has announced that it will present a Capcom Next Summer 2024 showcase next week highlighting three games: Kunitsu Gami: Path of the Goddess, which launches next month, the recently revealed Dead Rising Deluxe Remaster, and Resident Evil 7: Biohazard for iPhone/iPad/Mac. The showcase will begin at 3 p.m. PT/6 p.m. ET next week, on Monday, July 1.

Notably, despite excitement around the title, Capcom says there will not be any updates about Monster Hunter Wilds, which is due out on PlayStation 5, Xbox Series X/S, and PC sometime next year

Check out the Capcom Next Summer 2024 showcase teaser for yourself below

While waiting for the Capcom Next showcase next week, check out Game Informer’s New Gameplay Today about Resident Evil Village running on an iPhone 15, and then read Game Informer’s Resident Evil 7: Biohazard review. You can keep up with other upcoming summer gaming showcases by checking out our evolving schedule of events.


What do you hope to learn from this showcase next week? Let us know in the comments below!

Frostpunk 2 Delayed To September

Frostpunk 2 Delayed To September

Frostpunk 2 has been delayed. Originally slated to launch next month on July 25, the upcoming narrative-driven city-builder is now arriving on September 20.

Developer 11 Bit Studios sates that following a recent beta, the team wants to take extra time addressing feedback to ensure the best possible experience. In a press release, design director Jakub Stokalski and art director Lukasz Juszczyk issued the following statement:

“Based on the surveys we received after playing Beta, the average rating you gave us was 8 out of 10. We’re super grateful for that! At the same time, it was only a small slice of a work-in-progress, still-growing game. While our backlog is plentiful, it was an opportunity for us to listen to what you enjoyed, and what didn’t quite land yet”. 

“This allowed us to prioritise things better, and bring upfront the features and modifications we were already working on. But we also realised that to guarantee the best possible experience on launch, we need more time to finish the development of Frostpunk 2. That’s why we made the difficult decision to postpone its release to September 20th, 2024”.

11 Bit States that it plans to work on new additions to existing game mechanics and improve the UI and UX, among other things. 

Frostpunk 2 will launch first for PC on September 20. PlayStation 5 and Xbox Series X/S versions are planned to arrive later. We recently played the game, and you can read our extensive preview here.

Concord Preview – Concord Feels Like Destiny Meets Overwatch – Game Informer

Last month, PlayStation released the first big look at Concord, its upcoming 5v5 multiplayer hero shooter from Firewalk Studios, a team it acquired last year. Though the recent cinematic footage teases something like a single-player, narrative-driven heist game akin to a Guardians of the Galaxy movie, the gameplay reveal that followed showcased the strictly multiplayer experience in a new light. Admittedly, this reveal left me feeling blasé; it looked fine, but not necessarily something I hadn’t seen before. However, after playing the game for a few hours during a recent preview event, I’m excited for more of the action. It feels like a mix of Destiny and Overwatch, but I am wary of the team’s emphasis on lore and storytelling and if it will pay off in a multiplayer-only format. 

Before going hands-on with Concord, Firewalk director of IP Kimberly Kreines and lead gameplay designer Claude Jerome walk me and my peers through a presentation to highlight the game’s sci-fi world. Kreines explains Firewalk set out to make something “unlike anything out there today”: a multiplayer experience that feels tactile and visceral, “like taking an action game and bashing it with a shooter,” and characters that feel real. She explains that players control various Freegunners in Concord, together in an outlaw crew of mercenaries taking jobs that play out in the game’s multiplayer matches. The government of this universe, the Guild, controls the freedom of the stars, but recently, a crew stole a Galactic Guide and our crew gains access to it, giving them (and you) access to this special map. 

