Monday, September 21, 2026

Bungie Says the Way Players 'Showed Up' for Destiny 2 Mattered, and Fans Can't Believe It Means More Games Are on the Way

Through all of the uncertainty and livestream chat takeovers, Bungie has confirmed more Destiny is coming, and fans can't believe it.

In case you missed it, the Sony-owned game developer confirmed earlier today that more Destiny "stories and games" are on the way just four months after it launched the final major update for Destiny 2. Content is in the process of being unvaulted, too, with the studio promising that the long-running sci-fi shooter franchise remains "foundational" to its future.

Calling this a change of tune would be an understatement. Sony and Bungie announced in May of this year that the Monument of Triumph update would be the last major Destiny 2 update when it launched in June. While the content drop did manage to bring a significant spike in players as fans pleaded for the studio to not abandon the IP, no news of any future Destiny projects was ever announced, and before today, it didn't seem like it ever would be. Bungie does have Marathon to worry about, after all.

There was next to no reason to suspect the campaign to save Destiny would ever be successful. So, when Bungie made its announcement today, explicitly mentioning how fans directly impacted its decision to commit to more Destiny content, everyone lost their minds.

"Bungie would not be what it is today without Destiny and the vibrant community that has rallied around it for more than a decade," the studio said in a post on its website today. "When we announced that Monument of Triumph would be the final content update to Destiny 2, you responded in force. Your voices mattered, and the way you showed up made a real impact. You reminded everyone how much this world, its history, and its future still mean to you."

Somehow, Destiny has returned, and at least based on today's announcement, players can thank themselves for making it happen. Social media is currently flooded with reactions from the more vocal campaigners and the ones who never thought their efforts would make a difference. It's a different kind of triumph that players didn't expect, even if it's unclear when exactly they'll see more content arrive.

"Holy s**t. We actually f**king won!" Destiny and Warframe content creator My name is Byf said. "They're un-vaulting content, and are making moves to create more Destiny in the future! We actually did the thing! We made our own fate!"

"DESTINY BACK FROM THE DEAD?????" YouTuber MrRoflWaffles said.

"I’m actually crying I don’t even know how to express how happy this makes me," Bungie fan and streamer VesselOfTauCeti said. "Destiny has a future again. Marathon is expanding beyond its genre. The future right now looks bright."

Let's take a brief look at how the internet responded after Bungie announced plans to cease live support for Destiny 2. The initial reaction was intense, with players taking to social media to both question the decision and express concern for the studio as a whole. Instead of dying down, the campaign really only intensified from there.

Marathon was hit with a review-bombing campaign from disappointed Destiny fans in May. Players then almost immediately planned and executed a server takeover that resulted in Destiny 2's highest concurrent player peak in two years. While the average player helped swarm both Sony and non-Sony livestream chats, developers from completely different games voiced their support for Bungie and the Destiny fans who were being left behind.

Some members of the Bungie team have also taken to X/Twitter to share their thoughts on a return to Destiny content. Other developers from across the industry have also chimed in.

"A big update, from the heart, coming from our leaders," Bungie principal comms manager Dylan Gafner said. "Know you'll have a lot of questions after watching the video and reading the blog. Destiny. Marathon. Bungie. Throw 'em our way. Cheers to the future. Guardians make their own fate."

"These guys have made it incredibly easy to be excited about my job," Bungie senior gameplay designer Danny Nanni said. "If you've not watched how they're moving us forward, I recommend you do!"

"Love everything about this, rooting for the studio hard," Overwatch senior designer Dylan Snyder said, ending a message with a heart emoji. "Games are better with a healthy Bungie in the space, and with Destiny around and cooking. Ggs."

For now, what exactly Destiny's future looks like is unclear. What has fans talking today, though, is the fact that it even has one to look forward to. The studio has had a rough year, with layoffs announced in June later revealed to have affected hundreds of staff. The company confirmed it would be subleasing parts of its massive Bellevue, Washington headquarters earlier this month.



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Pokémon Card Scalpers Are Moaning That the 30th Anniversary Set Isn't Profitable Enough for Them, as Rare Cards Have Been Made Easier to Find

Pokémon scalpers are complaining that the franchise's new 30th Anniversary set has been too generous with its rare cards — leaving resellers unable to generate their usual profits.

Last week saw the long-awaited 30th Anniversary Pokémon Trading Card game set go on sale, with the usual scramble for stock among scalpers looking to make a quick profit. We reported on long lines outside stores in the U.S., plus frustration over "ghost chairs" left outside for days. In the U.K., there were ructions after accusations that a minor celebrity had ignored purchase limits and skipped the queue to snaffle up supply.

But as the dust settled, collectors quickly found that the 30th Anniversary set's rare cards... actually weren't that rare. Indeed, it appears that The Pokémon Company has done its best to defeat the usual scalper market by making all of the set's main cards findable with relative ease.

The only cards now being resold in the low thousands of dollars are the three eye-wateringly colored Red, Green and Blue Mew cards, which do seem to have a low drop rate. Otherwise, resale prices dip to well under $250 for everything else. Most of the top 15 expensive cards have been judged as being worth around $100 or less — a far cry from the thousands of dollars seen in previous sets.

