Sunday, June 21, 2026

Gundam: Rogue Orbit Interview: A Gundam Game with a Focus on How it Feels to be the Pilot

Gundam is no stranger to video games, but the various pieces of the franchise have never started out with one. That’s all about to change with Gundam: Rogue Orbit. Following its reveal at Summer Games Fest, I spoke with main producer Yuya Tomiyama and chief producer Shinya Satake about starting a new era of Gundam as a video game first, what they’re hoping to accomplish with it, and how Rogue Orbit differs from what’s come before. This interview has been edited for clarity and length.

IGN: Rogue Orbit is the first time y’all are launching a new Gundam thing through a game. A lot of people know what a Gundam is, but they may not be familiar with Gundam as a franchise or any particular series. What were the things that you knew you needed to have to make Gundam Gundam in Rogue Orbit?

Yuya Tomiyama: There are lots of different Gundam universes out there, but Rogue Orbit is the first time we've introduced a new world through a video game. And because of this, we created the worldview with being a video game in mind. We wanted to make sure that the players really felt the experience of what it really felt like to be a Gundam pilot to be [at] the forefront of their experience with this video game.

IGN: I know you probably can’t go into a great amount of detail this early, but what is being a Gundam pilot going to be like for players in Rogue Orbit? I think a lot of people look at Gundam and they’re like “Oh, really cool robot,” but what is it about that experience of being a pilot that you want to communicate to players?
Yuya Tomiyama
: So the information that we've shown so far is really only one part of the game, but we really wanted to focus on the experience of what it really is to become the pilot of the Gundam and we wanted to do that by really, really focusing on the fact that it's an action game. We wanted to make sure that the game's actions felt really good to play and through that we want users, because they feel it, we want users to feel the experience of, truly feel that they're actually controlling each of the Mobile Suit’s actions.

IGN: I think most people who are familiar with Gundam are used to seeing Gundams battle other Gundams or other Mobile Suits. But in the trailer, we see our Gundam battling monsters. We don't really know the story here. Could you talk about designing a game around those enemies and what we can expect when we’re fighting them?

Yuya Tomiyama: So for this game, we really wanted to bring Gundam to fans all over the world and this was like a sort of new venture for us as a company. As a company as a whole, we wanted to come together and bring this experience to users. And as for the enemies, you may have seen in the trailer, the Gundam's weapon, the physical store is very large and we wanted to focus on the sort of satisfying feeling of using those kinds of weapons and the enemies were really designed with that in mind. How can we maximize that feeling for the users? And that was sort of what we were thinking about when we created these enemies.

"We really wanted to focus on the experience of what it really is to become the pilot of the Gundam and we wanted to do that by really, really focusing on the fact that it's an action game." - Yuya Tomiyama

IGN: Obviously people associate Gundam with cool robots, but the franchise usually has a deep emotional core to it, too, and the stories often deal with complex subject matter. This will be a lot of people’s first exposure to Gundam. How are you bringing that legacy of the IP into the game?
Yuya Tomiyama
: So for this trailer we were able to show a lot of the action and the battles, but there's definitely a lot of characters and a lot of characters that we haven't really revealed yet. The human drama between them is definitely going to be a focal point of this video game and we hope that in the upcoming months we can definitely show more of this emotion through our trailers and other things we’ll be revealing.

Shinya Satake: This game setting mainly revolves around the conflict between humans and these unknown adversaries, which puts the sort of like world as a very, very tense situation and just sort of testing the limits of humanity and Sofia, RE-X, and the other characters that we'll be showing are going to be making a lot of like very difficult decisions in this harsh world. We hope that that will be the emotions of the Gundam universe that we'll bring to this game.

IGN: You guys have talked about bringing the IP through the West. For a lot of fans, this is going to be their first experience with it. Did starting a game force you to think about what the core elements of Gundam are? Was there anything that you were like, "Oh, maybe we should reexamine this because we're starting from a different place or we're reaching out to people who maybe haven't played or seen or just experienced Gundam?" Did you have to think about what made the core of Gundam work?

Yuya Tomiyama: We weren't really thinking too much of the Gandham legacy as a whole when we were creating this game. We really wanted to focus on creating a very good action game with the photorealistic graphics that haven’t been in many Gundam games and how to make the Gundam really appealing in this kind of photorealistic environment. Whether it be the design or the action or the battle, we just really wanted to make sure that that was the focal point of what the users felt.

