This week on Will it Game, we have designer Shawn Hoult in the guest judge seat. We’re digging into the stereotypes of the 1980’s as we pitch two 80’s themed board games. Will Ryan scare our judge with his love of 80’s action movies? Will Ric cause an International incident with our friends in the UK? (We can say yes to that last question.)
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Take-Two, the parent company of Rockstar Games, just posted its quarterly financial results – rather good ones, at that. For those of us that aren’t investors, the good news to come out of its latest report is that GTA 6‘s launch date remains unmoved. No delays this time. However, another big question mark looming over GTA 6 is its price tag – will it match or even exceed the new $80 benchmark set by Nintendo? That question was posed to Take-Two boss Strauss Zelnick ahead of today’s financial report, and while he didn’t give any specifics on GTA 6’s price, he did assure that it would be “fair.”
The $80 issue has been one of this year’s key gaming talking points. Nintendo was the first to take that step with its biggest Switch 2 titles. Microsoft then followed suit, announcing that The Outer Worlds 2 would retail at $80 – however, just a few weeks later, it backtracked and slashed its price down to $70, confirming that none of this year’s big Xbox first-party releases would make the jump. Battlefield 6 is without a doubt a desirable, triple-A game, and many thought that EA would jump at the chance to make it an $80 game, but it too has held firm. Despite some now infamous comments from Randy Pitchford about increased game prices, Borderlands 4 (published by Take-Two-owned 2K Games) is also sticking with $70.
There’s a hesitancy to follow in Nintendo’s footsteps, and many believe that the GTA 6 release date could be the true catalyst for solidifying that new top level price across the industry. Speaking to Zelnick before the new financial report was released, Variety quizzes him on whether GTA 6 will target an $80 price point.
“So now that announcement will come from Rockstar in due time,” he says. “Our goal always is to deliver more value than what we charge, so we’ve had variable pricing at the company forever. As you know, the approach of the industry is to launch at a premium price, sometimes with special editions, and over time, typically to reduce the price to enhance the overall size of the market. We do the very same thing. I think, probably more than most, we’re highly focused on making sure that the experience is great, not just because the game itself is great, but also because consumers have paid a fair price for it.”
It’s not the most committal answer in the world, and one that certainly doesn’t rule out an $80 price tag. The promise of a “fair” price is encouraging. But the “deliver more value than what we charge” comment could suggest that the sky is the limit – given its scope, and the fact GTA 5 is still going strong more than a decade later, the ‘value’ GTA 6 will deliver is surely gargantuan. Does that also mean a gargantuan price tag? Maybe.
Until Rockstar actually reveals its price and shows us more of what GTA 6 has to offer, find out everything we know so far from our friends at GTA Db. Alternatively, here are some colossal and brilliant open-world games to get lost in before your trip to Leonida.
You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.
This week, we’re taking a trip to space to see what we can find with our guest judge Parker Simpson. This episode is a little off the rails. One of our hosts didn’t understand the theme of “weird space”.
Parker is the creator and illustrator of Trash Dash and runs Shiny Pigeon Games. He’s currently got the game Starfront Scouting Academy, a new print and play game that is funding through Kickstarter. Check out the campaign and learn more about this excellent space game today.
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Launching a new MMORPG against the long-established giants is a daunting prospect. World of Warcraft, FF14, Guild Wars 2, Runescape, Eve Online; the list goes on, making it a tough task to craft a fresh world that can attract and sustain a long-term community. Nine years since it was first announced, Ashes of Creation is steadily marching through its mammoth Alpha Two test period, with developer Intrepid Studios insistent on taking the time to get things right. With this in mind, it now confirms that the playtest’s next phase will start a little later than originally planned, but lays out just what improvements we can expect.
Creative director Steven Sharif has been quick and consistent to emphasize that he doesn’t consider Ashes of Creation Alpha 2 to be a game yet, but rather a testing environment. Each incremental stage ramps it closer to that final product, however, and to becoming something worthy of ranking among our best MMORPGs. The next big shift will come with the launch of Alpha 2 Phase 3, which was previously scheduled to start on Monday August 4, but Intrepid has now moved that date back by three weeks as it aims “to ensure phase three hits the quality bar it deserves.”