This is great news for most fans, who will be able to fill their binders with the majority of cards — rather than a good chunk being left well beyond reach. However, it's less great news for scalpers who invested thousands of dollars in buying up stock expecting to make a huge margin.

"2-3 years ago, quite literally on this subreddit, many people were anticipating the 30th anniversary as a bull catalyst for exit strategies for their investments," complained one collector on dedicated reddit /r/PokeInvesting. "The literal complete opposite happened."

"It'll crush even more when more and more people start dumping," wrote another collector. "It's gonna be a bloody mess."

Not everyone is upset, however. In another /r/PokeInvesting thread, one fan has suggested that the 30th Anniversary set's easy hit rates were good for money-making in the long-term. Why? Because more children and potential collectors will be lured in by the high rate of rare cards this time around — only for things to inevitably be reversed in future.

"I actually think this set is extremely healthy for the hobby long term," TommyC6852 wrote. "This is a set that is a blast to open; and should be decently available for the common collector. At some point you want people to have fun; and this set should give the hobby the breath of fresh air that it needs. The more fun people have, the longer they stay in. The longer people stay engaged; the higher our investments will go."

The next Pokémon trading card set, Mega Evolution — Delta Reign, will launch as soon as November.



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Here's Everything You Need to Know About Mighty Mike Plays and the $118,000 He Allegedly Cost His Dad

Why is everyone talking about Mighty Mike Plays? From the (alleged) $118,000 bill to AI-generated T-shirt designs, we're here to explain how a Minecraft YouTube channel has captured the internet's attention.

It's a tale as old as time: a child is playing a video game, they grab their parent's credit card, and all of a sudden, someone has a thousand-dollar hole in their bank account. The story of Mighty Mike has so much in common with the lesson countless others have learned in the past – or does it?

Over the space of just a week, a nine-year-old YouTuber and his dad have ensnared an audience of millions, but not everyone is buying the events that started with a 14-minute Minecraft upload.

Mighty Mike Plays is Over

Last week, a small collection of subscribers gathered to watch the latest @MightyMikePlays67 YouTube video. The channel had started uploading videos in early August but had still managed to accumulate a modest following thanks to a frequent stream of Roblox and Minecraft content. Its description says all content is helmed by "a nine-year-old gamer dude" who is "seriously obsessed" with playing games with his dad.

It's a sweet story that, apparently, as of September 14, started to come to an end. With a half-hearted "wassup chat" and a title that read "Message from Dad…Mighty Mike Plays is Over," it was clear the video lacked the same enthusiasm present in previous uploads. The channel's nine-year-old owner quickly signaled that the page would soon be shut down before handing the mic over to his dad, Dave, for an explanation.

"Apparently, my son has been running some high-budget campaigns that I was pretty much unaware of," Dave said. "Looking at all the comments and stuff, I realize that a lot of people were actually telling him 'Your parents will find out about this,' but I hadn't been really monitoring the comments like that. He's nine – he's pretty tech-savvy – so I just thought he was having fun, playing video games, uploading them to YouTube."

Dave, who says he works in marketing, said he was recently called into speak with his employer and explain why there was a $118,000 hole in his company card. The reported transaction history painted a clear picture: Mighty Mike Plays had paid for ads – and a lot of them.

A quick look at the channel's uploads seemingly shows where a lot of that money went. A 30-minute Roblox video titled "I got the bbno$ sounds in keyboard escape" was published August 8 and amassed a respectable 805 views. Episode 1 of Mighty Mike's Minecraft series, uploaded just earlier that same day, has 386,000.

It's a trend that flows throughout the page's history. "This song is fire" has 512 views, "New Glitch" has 1,900 views, and "playing descenders with my dad" has 284,000. Users who left comments on high-performing uploads more than a week ago often mentioned coming across each respective video in an ad, with some messages having been edited to address the events that have transpired since.

"The fact that this kid probably used his parent's credit card to pay for a YouTube ad is concerning and funny at the same time," one popular comment from three weeks ago said.

Dave explained that he had tied his company's bank card to an account to purchase Roblox's in-game Robux currency. He then later chipped in about $20 to help boost Mighty Mike Plays' content with "a small ad campaign just to get one of his videos in front of a few people." One thing led to another, and before he knew it, the gaming dad said he was told he no longer has a job and has just 30 days to replace the $118,000 spent on the secret ad campaign.

"I don't have $118,000 sitting in a checking account. I wish I did," Dave said in an update video titled "I have some really bad news…" "My wife and I have been talking about what we're going to do. We've gone through basically every scenario.

"One of the scenarios is our house. That's a very real possibility, that we're going to have to sell our home. That one is… yeah, that's hard. Because it's not just a house; that's where our family lives. That's where the kids live. That's where our memories are."

'I'm Definitely Cooked'

It's a story many can relate to, but that's also part of why some aren't buying it. For every viewer who feels for Dave and the rest of the Mighty Mike family, there's someone who's concerned that the mass amount of attention is part of a grand scheme to garner attention. At the time of this piece's publication, the YouTube account has built a following of 238,000 subscribers. Views for past videos have continued to climb, with the last two uploads centered on the events of the last week sitting with more than 4 million views between them.

Now, scam allegations have cropped up online as some look to the channel to come up with a better explanation. Dave's willingness to use a company card on Robux was enough to raise a few eyebrows, while others questioned how his unnamed employer could allow Mighty Mike to rack up a $118,000 bill without anyone catching on sooner.