IGN: On the subject of photorealism: Gundam is so heavily stylized and I think many people associate it with that kind of look and feel. Were there any challenges with making a Gundam game that looks photorealistic while capturing the feel of that art? How did you approach doing that and making sure that it felt like Gundam?
Yuya Tomiyama
: This game was developed by Bandai Namco Studios, which has a lot of experience with a lot of Gundam games and robot games in general and we were able to draw on that experience to sort of bring it all together and the Helix to sort of bring that Gundam in this photorealistic world. The Helix design was also created by the artists at Bandai Namco Studios… so they know what makes each design appealing. So they were able to draw upon that to sort of create a Gundam that would really feel appealing, really feel alive in this photorealistic world and that also has to do with the actions because they've been creating these sorts of motions for Mobile Suits for years. So they were able to sort of draw on that action and bring it together all as a whole to bring Gundam to the worldwide fans.

IGN: If you were able to tell people who had never played a Gundam game or gotten into Gundam before and say "This is what Gundam is, " what would you tell them?

Yuya Tomiyama: So to bring Gundam to fans in the form of a video game, it's a very new endeavor for us and it's a very challenging experience, but we really wanted to emphasize that the Gundam is a very unique and special existence as a Mobile Suit in the world and we also wanted to make sure that the human drama between the characters was brought to the forefront.

Shinya Satake: Gundam is a franchise and IP that has been very loved throughout history, but one of the things that really makes it unique is that there are many different themes in each of the different iterations of Gundam and each one is very unique and to bring this to a new world through Gundam is just another one of the ways that we're just sort of bringing Gundam to fans in a unique way and just bringing new unique themes in Gundam to be fans.

IGN: You've talked about humans fighting against this unknown enemy and the strength of the human spirit, but what would you say are some of the themes that y'all are trying to capture here? As you said, Gundam has been so broad and so vast and covered so much storytelling, and it's gone in so many different directions. What do you think thematically is what defines Rogue Orbit?

Yuya Tomiyama: The appeal or the theme that we really want to bring is becoming the pilot, really feeling the experience of becoming a Gundam pilot and we'll hopefully be able to better convey this with more new info… but there's a lot of features in the game that really help the player feel as though they're piloting the Gundam. And especially in battle, we really wanted to create the tense feeling of being in a life or death situation in the cockpit, but at the same time, we really wanted users to… feel that they're like controlling every single motion of the Mobile Suit, that they're able to sort of use the Mobile Suit as an extension of themselves and not feel stressed and make sure that they're actually able to really feel that they're in control of the Helix.

Shinya Satake: Another thing about Rogue Orbit is that this universe and this whole [world] was created to be a video game… which really brings sort of a unique view of how users interact with the world.

IGN: Can I ask a very silly question? Can I ask about Vii? I need to know more about this character, please. Please give me all the information that you can because I just look at it and I'm like, “I want it to be my friend.” Yuya Tomiyama: So as a game, this is a brand new worldview, brand new universe. So this haro is going to be a little different from the haros that you've sort of known and interacted with throughout Gundam's history. One thing we can really say about this character, it's an actual character that will join you on your battles and launch with you in the Gundam… We really wanted this haro to feel like it's your partner that's coming along with you and there's going to be some more drama between the main character and the Hara too as well. So we hope you're looking forward to that.

IGN: Let's talk about RE-X. Is he going to be more of a defined character? Is he a little bit more avatar-y? Are we allowed to define who or is he very much his own person that we are just kind of controlling?

Yuya Tomiyama: Rex is definitely a character. He's an independent character that interacts in the world, but we wanted to make sure that players were able to sort of feel as though they'd become him through the gameplay. That the gameplay will sort of allow users to really feel that they are the pilot of the Gundam, that they are Rex and that they're able to control the Mobile Suit.

IGN: Well, now I've hit on two out of three, so I have to ask about Sofia. It seems like in the trailer, and you've talked about it, as well, that she's kind of mysterious, and maybe she and RE-X don't know each other initially. Could you talk a little bit about their relationship and give us a little idea of what to expect?

Yuya Tomiyama: Unfortunately, we aren't able to offer too many specifics about the plot right now, but the trailer's narration is Sofia and so all of those words are spoken by her. As it's also shown in the trailer, she's watching over what RE-X is doing, so hopefully in the coming trailers and coming information will shed more light on their relationship.