This extra time will allow for “continued iteration, polish, and testing,” Intrepid explains. It’s looking to further refine the new starting area, the Anvils, which “arrived a little hotter than anticipated.” The developer says it’s “not aiming for content parity with the Riverlands starting zone,” but wants to ensure that there’s a strong “golden path” to guide players through their early steps.
That means improvements to interior spaces, visual landmarks, environmental storytelling, and your introduction to systems such as pocket dungeons and node progression. Intrepid adds that it’s also “streamlining and enriching the early-game experience for newcomers” across both the Riverlands and the Anvils to ensure first-time players have the best opening hours possible.
Level-four nodes are a big part of the incoming update, as they’ll allow the creation of full-scale towns in each region. Intrepid calls it “a major step forward in shaping the world through player agency and fostering healthy competition between nodes as they specialize and evolve. However, the team needs additional time to “smooth out the level-four layout, enhance environmental set dressing, and improve UI elements related to Vassalship.”
As previously discussed, both the economy and stats are being fairly dramatically overhauled; Intrepid says it intends to continue this rework based on recent feedback, and will use the extra time to test and tune these systems via the PTR (public test realm). It’s also working on further backend optimization “to support larger, more stable play environments,” and adds that the extra development time will also allow for enhancements to ambience, lighting, audio, and “navigation throughout key regions of the Anvils.”
While you’ll have to wait a while longer for the update, Intrepid notes that the PTR, which is now accessible to all players who have Alpha 2 access, will remain available until the launch of Phase 3. “As with any active development, delays happen,” Sharif concludes, “We will stay focused on our outstanding work outlined above and provide updates as we continue with our PTR testing. Your support, passion, and time mean everything to us. We’re building Ashes of Creation together, and it’s your feedback that shapes each step forward.”
Ashes of Creation Alpha 2 Phase 3 will start on Tuesday August 26, 2025. If you want to join, you’ll need a key, which begins at $100 and includes future beta access, a month of game time, and $15 worth of Ashes of Creation’s in-game marketplace currency, Embers.
If you’re looking for something closer to completion, we’ve rounded up the best new MMOs in 2025. To truly immerse yourself in their worlds, take a look through our recommendations on the best gaming headset for PC.
You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.
Wuchang: Fallen Feathers is the next high-profile Soulslike game and will be released on July 24, 2025. Like Wo Long: Fallen Dynasty – another Soulslike, Wuchang is set in ancient China and will deal with events and figures from the Three Kingdoms period of history. However, the game will also sprinkle some supernatural shenanigans into the mix.
The issue is, in 2025, Soulslike games seem to be coming out every month, and not all of them stand up to Dark Souls when it comes to quality. So, while I get ready to play Wuchang: Fallen Feathers, I realise that one thing is for certain in 2025: the Soulslike genre is becoming thoroughly saturated – and I worry where it’s going to fit in.
The Escapist recaps
The Wuchang: Fallen Feathers release date is today (July 24, 2025).
The game is set during the Three Kingdoms period of Ancient China.
Wuchang: Fallen Feathers is a traditional Soulslike game.
The new Madness system is original and changes everything.
It will not be set in an open world like Elden Ring was.
Souled Out
Phantom Blade Zero is just one of the many upcoming Soulslike games on the horizon. Image credit: S-Game
Now, there was a time when a new Soulslike game made me excited, but now I find myself rolling my eyes at my favourite genre, and with a note of exhaustion, saying, “Another one?” After all, let’s not forget, these games are never easy and often represent significant time sinks.
But I’ve reached the point where I find that I’ve developed a backlog of them to finish, and while I hate to admit it, some of them are starting to feel a bit too similar to each other, especially when it comes to setting and style.
Don’t get me wrong, every time I see a trailer for one of these games, I get hyped. It could be at a State of Play, Summer Games Fest, or any other event. But once I’ve seen a few more trailers for other games that look remarkably similar, my hype is replaced by fatigue, and my excitement becomes diluted.
