Wednesday, May 27, 2026

Paralives Early Access Review

If you’re a fan of life simulators, you’ve no doubt heard critics, developers, influencers, and all manner of social media-savvy people wax lyrical about the complexity of creating a compelling social simulation. As I said in my own inZoi review last year, curating a world that’s both representative of the murky mess that is being human and enjoyable to play is a seemingly impossible undertaking that few have managed. And yet, after spending 35 hours in Paralives crafting families, building homes, and sowing discord among residents, I have a renewed hope. This ambitious challenger to The Sims’ throne has captured not only the practical elements of humanity but, importantly, the weird ones we sweep under the rug, too. While its Early Access start has a lot of room to grow before it slays the reigning king of the genre, it’s certainly on its way.

Your time in Paralives begins on a train, with a quick tutorial for how to handpick the actions of the Parafolk (the name Paralives gives to its digital citizens) as God of this world. You’ll initially do so with predesigned families, including the father-son duo of the ​​Marquez household, who hide secrets beneath their chirpy veneer, and the party-loving trio from the Wolf household, who need to get it together if they want to pay the bills. These families all feel thoughtfully written and have their own issues to connect with, which is a boon for people who prefer a rich backstory to bounce off. But if you’d rather get straight into the nitty-gritty of people pottery like me, you can also create your own household via the Paramaker mode right away.

Comparable in layout to The Sims 4’s Create-a-Sim, the Paramaker mode splits avatar creation into three main sections: Appearance, Clothing, and Personality. From here, you can curate the look of your digital person through a selection of pre-fab facial and body features, dress them in stylish garb, and finally choose what kind of digi-person they will be with various traits. There is also the option to fine-tune your creation by using your mouse to tug and drag at anchor points to twist up their features like putty. It’s a reactive and rewarding process, particularly if you’re working from a reference photo.

There aren’t a great deal of options for customisation just yet, though it’s clear there’s been a particular effort made to replicate the diversity of the real world with what’s available. Hair presets span a variety of textures, including straight, wavy, curly, and coily, plus there’s an option to select hearing aids and prosthetic legs. What’s more, you can layer items like piercings, jewellery, and tattoos to really amp up your character’s personality. This blend of options safeguards your households from the cursed same-face syndrome, and ensures that every person you meet out in the world doesn't look like they're all related either. Clothing, too, has a decent variety and caters to a range of styles from goth to coquette, even including a full-body morph suit – to each their own.

Paralives' standout art style evokes the nostalgia of classic Telltale games.

No matter what you pick, Paralives' standout art style evokes the nostalgia of classic Telltale games like The Wolf Among Us. This dynamic comic book approach is not only easy on the eyes, it also helps details like wrinkles, facial hair, and eyelashes really pop. That’s particularly true as your Parafolk emote and perform actions like cooking or scrolling on their phone while ignoring their chores – they’re just like me, for real! By leaning away from the hyperreal and toward the more cartoonish aspects of humanity, Parafolks feel slightly goofier and a lot more likeable than the people of their competitors, conjuring favourable comparisons to The Sims 2. In this way, I found myself connected to their plights more so than the undeniably trendy but slightly soulless inhabitants of Krafton’s InZOI.

Unfortunately, the wheels start to fall off in the Personality section of character creation, which feels quite limited at the moment. You’ll give every Parafolk a Vibe, a Social Perk, and a Talent area, each of which is intended to influence how they move through the world. For example, if you choose the “Good at taking care of other people” Social Perk, that character can make chicken soup for sick friends. Alternatively, if you pick the Gloomy option for their Vibe, they will be happiest when in a bad mood. As you play out their life, you’ll unlock more slots to fill, though these choices don't translate clearly into practical gameplay. And, frustratingly, even with drastically different personalities, most of my households reacted more or less the same to major incidents.

Rounding out the start of each new family, you’ll also need to choose a specific Storyteller, which is a unique mechanic that will dictate the difficulty of your day-to-day life. Storytellers dole out cards every dawn that cause random events to happen in the lives of your Parafolk. One day, you might get a free computer from work. Another day, one of your household members may be encouraged to cheat on their spouse. This system adds much-needed entropy to your household's otherwise routine shenanigans. While many of the prompts seemed repetitive in concept, I found them to be effective in practice — they do well to keep things fresh in the long term, which is one of the biggest bugbears of the genre.