IGN: Is there anything that the team is very proud of that you feel is core to the game that players may not immediately notice from the trailer or from what you've revealed so far? Is there anything that you feel is core to what Rogue Orbit is that might be maybe a little hidden, or maybe not directly obvious?

Yuya Tomiyama: So one thing that the team is very proud of, especially that you can see in the trailer, is the motions of the Gundam Helix. That was something that the team put a lot of effort into making and they're very satisfied with the end result. And another thing in terms of the video game, the battles’ appeal and how it feels to really be in the inbound and be controlling the Mobile Suit is one of the big features that the team is very proud of and that it's still being brushed up, and it's still being improved every day. So we're hoping the team is really hoping to bring that to fans.

Will Borger is an IGN freelancer. You can find him on Bluesky @edgarallanbro.



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Saturday, June 20, 2026

Stranger Than Heaven Second-Take Preview: Stranger Than Heaven’s Combat Seems Harder Than Hell, and that’s a Good Thing

I’ve been a fan of the Yakuza or Like a Dragon series since the very beginning. As a magazine writer I was lucky enough to visit Sega’s headquarters in Tokyo during the development of the original PlayStation 2 title way back in 2005, and in my years at IGN I’ve reviewed a number of the remakes, sequels, and spin-offs of RGG Studio’s long-running crime series. At this point I’ve invested hundreds of hours into beating the absolute snot out of Japanese mobsters, either via the button-mashing combo-based style of the original adventures or the turn-based RPG form that’s become core to the most recent mainline entries. Thus I feel pretty well-equipped to handle anything that RGG Studio can throw my way at this point, which is why I was so shocked that the new combat system in upcoming series prequel Stranger Than Heaven so completely kicked my arse.

At a recent BiliBili Game First Look event in Shanghai, I got some brief hands-on time with a brawling-based demo for Stranger Than Heaven. (It was the same demo that my colleague Michael Higham recently played, and you can read his excellent preview here.) My first attempts at Stranger Than Heaven’s all-new street fighting style felt harder than hell, but after slowly getting to grips with it over the course of my 30-minute demo I began to feel confident that this is exactly the sort of substantial shift that the Like a Dragon fighting formula has needed for quite a while now.

To be clear, I’m not suggesting that RGG Studio needs to scrap the turn-based combat system that it introduced in Yakuza: Like a Dragon and later evolved in Like a Dragon: Infinite Wealth. The novelty of that JRPG-style system is yet to wear off for me, largely because it allows for so many hilarious special moves and a more strategic team-based dynamic in each scrap. I’m talking about the more traditional beat ‘em up system that has effectively been offloaded onto the series’ spin-offs in recent years. RGG Studio may have introduced a briefcase-load of James Bond gadgets in Like a Dragon Gaiden, or cutlasses and flintlocks in Pirate Yakuza, but the actual fighting mechanics of those combo-based systems has remained unaltered for the most part. Even though I still enjoy them, I can’t pretend that they don’t feel a bit too familiar at this point.

Stranger Than Heaven’s heavily overhauled scrapping, then, feels like the kick in the pants followed by a violent uppercut to the jaw that Like a Dragon’s aging fisticuffs has been crying out for. Forget about chugging in-game energy drinks to pump up your heat gauge and then button-mashing hordes of street thugs into oblivion like in previous Kazama Kiryu-led adventures, because Stranger Than Heaven’s gangs are liable to quickly kick you to the curb if you don’t have your wits about you. The new setup that uses the controller’s four shoulder buttons to effectively puppeteer the left and right fists of protagonist Makoto Daito sure takes some getting used to, both in terms of smoothly alternating his punches but also anticipating the direction of incoming attacks and parrying them effectively, but after finally falling into a rhythm with it after my first few failed attempts it felt incredibly satisfying to pull off. I felt like I had to lock-in for absolutely every exchange in every combat encounter, which meant that my eventual victories felt far more earned than the lazy bicycle-swinging beatdowns of previous Yakuza and Like a Dragon installments.

Though its learning curve is initially steep, it ultimately feels like the most grounded form of street fighting that RGG Studio has ever designed. In fact, its more rough and tumble realism reminded me of the melee system in 007 First Light, only it felt like I had far more direct control over the moves I was pulling off thanks to the dedicated right and left attack setup. For example, as I wielded a large crowbar in my right hand while tackling a gang of six or so assailants, one of the goons grabbed hold of the end of my weapon and attempted to wrench it out of my grasp. To my surprise, while I was locked in a temporary tug-o-war I still had full control of Makoto’s left hand, which allowed me to throw a few jabs at a second attacker attempting to blindside me. I then grabbed him by the scruff of the neck and knocked his skull into the first thug, taking them both out and allowing me to resume my crowbar-based bullying.

