Friday, October 16, 2026

‘There Should be a Game Award for Hot Dads’ — Castlevania: Belmont’s Curse Devs Are Fully Aware and Loving the ‘Horny’ Fanart for Their Game

The developers behind Castlevania: Belmont’s Curse are enthusiastic about all the “horny” fanart they’ve seen of the game’s characters, saying they specifically made them "hot" to appeal to fans.

Castlevania: Belmont’s Curse released on October 15, and you’ve no doubt already seen the wealth of wild reactions to the title from players online — particularly in regards to its character designs.

Yes, it’s true; players are thirsty for Trevor Belmont and the various monsters they must fight as they navigate the chaotic streets of Paris, but they shouldn’t feel embarrassed about it. In fact, the devs were counting on this to happen.

Speaking with Fall Damage, marketing director and lead designer Bérenger Dupré and Sandro Bordier revealed that they are absolutely loving the thirsty reactions to the game’s characters — and that includes the “horny” fanart that they’ve seen on social media.

“Oh, it has started already. Like, man, have we seen some things,” Bordier joked.

“Trevor, especially,” Dupré added. “Didn’t realize that he would be so well-received.”

“Do you think we could add a ‘Hot Dads Edition?’” Bourdier asked, prompting Dupré to say that there “should be a Game Award for hot dads.”

“It’s always fun to see the fanart, because we know how important and dear these characters are to the fans. We are trying to make some new, fresh stories with them, so it’s always quite stressful. And for now, the reception is very, very emotional,” Dupré continued.

The duo went on to admit that they went out of their way to make these characters attractive, with Boudier saying, “Yes, like we know some characters are hot. It’s a choice, actually. Like it’s a vibe. We’re pretty proud of it.”

“Honestly, we were super happy with all the fan reactions regarding the characters that were revealed,” he added. “We really put a lot of love from the team to design them in a way that would please fans. We were super happy to see how they reacted to the designs and the voice actor reveals, of course.”

Castlevania: Belmont’s Curse released to solid reviews, with IGN’s Scott White scoring the game an eight out of ten, praising it for “bringing Konami’s beloved series into the modern era with a fast-paced focus on action first.”

It’s clear that a lot of love went into this title; among the various Easter Eggs and secret codes found within, the devs also paid homage to classic fighting game characters, which can be seen if players nab a hidden weapon in one of the game’s first areas.



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Ghost of Yotei Sales Lag Behind Tsushima but Are Still Strong on PS5, Analyst Estimates Show

Ghost of Yōtei sales appear to be trailing behind Ghost of Tsushima, but that doesn't mean it's not still pulling big numbers on PlayStation 5.

That's according to Alinea Analytics head of marketing analysis Rhys Elliott, who shared data related to Sucker Punch Productions' 2025 sequel on X/Twitter. Although this is sales information that has yet to be confirmed by Sony, it may still give us a peek behind the curtain at how Ghost of Yōtei has fared on PS5.

The result: Sucker Punch's action follow-up has done well in its first year, even if it hasn't quite managed to pass up its predecessor. Alinea's analysis puts Ghost of Yōtei sales at about 5.4 million units, generating $407 million in revenue so far. Highlights from that update put the physical slice at a notable 36.8%, while PlayStation Store discounts remain largely few and far between.

Around 500,000 copies were sold in Q3 2026 alone. Alinea also reported that 50,000 players have picked up the digital Complete Edition – which comes with new content, including the recently released Echoes of Sekigahara expansion – in the two weeks since PlayStation launched it as a replacement for the digital base game. With the analysis estimating that around 6% of its existing base returned to play the new content, it seems Ghost of Yōtei is going strong – but there is more to the story.

Ghost of Tsushima, which launched in a market still coming to grips with pandemic lockdowns in July 2020, had generated about $418 million by the same point in its lifespan, Elliott added in a follow-up post. Factoring in Yōtei's base price of $70 vs Tsushima's base price of $60, as well as any discounts that followed, the latter is estimated to have sold almost 7 million copies by this point.

That puts Tsushima moving at a much faster pace in terms of raw units sold, but there is more at play here, especially considering revenue is almost neck and neck.


"While that’s quite the gap in terms of copies, it’s worth noting that by this point in Tsushima’s lifecycle, there were about 117M PS4s and 10M PS5s in the wild, versus the nearly 100M PS5s currently out there right now (Yōtei's only platform)," Elliott explained. "That said, Yōtei's revenue is beginning to flatten more than Tsushima’s did, but perhaps the GTA-driven influx of new PS5s will soften that."

In other words, although Ghost of Tsushima had managed to move more copies by this point after its launch, Ghost of Yōtei is holding its own. Early estimates after the sequel's launch also had it falling in line with the original game, with Sony going on to confirm in February of this year that the follow-up "exceeded" Tsushima's sales and "significantly contributed" to its financial results for that quarter. As Elliott clarified today, "anyone who says that Ghost of Yōtei is a flop is flat-out wrong."