Once you have your household, the next step is to find a home, which once again gives you the choice between a pre-designed estate or an empty block with a budget to spend on all the essential amenities, like beds, baths, and beyond. Similar to the Paramaker, Paralives' build mode currently has a fairly limited pool of items and options, but there's at least enough customisability here to keep you busy building for hours on end.

Storyteller prompts seem repetitive in concept but are effective in practice.

In construction mode, you erect walls, add windows and doors, and then decorate the space with a selection of modern interior options. It’s an approachable process, thanks in part to a togglable snap tool that ensures your architecture is balanced and beautiful. Still, cowboy builders need not worry as there’s plenty of room to get weird with it, too, and Paralives isn’t keen to hold you to any building code. When renovating your space, you can place items almost anywhere you’d like. As a huge fan of cosy, cluttered spaces, I squeaked with joy when I realised I could stack ramen cups on top of kitchen fridges and select random throw pillows to jazz up plain couches. Yuckier touches like mould, damp, and body hair can also be dotted around for the sickos out there, with Paralives allowing you to make a truly bespoke, if totally gross, living space.

This customisation is a double-edged sword, though – while beautiful, much of the world isn’t actually interactable. Those ramen noodles might create a cool vibe, but they can never be eaten, and the cosy throw pillows will never crumple under the weight of a sleepy character, which feels like a missed opportunity. Such aesthetically pleasing but useless items also crop up in the open world and inevitably lead to deflating moments as you realise you can walk through a moving train completely unscathed. There has been an effort to provide the background city with a sense of liveliness through a daily newspaper and rotation of activities like run clubs and BBQs. Even so, these events can feel rather flat, with locals milling around as if on a timer. As such, Paralives' setting doesn’t feel like an entirely cohesive society just yet.

Moment-to-moment survival comes down to meeting a few basic needs: Hygiene, Hunger, Sleep, and the Toilet. Achieving these needs is a constant uphill battle, though failing them so badly that you die isn’t so easy either. As with real life, Parafolks' days are split between working a job that pays the bills, toying around with home appliances, and chatting with the locals to try and make friends. The way you progress is fairly rudimentary; you’ll often be stuck reading a book to level up skills or waiting out the in-game clock for a work shift to end. Thankfully, there is some reprieve in the socialising portion, with Paralives opting for a refreshingly alternate approach.

Instead of selecting another character and choosing a conversation topic, you’ll need the Parafolk to interact long enough to fill a conversation meter. From there, you’ll have a small pool of subjects to choose from, which includes asking other Parafolk if they’re single in a flirtatious way, telling jokes, and chatting about general life events. At first, I didn’t love this radical style, but it grew on me over my play sessions, and I eventually realised how handy this hands-off approach was. Instead of sitting with one of my household members, clicking topics on repeat, I could move on to another task or person while they were schmoozing, and periodically jump in to keep the conversation flowing. Like spinning personality plates, I could lock in as one started to wobble, before jumping over to another conversation to keep that one in play, too.

Alas, not even expert helicopter parents like me can keep everything in check, and across my time with Paralives, I fell prey to the inevitable chaos of an Early Access life simulator. One day, during some routine cupcake-baking, my house burned down because the firefighters kept spawning just outside my front door without being able to step through it, as if they were mocking me. Soon after, another of my households got stuck in some kind of viral loop, circulating a sickness through the entire family, like a never-ending, festering plague. During this time, they all had to take turns running back and forth between their beds and the home’s single toilet – no prizes for guessing how that shook out.

Such unfortunate occurrences might seem like frustrating, gameplay-halting events that make you want to ragequit. But its spirited art direction and goofy charms manage to make these scenarios feel funny and endearing to experience, as if they were intentional. Where the day-to-day activities lacked the depth to keep me entertained, these scrappy edges showcased more of the rich, chaotic personality that bleeds through all aspects of Paralives, and makes it stand out as a worthwhile contender amongst its more substantial and established peers in the genre.



