Dragon Age: The Veilguard’s Leads On The Name Change And Solas’ Role In The Story

Dragon Age 4 was revealed years ago under the name Dragon Age: Dreadwolf. However, with seemingly months to go before the game’s fall 2024 launch, BioWare announced it was changing the name to Dragon Age: The Veilguard. Ahead of that announcement, Game Informer visited BioWare’s Edmonton office for an exclusive look at the game for our Dragon Age: The Veilguard cover story. It’s here we learned that the name had changed.

I interviewed various Veilguard leads for the cover story, and one of the first questions I asked each of them was, “Why the name change?” Here’s what each told me: 

BioWare’s Leads On Changing The Name To Dragon Age: The Veilguard

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Veilguard game director Corinne Busche: “First of all, I would say that these games are reflections of the teams that make them, and as part of that, it means we learn a lot about what the heart and soul of the game really is as we’re developing it. And we quickly learned and realized that the absolute beating heart of this game are these authentic diverse companions. When we took a step back, as we always do, we always check our decisions and make sure that they still represent the game we’re trying to build. It just felt like we needed a title that represented what this game was truly about. 

Now, I want to be clear: I adore Solas [and] he plays an important role in the game, but this is not a game about Solas. So in all things we do, trying to capture that authentic experience, we felt the title really needed to change.”

Veilguard creative director John Epler: “Dragon Age has always been about characters, not just the villains, but also your team, your companions, the other characters in the world. And as we were building Dragon Age: The Veilguard – there’s this analogy I like to use, which is, ‘If you want to carve an elephant out of marble, you just take a piece of marble and remove everything that doesn’t look like an elephant.’ As we were building this game, it became really clear that it was less that we were trying to make The Veilguard and more like The Veilguard was taking shape as we built the game. 

Solas is still a central figure in it. He’s still a significant character. But really, the focus shifts to the team. It’s about the people you recruit. It’s about stopping the end of the world with this group of specialists, these incredibly interesting and diverse characters that you recruit into your team. [We] realized Dreadwolf suggests a title focused on a specific individual, whereas The Veilguard, much like Inquisition, focuses more on the team.”

BioWare general manager Gary McKay: “First, let me say: Solas is still very much part of this game. This is absolutely nothing to say that he’s taking a back seat. But when we reflected on what was really the heartbeat of this game, we really saw the companions jumping out at us. I think you could argue [these companions] are the best the franchise has ever seen. We have seven incredibly unique characters, each with their own personalities, motivations; they have deep stories, and you have an opportunity to really interact with these characters in a way that both shapes their story but also influences the main story, right down to having an opportunity to impact their fate. 

It’s not just the story; they are also integral to the gameplay as well. And so when you look at it from really what the heartbeat of this game is, the centerpiece of the game, it’s about the companions – the Veilguard. We felt that the title needed to reflect what we thought the centerpiece of this game was.”

Former Dragon Age executive producer and Veilguard consultant Mark Darrah: “I think it’s absolutely the right choice. Names can take on a momentum. Arguably, this game has kind of, in a way, been called Dreadwolf to some degree since its earlier days. As the game evolved, as [BioWare] figured out exactly what it was, it’s very mature to step back and say, ‘We called it something. Does it really still reflect what the game is?’ And I think the fact the team was willing to take that step is amazing, and I think this is absolutely the right decision.”

The Solas In The Room

Dragon Age: The Veilguard’s Leads On The Name Change And Solas’ Role In The Story

When I ask about Solas’ role in the story after I learn his namesake is no longer in the game title, Darrah says Veilguard is still taking the Elven God’s narrative in a good direction. He adds, “It allows us to, hopefully, give a good conclusion to all the varied attitudes toward Solas that are going to be coming from people who love Solas, who agree with Solas, who hate Solas, people who want to kick Solas off of a building – I think that we give you the opportunity to bring that to a close, but then tell a greater story about The Veilguard and about the world as a whole.”

Talking to Epler, I learn more about how Solas isn’t exactly the big bad I expected before seeing the opening hours of Veilguard. There’s a lot more nuance to everyone’s favorite bald elf. 

“The most interesting villains to myself, and honestly most people, are not just straight up, ‘I want to end the world.’ To them, they are the heroes of the story, and Solas is no exception,” Epler tells me. “Solas always feels that he is a tragic hero but a hero nonetheless, so he’s coming into this believing firmly that what he did, that which you stopped him from doing, was the right thing – that you made a mistake. But now he’s trapped and can’t reach out and actively affect [Thedas], so he needs to work with you.

“That allows us to provide a lot of nuance to that relationship,” Epler says.

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If you’re wondering what Epler means when he says Solas trapped, it’s quite literal – in the game’s prologue, which is part of the 20-minute gameplay segment BioWare recently released (the above video), the player-character Rook and companions Lace Harding, Varric Tethras, and Neve Gallus stop Solas’ attempt to destroy the Veil, a barrier between the magical Fade and Thedas. I won’t spoil exactly what happens here, but Rook passes out moments later and wakes up in a dream-like landscape to the voice of Solas himself… because he’s trapped here.

He explains he was attempting to move the Elgar’nan and Ghilan’nain, both of whom are part of the Evanuris or Elven gods of ancient times, to a new prison because the old one was no longer containing them properly. Unfortunately for Solas, he’s trapped here – the Fade – by our doing and Elgar’nan and Ghilan’nain are free, blighted, and roaming Thedas. It’s up to Rook to stop them, but it seems they’ll have to work with Solas (or at least listen to his guidance and advice) to do so. 

“So one of the principles we took to when we were building the story of The Veilguard early on was we wanted the beginning of the game to feel like the final chapter of an earlier story and you’re coming in right at the end, you’re coming in as if you’ve been chasing Solas – the [Solas at the end of Dragon Age: Inquisition’s Trespasser DLC] who said he was going to end the world and tear down the Veil,” Epler adds. 

Epler says players will see early on (and as the narrative develops across Veilguard) that Solas sees much of himself in you, the player-controlled Rook, especially “the parts that maybe he doesn’t like to face.” As a result, there’s an interesting push and pull between Solas and Rook. He says players can define the relationship between these two characters with their choices in dialogue. 