Many have also suggested that, despite Mighty Mike Plays' explanation video uploads totaling more than 36 minutes, no one has shared much in terms of proof of there being $118,000 in ad damages. Watchers say the lack of sufficient evidence to convince skeptical watchers is really just the tip of the iceberg.

The Mighty Mike Plays situation reached a new level of chaos when the channel opted out of launching a GoFundMe and instead established an official website filled with merchandise. The shirts on offer are allegedly being sold to help make up for all of the money spent on ads. They also introduced entirely new wrinkles to the story.

Most of the T-shirts on the website seemingly feature AI-generated assets, referencing that "wassup chat" intro or the viral "67" meme. Others are plastered with quotes, including two that are decorated with the "$118K" figure in giant text. Adding fuel to the fire that has become full-fledged backlash against the channel are the prices, which range from $67 to $97.

Again, these are T-shirts for a YouTube channel that only started uploading early last month before an alleged ad campaign helped it explode overnight. This is an ongoing situation that Dave responded to in one of a few now-deleted YouTube posts. Users on social media say they were able to capture and share the messages before their removal.

"AI is here to stay, adapt or get left behind," one supposedly deleted message on the Mighty Mike Plays page said. "YES we used AI to help design the t-shirt graphics and they look F**KING amazing. If you like them too, you can buy them…if you don't that’s okay too. See you guys soon, I have A LOT to get off my chest."

The thumbnails, the T-shirts, the 30-day timeline, the explanations... viewers say they've found more reasons to question the story than believe it. For now, it's unclear where everything sits. Mighty Mike Plays last uploaded their second update video three days ago, September 18. Its description also included a brief explanation, as well as a link to the new merch page. The channel's banner image is also a screenshot of some of that new merch.

"At the end of the day, this is a child’s gaming channel meant to be a fun, safe space," the description said. "Recently, the comment section became way too aggressive over our use of AI tools for design creation. People are claiming this channel is a 'scam' unless I use a GoFundMe or accept charity, which makes zero sense.

"I have been completely transparent and even uploaded the credit card balance as proof of the $118K ad spend [Editor's Note: Tom's Hardware was able to capture and share the image in question after its removal]. Because the comments have become so toxic, I am shutting them down. I will not expose a child to that kind of environment.

"We are here to enjoy gaming, and keeping the comments off is the best way to protect the peace of this channel. Thank you to those who actually support us. I will turn comments back on in a few weeks once everything calms down."



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Silent Hill: Townfall Review

I spent so much of my time stalking through Silent Hill: Townfall tensed in a cautious crouchwalk, that by the end of the story I was just as worried about the damage to my character’s fraying mental state as I was about the wear and tear on his knees. Taking an about-face from the action-heavy adventure in last year’s Silent Hill f, this latest survival horror spin-off instead embraces the sustained tension of slow-paced stealth, handing you a motion-sensing gadget and tasking you with sneaking past a series of sound-sensitive beasts that have descended on its abandoned seaside village in mid-nineties Scotland. What unfolds is a gripping investigation through an increasingly unsettling world witnessed from a fresh, first-person perspective. Silent Hill: Townfall is riddled with tremendously satisfying puzzles to solve, and peppered with the most disturbing scenes to come out of mid-nineties Scotland since that baby crawled along the ceiling in the original Trainspotting.

Silent Hill: Townfall’s story begins with a cold open in more ways than one. American Simon Ordell washes up on the chilly shores of the fictional St. Amelia with a hospital ID bracelet on one wrist and an IV drip still stuck in the other, seemingly seeking redemption for an unknown sin from his past. It quickly becomes apparent that things have gone very wrong in the deserted Scottish town – market stalls are abandoned, ‘for sale’ signs are pegged out the front of almost every house, and the streets are littered with picket signs protesting an unknown organisation dubbed the ‘CEG’. Oh, and the first local you encounter is a mysterious man in the town square getting disgusting black goop pumped into his lungs through an intubation tube descending from the skies above.

Things only get more alarming from there, but Townfall dragged me through its increasingly squeamish scenes with the powerful allure of its central mystery, which gradually brings to light the tragic events that have impacted the town, the main players at fault, and exactly where poor Simon stands in all of it. It’s a story that deals with familiar themes of trauma and guilt that we’ve come to expect from Silent Hill, but it also tackles previously unexplored shades of evil like corporate greed and environmental mismanagement that help to make it feel like a refreshingly new twist on the series’ formula.

Although he comes across as fairly monotone at first, I grew to appreciate the understated earnestness of Simon as the events of Townfall mine the full depths of his despair, especially compared to some of the overly dramatic heroes of the earlier Silent Hill games. At certain junctions, the story also switches the perspective to a couple of other playable characters that further flesh out the details of what’s really going on, but I’d rather not spoil exactly who they are other than to say that they provide crucial roles in unravelling St. Amelia’s secrets.

Townfall dragged me through its increasingly squeamish scenes with the powerful allure of its central mystery.