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The First Wheel of Time Board Game Adaptation Has Already Blown Past Its Goals on Kickstarter

The Wheel of Time is one of the best-selling fantasy book series of all time, but it's a franchise that has struggled to take hold as an adaptation. Most notably, Amazon's live-action Wheel of Time show was tragically cancelled just last year after what IGN called it's "best season yet". But a new kickstarter for the first-ever official board game is bringing some fresh hope to fans of Robert Jordan's fantasy world that there's still more to look forward to.

War of the Dragon is an upcoming strategy game for 2-4 players that according to the Kickstarter page, "combines tableau building, action selection, and area control mechanics in a thrilling struggle for conquest and survival". The game just launched on Kickstarter today with a funding goal of $50,000 that was pretty much immediately met. At the time of writing, almost $300K has already been pledged and those numbers continue to go up.

This isn't the first time The Wheel of Time has been adapted for the tabletop, but it is the first actual board game for the franchise. Wizards of the Coast made a Wheel of Time TTRPG all the way back in 2001, but it has been mostly forgotten over the years. War of the Dragon is instead a full experience to the table with new illustrations, miniatures, and multiple game modes

The popularity of this game on Kickstarter isn't too surprising thanks to the publisher that is actually adapting the story into this format. Dire Wolf is known for publishing some incredible board games like Dune: Imperium and Clank! over the years. Dune: Imperium is a somewhat similar deck-building board game that has consistently been a favorite for IGN, with our reviewer giving it a glowing 9 out of 10 review. So while War of the Dragon is getting its start as a crowdfunding campaign here, it's backed by a trusted studio.

Outside of this Kickstarter, The Wheel of Time series has been seeing a bit of a revival in TV and games. It was announced fairly recently that a new Wheel of Time animated series and a video game are currently in the works. As of right now, there isn't any sort of release date attached to those projects or War of the Dragon. The Kickstarter campaign is set to run from now until June 23, 2026.

Jacob Kienlen is a Senior Audience Development Strategist and Writer for IGN. Born and raised in Portland, Oregon, he has considered the Northwest his home for his entire life. With a bachelor's degree in communication and 10 years of professional writing experience, his expertise is spread across a variety of different pop culture topics -- from TV series to books and the latest Pokémon games.



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Dragon Quest 12: Beyond Dreams Update

Square Enix issued a significant update on Dragon Quest 12 today, giving fans a quick look at the long-awaited RPG sequel. The Japanese company also dropped the bombshell that the game’s development was restarted from scratch. As a result, Dragon Quest 12's original subtitle, The Flames of Fate, was ditched in favor of Dragon Quest 12: Beyond Dreams.

In a special video to mark Dragon Quest’s 40th anniversary on May 27, Dragon Quest 12 executive producer Yosuke Saito and game designer Yuji Horii shed light on the upcoming game’s current state.

“We’re hard at work on 12,” Saito said. “But it’s going to be a bit longer until it’s in your hands.” He explaining that the title’s development was overhauled after a team reshuffle. “Work on the original version, Dragon Quest 12: The Flames of Fate, hit a lot of hurdles along the way.” Saito added. “But as we kept talking with Mr. Horii and pinned down what a mainline Dragon Quest game should look like, we decided to move things around and start over from scratch.”

“It was a major decision, but I believe it’s the right one,” Saito said, citing that this rehaul will enable the dev team to make an enjoyable game that appeals to a wider range of Dragon Quest fans.

It seems the devs changed Dragon Quest 12’s protagonist, story and themes. Apparently, Beyond Dreams’ hero has mysterious visions in his sleep, and the plot will delve into what lies beyond these dreams. “The game has gone in a different direction to what we originally announced, but I think you’ll enjoy it,” Horii said. Dragon Quest 12 will explore a “bright and exciting future,” with Horii suggesting that Beyond Dreams may have ditched the darker tone that The Flames of Fate was set to bring to the 40-year-old series.

The game’s development has changed direction but Horii reassured fans that quintessential Dragon Quest elements remain. Dragon Quest 12: Beyond Dreams will still have the late Akira Toriyama’s iconic character designs and composer Koichi Sugiyama’s epic score. Although Sugiyama passed away in 2021 and Toriyama in 2024, both creatives managed to complete work for Dragon Quest 12 before they departed. Both have worked on every entry in the series since 1986’s Dragon Quest 1.