“You can continue to be suspicious and hostile towards him, or you can start to see him and find that common ground, that connection between the two of you, and really develop a different relationship over the course of the story,” Epler says.


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

Ubisoft Posts Beyond Good & Evil – 20th Anniversary Edition Tweet With June Release Date, Then Deletes It

Ubisoft Posts Beyond Good & Evil – 20th Anniversary Edition Tweet With June Release Date, Then Deletes It

Last year, an Xbox store listing for Beyond Good & Evil – 20th Anniversary Edition accidentally went live, with Ubisoft later stating it went up early due to a “technical error.” Now, in what appears to be another technical error of sorts, Ubisoft might have accidentally revealed Beyond Good & Evil – 20th Anniversary Edition launches June 25. 

Earlier today, the official Ubisoft X (formerly Twitter) account posted a trailer for the game, which runs for nearly two minutes and features a look at the game’s seemingly remastered visuals and performance, alongside the following text: “You’ll be able to relive Jade’s adventures in Beyond Good & Evil – 20th Anniversary Edition, coming June 25.” That post is no longer available, as Ubisoft has deleted it. Nonetheless, June 25 is next Tuesday so it’s possible this beloved classic is coming to PlayStation, Xbox, Switch, and PC in just a few days. 

While the Ubisoft post has since been deleted, some X users were able to grab the trailer, and you can check it out below: 

As you can see, the game will feature up to 4K/60 FPS resolution and performance, an art gallery, and other features, and it’s due out on “all platforms” June 25. Ubisoft has not commented on the deleted tweet, but if the game is, in fact, coming out next week, we’ll likely learn more about it very soon. 

Strangely, amongst Ubisoft’s silence on the deleted announcement, Limited Run Games has announced it is publishing a physical edition run of Beyond Good & Evil – 20th Anniversary Edition, due out on July 12 on PlayStation 5, Xbox Series X/S, PlayStation 4, and Switch. 

In the meantime, read our thoughts on the game’s HD remake from 2011 in Game Informer’s Beyond Good & Evil HD review here


Are you excited for an anniversary edition of Beyond Good & Evil? Let us know in the comments below!

Avowed Preview – Avowed’s Creators On Why Romance Was Considered, But Ultimately Not Included And Skyrim Comparisons – Game Informer

Avowed was featured as a major part of Xbox’s Summer presentations. The game appeared in the Xbox Game Showcase, and following the new footage, game director Carrie Patel appeared on the official Xbox podcast to share more gameplay and share more about the game. We caught up with Patel and gameplay director Gabe Paramo to find out even more about Avowed, covering what they think of comparisons to Skyrim, how they feel about Baldur’s Gate 3, why romance was considered for the game but ultimately not included, and why playing The Outer Worlds may gave you the best idea of what to expect from Avowed.

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Can you tell me more about Avowed’s third-person option? That’s likely how I will play the game.
Carrie Patel, game director:
So, as you yourself have just noted, there are a lot of people who simply prefer it. There are people who prefer it for aesthetic reasons. They’ve built this character, and they want to see them in the world. There are people who prefer it because of accessibility reasons. First-person maybe makes the motion sick, and FOV sliders don’t quite get them comfortable. So yeah, there are a lot of reasons to have it. There are a lot of players who prefer it for some reason or another. But we’re still giving players the same Avowed experience in third-person. Gabe can speak more to that.

Gabe Paramo, gameplay director: So, to be super clear, right? This is a first-person game with a third-person perspective. So, when we talk about feel, there might be some micro-adjustments – in terms of, like, the physics of the capsules, super micro – in order to give a little bit of leeway for the animation frames to kind of make those blend a bit better, but we want it to feel as snappy. And we and it’s going to feel in control exactly like the first-person game. Okay,

Do you expect players to go back and forth between first and third? Or do you expect players to commit one way or the other?
GP:
I think that’s still kind of TBD. I believe we’ve started with making it more like an accessibility setting. But definitely, if we hear feedback that’s like, “I really want to switch this quicker,” that’s definitely something we could discuss in a community forum.

I understand that Avowed takes place in the Pillars of Eternity universe. But I’m curious what that means more specifically. Does it take place at a certain point in the timeline? Is it a good idea to have some background on the universe beforehand?
CP:
First and foremost, you don’t have to have played any of the prior Pillars games to play Avowed. We’re glad to have our returning fans, but we expect that for many players Avowed is going to be their first introduction into the world of Eora, and we’re accounting for that. So Avowed takes place a few years after the end of Deadfire, which was our game just before this. There are a couple of characters that returning players are going to recognize. Inquisitor Lödwyn – the scary lady with the cool mask that we saw in the trailer – she was actually a side character in Deadfire. And she plays a much more prominent role in Avowed as you can probably tell.

We have a couple other more minor characters who make some cameos. But in all of those cases, you don’t have to be familiar with those characters. You don’t have to have met them before in order to understand the context and Avowed. Our approach to a lot of details about the world, references to events from other games, references to locations is really just that. Returning players will recognize those things and feel the interconnectivity of the world, but it’s not something that you have to have played. It’s not it’s not at all required reading. As with any big fantasy game, we’re giving the world a lot of context so that players can step into it. We want it to feel fleshed out besides the small slice that we’re giving them. But yeah, part of the fun of setting it in The Living Lands, besides just the color of the setting, is that it is a location that we have not explored in any prior Pillars game. It’s one that we’ve built up some lore about, but it was fresh for us as the dev team, and it will be fresh for players, as well.

Avowed Preview – Avowed’s Creators On Why Romance Was Considered, But Ultimately Not Included And Skyrim Comparisons – Game Informer

How extensive are the choices in the game and the narrative? Are we talking, like, multiple endings? And how many? Or is it more detailed than that?
CP:
 Choice and consequence is something that unfolds for the player over the course of the game. There are choices that you’re going to make that are going to have immediate effects, choices that you’ll make that will have effects that you’ll see maybe hours later, and some that you’ll make that you’ll come to see at the very end of the game, kind of how those play out further on into the future. But along with that, you’ve got choices that are very intimate and impactful for specific characters, and some that really affect the state of entire settlements of the Living Lands and the Living Lands at large.