Concord Preview – Concord Feels Like Destiny Meets Overwatch – Game Informer

I’m impressed by my first viewing of this map – it’s sprawling, colorful, bright, and chock-full of locations, planets, points of interest, and more. But I later learn it’s not something to interact with in the way you might in a single-player RPG (like I had hoped). It’s essentially a massive library of lore, with each point of interset an entry to learn more about Concord. It’s a neat feature, and while I’m a sucker for lore, it’s one I can see a lot of players ignoring. The same goes for Concord’s initial vignette, which players will watch when they first boot the game up. It’s beautifully rendered, with excellent voice acting to match, and it’s a short and fun burst of personality that gives some insight into the game’s various characters. And though Firewalk promises a new one each week, I struggle to see a future where players tune in for a new one, anticipating what’s next, at least in the game’s early beginnings. When I ask if these vignettes will tell a wider narrative, perhaps across a full year of play, Kreines explains they are a mishmash of serialized stories, crew insight, and more – so probably not.

There’s plenty more that speaks to the amount of character work, world-building (like map graffiti and props that tell of a recent rebellion and skyboxes that warn of incoming storms), and lore Firewalk is attempting to inject into Concord off the rip. It’s clear the team wants its players to feel affection for these Freegunners the same way the Overwatch community does with its heroes. Throughout my time with Concord, though, I ponder the idea that a developer can create this affection from the jump. Sure, Overwatch certainly has it, but Blizzard has garnered that over years of work, with incredible gameplay at its core; it didn’t force it into the experience with copious lore entries, a massive library of universe mythology, and more.

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Fortunately for Firewalk, a 5v5 multiplayer shooter doesn’t rest its laurels on lore and storytelling – it’s about the gameplay, and so far, Concord feels great. 

Destiny is the closest comparison I can make, especially regarding its time-to-kill (TTK), map layout, first-person handling, and match progress. Though I was surprised to feel this (undoubtedly influenced by my recent journey to catch up on every Destiny 2 expansion), I probably shouldn’t have been. Director Ryan Ellis, design director Josh Hamrick, lead character designer Jon Weisnewski, and Jerome all have experience working on Destiny 2, and it shows. 

I immediately take a liking to Jabali, a machine gunner who can shoot Life Pulse Orbs at teammates to heal and Hunter Orbs at enemies to deal bursts of damage (you can probably already see the Overwatch comparison). Targeting enemies through Jabali’s aim-down-sights is good fun. With a longer TTK than faster first-person shooters like Call of Duty, I have to focus on accuracy (and headshots) to eliminate enemies before they can eliminate me. Because each hero has unique abilities, it’s critical I use my orbs in the heat of battle. Without the damage of a Hunter Orb, taking out handgun specialist Lennox (the Starlord-esque character from the reveal), whose bullets melt my health bar, would be tough. And even then, I have to watch out for Lennox’s exploding knife and self-heal ability. 

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As I play match after match, I enjoy that I have to think about each Freegunner’s loadout. Will fire sorceress Haymar float above the field to throw down firewalls and blinding flash grenades? Is soldier Teo, who plays most like a typical first-person shooter hero, peering through smoke bomb fields he laid down with unaffected eyesight while I struggle to see anything but grey clouds? Does sniper Vale have a trip mine set around the corner? And does former recycling robot 1-Off have an air barrier down to block incoming projectiles like my orbs, both deployables that persist through each round unless destroyed? These are the seconds-long match-ups I consistently have to consider in every engagement. I enjoy this added strategy, and it separates Concord from the typical whoever-shoots-first-wins experience of the FPS genre. 

These considerations are critical in Trophy Hunt, a team deathmatch variant where you must pick up a killed enemy’s trophy to gain a point. In Cargo Run, which tasks players with securing a Blue Buddy robot and bringing it back to one of two zones, and Clash Point, where players compete for control of a single capture zone, these considerations still matter a lot, but perhaps not how Firewalk intends. The latter two modes are round-based and feature zero respawn. If killed, you’re out until the next round. As a result, the other four players on my team (and the five enemy players) largely ignore the mode-specific objectives and instead focus on taking out the other team first. This is a typical issue with these game modes – looking at you, Search and Destroy in Call of Duty – but I still hope Firewalk finds a way around it in Concord. Otherwise, I can see myself sticking to Trophy Hunt and other team deathmatch-adjacent modes where I’m always in the action, thanks to the ability to respawn. 