Of course, a lot of its story themes are revealed in the form of nightmarish visual metaphors, as St. Amelia shifts into an ominous altered state with tangles of industrial pipes strangling its streets and the tentacles of a towering monster that drag along its rooftops. Sure, some sections feel like echoes of earlier Silent Hill settings, like apartment blocks in a heavy state of decay and creepy hospital wards to explore, but there are some really striking new sights to see throughout the 13 hours of Townfall’s tragic tale too, from alleys cloaked in a crimson haze to suburban streets lined with horribly bloated corpses that have freshly fallen from the sky.

The fact that developer Screen Burn Games has opted to break from the series’ predominately third-person style by telling its story entirely in first-person also does wonders for enhancing Townfall’s overall sense of dread. As proven by Resident Evil’s modern instalments, it’s considerably more intimidating to lean around a corner and come face to gaping maw with a menacing manifestation of pure malevolence than it is to witness it from a comparatively safe distance peering over your character’s shoulder. However, Townfall further enhances its first-person view by defaulting its presentation to a letterboxed widescreen format, and the benefits are twofold; aside from lending it a welcome cinematic touch, its narrowed anamorphic perspective also makes moving through confined spaces feel all the more claustrophobic and uncomfortable.

Silent Thrill

Whereas last year’s Silent Hill f demanded that you master an aggressive, action RPG-style melee and parry system, Townfall encourages a slow and steady approach to its enemy encounters that feels more inline with the survival horror systems of the series’ mainline entries. Simon can get his hands on wooden two-by-fours and lead pipes in order to beat the black pudding out of his frenzied assailants, but the actual melee combat is intentionally sluggish and weapons can degrade and break. More often than not, that meant I opted to sneak past the snarling skinbags patrolling the path to my next objective, only ever choosing violence when I found myself backed into a corner.

Even when you eventually do get your hands on some more powerful weapons like the revolver and shotgun, ammunition remains scarce, reload times are realistically slow, and the booming echo of gunfire tends to attract attention from other enemies. This makes them primarily last resort options when you find yourself overwhelmed by fleshmonsters with axe-blades for faces that are frantically trying to give you a Glasgow kiss.

Thankfully the environment provides you with enough tools to allow for a passive approach. As was the case in The Last of Us series, house bricks and empty bottles can be lobbed to create distractions away from your position, or thrown directly at an enemy to momentarily stun them and allow you to scurry past. Devices like radios can also be switched on to lure shuffling sentries away from their stations, and should you get spotted, there’s usually a conveniently placed wardrobe somewhere close by for you to run and hide in. Just be sure to break the line of sight before you do – if one of the unkillable stalker enemy types spots you cowering in a cupboard, it’s liable to rip you right out of there like the xenomorph from Alien: Isolation and send you straight back to your last save point.

Speaking of Alien: Isolation, Townfall reimagines the iconic motion tracker device from Creative Assembly’s sci-fi scarefest in the form of a portable TV that Simon clutches in his left hand. Bursts of static alert you to the presence of any nasties that might lurk in the murk ahead, and by tuning the little frequency band on his CRTV-branded device you can dial in a slightly glitchy, sonar-style view of their position on its tiny LCD screen, allowing you to plan your next steps through each area accordingly. You can’t keep a bead on every enemy at the same time, however, since each of Townfall’s monsters occupy their own space on the CRTV’s band. Anytime I found myself in more densely populated areas, I was forced to constantly flick through the frequencies in order to identify the nearest threat, which further ratcheted up my stress levels.

That said, although the CRTV is a vital piece of kit for surviving the increasingly mean streets of St. Amelia, its ability to effectively see through walls and allow you to anticipate any monsters waiting to ambush you means that Townfall is pretty light on any substantial scares in its opening hours. It eventually found a way to jolt me with a few excellent jump scares later on, especially during the prolonged section that removes the CRTV from your inventory and forces you to contend with an office block full of ghouls that stand statue-like in the shadows before surprising you when you turn away. Yet even though Townfall might not ever come close to the underwear-changing chills of the Silent Hill 2 remake or the heart-stopping horrors of Grace’s levels in Resident Evil Requiem, it does use its consistently unsettling atmosphere to maintain a strong feeling of unease throughout.

Dot Matrix Reloaded

The CRTV isn’t just a handy way to keep tabs on Townfall’s terrors, it’s also a valuable tool for uncovering clues to your next objective. Cryptic looping videos will often pierce through the static and offer brief glimpses of a specific location, forcing you to carefully scan your surroundings rather than blindly following a simple map marker to reach it. However, the CRTV isn’t the only relic from the ‘90s that you get your hands on in Townfall, since so many of the story’s puzzles involve operating all sorts of other obsolete technologies from the decade like cream-coloured desktop computers and slide projectors, each recreated with convincing effect right down to the rhythmic mechanical screeches of a dot matrix printer.

Anyone who played this developer’s 2017 debut Stories Untold (released under the studio’s previous name, No Code) will be familiar with the team’s ability to accurately replicate the look and feel of such bygone gadgets and gizmos – and as someone nostalgic for the era, I got a kick out of methodically loading floppy disks into a drive in order to unzip important documents, or the tactile experience of manually punching a series of digits into the metal keypad of a public payphone to save my game. This may well sound a bit mundane to you if you’re not old enough to remember monochrome monitors, but don’t worry because these primitive pieces of tech are occasionally used to trigger some seriously surreal sequences. For example, a microcassette recorder I found in one abandoned residence could be used to shuffle the contents of the house back and forward through time, opening up slightly altered areas to scour for a specific puzzle solution and briefly bending my mind into a pretzel.