So, when it comes to choice, we really try to provide breadth and a tapestry for the player. It’s not like you just reach the ending and kind of you’re choosing your ending. It’s really the ending is the result of choices you’ve made along the way. Some of those are very intimate and character-focused, some of those are very broad and sweeping. But yeah, you’ll definitely have moments where the way you made certain choices, or perhaps the way you treated certain characters early in the game will come back to reward or haunt you, or likely a bit of both a few hours later, when you meet those characters – allies and adversaries. And you’ll have a number of choices that it’s kind of… characters will be willing to trust you or will be not willing to trust you based on kind of the cumulative combination of choices that you’ve made up until that moment. So if you’re trying to ally with someone, and you say, like, “Hey, you can trust me. I want to do this thing, let’s work together,” they might call out a handful of things you’ve done up to that point and say, “I don’t think I can trust you,” or, “ what? I think you’re right, so I’ll give you this chance.

So, there will be subtlety in the conclusions. You’re not just making your way toward one of three potential endings.
CP:
Correct. There are a couple of very, very big choices that players will make at the end. And those are very clearly telegraphed. The ending that they get is the result of what very big choices do they make, but also the numerous and subtle choices that they make along the way.

In the recent Xbox podcast you showed that you can flirt, and you showed the character Yatzli, who is very flirtatious. But there aren’t romance options in the traditional sense, right? You’re not building romantic relationships? You’re not marrying characters or anything like that, correct?
CP:
 Yeah, we decided to forego full romance paths in Avowed. It’s something that we thought very hard about, and we talked about it as a narrative team. I think if you’re going to invest in romance, everyone who’s writing them needs to be absolutely, fully bought in. And the other thing you need to do is make sure that if you’re going to provide that path, that you’re balancing that with an equally meaningful and well-developed, non-romantic path because you never want players to feel that, “Well, the only way I really get to know this character or really get to form a meaningful bond with them, is if I commit to romancing them, which maybe isn’t something I want to do.” So, for all of those reasons, we decided to forego romances, specifically in Avowed. But we still built a lot of content around getting to know your companions. Forging deeper bonds with them and coming to understand their stories.

But you can role-play as a flirtatious person?
CP:
Yeah, you definitely have options with various characters to flirt sometimes, to be cheeky, to be a little aggressive. It’s not something that… it’s not as if every dialogue has a flirt option. It’s all situational. It’s in this moment, in this context with this character – how might a person want to play off of this individual? And Yatzli, who is very naturally flirtatious? Yeah, sometimes there are times when you want to respond in kind.

GP: It’s not a romance system. But you are building relationships, right? That’s what a lot of these games are all about. You’re building them through the dialogue choices, but you are speaking to these characters in the way that you want to based on either whatever background you chose, or whatever type of playstyle you’re trying to have your character portray.

How does the party work? Do you have a bank of people you meet who decide to join you and hang out in the camps? But then you pick certain people to take out with you on missions?
CP:
So you have four companions that you’ll meet over the course of the game. They’re all directly tied to the crit path and to the story that the player is encountering. So, as you meet them, they’ll join your party. And yeah, when you’re at the party camp, they’ll be hanging out at party camp with you. And it’s kind of fun to see as you recruit them, and they start to populate camp, and there are, I don’t know how many, tons of banters between them. Some of them are based on things that have happened in the world, quests you’ve done, where on the crit path you are, or even just who’s present – those things will fire off. You can see them get to know one another and just get another window into their personality. It’s just a lot of very fun stuff.

So yeah, they will be present at party camp with you, and then when you leave party camp, which is kind of your rest zone, you choose who ventures out with you. And for almost all of the game, you can choose any two of the companions you have recruited. So, if you’d like to switch it up, and you want to get to know someone you haven’t spent much time with, or see what kinds of banters two other characters have together, you can bring them, if there’s someone that you really, really like, who complements your playstyle really well, you might choose to spend a lot of your time with that companion specifically. There are a few quests and a few areas that because they are very closely tied to those companion stories and their insights and the ways that they’re able to kind of help you move through the world. There are a few spots where one particular companion is required, but the other is going to be up to you. But by and large, you’re choosing who to take with you based on your personal preferences and your mechanical playstyle.

You shared a boss fight you could avoid entirely with dialogue choices. Is the game designed in such a way that you can avoid combat entirely from the opening moments?
CP:
There is no pacifist route in Avowed so no, this isn’t a game where you’re gonna be able to avoid all combat.

Do you consider Avowed an action game at all? Or is it strictly an RPG?
GP:
An RPG. Yeah, I mean, what are we doing? Right? You are exploring the world, you’re using traversal mechanics, we have to care about pacing. You’re having conversations with characters. It’s a fantasy action RPG, right? You will engage with combat as you explore the spaces. There’s different ways to approach that like when you do get to the combat portions of things, it is very action-oriented. But the pacing is probably what you would expect from fantasy action RPGs.

Traversal – is there fall damage? Is there flying or gliding from high points?
GP:
Okay, so your first question is, is there fall damage?

Sorry, I should have let you answer them one by one.
GP:
 In our dev direct, we did show that the player can swim. And no, there is no flying.

CP: But there is something very clever you can do in some spaces, which is if you use your charge ability creatively, you can sometimes use that to zoom over gaps that aren’t too wide. It’s not the same as flying or gliding. It doesn’t get rid of fall damage. But you can creatively use that as one option in your toolbox for traversal in some trickier spots.

GP: And we have a parkour system. The goal of it is to allow the player to move over objects. Some other first-person games or in other action RPGs you maybe might get stuck and have to walk around. We’re trying to say, “Okay, just let the player move over that thing.”

There’s a scene you showed where there are vines, and the player has to use a fire ability to get past them that I saw where there were vines, and then you use the fire ability to burn the vines and get past them. Metroid comes to mind with mechanics like that. Are you unlocking abilities that allow you to get to new parts of the map?
GP:
I would call it lock and key mechanics. We do have some lock and key mechanics, but they are definitely tied to the story beats and we wanted – because again, we are big on choice and consequence – in general, we want to make sure there are multiple approaches and ways to be able to handle some of those scenarios. We have companion interactions that allow the companion to help you get through some of those things. But also, let’s say that companion’s not with you, we wanted to give the player an opportunity to use like a throwable, that also can do that. Or if there’s a clever, scripted setup that one of our area designers has created, another opportunity to shoot an object that can cause the thing to light on fire. So, we did want to provide multiple mechanisms to allow the player to feel smart and clever.