[Stranger Than Heaven's] more rough and tumble realism reminded me of the melee system in 007 First Light, only it felt like I had far more direct control over the moves I was pulling off.

Having said that, Stranger Than Heaven’s combat is not without its issues, at least in its current state. I found that the soft lock-on that aligns Makoto with each opponent would occasionally slip, sending me swinging wildly in the wrong direction and leaving me vulnerable to attacks from the rear. Also, while I enjoyed the generally weighty feel to each and every blow I landed, some of the charged up attacks with heavier weapons seemed a touch too sluggish for my tastes. Of course, with Stranger Than Heaven not due for release until early next year, there’s still time for RGG Studio to tighten things up.

Still my overall impression of Stranger Than Heaven’s more challenging brawling system is a positive one, and its dramatic shakeup leaves me feeling optimistic that combat won’t be the only area of the adventure where the developers are taking a big swing. I'm hopeful that this will present the perfect opportunity for RGG Studio to hit the reset button on all aspects of its long established Like a Dragon template, from mission design to the interactive nature of its world and the methods we use to explore it. For example, the audio-recording feature that allows Makoto to record sound samples from the world around him and then convert them into musical compositions certainly sounds cool on paper, and already seems like it could be far more involved than the simple rhythm-based button-tapping of the karaoke mini-game that’s been recycled in every Yakuza and Like a Dragon release since Yakuza 3.

I also wonder what other new diversions there could be, given that the story’s 1915 to 1965 setting presumably prohibits the use of the usual modern side activities like Club Sega’s and Master System cartridges found in other Like a Dragon stories. We already know there’ll be arm wrestling mini-games, but could there be old school pachinko parlours as well? And given that the events of Stranger Than Heaven span the course of five decades, will those side activities evolve with each leap forward in time? Not to mention the change in each of the five city settings. You’d think that by the time the story arrives in 1965 Shinjuku, we should be able to try out virtual versions of the electromechanical amusements that Sega famously pioneered during that decade.

I’m desperately keen to learn more, because so far I’ve been pretty excited by everything that RGG Studio has revealed. Well, I mean except for the Tupac thing, of course. Why on earth is Tupac in Stranger Than Heaven? Well, much like the gang of burly thugs I encountered in my hands-on, it beats the heck out of me. Sure, it makes sense that Snoop Dogg is in the game, because Snoop Dogg is in basically everything at this point from televised singing contests to carrying the torch at the last Olympic Games. But having the late great Tupac resurrected in a 2027 videogame for no clear reason just feels a bit off to me. Then again, I’m generally opposed to digital zombies in any modern media, no matter who signs off on it. I can’t watch the CGI’d Peter Cushing reprise his role as Moff Tarkin in Star Wars: Rogue One without sensing a great disturbance in the Force, for example.

However, that doesn’t prevent me from rewatching Rogue One from time to time, and nor will the somewhat baffling inclusion of Tupac deter me from lunging fists-first into Stranger Than Heaven when it arrives in January 2027. Despite the fact its story takes place in the same fictional Japan as the Like a Dragon saga, Stranger Than Heaven feels as though it's determined to establish its own identity – at least if its fresh-feeling and fiercely challenging fighting system is any indication. Here’s hoping that in all facets, Stranger Than Heaven finds the team at RGG Studio performing stronger than ever, and that this ends up being something much more than just a ye olde Yakuza.

Tristan Ogilvie is a Senior Video Editor at IGN's Sydney office. He attended the recent BiliBili Game First Look event as a guest of the organisers.



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The Best Deals Today: Save on Donkey Kong Country Returns HD, Splatoon Raiders, Tokyo Ghoul Box Set, and More

A new weekend has arrived, and today, you can save on Donkey Kong Country Returns HD, Splatoon Raiders, AirPods Pro 3, and more. Check out our top picks for Saturday, June 20, below.

Donkey Kong Country Returns HD for $44.99

Donkey Kong Country Returns is one of Nintendo's best platformers, and you can score this amazing game on Nintendo Switch for $44.99 this weekend at Walmart. This version of the game includes 80 total levels, with the 3DS-exclusive levels part of that. A Nintendo Switch 2 patch was released earlier this year, so you can play Donkey Kong Country Returns HD in 4K if you have a Switch 2.