However, it won’t just be the same old classic gameplay. Saito said that Dragon Quest 12: Beyond Dreams will evolve the RPG series to the next level “with plenty of things you've never seen in a DQ game before.”

Dragon Quest fans have been waiting a long time. Dragon Quest 12: The Flames of Fate was announced in 2021 during the series’ 35th anniversary celebrations. It’s also been eight years since the last mainline entry, Dragon Quest 11, was released. Saito and Horii did not give any hints as to a release timeline for Dragon Quest 12: Beyond Dreams, so fans will have to wait a bit longer.

During the 40th anniversary celebration, Square Enix also revealed that spin-off title Dragon Quest Monsters: The Withered World will be coming to PS5, Xbox Series X/S, PC, Switch and Switch 2 (release date to be announced later). The game will feature Dragon Quest 5’s Nera and Bianca as dual protagonists. Also, Dragon Quest 11 S: Echoes of an Elusive Age will be coming to Switch 2 on September 24.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.



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Best Buy's Daily Deals Just Dropped The Price On A Load of Magic: The Gathering Products

Just weeks after running a sale on Magic: The Gathering products as part of its daily deals, Best Buy is at it again.

The retailer is running it back big time, with savings across newer sets like Teenage Mutant Ninja Turtles and Lorwyn Eclipsed, as well as more savings across Universes Beyond sets from yesteryear and accessories, too.

Here are our picks.

Best Buy Slashes The Prices of A Bunch of MTG Products

Working our way backwards, you can already save a whopping $70 on a Play Booster box for Teenage Mutant Ninja Turtles, which brings it down to $129.99 - that’s $4.33 per pack.

Also from the set, there’s $40 off the Draft Night box (which includes a Collector Booster), and $15 off the Turtles Team-Up co-op game in a box. They’re now $89.99 and $34.99, respectively.

The set before that, Lorwyn Eclipsed, is seeing $20 discounts on both of its Commander precons. That means Blight Curse and Dance of the Elements are now down to just $31.99 each. Its themed decks for Standard players are half price, too, but you don’t get to pick which one you end up with. Still, you can spin the wheel for $11.99.

In fact, the latest set, Secrets of Strixhaven, is also getting its theme decks reduced to the same price.

Elsewhere, 2025’s Avatar: The Last Airbender Beginner Box is down to $22.99 (a drop of $12), while you can save $75 on a Play Booster Box of Marvel’s Spider-Man, which nets you 30 packs for $114.99.

Finally, there are some great accessories on sale, too. Final Fantasy playmats, including the Traveling Chocobo, Cloud, Ex-Soldier, and Y’Shtola, Night’s Blessed, are all seeing discounts, with some dropping as low as $12 - that’s cheap for an Ultra Pro offering. My personal favorite, the double-sided play mat showcasing Clive and Ifrit from Final Fantasy XVI, is down to $19.99 - a 50% discount.



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Tuesday, May 26, 2026

007 First Light PC Settings Guide

While 007 First Light is the first actually good James Bond game in quite some time, developer IO Interactive has been making well-optimized PC games for years. It’s not surprising, then, that 007 First Light runs extremely well, at least once you clear its somewhat steep system requirements.

The game requires just an AMD Radeon RX 5700 or a GeForce GTX 1660 to run, but its recommended spec is an RTX 3060 Ti or a 6700 XT. That’s quite a difference, but I will say that after testing the 3060 Ti at 1080p, it runs incredibly well, although the low VRAM means you’ll probably want to turn down the texture quality a bit, even at that lower resolution.

In fact, the textures in this game are like a little sponge for video memory, and if you want to max it out at any resolution, you’re going to want to make sure you’re packing a GPU with at least 12GB of the stuff. And, at higher resolutions, you’re probably going to want to bump that requirement up to 16GB if you really want to avoid any stuttering.

No Presets

Unlike a lot of PC games these days, 007 First Light doesn’t have graphics presets. There is a button in the settings menu that’ll set everything to default, but at least on the pre-release build I was testing, this just set everything down to its minimum setting.