CP: It’s not a Metroidvania. It’s more that the player has a toolbox of options and depending on what they have and what they like to use, they can use those creatively to bypass certain obstacles and find nooks, loot, and surprises in the game.

Do you embrace comparisons to The Elder Scrolls V: Skyrim? Or do you push against it?
CP:
I think the best comparison is The Outer Worlds. I think that gives a much clearer idea of the scope of the game and also the design and layout. Like The Outer Worlds, Avowed has a series of open zones that are connected and unlock over the course of the game, rather than one giant map that you can walk through from beginning to end. And yeah, in terms of the kind of the quest structure, the narrative structure, it’s a lot closer to The Outer Worlds, as well.

Is it tonally similar to The Outer Worlds? Is it humorous in a comparable way?
CP:
Tonally, the best comparison is going to be Deadfire, the second Pillars game where you have a very grounded and serious political story. A very kind of weird and esoteric, metaphysical, and divine story beneath that. A lot of moments of seriousness, but also moments of levity to kind of to kind of break that up, and a lot of those things are very character-based. So yeah, I wouldn’t compare it tonally to The Outer Worlds.

GP: My opinion on that is I don’t love it. Even as I’ve learned in my role, comparing two games, even for the team – let’s forget the player for a second – even for the team it’s hard to say, “Use this like this.” You have to break down the mechanic more because people will grab what mechanics they think you’re talking about. Without it, if you’re not very clear about what it is specifically, you are trying to be inspired by another game. Personally, I don’t love it because a lot of players can take whatever they want from those games and go, “It’s gonna have this and this and this.” I prefer if we just better just explain what it is our game is doing.

It feels like every fantasy RPG now has to deal with Baldur’s Gate 3. Avowed does not look like Baldur’s Gate 3 at all, but they’re both fantasy games. Does Baldur’s Gate 3 inspire confidence that there is clearly an appetite for the genre? Or is it intimidating?
CP:
I mean, it was a super fun game. We’re all RPG fans at the studio and on the team as well, so we enjoyed playing it. Comparing our build choices talking about, “Are you investing in tadpole powers. Are you rejecting them?” So, first and foremost, we just had a lot of fun with it. But yeah, it’s always great to see aa fantasy RPG do well and to see that, yeah, players are ready to invest in and commit to a big creative world that rewards a lot of investment from them in the story and building their character in exploration, and making choices… all of that feels great to see.

How long should we expect Avowed to be?
CP:
The best comparison for Avowed in terms of scope is The Outer Worlds. Players can expect a roughly similar experience, just like The Outer Worlds, depending on what kind of difficulty they play on, and how thoroughly they explore and invest inside content, versus just sticking to the main crit path missions.

What does it mean to be a godlike? I don’t know what that is… but I’m curious what it is.
CP:
In the world of Eora, godlikes are individuals of any of the civilized species, who, before their birth, their soul was touched by one of the gods. You could play as a Godlike in Pillars or Deadfire, so you can get a taste of that if you want to see what that looks and feels like. Godlikes will have some physical manifestation of their patron deity. So, there is usually something about their head, their face, that kind of calls to mind that god’s flavor and portfolio. And they’ll usually have a couple abilities or passives that also reflect that god’s portfolio. Some of them have somewhat closer relationships with those gods and can speak to them, or hear from them in ways that other characters can’t.

But then you also have characters like Pallegina, one of our Pillars and Deadfire companions, whose story kind of revolves around her not really feeling this sense of closeness with Hylia, the god who gave her the really lovely, feathered appearance. One of the mysteries at the heart of Avowed is the player understanding which god touched their soul and what that means for them. So, players will get to choose kind of what that physical manifestation looks like on their character. They can choose something that’s more or less dramatic. They can choose something subtler. And we do have a checkbox option for players who really don’t want to see it to say, “Just hide it for me,” but characters will still react to you, because godlikes in the world of Eora are very rare. And so characters are going to respond to that.

So, mechanically, within the game’s lore, it is a means to give players as much choice as they want to pursue different abilities?
CP:
There are some abilities that are tied to being a godlike that unlock over the course of the game. So yeah, mechanically, players will get to explore that in gameplay as well. And part of that is also kind of coming to understand who this god is and what they’re all about through the powers that you get that are connected to them.

Avowed Obsidian Entertainment Fantasy Action RPG First Person Gameplay Trailer

Is there anything else I didn’t touch on that you guys want to discuss with Avowed?

GP: We’re super excited to have finally shown the Grimoire. It’s the first time we’ve shown it’s an offhand-only weapon that holds the players’ wizard spells and lets them quickly access them to be able to use them. So that’s really cool. People were able to see the Grimoire slam, which is something that Pillars had in the game, but we’ve taken and translated it into what that feels and looks like in a first-person game. And we’re just super happy to just show off that because we know the community has been like, “Hey, where are the stats? Where are the RPG things in this game?” It has been very cool to start to show like, yes, we have attributes, there are six of them. They might be familiar, and then we can kind of see how we translate them into our game and our mechanics. Being able to show off gear stats and that there is upgrading and that there is this gameplay loop of you going out and exploring, maybe facing creatures that are more powerful than you at that moment in time and then needing to go upgrade your weapons and gear and come back and face them again.

CP: I’m also glad we’ve gotten to show off more of the world. One of the appeals of The Living Lands is all of the different biomes and regions and sub-regions that it has. We got to show some of Shatterscarp back in January, and we showed a slice of Emerald Stair on Monday. I’m glad the players are getting to see the very different environments and vibes that they’re going to get to encounter over their journey.


For more on Avowed, head here.

2025 Video Game Release Schedule

If you’re wondering what games are coming up in 2025, we’ve put them all in one convenient location. This list will be continually updated to act as a living, breathing schedule as new dates are announced, titles are delayed, and big reveals happen. This should help you plan out your next year of gaming and beyond.

As the gaming calendar is constantly changing, we highly recommend you bookmark this page. You’ll likely find yourself coming back to find out the most recent release schedule for the most anticipated games across PC, consoles, VR, and mobile devices. If you notice that we’ve missed something, feel free to let us know! Please note that games will not get assigned to a month until they have confirmed release dates.

