Tuesday, September 22, 2026

'You're Going to Take a Hit': Rainbow Six Siege Director Bracing for GTA 6 Launch Impact, Promises Players Who Stick Around Will Be Served 'Like Kings and Queens'

Ubisoft has discussed how it is bracing for the launch of Grand Theft Auto 6, and plans to reward Rainbow Six Siege players who stick around "like kings and queens."

Despite still being several months away, the impact of GTA 6's launch this November is already being felt throughout the video game industry, with other game publishers crowding their own releases into September and early October in order to steer well clear.

Currently, no other publisher (apart from Nintendo and its The Legend of Zelda: Ocarina of Time remake) seems ready to brave November with a big-budget launch of their own. But what about live-service games which have to keep going during the peak of GTA 6's interest? Well, it's expected that they will likely see their own numbers dip.

"We've got a massive launch coming with GTA," acknowledged Joshua Mills, creative director of Ubisoft's long-lived Rainbow Six Siege, in conversation with The Game Business. Launched back in 2015, it continues to be enjoyed by a dedicated audience today — though even Mills admits that he expects many of these players to dip out and try Rockstar's blockbuster when it finally arrives.

"It doesn’t matter what genre you're in – you're going to take a hit when that drops," Mills continued. "People are going to play it, and then they’ll come back. Heck, all of us are going to play it. It's about being smart with your expectations so you can keep the team and HQ aligned. If the team sees player numbers dip, they can get anxious, but it's generally temporary."

And for those who do stick around, it sounds like Ubisoft's team is planning one of the best times to play in years.

"Our golden rule is to serve the players who stay like kings and queens," Mills concluded. "We don't go on vacation just because a competitor is swelling the market. We double down and reward those spending their valuable time with us. Funnily enough, Season Four will drop right around that time. That shifts up the game in different ways. We actually have some unannounced surprises held back to make a splash."

It's an intriguing tactic: not deliberately ceding ground to GTA 6, even while acknowledging the inevitable interest in the game that will likely deflate Siege's own player numbers — temporarily, at least. I'll be interesting to see what other live-service games might do, too.



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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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