While this isn’t a huge deal for anyone that’s going to be tinkering with the settings anyways, it does mean you can’t just pick an option and start playing right out of the gate. Or at least you can’t if you don’t want to be staring at aliased handrails for 20 hours (or however long this game is, I didn’t finish it yet).

There really aren’t that many individual settings to tweak, though, so finding the sweet spot for your PC shouldn’t take too much time. And, for most people who meet the recommended setting, it mostly comes down to setting most things to high and then just deciding if you want to prioritize frame rate or a higher base resolution.

The Settings

Just like with Forza Horizon 6’s PC settings, I set out to make 007 First Light run as quickly as possible on the RTX 5070 at 4K. Unlike Forza, though, getting to 60 fps at a native 4K in First Light with the RTX 5070 is basically impossible. Even with everything set to low, I got around 40-45 fps. That might be enough for some people, but this is one of those games where I’d recommend upscaling for pretty much everyone. The game looks incredible with higher quality settings, and as long as you have some kind of upscaling, a GPU like the RTX 5070 or the Radeon 9070 can easily run at 60-70 fps.

Even the much-weaker RTX 3060 Ti can easily hit a high frame rate at 1080p, just as long as you use DLSS at the Quality preset. The 3060 Ti can even stretch up to 1440p, but it will be much harder to maintain 60 fps. Just get ready to turn things down a bit if you want to move up to a higher resolution.

007 First LIght will run on the Steam Deck, too, but I wouldn’t really recommend it. You can get the game running at around 30 fps most of the time, but it comes with some pretty severe stuttering problems, especially when you’re playing it on battery power. More powerful handhelds like the Xbox Ally X will fare a bit better, but this is a game that is definitely intended more for fully-fledged gaming PCs than handhelds.

While 007 First Light does run well on modern hardware, you’re going to want to dial in the settings to find the perfect balance between image quality and performance. And, well, I went ahead and found that sweet spot for both the RTX 5070 and the RTX 3060 Ti.

Transfer Function: This just affects how image data is encoded for your monitor. For most people, I’d recommend setting it to 2.2 and forgetting about it. If you run into visual glitches, you can set it to sRGB to troubleshoot, but you’ll get lighter blacks. And since this is a stealth game, you’ll be looking at dark scenes a lot. Mid-Range PC and Handheld: 2.2

Resolution Scaling: These are just upscaling methods. As of right now only two are selected, DLSS and FSR. For Nvidia users, use DLSS, everyone else should use FSR. Hopefully IO Interactive adds XeSS sometime soon.

DLSS Super Resolution and AMD FSR Upscaling resolution: This is simply the upscaling factor for whichever method you’re using. As a general rule of thumb, I’d recommend Performance for 4K, Balanced for 1440p and Quality for 1080p. However, if you have enough breathing room, you can turn it up to make the game look a bit nicer.

DLSS Frame Generation: It seems like the only type of frame gen that’s supported here is Nvidia’s version of the tech. Whether or not you use it is entirely up to you, but it can unlock extremely high frame rates at the cost of latency and some minor visual artifacts. Luckily, 007 First Light supports Dynamic Multi Frame Generation right out of the box, so you won’t even need to mess with the Nvidia app to use it.

Texture Quality: Texture Quality changes the resolution of all the textures in the game. In my testing, this is by far the biggest impact on VRAM. If you’re running up against the limit, and luckily there’s a handy little bar in the lower right corner of the screen that’ll tell you that, I’d lower this setting first. But for the most part, you’re probably going to be GPU limited before you’re VRAM limited. Mid-Range PC: Ultra, Handheld: Low

Texture Filter: No matter what game I’m playing, texture filtering is one of the last things I touch. Even maxing this out won’t affect performance that much, and the game will start looking very flat once you start turning it down. Mid-Range PC: 16x, Handheld: 4x

Level of Detail: This affects model resolution, and in 007 First Light IO Interactive has worked some kind of magic to make this setting barely affect performance. Going from Low to Ultra barely touches the VRAM meter, and only made for a difference of 2 fps on the RTX 5070. Mid-Range PC: Ultra, Handheld: Medium