January

2025 Video Game Release Schedule

Donkey Kong Country Returns HD

January

To Be Announced

Grand Theft Auto VI

To Be Announced

2XKO (PlayStation 5, Xbox Series X/S, PC)

Discounty (PlayStation 5, Xbox Series X/S, Switch, PC)

Fable (Xbox Series X/S, PC)

Lost Hellden (PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC)

Mouse (PlayStation 5, Xbox Series X/S, Switch, PC)


« 2024 Video Game Release Schedule

Roguelike Shoot-Em-Up Star Of Providence Is The Next Bigmode Game, Out This February

Roguelike Shoot-Em-Up Star Of Providence Is The Next Bigmode Game, Out This February

YouTuber Videogamedunkey, otherwise known as Dunkey, announced in 2022 that he started a game publishing company called Bigmode, and its first game, Animal Well, launched to critical acclaim last month. In a surprise announcement in a video Dunkey released yesterday, Bigmode revealed the next game it is publishing: Star of Providence. 

At the end of Dunkey’s E3 2024 video, he cuts to a new trailer for Star of Prodivence showcasing the pixel-art shoot-em-up with a retro soundtrack to match, and it looks awesome. The game was revealed last year, but this publishing announcement footage reveals it’s coming to Switch and PC (via Steam) in February. 

Check out the Star of Providence reveal in the video below

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“Descent into the facility and seek out power eternal in this tough as hell, shoot em up masterpiece,” Bigmode’s website, which also describes the game as a bullet hell roguelike action game, reads. “Engage in pulse-pounding battles with over 120 enemies in an ever-shifting gauntlet loaded with oncoming bullets and game-changing powerups. Only the most hardcore will survive.” 

Star of Providence features more than 120 unique enemies, a vast array of weapons, upgrades, and modifiers, six playable ships (each with a different gameplay style), randomized level layouts, chaotic boss fights, and “fish,” whatever that means, according to the Bigmode website. 

Here are some additional Star of Providence screenshots

Star of Providence hits Switch and PC sometime in February of 2025. 

For more, read Game Informer’s Animal Well review


Are you excited for Star of Providence? Let us know in the comments below!

Paradox Interactive Closes Tectonic Studio The Same Week It Canceled Its First Game, Life By You

Paradox Interactive Closes Tectonic Studio The Same Week It Canceled Its First Game, Life By You

Earlier this week, Paradox Interactive announced it was canceling Life By You, a simulation game meant to rival Sims in development at Paradox Tectonic. With Rod Humble, a lead designer on The Sims 2 and The Sims 3, leading Tectonic, fans were hopeful about Life By You, which was set to launch into Early Access earlier this month before an indefinite delay.

That Early Access launch never happened as Life By You was subsequently canceled, and now, in the same week, Paradox Interactive has announced it is closing Tectonic, as reported by Game Developer

“This is difficult and drastic news for our colleagues at Tectonic, who’ve worked hard on Life By You’s Early Access release,” Paradox Interactive CEO Fredrik Wester writes in a press release. “Sadly, with the cancelation of their sole project, we have to take the tough decision to close down the studio. We are deeply grateful for their hard work in trying to take Paradox into a new genre.”

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As previously noted, this studio closure is happening shortly after Paradox Interactive canceled development on Life By You. Wester said at the time, “For a long time, we’ve held hopes for Life By You and the game potential we saw it in it, but it is now clear that the game will not be able to meet our expectations. A version that we’d be satisfied with is too far away, and therefore we are taking the difficult decision to cancel the release.” 

In the span of days, Life By You was canceled, and the studio behind it, Tectonic, closed. This is another blow to an industry bleeding developers and studios left and right, and Tectonic’s closure joins an ever-growing list of disheartening closures and layoffs in 2024. 


Earlier this month, Dead by Daylight developer Behaviour Interactive laid off 95 employees. Fae Farm and Dauntless developer Phoenix Labs laid off the majority of its staff and canceled its in-development games back in May, and that same week, Square Enix announced it will begin layoffs as part of “structural reforms.” 

In May, Xbox closed four Bethesda studios, including Hi-Fi Rush developer Tango Gameworks and Redfall studio Arkane Austin. Take-Two Interactive closed Rollerdrome studio Roll7 and Kerbal Space Program 2 studio Intercept Games alongside major layoffs to its indie-publisher Private Division label. That same week, we learned Deliver Us Mars developer Keoken Interactive had laid off nearly its entire staff

Elsewhere in the year, EA laid off roughly 670 employees across all departments, resulting in the cancellation of Respawn’s Star Wars FPS game. PlayStation laid off 900 employees across Insomniac, Naughty Dog, Guerrilla, and more, closing down London Studio in the process, too. The day before, Until Dawn developer Supermassive Games announced it laid off 90 employees

At the end of January, we learned Embracer Group had canceled a new Deus Ex game in development at Eidos-Montréal and laid off 97 employees in the process. Also in January, Destroy All Humans remake developer Black Forest Games reportedly laid off 50 employees and Microsoft announced it was laying off 1,900 employees across its Xbox, Activision Blizzard, and ZeniMax teams, as well. Outriders studio People Can Fly laid off more than 30 employees in January, and League of Legends company Riot Games laid off 530 employees

Lords of the Fallen Publisher CI Games laid off 10 percent of its staffUnity will lay off 1,800 people by the end of March, and Twitch laid off 500 employees

We also learned that Discord had laid off 170 employees, that layoffs happened at PTW, a support studio that’s worked with companies like Blizzard and Capcom, and that SteamWorld Build company, Thunderful Group, let go of roughly 100 people. Dead by Daylight developer Behaviour Interactive also reportedly laid off 45 people, too

The hearts of the Game Informer staff are with everyone who’s been affected by layoffs or closures. 

New Elden Ring Patch Adds Hairstyles, New Inventory Features, Balance Adjustments, And More

New Elden Ring Patch Adds Hairstyles, New Inventory Features, Balance Adjustments, And More

Elden Ring’s massive expansion, Shadow of the Erdtree, goes live tomorrow, on June 21, and ahead of its launch, developer From Software has released a patch that adds new hairstyles, inventory options, balance adjustments, and more. It also allows you to summon your Spectral Steed during the game’s final fight (which, if you’ve beaten that boss, you know how helpful your mount would have been during it). 