Ghost of Yōtei launched in October 2025 and is exclusive to PS5. IGN gave it an 8/10 review, saying, "A predictable but well-executed story takes you through Ghost of Yotei's gorgeous landscapes and satisfying, fluid action – it may not be revolutionizing open world games, but it's a great distillation of the samurai fantasy." It recently added a new armor set based on PlayStation's The Last of Us.



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Thursday, October 15, 2026

Diablo 5 Inches Closer to Launch as Cinematics Work Begins

Diablo 5 is still a few years away, but it looks like development is trucking along, now that Blizzard has started filming for its cinematics.

Blizzard cinematic director Neil David Carter posted a photo of the motion capture stage on X / Twitter, simply saying "First shoot #Diablo5." If the cinematic team is just starting motion capture, Diablo 5 probably isn't super late in its development. However, if the cinematic team is shooting motion capture for cutscenes, then the story is mostly fleshed out already.

Luckily, in an interview with Windows Central, senior producer Tiffany Watt confirmed that Diablo 5 would be using its own fork of the Diablo 4 engine, so at least the team didn't have to start building the game from scratch. But in a game like Diablo 5, a lot of work has to go into balance, itemization and world design, and the new game is likely going to be a bit more complicated than Diablo 4 thanks to the procedurally generated maps.

That's why some folks, like former co-founder of Path of Exile developer Grinding Gear Games, are skeptical that Diablo 5 is going to hit its targeted release date. After all, if Diablo 5 does launch in spring 2029, it will come out just shy of six years after Diablo 4. There was an 11-year gap between Diablo 3 and Diablo 4. The gap between Diablo 4 and Diablo 5, if all goes according to plan, will be about half as long. It's little wonder, then, that Blizzard has had to work hard to convince its players that it's not abandoning Diablo 4 early, and that the game will still get content even after Diablo 5 launches.

Only time will be able to tell whether or not Diablo 4 will continue to get updates, or will just get a handful of seasons on repeat like Diablo 3 after Diablo 4 launched. But, really, all we can do is wait and see how everything plays out. For what it's worth, Diablo 5 is shaping up to be a totally different ARPG than its predecessor, and I can't wait to see how the cinematics they're shooting now are going to turn out.

Diablo 5 will tell 'three stories,' including the past, the present desolation of Diablo's takeover, and the future 'terror forming' of Sanctuary. Diablo 5 is set roughly one century after Diablo 4, in a post-apocalyptic timeline where the Lord of Terror himself has already won and rules over a fallen Sanctuary.



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Wednesday, October 14, 2026

Gears of War: E-Day Mod Adds Halo, Star Wars, and Warhammer 40,000 Skins

A Gears of War: E-Day mod lets players fancast your own team of Gears, with options from everything from Halo spartans to Space Marines from Warhammer 40,000.

Incursion, from game designer Tom Whaley, aka @Unreal_Dev on X / Twitter, adds a skin selector to E-Day that lets you deck out Marcus, Dom, Mags, and Lucas in various skins. In addition to Halo and Warhammer options, there are Clone Troopers from Star Wars and even some in-universe appropriate Gears skins. You simply choose the skins from the new option in the main menu, or from the pause menu in-game.


The Incursion mod streamlines what’s usually a multi-mod setup for this kind of thing. Once you’ve got it installed, you can flip between skins at your leisure without needing to manually swap files or reinstall different character mods. While there are few limitations, you’ll of course need a copy of Gears of War: E-Day to run the Incursion mod pack. Check out the page on Nexus Mods for instructions on installation.

Last week, Alinea Analytics' head of marketing analysis, Rhys Elliott, reported that E-Day had sold an estimated 230,000 copies in its first week in what was described as a soft start. These unofficial figures, which are not backed by data provided by Microsoft, pointed to Xbox subscription service Game Pass as cannibalizing sales.

Earlier this month, the boss of The Coalition responded to reports that staff at the studio were worried they might lose their jobs amid the ongoing cuts at Xbox, promising the next Gears game wouldn’t take as long to make. Presumably future games will see the return of meat shields and chainsaw duels, features that were conspicuously missing from Gears of War: E-Day at launch. This is a direct consequence of the developers making the game from scratch, rather than using previous games in the series as a foundation.



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Tuesday, October 13, 2026

AI Couldn’t Have Made Star Wars: Galactic Racer’s Biddy Blas

This is an IGN opinion piece from Mat Jones. He loves weird little guys in video games.

If your social feed is anything like mine, it’s been overtaken by a weird little crocodile man that’s knee-high to a Tauntaun and has an unresolved rage twelve times his size. His name is Biddy Blas, he’s one of Galactic Racer’s supporting cast, and he’s the best new thing to happen to Star Wars since Andor.