I respect that for the most part the clues you need to solve each of Townfall’s brainteasers are there to find in your immediate surroundings as long as you’re prepared to search for them, and also the fact that in some instances there are countermeasures for any attempts to brute force your way to a solution. For example, in one level where you’re guided through the process of prepping a patient for surgery by a condescending doctor on the other end of an intercom, it soon turns into a sadistic game of Operation when identifying the wrong readout on a life support system triggers a health bar-sapping buzz. That really forced me to focus on finding the right solution, and when I applied myself I discovered Townfall’s puzzles to be regularly challenging but rarely too obtuse.

That is, aside from one particular late game contraption that confounded me so much that it seemed as though Silent Hill’s signature fog had seeped into my own brain. Seriously, it made me feel like I was Homer Simpson sitting at his keyboard and searching for the ‘ANY’ key. (It’s worth pointing out, though, that if you prefer to have your brain gently tickled rather than outright teased, you can activate hints in the options menu.)

Lastly, I was happy to find that Silent Hill: Townfall wasn’t ever dragged down by the same inventory management issues I encountered in Silent Hill f. Unlike the miserly nature of the item slots in last year’s spin-off, Townfall doesn’t really place restrictions on what you can carry besides limiting you to two throwable items and one melee weapon at any one time. You can otherwise hold as much ammunition and medkits as you like, although given how scarce these resources are it’s typically only ever a handful at any one time anyway.

One particular late game puzzle confounded me so much that it seemed as though Silent Hill’s signature fog had seeped into my own brain.

There’s a light amount of crafting, too, since you can sterilise regular bandages with bottles of alcohol in order to make them more effective healing options. Meanwhile, the ability to fill an IV bag with revitalising fluid and keep it constantly equipped proved essential (especially as enemy numbers swelled in the story’s final hours) since it brings you back to life with a partially refilled health bar anytime you’re downed. Aside from some rare exceptions when I was killed by an enemy, brought back to life on the spot, and then instantly killed by the same enemy again before I had a chance to flee or fight back, I appreciated having the safety net of the IV drip since it gave me the courage to spend longer excursions exploring each area. That’s opposed to painstakingly tiptoeing back and forth to the nearest save point in order to bank each small amount of story progress I made, which is the cowardly path I often take in spooky stories like this.



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Sunday, September 20, 2026

Final Fantasy 7 Revelation Will 'Easily Take Over 100 Hours' for Completionists to Beat, Director Teases

Final Fantasy 7 Revelation director Naoki Hamaguchi teased that completionist playthroughs for the remake trilogy's conclusion could "easily take over a hundred hours" to beat.

The developer helping lead the charge on Cloud and the rest of the party's final assault against Sephiroth opened up about the size of the final chapter during an interview with GameSpot. We already suspected there would be a lot to do when Final Fantasy 7 Revelation launches for PC and consoles next year, but it sounds like those looking to see all Square Enix has to offer will be especially busy.

"In a standard playthrough from beginning to end, if I were to review and check every single asset and element in the game, it’ll easily take over a hundred hours," Hamaguchi said of his own playthroughs. "Obviously, I can't do that in each and every single playthrough. As the director, I don’t have enough time for that, so sometimes I would just skip combat and focus on checking the main story."

That's a lot of Final Fantasy 7 Revelation playtime. The two previous entries in the trilogy – Remake and Rebirth – proved to be large games in their own right, but the 2027 RPG finale will no doubt up the ante yet again. As Cloud, Tifa, Barret, Vincent Valentine, and the rest of the crew try to finish the fight against Sephiroth, players will use a giant airship known as the Highwind to travel.

With more mini-games to play, battles to fight, and areas to explore, it's clear Hamaguchi and the rest of the development team at Square Enix have packed the experience with things to do. The director said he is all too aware of the amount of content on offer here, saying that he has already managed to complete a whopping 46 full playthroughs ahead of the impending April 2027 launch.

"I will try to do these playthroughs as much time as time allows," he said. "Yesterday, during a separate round of interviews, when there was downtime, I actually did bring a PS5 controller, so I checked the latest version of the build. Even on business trips, if there’s even a small amount of time that I have available, I’ll try to check the latest version of the game to see if there are any issues."

It's important to remember that not everyone will sink the same amount of time into Final Fantasy 7 Revelation. Some will no doubt turn over every pixel on the planet, while others will surely beeline their way through the story.

How long some of these different playthroughs will take is unclear, and with months to go until launch, Hamaguchi's 100-hour estimate could always change. Either way, the team is anticipating a hefty download, with the director recently telling VGC that the game could eat around 200GB of storage.

Final Fantasy 7 Revelation will launch for PC, Nintendo Switch 2, PlayStation 5, and Xbox Series X/S April 8, 2027. IGN recently went hands-on for a preview, and you can read our biggest takeaways here. You can also check out everything we learned from Hamaguchi in our interview.



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Poppy Playtime Spinoff Escape from Playtime Gets Early Access Release Date

Escape from Playtime, the co-op survival horror extraction spinoff of the popular Poppy's Playtime episodic horror games that was announced at Gamescom last month, will be launching into Steam Early Access on October 21.