The patch – V1.12 – is now live on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC (via Steam) and also features hundreds of other changes, like adjustments to weapons, skills, armaments, and general balance-related things. 

The highlight of the patch is all of the new features it adds to Elden Ring, and you can check those out below: 

New Elden Ring Features In Patch V1.12

  • Added support for the Shadow of the Erdtree DLC.Five new hairstyles have been added to the game. They can be selected during character creation, using the Clouded Mirror Stand or using Rennala’s Rebirth feature.
  • Added “Map Functions Menu” to the Map Menu.
  • New Summoning Pool features:
    • Active Summoning Pools will now be carried over to NG+.
    • Individual Summoning Pools can now be enabled / disabled in the newly added Map Functions Menu.
  • If “Include Distant Areas” is selected when using the Small Golden Effigy, summoning pools within the Mohgwyn Palace will not be selected for summoning, even if you have activated them.
  • If you are within the Moghwyn Palace and select “Nearby Only” when using the Small Golden Effigy, you will be able to be summoned within the area.

New Inventory features:

  • Newly obtained items will be marked with a “!“.
  • A new tab called “Recent Items” has been added to review recently obtained items.
  • Display settings can be changed from the Display tab in the system menu.
  • Added new feature to summon spectral steed during the Elden Beast the boss battle.
  • Added new feature to the colosseum: crafted consumable items that have been used during a battle will be replenished at the end of your session.
  • Added support for Arabic language.

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 Everything Else Added To Elden Ring In Patch V1.12

Below, we’ll list all of the changes, balance adjustments, and more made to to Elden Ring with today’s patch. 

Steam-Only New Features

  • New Keyboard/mouse settings:
    • Added “lock-on change threshold” setting of mouse controls.
    • Added a setting to change cursor movement behaviour in the map menu.
    • Added key assignments to open the map in the Key Settings menu.

PvP-Exclusive Balance Adjustments

The following changes only affect PvP – not cooperative or single player play. 

Weapon Adjustments

  • After being affected by madness and/or sleep status effects, the status effect build up will be halted for a short period of time.
  • Increased the poise damage of some attacks against other players of the following weapon types:
    • Greatswords / Colossal Swords /Curved Greatswords / Greataxes / Hammers / Flails / Great Hammers / Colossal Weapons / Great Spears / Halberds
  • Ajusted poise damage of some dual wield attacks against other players by of the following weapon types:
    • Greatswords / Axes / Great Axes / Hammers / Great Hammers / Halberds / Reapers
  • Increased poise damage against other players from dual wielded attacks of the following weapon types:
    • Axes / Hammers / Halberds / Reapers
  • Increased poise damage of Axes against other players
  • Decreased the damage of dual wield attacks against other players of all weapon types.
  • Decreased the poise damage of some attacks against other players of the following weapon types:
    • Daggers / Straight Swords / Thrusting Swords / Heavy Thrusting Swords / Curved Swords / Katanas / Twinblades / Axes / Spears / Reapers / Whips / Fists / Claws
  • Decreased the Poise value of some attack motions against other players of the following weapon types:
    • Greatswords / Colossal Swords / Curved Greatswords / Greataxes / Hammers / Flails / Great Hammers / Colossal Weapons / Great Spears / Halberds
  • Decreased the damage of some attacks against other players for the Heavy Thrusting Swords weapon type.
  • Decreased the damage of dual wield attacks against other players for the following weapon types:
    • Spears / Great Spears
  • Decreased the damage animation motion of the following weapon types when another player is stunned by a two-handed heavy running attack:
    • Fists / Claws
  • Decreased the effects of “Baldachin’s Blessing” and “Radiant Baldachin’s Blessing” to increase the Poise value and Physical damage negation in PvP.

Skill Adjustments

  • Spinning Slash: Decreased damage
  • Flaming Strike: Decreased damage
  • Rain of Arrows: Decreased damage and poise damage
  • Cursed-Blood Slash: Decreased damage
  • Transient Moonlight: Decreased damage
  • Lightning Storm: Decreased poise damage
  • Spearcall Ritual: Decreased poise damage
  • Ancient Lightning Spear: Decreased damage
  • Radahn’s RainDecreased damage and poise damage
  • Spinning Weapon: Decreased damage animation motion when stunning other players

Incantation Adjustments

  • Black Flame’s Protection: Decreased physical block rate
  • Bestial Sling: Decreased poise damage

General Balance Adjustments

The following adjustments affect both PvE and PvP in Elden Ring. 

  • Adjusted turning speed when using dual wielded Heavy Thrusting Swords.
  • Increased Dexterity scaling when assigning Ashes of War with corresponding weapon Affinities.
  • Increased Stamina consumption when guarding against attacks of the following weapon types:
    • Greatswords / Curved Greatswords / Great Axes / Great Hammers
  • Increased the speed of some attacks of the following weapon types:
    • Axes / Greataxes / Hammers / Flails / Reapers
  • Increased the damage of charged attacks of the following weapon types:
    • Axes / Greataxes / Some Colossal Weapons
  • Increased the turning speed of normal attacks of the Reapers weapon type.
  • Increased damage of the Whips weapon type, except the “Ulmi” Whip.
  • Increased the speed of consecutive attacks for the following weapon types:
    • Light Bows / Long Bows
  • Increased the poise damage of the Torches weapon type.
  • Increased the duration of the effect of Mohg’s Great Rune that increases the attack power when a bleeding status effect is triggered by a nearby summoned spirit.
  • Decreased the heal amount reduction from the Flask of Crimson Tears and increased the heal on attack effect when using Malenia’s Great Rune.
  • Increased the attack power of Arrows, Greatarrows, Bolts, and Greatbolts that can be crafted through Item Crafting.
  • Decreased the turning speed of dual wielded weapons for the following weapon types:
    • Spears / Great Spears
  • Decreased poise generation speed during some attacks of the following weapon types:
    • Great Spears / Halberd Spears
  • Decreased the effect that increases the power of spells of Terra Magica.
  • Decreased the effect duration of the Cerulean Hidden Tear.