Save $10 Off Splatoon Raiders Physical at Amazon

Splatoon Raiders is officially due out this next week, and pre-orders are still discounted for the series' first single-player-focused game! In addition to physical Nintendo Switch 2 copies, three new Splatoon Raiders amiibo of Frye, Shiver, and Big Man are also set to release on July 23.

Tokyo Ghoul Box Set for $77.74

This box set of the Tokyo Ghoul manga contains all 14 volumes, and you can save over $100 off this weekend by scoring it for $77.74. Starring Ken Kaneki, this classic series by Sui Ishida is a must-read for any fan of the popular anime. In addition to all 14 volumes, you also will get an exclusive double-sided poster packed in with this box set.

LEGO Star Wars R2-D2 Set for $79.99

LEGO Star Wars fans - here's a deal for you! Amazon has the amazing R2-D2 set priced at $79.99, saving you $20. This set features 1050 pieces, plus Darth Malak and R2-D2 minifigures in addition to the major R2-D2 droid. Speaking of, you can rotate R2-D2's head 360 degrees, use its detachable third leg, and more.

Kill Bill: The Whole Bloody Affair 4K Pre-Order Down to $39.99

Following the theatrical release last December, Lionsgate is bringing Kill Bill: The Whole Bloody Affair to 4K Blu-ray. This supercut places both Vol. 1 and Vol. 2 together in a 4 and a half hour long epic. Right now, you can save $10 off the MSRP at Amazon, as copies are available to pre-order for $39.99. Save $10 and get ready to experience the fourth Tarantino film in its entirely this July.

Score an RX 9070 XT for $689.99

Following AI and data center demand, prices have skyrocketed, and it's challenging to locate a good deal on a graphics card. Thankfully, Amazon has the PowerColor Reaper Radeon RX 9070 XT on sale this weekend for $689.99. It's still a bit above MSRP, but this is solid price, especially right now in the market. In our 10/10 review of the AMD Radeon RX 9070 XT, we wrote, "PC Gaming has been in a decadent spiral since 2020, and the AMD Radeon RX 9070 XT is a reminder that it doesn’t have to be that way. This graphics card has no problem maxing out any game you throw at it at 4K, even with ray tracing enabled, and does so at a price that makes the competition look downright greedy."

AirPods Pro 3 for $189

AirPods Pro 3 are a fantastic upgrade over the 2nd generation, bringing a built-in heart rate sensor, redesigned eartips for better noise cancellation, and improved sound quality. Right now, you can score a pair for only $189 at Amazon. I've had a pair since launch and have been incredibly happy with them, especially coming from the original AirPods Pro.

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium.



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Halo: Campaign Evolved Split-Screen Co-Op on PS5 Requires PlayStation Plus for Both Players

If you plan on hopping into Halo: Campaign Evolved split-screen co-op when it launches for PS5 next month, you'll need not just one but two accounts with PlayStation Plus subscriptions to play.

Halo Studios clarified the account requirements for the upcoming story remake with a Halo Waypoint Q&A yesterday. It serves as a deep dive into some of the hottest topics to emerge since the game was announced for PC and Xbox Series X | S – and PlayStation 5 – in October 2025, but not everyone is happy with what the team had to say.

The breakdown confirms what is needed to play with others, with each platform demanding different requirements. For example, you'll need at least a Microsoft account and Xbox Gamertag, regardless of whether you're a PC, Xbox, or PlayStation user, to enable cross-play and cross-platform progression. Halo: Campaign Evolved's requirements on PlayStation, specifically, however, are especially steep.

"If you’re playing split-screen on PlayStation 5, both accounts will need to have PlayStation Plus and be linked to a Microsoft account," Halo Studios said. "Having these active PlayStation Plus subscriptions will also provide access to online co-op play."

Based on this explanation, when players sit down to play Halo: Campaign Evolved co-op in July, all participating users will need to have an active subscription, even if they're sitting right next to each other on the couch. PlayStation Plus is usually only required to access online multiplayer for premium gaming experiences, while free-to-play and offline titles can be enjoyed without a subscription.

For comparison, those on Xbox Series X | S looking to play split-screen will only need a unique Microsoft account, while players hoping to enjoy co-op online will need an active Xbox Game Pass subscription. Those playing on Steam will only need to link to a Microsoft account.