Fortunately, regardless of the mode, I have a great time with Concord’s action. It’s frenetic, with plenty of variables between well-designed maps (I enjoy the three of the game’s final 16 I get to check out) and 16 Freegunners, each with unique abilities.

Concord Firewalk Studios 5v5 PvP First Person Shooter PlayStation 5 PC

Firewalk says there aren’t designated Freegunner types, like tank, DPS, or support – instead, characters feature a mix of skills and weaponry that allow them to float between these traditional archetypes. In my experience, though, some characters definitely play like tanks, healers, and assault-focused heroes, and it didn’t take long for my team to consider these builds when creating a crew for a match. On top of all this, there are plenty more systems I couldn’t quite wrap my head around, like individual Crew Building that acts as a subset of your roster, Crew Bonuses, Freegunner variants, and more. But if the post-match summaries, which light up with unlocks and experience bars, are any indication, a lot is going on under the hood of this shooter, and I look forward to learning more about how it all comes together. 

I left this Concord preview significantly more excited for the game’s upcoming release on PlayStation 5, which will hopefully bolster its player base with a simultaneous PC launch. I have plenty of questions about progression, seasonal content, crossplay checks and balances between controller and mouse-and-keyboard players, and whether the emphasis on worldbuilding will pay off, but Firewalk has seemingly nailed the most important part: the gameplay.

Checking Out Concord, PlayStation’s Upcoming 5v5 Hero Shooter | New Gameplay Today

Checking Out Concord, PlayStation’s Upcoming 5v5 Hero Shooter | New Gameplay Today

We got our first big look at Concord, PlayStation’s upcoming 5v5 multiplayer hero shooter, during a State of Play last month. And last week, we traveled to California to go hands-on with the game. You can read Game Informer’s full Concord preview thoughts here, but in short: it feels great and we’re excited to play more. 

We have a lot of questions remaining about the game’s progression, seasonal content, narrative emphasis, and more, but if the handful of hours we’ve played of Concord are any indication, developer Firewalk Studios has, at the very least, created a fun and great-feeling shooter. In today’s New Gameplay Today, host Wesley LeBlanc talks about his visit to PlayStation’s HQ to play the game with Kyle Hilliard and how he felt after checking out 10 of the game’s 16 heroes and three of its gameplay modes. 

 Check it out for yourself in the Concord NGT below

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Head to Game Informer’s YouTube channel for more previews, reviews, and discussions of new and upcoming games. Watch other episodes of New Gameplay Today right here.

An Enhanced Edition Of Star Wars: Bounty Hunter Hits Consoles And PC This August

Developer Aspyr Media and publisher Lucasfilm Games have revealed that an enhanced edition of 2002’s Star Wars: Bounty Hunter will launch on PlayStation, Xbox, Switch, and PC this August. More specifically, it hits PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC (via Steam) on August 1, and it brings with it updated visuals and controls and a new skin that harkens back to the original game’s most infamous easter egg. 

In the reveal trailer, we get a look at the graphical improvements Aspyr has implemented in Star Wars: Bounty Hunter, but the game still retains that 2002 PlayStation 2 and GameCube charm. This re-release follows a limited PlayStation 4 physical run that launched back in 2019. 

Check out the Star Wars: Bounty Hunter announcement trailer below

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If you’re unfamiliar with Star Wars: Bounty Hunter, you play as Jango Fett throughout the story, which itself is a prequel to Star Wars Episode II: Attack of the Clones

In the original game, there was an easter egg message that said, “Cash in all bounties to play as Boba.” However, cashing in all bounties did not let you play as Boba. To make good on that original promise from 2002, Aspyr media has included a Boba Fett skin in Star Wars: Bounty Hunters you can use after completing the game’s campaign. 

An Enhanced Edition Of Star Wars: Bounty Hunter Hits Consoles And PC This August

Star Wars: Bounty Hunter hits PlayStation, Xbox, Switch, and PC on August 1. 

While waiting for its launch, check out this lengthy gameplay demo of Star Wars Outlaws, another mercenary-centric Star Wars game launching this year. Read Game Informer’s Star Wars Outlaws cover story after that. 


Are you going to check out Star Wars: Bounty Hunter this August? Let us know in the comments below!