In this multiplayer spinoff, you and your friends play as Smiling Critters trapped in the abandoned Playtime Co. factory, trying to escape. You'll work together with your friends, heeding the instructions of a mysterious voice in the factory to build "a promised home for toys who prove their loyalty and usefulness." Puzzle-solving, hiding, sneaking, and careful use of communication – Escape from Playtime uses proximity chat, so if you're too loud, the Playtime Co. rejects roaming the factory will find you and destroy you.

The Poppy Playtime game franchise looks to follow in the footsteps of Five Nights at Freddy's and extend its reach into film, as developer Mob Entertainment signed a deal with Legendary Pictures in 2024 to develop a movie based on the games. There's already a line of action figures courtesy of McFarlane Toys.

You can wishlist Escape from Playtime on Steam if you're interested.



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Hideo Kojima Reveals What Happened With Sony in Exclusive First Interview Since PlayStation Ditched Physint

In June, Sony asked Hideo Kojima to attend a Zoom call. At the time, he was busy working on Xbox game OD and PlayStation game Physint, the latter a spiritual successor to the video game series that made him one of the most celebrated developers on the planet: Metal Gear Solid.

For the meeting, he brought along Kojima Productions president Shinji Hirano and head of talent development Aki Saito. Kojima tells IGN in his first interview since last week’s dramatic news that he was so stunned by what Sony told him that his mind went blank. PlayStation was pulling out of the Physint project, and funding for it would end. And that was that.

Kojima initially kept the news from his staff at Kojima Productions as he worried over the future of his company. Would he have to let developers from the Physint team go? Would they leave anyway, given what had happened? What would the bank, whose loans helped Kojima Productions staff up after the release of Death Stranding, think? And what about all the actors he’d already scanned for Physint? Was this a P.T. situation all over again?

As we know, Kojima convinced Microsoft and new Xbox boss Asha Sharma to pick up Physint in one of the most dramatic console switches in history. Now the previous PlayStation exclusive may not release on PlayStation at all.

In our interview, Kojima tells IGN Japan’s Daniel Robson how he feared Kojima Productions might collapse as a result of Sony's decision, and details his game-saving pitch to Xbox, which was quick to snap Physint up.

It’s important to note that the interview was conducted before Bloomberg’s report that Sony ditched Physint due to missed deadlines, budget concerns, and Death Stranding’s alleged commercial failings. Kojima Productions provided a statement to IGN, which appears at the end of this interview, following a request for comment. In it, Kojima Productions insists the studio is "in a healthy, profitable state, development for Physint continues to move forward with Xbox, and our relationship with PlayStation remains strong.​"

Hideo Kojima: We are an independent company, so no funding is behind us as a corporation. We sign contracts according to projects, and that's how we survive one by one as an indie. So I need to find a new project before the previous project ends, and that's how we stay alive. That's our background situation.

So in June, SIE said they wanted to have a Zoom call. I was so busy at that time — I had just gone to New York for a Prada event and then to LA right after. But anyway, I came back and we had this Zoom call.

They said they can no longer fund development for Physint. I was shocked and I said, "What did you say?" I couldn’t quite process what they had said. I wasn’t sure because I was in shock.

Anyway, I know there's a lot of news in the game industry that many studios are closing down, many titles are canceled, and I understand the situation in the industry as a whole. But I thought Physint was okay. That Physint was safe. So I was surprised. But not just surprised. We didn’t understand the reason. I didn't have any anger or sadness; my first thought was, “What am I going to do with my studio?” Because we signed contracts for projects. Of course I had OD, but I only have two projects in my studio: OD and Physint. And I hire according to how many projects we have, and we have two. If we lose one contract, I thought I might have to cut all the people working on Physint, right? Or our studio could end up collapsing because we’ll run out of cashflow.

I’ve borrowed money from the bank for funding as well. At first [when we established the studio] they didn't listen to us at all. After a while when we got a title out, they were like, "We'll lend you money." If they find out that a project has been stopped or canceled, we'd be in big trouble. So my mind went blank when SIE told me. I don't remember so much of that meeting, to be honest with you. And my colleagues probably don't remember as well, so I can't really answer if you ask me what exactly they said.

Nothing could’ve prepared me for their decision to step away from the project. So I thought, "What am I going to do from tomorrow?" But from my side, I love Sony. And I don't have any bad feelings against them because I know that it's a tough time in the game industry.

I've been working with them for like 30 years… Mr. Ken Kutaragi, Mr. Hirai, I was close with them. But it's not like that recently. I realized that, okay, this is the reality. It's the 10th anniversary of my studio. My studio might collapse, right?

But the number one priority is my staff. We have about 200 people, and I expanded because we had Physint. They are talented, of course. And some of them came to my studio from big corporations. I warned them it might not be a good idea to do so… But anyways, I needed to protect these important staff. I’ve also begun scanning actors for the project and also speaking with artists about collaborating for Physint. I can't really tell them the game has been canceled. I didn't want to do the same thing we did for P.T. Of course, I didn't want them to worry.

For me personally, it’s the 10th anniversary of the studio and also my 40th anniversary of creating games, so that's why I put so much on Physint. It’s like a culmination of the two. During the pandemic, I was a little unwell and I thought about how much time I have left. I really thought that I would give my all to Physint at this point in my career. I really wanted to continue this project even after that meeting. I was thinking, "What should I do?"