In terms of upcoming Soulslikes, Phantom Blade Zero, Where Winds Meet, Lost Soul Aside, and Tides of Annihilation all have me as intrigued as Wuchang: Fallen Feathers does, but it’s possible to become full at even the most delicious and sumptuous buffet.
It doesn’t help that nearly every third-person action game seems to be labeled as a Soulslike today, even when it isn’t. For example, sure, Stellar Blade borrowed some mechanics from the genre, but it felt more like NieR or Bayonetta than Dark Souls.
So, in mid-2025, I need something more from my Soulslikes if they are to hold my attention, and while solid gameplay is a must, I find myself valuing creativity and originality more. For me, this is what will be the difference maker for Wuchang: Fallen Feathers.
I know I’ll play it through at least once, but will I stick around and play New Game Plus or purchase DLC, or will I uninstall it forever once the credits roll?
This year has already seen a plethora of Soulslikes with games like AI Limit and The First Berserker: Khazan both standing out to me, but not because both were excellent, but how they compared to each other.
AI Limit was a competent Souls clone. It copied FromSoftware’s formula to the letter, even sprinkling in some original ideas, but it wasn’t enough to feel fresh. If it had been released ten years ago, then it may have won me over, but simply copy and pasting FromSoft’s template has been done to death by now; players are starting to notice.
In contrast, The First Berserker: Khazan used the Bloodborne template as a foundation, but built out from there to become something new. While the game was unmistakably a Soulslike, it didn’t feel the need to conform to the rules of the genre and boldly blazed its own trail.
This is what Wuchang: Fallen Feathers needs to get right if it’s going to move the needle. Black Myth: Wukong, another game based on Chinese mythology, also understood this. It arguably did it so well that its status as a Soulslike is questionable.
Back when Demon’sSouls and Dark Souls came out, what made FromSoftware’s games so beloved was that they ignored many of the conventions of modern games and just did their own thing. There was minimal hand-holding and something distinctly old-school about them. It’s ironic, then, that games that rejected modern gaming conventions have now become modern gaming conventions.
They were always going to spawn imitators, and for fans of the genre, for a while, this was a good thing, especially when those games ended up being as excellent as Nioh, Lies of P, and Lords of the Fallen. While these games borrowed heavily from FromSoftware’s formula, in 2025, I fear that even these classics wouldn’t be enough to pass the originality test.
A Touch of Madness
The madness system could be the thing that helps Wuchang: Fallen Feathers to stand out. Image credit: Steam
This is even more true after Elden Ring took Dark Souls and brought it into the light of an open world. After Elden Ring, any game following the old Souls template now feels somewhat antiquated – another challenge Wuchang: Fallen Feathers has to overcome.
But here’s why I’m not letting my genre fatigue put me off playing Wuchang, and why I’m still excited for it: the game’s Madness system. This feels like a truly innovative feature and could be a game-changer when it comes to the Soulslike genre. Here’s how it works:
As Wuchang herself progresses through the map, slaying enemies, her Madness increases. Now, at first, this is a good thing as it allows her to unlock new moves and start dealing more damage, but it also makes Wuchang somewhat of a glass cannon. While she can deal more damage, she also becomes much more susceptible to it, increasing the risk versus reward dynamic.
And that’s not all. If Wuchang dies in this state, then her Madness spawns a clone of her that stalks the map and gatekeeps the spot where she died, making progression even harder. So not only do players need to overcome the obstacle or enemy that originally killed them, they also have to deal with a thoroughly antagonistic clone of themselves – one that also possesses all the skills and items they do.
As a Souls games veteran, this is something that piques my interest because it feels like a love letter to both the “learn by death” and invasion mechanics from the original Souls games, essentially remixing these ideas into something even more challenging.
The concept of being hunted by my vengeful spirit is a novel one, and I’m all in with this idea. So much so, I’m preparing to “git gud” all over again. I want Soulslike games to try and hurt me, and Wuchang: Fallen Feathers looks like it’s going to do exactly that.