Give an AI as long a time as it needs: it couldn’t have made Biddy Blas.

With every new day, the ground underneath video games as a medium, one where professional creatives are valued and capable of negotiating an honest living, feels more and more unstable. Perfectly good studios are shutting in the name of brand restructuring. Electronic component prices have no incentive to reduce. The cost of producing anything is rising due to the precarious supply of energy and the push to end physical ownership. It’s hard to imagine what the future of the medium looks like, regardless of AI’s role to play in it.

But look, I’m not a doomer – games continue to exist in spite of these truths because of the passion of the people involved. They’re also often better than they’ve ever been. Star Wars: Galactic Racer is a highlight for the under-served genre of arcadey high speed racer, with surprisingly in-depth vehicle customisation, heat management and opponent rivalry systems.

It’s hard not to think about how good it is in the context of Epic Games’ apparent push for an "AI first" production model. Such a pivot has reportedly delayed a secret Star Wars and Marvel crossover shooter, which will apparently be developed with AI tools on both the coding and art sides of the project.

I can’t speak to the quality of a supposed game that is an indefinite time away from release, especially one that no one outside of the Epic offices has seen a frame of, but I can’t see this approach being able to emulate Galactic Racer’s secret weapon. For all the arguments of efficiency, accuracy, and speed, I don’t think a Large Language Model has the capability to create a breakout character. AI cannot make a Biddy Blas.

Blas is an icon. He’s the perfect example of what Star Wars fans have dubbed a “Glub Shitto”; not important enough to the narrative to be a main character, but so arresting in their limited screen time that they become your favorite anyway.

At this point you may be thinking, “Surely a bit of computer code could come up with an angry crocodile in a hat?” And maybe it could. Arguably the main thing that makes Blas so perfect is his ridiculous voice, and AI companies have gone to great lengths to ensure its products can do voices. But, as The Blood of Dawnwalker’s lead actor Will de Renzy-Martin put it on a recent episode of My Perfect Console, “the least interesting thing about what I do is the way my voice sounds.”

"[AI]’s not replicating my personality and the things that I do when I'm in the room, and the choices that I make, which is all the reasons that a director or a producer would want to work with me” said the actor behind Dawnwalker’s protagonist, Coen. "Actors are pretty cheap in the grand scheme of things. And if you end up with an AI that can produce the right noises, you're going to need somebody who can interact with it and get the performance that you want attached to those noises – and they're going to be much more expensive than an actor is."

To put it another way: an AI might have been able to write a nonsense Huttese catchphrase, but only Galactic Racer’s specific writers could have decided one of those sounds was “Scrib Doon,” and only Biddy Blas’ performer, Richard Summers-Calvert, could make the inspired decision to deliver the line as ridiculously as he did. And it’s that combination of creative human decisions, that living understanding of what’s genuinely funny, that turned Biddy Blas from a collection of script and polygons into an icon.

No one can prove a counter-factual, sure; I don’t see the same outpouring of love happening if we outsourced seemingly small decisions like these to the computer. As an anecdote, there’s no reality where my partner would be interested in having a Star Wars racing game hogging the home telly; the Biddy Blas game is an entirely different proposition.

Maybe Epic’s new production pipeline makes sense for a company that has spent the past decade turning Fortnite into a platform more than a game, one that increasingly eschewed creative flair and originality as a driving force (a much ruder critic would say this has never been the ambition at all). The Fortnite of today is now primarily a hub for other brands to throw their licenses at. If the priority of Epic is to focus on streamlining the production process for cramming in things which already exist, an “AI-first” approach might seem obvious. If you’re making a Star Wars and Marvel shooter, there are plenty of reference materials for both of those properties to train an AI on. I would simply argue there weren’t reference materials for either… before they existed.

It’s not just Star Wars that needs Weird Little Guys created by Actual Cool People. Players are picking up Valve’s hybrid MOBA-shooter Deadlock in record numbers following its most recent patch, inspired largely by the exciting amount of creative flair displayed by the new inhabitants of the increasingly graphically realised cursed New York City. Characters like the Rat King, who has hundreds of individually written and performed dialogue barks naming a different one of his rodent subjects for every time one of his abilities is used, or the Chess-hustler Solomon, whose weapon is a board showing historically important endgames chosen by the design team which change depending on the maximum amount of ammo in his magazine. Without people making deliberate decisions, having completely original character ideas, people would not have the same incentive to log in daily to go 0-8 in lane. (Although I hate being in games with these powerful new characters, so maybe this is actually a bad example.)