Another big thing I thought about is that, I became independent and made my own studio, and a lot of people have done the same. But, no one has been super successful, no matter where they are in the world. But I believe that the trend of this era should be one in which creators can do their own independent projects and become big. But if Kojima Productions collapses, that doesn’t follow this trend at all. It’s a step backwards for indies. So I needed to stand firm and continue this project. My mind went blank, but I decided to think, “Okay, understood,” and became determined to continue Physint in some way.

True story: after the meeting, the first thing I did was, I came back to my desk, and I started to write and add a little bit more to the concept for Physint. What had just happened was a big thing, a big incident. And so I decided to just keep it between the three of us [Hideo Kojima, Shinji Hirano and Aki Saito] for now, and we didn’t tell the staff, because we needed to figure out a direction before telling anyone. So in the next couple of days, we were always thinking about teaming up with first-parties, but I thought maybe we could change directions. Maybe we could team up with third-party or other partners.

I thought just bringing a pitch of a game title and saying, "Can you fund this?” is a very old-fashioned way of doing things… Instead, I thought that the way to go was to say, “I'm making this new IP, and I want to consider everything like movies, dramas, anime, TV, comics, music. Let's create a new IP with all of this included." I was thinking about who to pitch to, and I was thinking of not just the game industry, but the movie industry, movie studios, and also streaming companies and things like that. Because in the end, I think because we're all digital, these industries are all coming together with games in some form.

So I started approaching people and everyone had positive reactions, so I had a good feeling about it. But I also thought, it's not just the money we needed. We also needed technical support, marketing support, holding playtests and things like that. And we can't do this all internally. So I was thinking, who could support all this?

I approached Xbox and they were great. They could support us technically. And also we've been working on OD with them, so we already had a connection. I made a proper pitch of Physint to them. And then their first reaction was like, "This pitch was fantastic. Never seen a pitch like this!" And that's how it started with Xbox.

I couldn't tell my staff until we decided on a new partner. But three days after the meeting with SIE, I called the leaders of the Physint team, and I explained the situation to them. But I also said, "I'm going to go find a new partner, so don't worry." But at the same time, because of the cancellation of the project, I had to make the Physint team smaller and move some people to the OD team.

And then the following week, I was very worried. I thought people would leave. But I had told them to create material for a pitch for Physint. And when I went into work the following week, very worried they might not be motivated, I went to go see the team, and they were happily creating this pitch for me and having a great time. So I thought, wow, I have really tough people here. So I was really happy about that. I was surprised.

And then we've been just negotiating with Xbox. And the Physint team still exists and we're continuing to experiment with the game. And before the announcement yesterday, we disclosed internally to all staff, and it was quite calm. Everyone received it very well. So that was a happy surprise too. So it's calm internally. They were like, "Oh, we can still work on it, so that's great! Okay."

IGN: When you moved staff to OD, did they come back later? Did you lose any staff?

Hideo Kojima: No. I predicted that people might leave, but no one did. For example, the OD team could’ve said, "Oh, we don't want the Physint team!” because the Physint team is made up of old veterans. That's a joke, of course! But anyway, we're actually doing very well internally.

IGN: Did production stop at any point?

Hideo Kojima: So the work didn’t stop. I'm still doing the concept. How I create the game is a little unique. The world, the game system, scenario, the visuals, the design, modeling, I'm still doing that. I'm still casting and also doing scans for the actors. But the game system for the new technology, like enemy AI and stuff, I'm still experimenting on all of this. I have to change the story depending on how the game experiment works. So it's not like we're ready to go, or like it's like a big team already. It's more like a very small team that remained for the crucial parts, and all the others moved to OD.

There wasn’t much of a delay or anything because it was a very minor change. Of course, if I had a full team on the Physint project, it would be faster. But the animation team is mainly on OD. But the animation, the motion, and things like that will of course change later to the actor’s movements, once we start doing performance capture. So right now, it's in there for the sake of experimenting. I'm working on it every day still.

IGN: Did you have to change the engine or anything like that (is it Decima?)?

Hideo Kojima: Well, I haven't really decided yet. I'm still experimenting.

After we decided to team up with Xbox, they said they will give us a lot of technological support. When I went to visit them during the Don Mattrick days, they had so many labs and everything, and they were experimenting on so many things, like state of the art, new, really new, cutting-edge technology. I was really surprised. I was thinking, “There are so many Doc Browns from Back to the Future here!” So I want to use all this new technology. Anything that I can use, I want to use, and I'm looking forward to teaming up with Xbox, but I really haven't decided about the engine.

IGN: You wrote on X that you found a “common vision” with Xbox — what was that vision?

Hideo Kojima: The biggest thing was, they're not thinking of just funding a game. They're thinking about movies and anime. It's more about the IP. Let's create a new IP. And that's bigger in scale, so to speak. And not many other game publishers or game developers have that kind of vision.

I haven't talked to them specifically, but Nintendo is doing something similar for Mario and Zelda with movies, attractions, and things like that. But I think that's how Xbox sees it as well. Because it's not the era of just game consoles. You create an IP, and it can be a game or a movie or music, and everything comes together. You can expand it to merchandising, too. And probably the next thing will be AR and stuff, and that would really affect our everyday lives in the future. And Nintendo has found great success with Super Mario at Universal Studios, with live attractions. So I think they were thinking of all this, probably. And I thought that really matches my vision of the future.