Armament Adjustments

  • Troll Knight’s Sword: Increased damage
  • Zamor Curved Sword: Increased damage; Increased movement distance of some attacks
  • Forked Hatchet: Increased damage
  • Ripple Blade: Decreased the status buildup enhancement that scales with the Arcane attribute
  • Serpent-Hunter: Increased the speed of crouching attacks
  • Ripple Crescent Halberd: Decreased the status buildup enhancement that scales with the Arcane attribute
  • Albinauric Staff: Increased attribute scaling
  • Gelmir Glintstone Staff: Increased attribute scaling
  • Prince of Death’s Staff: Increased attribute scaling
  • Golden Order Seal: Increased attribute scaling
  • Clawmark Seal: Increased attribute scaling
  • Dragon Communion Seal: Increased attribute scaling

Skill Adjustments

  • Kick: Increased the poise amount when using this skill
  • Spinning Slash: Decreased the status buildup of your weapon when using this skill
  • Storm Assault: Decreased the poise generation speed
  • Stormcaller: Decreased the poise generation speed
  • Storm Stomp: Decreased the poise generation speed
  • Glintblade Phalanx: Decreased poise damage
  • Loretta’s Slash: Decreased the poise generation speed
  • Bloody Slash: Decreased the poise generation speed
  • Strong shot: Increased the speed of some attacks
  • Sky Shot: Increased the speed when doing consecutive attacks
  • Enchanted Shot: Increased the speed of some attacks
  • Parry: Increased Parry hitbox generation speed
  • Storm Wall: Increased Parry hitbox generation speed
  • Thops’s Barrier: Increased Parry hitbox generation speed
  • Buckler Parry: Added attack recovery time after using this skill
  • Taker’s Flames: Decreased the fire’s poise damage; Removed the fire’s knocking down effect
  • Moonlight Greatsword: Increased the poise damage of heavy and charged attacks, but decreased the poise damage of the generated magic wave
  • Thundercloud Form: Decreased poise damage
  • Magma Shower: Decreased the poise generation speed
  • Thunderstorm: Decreased damage
  • Bubble Shower: Decreased damage and poise damage
  • I Command Thee, Kneel!: Increased the poise value during the active part of the Skill; Decreased the poise generation speed
  • Bloodboon Ritual: Decreased the generated status buildup
  • Loretta’s Slash: Decreased the poise generation speed
  • Bear Witness!: Increased damage and poise damage
  • Contagious Fury: Decreased the amount of attack power generated by this skill

Bug Fixes

  • In the inventory menu, added the amount of FP consumed for Skills in the “Ashes of War” display information.
  • Reduced the time it takes for some gestures to become cancelable by rolling.
  • Adjusted the input speed in some menus, such as conversation menus, to prevent accidental skips.
  • Fixed a bug that caused damage to the player and friendly summons when using the “Last Rites” Skill under specific circumstances.
  • Fixed a bug that caused higher than expected poise damage when performing left-handed attacks with Thrusting Swords.
  • Fixed a bug with Spinning Slash Skill that generated poise when used with Twinblades.
  • Fixed a bug in The Queen’s Black Flame Skill that did not apply poise when using this skill.
  • Fixed a bug where the characteristics of some weapons were not working properly against mounted enemies.
  • Fixed a bug that caused a Bleed buildup when using the Spinning Strikes Skill while under the effect of the Bloodflame Blade Skill, even if the attack did not hit the enemy.
  • Fixed a bug that caused some Skill to perform incorrectly when specific actions were performed.
  • Fixed a bug that caused unexpected behaviors when some incantations were used in quick succession.
  • Fixed a bug where the spectral steed did not trigger a death fall under certain circumstances.
  • Fixed a bug that prevented players from getting hit by other players under certain circumstances in Multiplayer.
  • Fixed a bug in the Colosseum that allowed Critical hits against players in specific death animations.
  • Fixed a bug where the Mimic’s Veil effect was not properly reflected to other players under certain circumstances.
  • Fixed a bug that caused other players summoned as hunters to immediately return after being summoned under certain circumstances.
  • Fixed a bug in Multiplayer where some spirits could be locked on even after they disappeared.
  • Improved Multiplayer stability under certain circumstances
  • Fixed a bug that caused specific maps to render differently than expected under certain circumstances.
  • Fixed a bug where the damage of some equipped weapons were incorrectly displayed in various menus.
  • Fixes a bug that prevented marking sites of Grace in the map menu under certain circumstances.
  • Fixed a bug where item names and the cursor were not displayed correctly in the inventory menu under certain circumstances.
  • Fixed a bug where event actions were available while being in the map menu.
  • Fixed a bug in the map menu that caused specific terrains to be displayed differently from the actual terrain.

Are you hopping into Shadow of the Erdtree tomorrow? Let us know in the comments below!

Takashi Iizuka Recalls His Reaction To Shadow Coming To The Sonic Movies

Earlier this year, Sega announced Fearless: The Year of Shadow, a yearlong celebration of one of Sonic’s biggest rivals, adversaries, and frenemies, Shadow the Hedgehog. In the past, Sonic Team creative officer Takashi Iizuka told me Shadow is his favorite character in the Sonic the Hedgehog franchise outside of Sonic. It makes sense; after all, as the director of Sonic Adventure 2, where Shadow made his debut, Iizuka was instrumental in creating the dark hedgehog. 

“Even now, if you ask me who my favorite character is, Shadow is going to pop up there,” Iizuka says. “Even when we think about the foundation of the entire franchise, Sonic and Shadow are really holding up so much of the franchise. They’re very popular and dynamic characters.”

Takashi Iizuka Recalls His Reaction To Shadow Coming To The Sonic Movies

The announcement of Fearless: The Year of Shadow came shortly after the announcements that Sonic Superstars was adding a Shadow costume and that Sonic X Shadow Generations would be including Shadow as a playable character in the upcoming remaster. Iizuka saw this as a perfect opportunity to highlight such a popular character who happens to be one of his personal favorites.