I see the continued use of AI in ideation and initial production as an existential issue for the medium that we’ll one day be course-correcting away from in the same way it would have seemed obvious to CEOs to chase the seemingly inevitable draw of live-service, online passes and on-disc DLC. For all of the efficiencies in the process, for all the promise of profitability, I’m not sure how you can actually sell any of this stuff without the unique spark of newness. I’m talking about this from a purely cynical marketing perspective: If I’m just going to get stuff I’ve already seen, it’s stuff I already have.



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Monday, October 12, 2026

A New '3 for 2' Board Game Sale Is Now Live at Amazon and Target

If you’ve been eager to build up your tabletop collection for some fall game nights, you’re in luck: Target and Amazon are both running hefty ‘3 for 2’ sales on board games, puzzles, and toys.

I took some time to compare selections between the two sales, and Target actually comes out on top in terms of just how many options are includedin the deal. However, if you’re looking for a specific game, you may find a better individual discount at Amazon. The massive retailer just had its October Prime Day sale last week, and some discounts haven’t gone away just yet.

'3 for 2' Board Game Sales at Amazon and Target

Both sales work in the same way: Add three eligible items to your cart, and the cheapest of the three will be automatically discounted to $0 at checkout. I’d recommend some strategy around the price of the three items you include to maximize that “cheapest item” discount. The deal also stacks, so you’ll get one free game or puzzle for every three you add to your cart.

Both sales include a mix of both traditional tabletop and more quick-playing card games. If you don’t already have something in mind, I’d think about whether your collection is missing something quick and casual or a longer campaign for a more dedicated group. If you’re just trying to build up a solid collection, you’ll never regret picking up classics like Catan.

There’s also a splattering of themed editions. These include, of course, ridiculous amounts of Monopoly variants, though you also have entirely new franchise releases like the Fourth Wing board game. As someone who gets way too much satisfaction out of knowing the Pokedex, I’d personally recommend the Pokemon edition of Guess Who.

Why do I think Target takes the win on this one? Well, besides including classics like Clue that Amazon skipped out on, Target is also including tons of expansions. So instead of getting three separate games, you could get Cards Against Humanity plus two of its expansions. Or you could just invest in a bunch of expansions for games you already own.

The Sale Also Includes Tons of Puzzles

Both sales also include tons of jigsaw puzzles from major companies like Ravensburger, RoseArt, and theory11. Sure, these might not offer the same level of competition as a board game, but they still offer an opportunity for some social collaboration.



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Doom 2016 Composer Mick Gordon Says "F##k AI"

Aussie composer Mick Gordon is highly regarded for his experimental approach to musical composition. For 2013's Killer Instinct he employed a kangling, a Tibetan instrument traditionally carved into a human femur or tibia, to build a theme for the skeletal Spinal character out of actual bones. For 2016's Doom he famously sampled real chainsaw noises to pull off the unique guitar riffs that elevated the game's soundtrack into a heavy metal masterpiece. However, when asked if he's considered incorporating any form of generative AI into his creative process, Gordon doesn't mince his words. To paraphrase the late Meatloaf, Gordon will do anything to create a great soundtrack, but he won't do that.

"F##k AI," said Gordon, during an interview with IGN at PAX Australia 2026.

Gordon can next be heard in Warhammer 40,000: Boltgun 2 when it's released on October 14, since he's contributed another bone-shattering banger to score the first-person shooter's final boss fight (which you can get a taste of in the trailer below). He's also still hard at work on the soundtrack to Defect, the cyberpunk-themed squad-shooter that's being developed by a team composed of veterans of the Doom and Call of Duty games. Fans can rest assured that in both instances, Gordon's music is coming straight from the metal-loving maestro's mind (and fingers) rather than the result of a ChatGPT prompt.

"Generative AI is always going to be behind where humans are because it's going to be inherently trained off stuff that humans have already created," explained Gordon. "It creates a large database of what [it's] been trained on, and then it draws a very logical conclusion on whatever that dataset is. It's always going to be limited by its dataset, though. It's never going to be in a state where it's going to predict the next thing, the new thing, whatever humans can come up with. It's always going to be behind just by the nature of the way that these things work."

Gordon remains optimistic that audiences are always going to be drawn to the work of other humans, rather than machines.

"Humans are always going to want to interact with other humans. Always," said Gordon. "And I feel this AI stuff is just giving people more reason to abandon this digital infection that we have with our lives now."

"I feel that humans are always going to chase that human connection."

UK-based fans of Gordon's work will be able to make a human connection with the man himself when he takes the stage as the headline act at 2027's RADAR festival, where he is set to perform music from his Doom and Doom Eternal soundtracks live with a full band for the very first time.



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‘There Should be a Game Award for Hot Dads’ — Castlevania: Belmont’s Curse Devs Are Fully Aware and Loving the ‘Horny’ Fanart for Their Game

The developers behind Castlevania: Belmont’s Curse are enthusiastic about all the “horny” fanart they’ve seen of the game’s characters, sayi...