IGN: OD was commissioned under Phil Spencer, but how were the discussions with Asha Sharma and her team this time?

Hideo Kojima: Well Phil, I had a long relationship with him. He’s like a buddy, right? Just like Mr. Ken Kutaragi. I was sad when Phil retired, and at that time, I didn't know Asha very well yet. I went to Redmond back in April, and I talked with her. She is quite young, but we kind of clicked, and I felt that she was going to be a promising CEO. So that's the feeling I got. That was back in April. And then I felt like it was going to be a new Xbox. It's not just a changing of the CEOs, it was more like the structure. And I think that they're looking and envisioning the future, probably.

IGN: Xbox first-party games are sometimes also multiplatform. Will Physint still come out on PlayStation?

Hideo Kojima: I don’t know the answer to that – that would be a question for Xbox. But I don't know for sure. In previous updates from Xbox, I thought that they have this kind of stance where they want to deliver to as many gamers as possible, no matter what the platform is. I think all of that will be announced at a later time. I'm not sure yet, and I can't really say.

IGN: You said Sony gave no reason for cancelling the game, but did they clarify this later? What was the reason?

Hideo Kojima: No, not at all. They haven't contacted me ever since. But I'm not fighting with Sony. We're not in a dispute. But what I want to say is that we've been together for 30 years and we have this relationship. So if this was the conclusion, I would've wanted to hear it a little earlier. But that meeting in June, they just gave us the final notice.

As I said, my mind went blank, so I didn't really ask a lot of questions. It was more like, what should I do with my company? So that was what was on my mind at the time. I've always been a big Sony fan. I've been using a Walkman. All my cameras are Sony. So I have no bad feelings towards them.

IGN: Who from Sony told you they were pulling funding? Was it Hermen Hulst?

Hideo Kojima: I can’t say. You would have to ask them.

IGN: Was there ever a time when you lost confidence in Physint? What was your lowest ebb?

Hideo Kojima: No, never for Physint. It’s a new game, but...I have to say this very carefully: anything espionage is going to be fun, period, no matter what game it is. Death Stranding is a delivery game. People were like, "What? Delivery? What kind of a game is that?"

When I was working on DS2, and after OD was decided, I needed to think of the next project for after DS2. As I explained before, in order to keep the studio alive, I have to plan ahead and pitch for the next title, although that also means I can't direct a live action movie still. OD was going to be an edgy game, so for the next one, I was thinking of going even more extreme.

And then I was looking on the internet, and I get so many messages from people saying, "Please make another Metal Gear!" I wasn't really interested, because Metal Gear is the past. I want to do something new. But I saw so many people requesting it. And I was thinking, maybe I only have 10 years left. Of course, I can't make Metal Gear — that’s Konami’s IP. But I was thinking, "Okay, maybe I should create a new action espionage game." And I started to think about this new concept.

During that time, coincidentally, I was meeting with Jim Ryan, the former CEO of SIE. It was right before his retirement, I guess. I was talking to him, and he said, "Oh, that's a great idea. Let's create a new action espionage game." And we shook hands and that's how the partnership started.

The corporate structure of SIE is different from the Jim Ryan days. But this was a project that we were both excited about and mutually agreed on. So because of that, the shock was even bigger in June.

If I only have 10 years left, I have so many things I still want to do, so I want to prioritize and decide what I can do.

IGN: How do you feel about the project now and the future of Physint?

Hideo Kojima: I need to really finish Physint. I'm determined to do that. And also maybe a movie, live-action film for Physint. Usually it's like, a game comes out and then it turns into a movie, but I want to make that timeline even shorter. Same with Death Stranding. We released the game and then we began development on the anime and a live-action film. These days of digital production, we could actually kind of use the same assets for a movie and a game. But anyway, this has been reset to a new partner. But that's the feeling I have. I want to kind of expand the IP. Of course, I'll release the game first probably! I've been doing all the casting for the game and it's progressing well.

IGN: Bloomberg’s latest report around the cancellation of Physint suggests there were concerns around the success of Death Stranding, as well as Physint’s development timeline, budget and platform strategy. Did you have a response to any of that, and how you would characterize your relationship with PlayStation today?

Official Studio Statement:​

You may have seen a recent article that mentions Kojima Productions, speculating on the reasons for the change in publishing partners for Physint. ​
Normally, we would not comment on unsubstantiated speculation on the internet, but these aspersions around our relationship with PlayStation, the commercial performance of the Death Stranding franchise, and the broader production planning and investment for Physint, have reached beyond the studio and have touched our fans, our creative partners, and colleagues we have worked alongside with for three decades.​
None of the claims written came from any official or on-the-record source and as such we encourage you to take them with a dose of scepticism.​
Make no mistake, this was a serious situation for the studio with a range of potentially significant implications. While we recognise that the article may have caused alarm, we want to reassure you all, for the record: that the studio is in a healthy, profitable state, development for Physint continues to move forward with Xbox, and our relationship with PlayStation remains strong.​
Thank you for your continued support,​
Kojima Productions​

Photo by Rosdiana Ciaravolo/Getty Images.



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