Halo: Campaign Evolved will not be free-to-play, but the decision to lock even split-screen behind the Sony gaming service seems especially strange. Judging by reactions to the news online, many agree.

"Needing to buy online to play local split screen is some next level insanity," one X/Twitter user said.

"Player 2 on your couch needs PS Plus and a Microsoft account," another added. "[Halo: Combat Evolved] 2001 is laughing."

Halo: Campaign Evolved launched in 2001 and has remained one of the most beloved games in the Xbox catalog since. That's thanks, in part, to its co-op feature, which has allowed players to enjoy its story mode together – and at no extra charge – for decades.

Halo: Campaign Evolved reimagines that classic sci-fi narrative for modern devices, and although co-op is back with newly added support for up to four players online, it sounds like those hoping to relive the glory days of one of the oldest couch co-op Xbox experiences will need to jump through more than a few hoops to make it happen on PS5. IGN has reached out to Sony for comment and additional clarification regarding PlayStation Plus requirements for the game.

"Yeahhhhh this just went from a day-1 buy to a not-buy honestly," one Reddit user reacted. "I was gonna play with my wife, but honestly have no interest in playing in my own. It's not worth paying for a whole nother subscription to do that. Kind of ridiculous."

"You need to have an account linked to Microsoft AND pay for PS Plus just to play split-screen local co-op???" someone else added. "Since when did we reach this level of madness?!?!"

PlayStation Plus offers three tiers: Essential ($10.99/month), Extra ($16.99/month), and Premium ($19.99/month). Prices across the service were increased in May. Halo: Campaign Evolved has a release date of July 28, 2026, for PC, PS5, and Xbox Series X | S. For more, you can read IGN's final preview for the game.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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Sea of Remnants Is Like a Puppet-Punk Persona at Sea | IGN Preview

Sea of Remnants has come a long way since we first looked at it last year. High on style, but short on details at the time, we praised the aesthetics, even if we needed to see more from the story and gameplay to know if it has the substance to go with it. Thankfully, we got a fresh look at Summer Game Fest 2026, and what a difference a year makes. The turn-based swashbuckling and realtime ship combat, combined with a healthy dose of mystery and outrageous characters, has my spyglass trained squarely on the Sea of Remnants.

As the demo begins, it’s just me in a rowboat, the star-filled nights sky overhead, and the sea stretching infinitely in every direction. As I row forward, the ethereal music swells, and luminous sea creatures begin to coalesce around me. Just off my starboard, a whale made of light, shades of navy and turquoise, breaches the surface. A fleet of wraithlike boats join me in formation. Eventually, I come to a solitary ship's wheel extending above what I presume must be a shipwreck. As I reach out to touch it, a ghostly ship, a full-sized galleon, suddenly emerges from beneath the waves. The non-caporeal vessel passes straight into me, ignoring the solid wood of my boat entirely. It disappears just as quickly, as the moon itself rises from the sea, and my screen fades to black.

Sea of Remnants is a gorgeous, open-world fantasy RPG set in a world of ocean exploration and piracy. Already the vibrant colors and music create a spectacle tugging at my heartstrings. Up close, everything has a wooden puppetry aesthetic – a charming, hand crafted look that reminds me of Laiki, the studio behind modern stop motion classics like Coraline or ParaNorman.

Everything has a wooden puppetry aesthetic – a charming, hand crafted look that reminds me of Laiki, the studio behind modern stop motion classics like Coraline or ParaNorman. 

Now I’m at the controls of a full-sized ship. The calm seas are gone and a kraken-like creature is attacking my vessel. We are circling clockwise around the body, though tentacles the size of buildings lash out at us from beneath the water. I take careful aim with my cannons and fire, repelling the appendages as I move to fire upon the center of the beast. The ship shudders under its furious assault, but as I approach, its mouth is open, and I activate an ability that slows down time and allows me to stagger it with a carefully placed volley into its maw. However, this just seems to enrage the beast. It begins to gather energy in a massive orb of light above its body. I pour everything I have into it, but to no avail; it unleashes a burst of incredible power, and I’m wiped completely from the sea.