Ask The Escapist
Does Wuchang: Fallen Feathers feature multiplayer?
No. Wuchang: Fallen Feathers is a single-player experience only. It doesn’t feature any co-op multiplayer or PvP gameplay, such as invasions. However, players can fight an avatar of themselves if they die in the Madness state.
Is Wuchang: Fallen Feathers a Soulslike?
Yes, Wuchang: Fallen Feathers is a traditional Soulslike experience. However, it doesn’t feature invasions or co-op gameplay like FromSoftware’s games did.
Is Wuchang: Fallen Feathers set in an open world?
No, Wuchang: Fallen Feathers features a large interconnected world, but it’s not an open-world game like Elden Ring. It’s closer to games like Dark Souls, Nioh, and Wu Long: Fallen Dynasty when it comes to exploration.
Is Wuchang: Fallen Feathers connected to any other game?
No, Wuchang: Fallen Feathers is an original adventure and is not connected to any other game. While the game has a similar setting to Wu Long: Fallen Dynasty and Black Myth: Wukong, it isn’t a sequel to any of those games.
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This week, we have musician and artist Mike Phirman in the guest judge seat. His years of making comedy music is just what our slightly funny podcast needs. Ric and Ryan have been tasked with creating a “thrilling” board game for Mike. Will Ric’s adrenaline filled game get our judge excited? Will Ryan’s pitch leave Mike on the edge of his seat?
Mike Phirman has been making comedy music since 2010 and can be heard on “Kids Place Live” on SiriusXM. You can check out Mike’s music at his website https://mikephirman.com today.
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Take a trip, back in time with us. Back in the Fall of 2024, Seppy Yoon of Fight in a Box joined us as our guest judge. In this episode, Ric and Ryan share two unique games that take place at the end of the world. Which of these absurd apocalyptic game will impress our judge? Also, props to the hundreds of crickets that appear on this episode in the background of Ryan’s audio.
Seppy is a game designer and frequently posts board game content across YouTube and TikTok. Follow along to learn tons about gaming and the design industry.
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We’re back! Consider this a “lost episode”. Originally recorded back in Fall of 2024, Jerry McGahagin from Tabletop Worldwide joins us as our guest judge. With the theme of spies, will Ric or Ryan sneak their way into winning over our judge?
You can check out Jerry’s work at Tabletop Worldwide on Instagram today. Be sure to follow and check out all the gaming content this channel creates.
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Say goodbye to the nostalgia of I Spy on long road trips, but only if you have a selected Audi model. The car giant has teamed up with AirConsole to bring gaming into the cabin, albeit with a heap of safety caveats to ensure the driver doesn’t get involved in any marathon sessions.
“This is a game-changer for in-car entertainment. With Audi, we’re redefining what’s possible inside a vehicle—bringing gaming into motion and making every journey more social and fun,” says Anthony Cliquot, CEO at N-Dream, the makers of AirConsole. “By enabling gameplay on the passenger screen in a way that prioritizes safety by not distracting the driver, we’re taking a bold yet responsible step toward a future where cars are not just modes of transport, but platforms for shared digital experiences.”
So far, so PR, but what does it actually mean? Well, in Audi models equipped with a passenger display and Audi’s Active Privacy Mode – a digital curtain that blocks the screen from the driver to prevent any distractions beyond shouting and throwing your controller around when you rage quit – the front passenger can now enjoy gaming while the vehicle is in motion. It is slightly weird that many of the press shots for the announcement show the driver taking part, albeit not while the car is actually moving.
The feature is now available in the Audi A5, Q5, A6, A6 e-tron, and Q6 e-tron model series equipped with Android-based infotainment systems, in all markets where Audi operates. Utilizing your own smartphone as a controller, you can enjoy yourself with a specially tailored car version (a true mobile game…sorry) of Pictionary: Car Party, from Mattel. Up to four players can connect and while away the time while the designated driver tries to drown out shouts of, “Is it a sausage?” while doing a steady 70mph.