But perhaps the biggest component of The Year of Shadow arrives at the tail end of the calendar, as Sonic the Hedgehog 3, the third theatrical release in the Sonic cinematic series, introduces Shadow to the film franchise. “So actually, the whole reveal at the end of Sonic 2 didn’t come from me; it came from the movie writers,” Iizuka says. “This is after movie one came out and was so popular and everyone was like, ‘We’ve got to do a second movie!’ The ideas just started flowing and one of those very rough scripts that came from the writing staff included that at the end we see Shadow. I was like, “Oh my gosh!’ So that idea was put in there by the writers. The writers did a great job because they know the fans, they know the audience, they know the characters, and they really wanted to make something fun and interesting and exciting. They love Sonic and they did a great job even at that rough stage of making sure Shadow was in that movie two ending. So, really, kudos to the writers and the team making the movie to know our characters and know the fans.”

Sonic x Shadow Generations

Iizuka is excited to be able to highlight Shadow this year, but hints that it might not be a one-off promotional venture when it comes to the Sonic brand. “In this year, I’m super happy that we have a game with Shadow featured in it with some great storytelling,” Iizuka says. “We have the movie coming out with Shadow in it and we have a lot of spotlight put on Shadow, whether it’s in a licensed product or animation or whatever it is that’s coming out, we’re just very, very happy that we get to promote Shadow so much this year, and we look forward to, in the coming years, being able to put a spotlight on some other characters in our franchise.”

Sonic X Shadow Generations arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC on October 25. Sonic the Hedgehog 3 hits theaters on December 20. For more on Sonic X Shadow Generations, read our hands-on impressions here.

Takashi Iizuka Explains Why Shadow Has New Powers In Sonic X Shadow Generations

The release of Sonic Generations in 2011 gave players a series-wide greatest hits remake package to celebrate 20 years of Sonic the Hedgehog. Though other characters appeared in Sonic Generations, Sonic – in both his Classic and Modern forms – was the sole playable character. Now, 13 years later, the well-liked celebratory release returns as the latest Sonic remaster, but it’s not simply the same package with performance enhancements. Sure, those are there, but perhaps the biggest selling point is the inclusion of Shadow the Hedgehog as a playable character. 

But Shadow is much more than a reskin of Sonic. Yes, the base of Shadow in his Sonic Adventure 2 debut was that he could match Sonic’s abilities, but we’ve seen him appear in a variety of gameplay styles, with varying powers at his disposal. During my hands-on session, I was able to experience his Chaos Control ability, which was the power that introduced players to Shadow back in his debut scene. That power lets Shadow slow down projectiles like rockets so he can easily dodge them or use them as platforms.

Takashi Iizuka Explains Why Shadow Has New Powers In Sonic X Shadow Generations

The notion of giving Shadow a distinct skillset in his standalone campaign in Sonic X Shadow Generations originated with the dark hedgehog’s first starring role in a game. “The original Shadow the Hedgehog game was thought of as a spin-off from a Sonic game,” Sonic Team creative officer Takashi Iizuka says. “In order to really spin it up to be something fun and interesting and new, we had to think of, ‘What is something we haven’t done or don’t do in Sonic games? Let’s put that in and have it be part of the Shadow gameplay.’ That’s where the shooting action came in for Shadow the Hedgehog. It was to really make sure that it doesn’t just feel like we’re changing the character, but it’s still the same game; we want different gameplay as well.”

Shadow the Hedgehog has garnered notoriety due to its structure, poor critical reception, and oddly mature twist, in which Shadow shoots enemies with a gun while uttering mild curse words. However, it laid out the blueprint for what Sonic Team wanted to do with Sonic X Shadow Generations. “For the Generations content, because Shadow Generations was coming inside of the whole Generations format, we wanted to keep the same game format for Sonic Generations that we have for Shadow Generations,” Iizuka says. “So, the platform action game style was something you could put in and have it be this unified package, but we didn’t just want to have it be like, ‘Oh, okay, so you have levels just like Sonic.” We needed something extra. And that something extra – all the new actions Shadow can do that Sonic can’t – that’s where we’re differentiating the gameplay inside of Shadow Generations. So, it still feels like a Generations game, and this is just the Shadow story, but you still get the new actions and abilities and the new gameplay because of Shadow.”

Sonic x Shadow Generations

At the end of the Summer Game Fest trailer, which announced the release date of Sonic X Shadow Generations, fans we shocked to see Shadow suddenly sprout wings, hinting at a potential new ability Shadow may have in this new game to continue differentiating Shadow Generations from the preexisiting Sonic gameplay. “Shadow has Chaos Control, but outside of that, it may feel like too much of the same and we wanted to make something new and interesting with the Shadow content,” Iizuka says. “We said, ‘We have the same platform action format. We have similar running and jumping. We have Chaos Control. But what else can we put in here to really make the gameplay different and unique?’ That’s where the idea came up for the Doom Powers: We need to give Shadow these extra abilities and extra powers to allow new gameplay formats to be born.”

We’re sure to learn more about Shadow’s unique abilities and Doom Powers in the lead-up to the game’s launch. Sonic X Shadow Generations arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC on October 25. For our recent hands-on impressions of the game, head here.

Final Fantasy Creator’s Apple Arcade Exclusive Fantasian Arrives On Switch This Year

Final Fantasy Creator’s Apple Arcade Exclusive Fantasian Arrives On Switch This Year

During today’s Nintendo Direct, developer Mistwalker announced that its popular RPG Fantasian would be making the leap to Switch later this year in an enhanced version called Fantasian Neo Dimension. The title arrived as an Apple Arcade exclusive in 2021 and currently holds an 80 out of 100 on reviews aggregate site Metacritic. It also won the award for Mobile game of the Year at the 25th Annual DICE Awards. 

Mistwalker was founded in 2004 by Final Fantasy creator Hironobu Sakaguchi, who produced Fantasian. The studio frequently collaborates with longtime Final Fantasy composer Nobuo Uematsu, who also worked on Fantasian as the composer. To date, Mistwalker has released multiple critically acclaimed games, including Blue Dragon, Lost Odyssey, and The Last Story.

Fantasian uses similar turn-based design conventions as were found in many of the most classic Final Fantasy games. The title also implements several quality-of-life modernizations, such as the ability to skip random encounters with enemy types you’ve already defeated until they choose to fight them all at once. Despite being a mobile title, Fantasian’s ties to Apple Arcade means it does not include any microtransactions or paid DLC.

Fantasian Neo Dimension arrives on Nintendo Switch this holiday season.