Your ship is your key to exploration. As the name suggests, the world in Sea of Remnants is made up of islands connected by vast tracks of water. Diver flora and fauna and dynamic weather color the journey. As you adventure around the world you’ll be building up your ship, upgrading and customizing it to allow you to explore further, and survive the dangers at sea. Ship combat is like a midpoint between The Legend of Zelda: The Wind Waker and Assassin’s Creed Black Flag. Simple controls and a mix of enemy ships and fantastical creatures resemble the former, while the ability to move and shoot, and importance of positioning to go with your aim are more like the latter.

A figure is standing over me. It’s fuzzy, I can’t make out the details, but he’s shining a flashlight into my eyes and asking me philosophical questions about the nature of death, hypotheticals about walking through a forest, and exploring what little I remember. I answer as best I can before fading away once again. When I come to, Sigmund, the figure I’d been speaking to, greets me properly, and offers to renovate my largely featureless body. With his help my puppet gains a flowing mane of hair, some stylish facial hair painted on my wooden face, and I don a stylish frock coat in place of my tattered cloak. Finally, I look like the pirate-puppet of my dreams.

As you sail the Sea of Remnants you’ll meet new characters, form your crew, and recover your lost memories. The first clue on that journey is a compass, my only possession, and it points towards Feffers, a tavern where sailors are known to store their valuables before departing on voyages. As I emerge from the workshop, I find I’m in a vibrant maritime town called Orbtopia. Tall buildings and cobblestone streets stretch around me, and hundreds of unique, named NPCs populate the area. After a slight mishap involving a chicken pilfering my compass, I find my way to Feffers.

Feffers is… a lot. Funky pirate tunes fill the air in a tavern the size of a department store. What appears to be a massive, mechanical octopus sits atop a round bar at the center. Tables and chairs, many filled with colorful patrons, are scattered about, with a stage at the far end. I make my way to the bartender and ask about anything I may have left behind. He pulls out a suitcase and hands it over, but before I have a chance to examine the contents, all hell breaks loose.

The commotion begins with a girl, RS. She swings around the room on a rope, distributing flyers recruiting for her crew. Unfortunately, her antics result in a cup of grog landing in the face of a particularly ornery looking pirate by the name of Whitebeard, who sends his goons to punish the lass for the insult. Her attempts to fight and evade probably would have worked if not for an ill-timed collision with one particular innocent bystander (me). Suddenly we are surrounded, and I’m dragged into a fight.

Sea of Remnants uses a turn-based battle system, like you’d see in Expedition 33 or your favorite classic JRPGs. The ruffians take the first turn and chip away at the health of the girl and I with some up close dagger slashes and a well-aimed thrown bottle. An action bar on the left of the screen lays out the order; I’m up, and I retaliate with some strong slashes from my sword, while RS deals some AOE damage with some sort of thrown concoction, finishing off one enemy and taking a chunk off the other.

Behind the pirate theme, the combat shares a lot of DNA with classic fantasy RPGs. Melee and ranged attacks do a lot of the work, but buffs, debuffs, and explosive potions factor in to create a layer of fine strategy. Your crewmates have unique weapon skills to contribute, like RS’s “Cutest Doll”, which, despite its fuzzy exterior, operates more like a rocket launcher. I put that to work wiping out the lineup of enemy pirates, though Whitebeard quickly replenishes them from his massive crew. This particular fight is pretty heavily scripted, so I can’t quite tell how good or deep the battle system is just yet, but the quick action and stylish flourishes definitely give off a Persona vibe.

The quick action and stylish flourishes definitely give off a Persona vibe. 

With no hope to overcome these numbers, RS drops a smoke bomb and sprints out the exit. After a short pursuit, I catch up to her on the beach. She’s not thrilled that I apparently ruined her recruiting effort, but after having her back at the barroom brawl I’m forgiven. She doesn’t know any more about my amnesia than I do, but when I crack open the suitcase the barman gave me, her face lights up. She recognizes a photograph, and the tattered remnants of a flag. We must be connected somehow. With this realization, we agree to form a crew together, and set sail on her ship to begin our adventure in earnest.

With the wind at our backs and answers ahead of us, our adventure begins in earnest on the Sea of Remnants. Sure, “I have amnesia” is a bit worn as a storytelling trope in RPGs, but the charm of the artstyle and characters more than makes up for it, and I’m intrigued to learn more about them and the world – especially if the battle system comes together and the ship combat continues to be an exciting spectacle. We will have to wait and see where these winds take us when Sea of Remnants releases later this year on PlayStation 5, PC, and mobile.