Erika Winterholler, Head of Business Development, Digital Gaming at Mattel, said: “We’re thrilled to continue our partnership with AirConsole and work with the team at Audi to bring Pictionary™ Car Party! to Audi’s infotainment systems. This collaboration is a game-changer, letting non-driving passengers join in on fun, interactive play using their smartphones. Most importantly, the front passenger can safely control the game without distracting the driver, ensuring that entertainment and safety go hand in hand. This is the future of social gaming on the move, making every journey more enjoyable.”
Beyond Pictionary, the AirConsole catalog will be regularly updated but currently features an additional 13 games, including Who Wants to be a Millionaire, Overcooked, and Uno: Car Party. AirConsole is available through the Audi Application Store and all you need to do is boot up the game and scan the QR code with the phones of people who want to play, and you are in.
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Oblivion Remastered modders continue to drop more and more interesting mods by the day, with an ever-advancing set of tools at their disposal to pull off whatever tweaks or additions strike their fancy.
There’s a deluge of interesting stuff arriving as the boundaries continue to be pushed, and depending on what you’re looking for, different stuff will catch your eye.
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One of the mods that made me personally do a double take when I came across it on Oblivion Remastered’s Nexus Mods page earlier this week was NaiadGirl’s ‘Martin Septim and the Terminator Gambit’, for obvious reasons. It’s a mod that sees you and Sean Bean be pursued wherever you go by a killer level 70 Terminator. From the moment you leave the sewers, there’s a murderous machine which only becomes defeatable once you finish the main quest right on your tail.
I was curious how much work had gone into pulling such a cool concept off at this still relatively early stage of Oblivion Remastered modding, so reached out to NaiadGirl. We talked Terminators and how she’s been finding modding the remaster as she’s made this mod and also tackled making the game’s iconic Oblivion gate battles and goblin wars more dynamic. Here’s my conversation with her:
VG247: What drew you to modding Oblivion Remastered? Did you have any previous experience modding classic Oblivion or other games?
NaiadGirl’s been venturing into those pesky gates for a good while. | Image credit: NaiadGirl
NaiadGirl: I’ve been a fan of Oblivion since I was a little girl, and the same goes for my wife. At first, we were skeptical about the remaster, but soon, we couldn’t help but be drawn in. I’ve been modding Bethesda games casually for over a decade now, but only recently took to making mods myself.
My only previous modding experience was with Deep Rock Galactic, another game that involves Unreal. My wife, on the other hand, has been making mods for years now! Since we both love Oblivion so much, we took to making mods for the remaster.
VG247: How have you generally found modding the remaster so far and getting to grips with tools like UE4SS and TesSyncMapInjector?
NaiadGirl: Modding the remaster has been a rollercoaster of emotions, with highs and lows. The old tools still work, more or less, but there are limitations. There are many features we still can’t work on or with, due to the lack of a proper modding toolkit for this new version of Oblivion.
UE4SS, OBSE64, TesSyncMapInjector; I can go on about the awesome tools people in the community have made. They’re all insanely impressive, and they make things possible that wouldn’t have been without them. I wish some of them had more in-depth documentation, but what can you do? Modding has always been a challenge, and part of the fun is hunting down answers to problems.
The last thing you ever see…provided you don’t make good use of that new sprint button. | Image credit: NaiadGirl
VG247: What inspired the premise for your Martin Septim Terminator mod and what was the process of putting it together like? Were there any elements of it that proved tricky to pull off, or anything you had to cut?
NaiadGirl: My inspiration for my Martin Terminator mod came from a game series I hold close to my heart: Resident Evil. It was originally going to just be the Pursuer itself, its name being ‘Nemesis’. I love the idea of something big and scary chasing you down while you’re already crushed under the pressure of saving the world. Eventually, I switched gears, and made it into a mod that included Martin.