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Friday, June 19, 2026

CD Projekt Red Co-CEO Hopes Witcher 4 Wins Back Players After 'Heartbreaking' Cyberpunk 2077 Launch

CD Projekt Red co-CEO MichaƂ Nowakowski thinks the studio has yet to complete a "full redemption arc" after the "heartbreaking" launch of Cyberpunk 2077, but he's hoping it can win back some fans with The Witcher 4.

Nowakowski reflected on the Poland-based game developer's journey during a recent conversation with Edge (via GamesRadar). The interview saw him open up about how "heartbreaking" the launch of Cyberpunk 2077 was for the team – and for fans.

"I'm not 100 per cent convinced we went through the full redemption arc," Nowakowski said. "I'm convinced that we lost the faith of some people indefinitely, and that's a fair thing."

It's been nearly six years since Cyberpunk 2077 undid much of the goodwill CD Projekt Red had accumulated following the release of its 2015 hit, The Witcher 3: Wild Hunt. Years of excitement for the futuristic dystopian RPG quickly fizzled out after launch-day players were met with a long list of game-breaking bugs, annoying visual glitches, and frequent crashes.

These issues were especially prevalent on PlayStation 4 and Xbox One, and although early sales managed to see CD Projekt Red quickly recoup its development and marketing costs, the company's reputation had clearly taken a massive hit in only a few days.

Now, Cyberpunk 2077 is in much, much better shape, and it has managed to sell at least 35 million copies. Still, Nowakowski feels there's work to be done when it comes to how fans see CD Projekt Red, but he's hoping games like The Witcher 4 will help win them back.

"But I do hope we will be able to make it back – if not with The Witcher 4, then with whatever comes next," he said.

Nowakowski continued, explaining how CD Projekt Red changed in the aftermath of the launch of Cyberpunk 2077: "We were left with seasoned, battle-hardened veterans; leaders who were able to carry a different kind of challenge on their shoulders."

"Our dream is to be making more games, although we never want to turn into the studio that's going to be launching a big game every year," he added. "It may happen, but this is not the goal. We have a rough 10-year rolling plan, but the goal is not to flood the games market with CDPR games. We just want to make really cool games, and we don't want to have a ton of IPs either. We're not planning to grow in that way."

Although development on Cyberpunk 2077 has largely concluded and The Witcher 4 has no release date, CD Projekt Red isn't leaving fans with nothing to play. A surprise expansion for The Witcher 3 called Songs of the Past, for example, is expected to launch in 2027. Meanwhile, the Cyberpunk 2077 sequel known as Cyberpunk 2 also entered pre-production last year, and a Witcher remake is also in development.

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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Nioh 3 for PS5 Has Hit a New Low Price at Amazon Ahead of Prime Day

We're just days away from this year's Amazon Prime Day sale, and if you're eager to score some video game deals during it, the retailer won't make you wait. We're already spotting some excellent early deals that are worth adding to your cart. At the top of that list right now is Nioh 3 for PS5, which has dropped to its lowest price so far at Amazon of $49.99 (see it here).

If you've had this one on your wishlist, this is a great opportunity to grab it and save $20. Keep in mind, though, that it may not stay at this price for long since Amazon currently has a 'limited time deal' tag on it. Hopefully it lasts through Prime Day, but in the event it doesn't, now is better than never to pick it up.

While we're only halfway through the year, Nioh 3 has landed as one of our favorite games so far. Earning a 9/10 in its review, IGN's Mitchell Saltzman praised it by saying "Even in a genre that’s become as saturated as the soulslike, there’s still nothing that hits quite like the Nioh series, and Nioh 3 stands out as the best of the trilogy."

Saltzman also highlighted that it, "delivers best-in-class combat that revitalizes the established formula with a fantastic split between Samurai and Ninja styles, as well as a triumphant move to an open-world structure." If you've been craving that kind of gaming experience this summer, it sounds like an excellent addition to your library.

This certainly isn't the last we'll see of good gaming deals from Amazon, either. Make sure to set a reminder for June 23 so you don't miss out on Amazon Prime Day's big kickoff. We'll be sure to highlight anymore exciting game deals that cross our radar as well, so you can stock up on some new options to play this year.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.



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Gundam: Rogue Orbit Interview: A Gundam Game with a Focus on How it Feels to be the Pilot

Gundam is no stranger to video games, but the various pieces of the franchise have never started out with one. That’s all about to change wi...