What’s better than just you getting hunted by something scary? You and a friend getting hunted by something scary. Terminator rocks (at least two of them do), so I came up with the idea that Mehrunes Dagon had sent back in time a killer to save his butt at the end of the game. Putting it together had me looking at the code for the Conjurer that chases you down at the start of the [OG Oblivion] Spell Tomes DLC. After I had made a new NPC with the help of UE4SS and TesSyncMapInjector, I put together AI packages & two quest scripts to watch over everything.
Modding is a constant learning experience, and it’s so much fun, even if you can run into walls at times. Frustration quickly gives way to new inspiration. In the end, I didn’t have to cut anything! It’s a simple mod at the end of the day, but one that was incredibly fun to put together.
VG247: Aside from cheesing and running away, is there any other advice you’d give to players trying to beat the Septim Terminator challenge, even if it’s just to invest in spare underpants?
The thread of prophecy has been severed. | Image credit: NaiadGirl
NaiadGirl: I’ve been doing a lot of messing around with the Terminator in my latest playthrough. It’s tough, but not impossible to defeat (at least after the MQ is over!). Until you beat Dagon, you have to always be one step ahead of this machine marvel. It doesn’t care where you might be, because it will find you.
I was doing the Mythic Dawn Shrine quest, and by the time I had cut my way through the dungeon, freed the prisoner, and slept an hour to level up, there it was. The Argonian I worked so hard to protect was dead at its cold feet. I had no choice but to cut my losses and run. Plan your journey, hit stores up when you can, and always keep moving. It will kill indiscriminately if it finds you!
Once you finish the main quest, you have a few options: Dungeon traps, boss NPCs, crowds, or a duel to the death! You need to be at a fairly high level to defeat it! I would think there’s feasibility in taking it on at around level 25 on, if you plan your build well. The Terminator regens health, so always keep the damage on it!
You’ll need powerful equipment or a massive numbers advantage. I’m thinking I’ll slay my dragon at Cloud Ruler Temple, the place I have been keeping it away from at all costs. The Blades and I will make a final stand against Oblivion! I wish only the best of luck to would-be challengers. I love to hear stories about this fella.
VG247: What’s the Oblivion Remastered modding scene been like community-wise from your perspective so far? Have you had any interactions with other modders where you’ve gotten any helpful support/feedback on your mods or learned things you might otherwise not have?
NaiadGirl: The modding scene is filled with incredibly talented people. Many are willing to offer a helping hand, in my experience (within reason, of course!). Getting feedback on my mods is always greatly appreciated, and seeing the kind things people have said makes my day that much brighter.
Like I’ve touched on, modding is a constant learning experience, and you’re always finding something new that you didn’t quite know yet. Margaret, my wife, has quite a bit of Bethesda modding experience, and even she learns things through me as we work together. Modding is a beautiful, delicate dance, and it’s not one to be rushed. Take your time, do your research, and make something amazing with the community at your side!
We could end up dealing with even more terrifying modded threats than this, Grandmaster. | Image credit: VG247
VG247: What are your personal and general hopes for Oblivion Remastered modding going forwards? Are there any complex mod ideas you’re keen to try and make or any tools you’re hoping will pop up to make certain things easier/possible?
NaiadGirl: I have immense hopes for the modding scene going forward. Bethesda may be saying that mods aren’t officially supported, but I still hold onto the hope that we may one day get a proper Creation Set for Oblivion Remastered. They haven’t dropped the ball yet, and I would hope they wouldn’t now, with one of their all-time best creations. I truly believe a new kit is on the way, sooner or later.
If we do get official tools, modding is going to really pop off. You look at what we have now, and it’s only going to get bigger, and more accessible to the masses. Access to official tools will make a world of difference, and change things for the better. I’m hoping for an expansion on the Oblivion Remastered Script Extender (OBSE64) if the official tools give way. That won’t stop me from trying to make something crazy, though.
My next mod is focused on a pandemic outbreak. I’m very excited to continue my work on it, and share it with the world. I’m even more excited to see what the rest of the community can cook up. The community is insanely resourceful, and official tools or not, we’ll be making something beautiful together. Never stop making what you love.
Published: Jul 1, 2025 07:09 am