Terrain Quality: 007 First Light is full of beautiful environments, and this setting mostly affects how good the ground looks at any time. This will affect some scenes more than others, but I will say that there are plenty of driving scenes in this game where having this setting cranked up really improves how the game looks. And because it barely impacts VRAM or your GPU performance, just leave this cranked until you’re running into performance issues. Mid-Range PC: Ultra Handheld: Low

Shadow Quality: The lighting engine in 007 First Light is where most people are going to run into performance issues. Shadows are ray traced, and maxing them out will have a huge impact on both your performance and your VRAM consumption. I’d leave this at high for the most part, but if you’re on a weaker GPU, this (along with the next few settings) are the first things I’d cut. Mid-Range PC: High Handheld: Low

Volumetric Fog Quality: This makes fog thicker and more realistic, but it can impact performance quite a bit in particularly foggy scenes – like the opening mission. Volumetric Fog makes certain scenes look incredible, but this should be one of the first things you cut if you’re falling short of 60 fps, especially if there are a lot of atmospheric effects going on when your fps drops. Mid-Range PC: High Handheld: Low

Volumetric Effects Quality: You’d think that Volumetric Fog would be a Volumetric Effect, but it's separate for some reason. Instead, this mostly affects volumetric lighting and smoke. This does look great maxed out, what with all the explosions in the game, but it does come with a pretty high performance cost. Mid-Range PC: High, Handheld: Low

Reflection Quality: This is just me, but one of my favorite ray traced effects is reflections. Even 7 years after I first saw the noisy reflections in Battlefield 5, I’m still blown away by really nice reflections. And 007 First Light has some absolutely gorgeous reflections. This is one of the last lighting effects I’d turn down from a purely aesthetic perspective, but it does come with a high enough performance cost that I’d recommend turning it down a bit anyways. Mid-Range PC: High (Ultra if you’re adventurous) Handheld: Low

What follows all of these is a bunch of toggles for post-processing effects, and none of them really impact performance all that much. In the descriptions for some of them, developer IO Interactive warns that turning off fullscreen blur effects and radial blur effects will make certain gameplay states harder to distinguish. I’ve spent about 8 hours with this game, and all this means is that it’ll be harder to tell when you’re low on life. That’s enough for me to keep these settings on but if you really hate the effect, you can at least turn it off.

Out of all the games I’ve tested so far this year, 007 First Light is probably the most demanding. That’s not to say that it’s not well optimised, though. Even on the RTX 5070, you can get an average of around 63-70 fps throughout most of the game following these settings, and that number will only go up if you use frame generation – though that will come with a bit of a bump to latency.

As long as you have a recent graphics card, you should have no problem running at high settings with a decent frame rate. But unlike games like Crimson Desert and Resident Evil Requiem, upscaling is a necessity for 4K, unless you’re packing something like an RTX 5080 or a Radeon RX 9070 XT.



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PlayStation Delists and Shuts Down Servers for Destruction AllStars

PlayStation has unexpectedly pulled the plug on Destruction AllStars, a live-service game released during the PS5's launch window. The game is no longer available for sale and its servers have been shut down. Those who still own the game can still play the game's arcade mode, going up against bots offline.

Typically, these kinds of shutdowns are announced ahead of time to give players a chance to buy the game or rally others together for some final online matches, but Destruction AllStars was delisted and shut down seemingly simultaneously. Players were notified via PlayStation notifications. (The game's social media account hasn't been active since 2022, when X was still Twitter.)

Destruction AllStars came out in 2021 and received a mixed reception. Despite releasing during a drought of games, early PS5 adopters largely rejected the game, even after PlayStation Plus subscribers were given two free months. We gave the game a 6/10 in our review, noting that although the game had some decent fundamentals, it failed to rise to the occasion as a compelling package.

"Destruction AllStars can provide short bursts of action-packed chaos that are at their most fun when kept simple," reads our review. "The driving and vehicle-to-vehicle combat are highly enjoyable when you’re slamming into other cars at high speed, but they wear thin quickly and offer very little else on closer inspection and the on-foot gameplay you’re forced into too often feels pointless. There’s the basis of a great party game here too, but at launch it's far too shallow an experience for Destruction AllStars to be considered one right now."

Destruction AllStars was developed by Lucid Games, a studio formed by ex-Bizarre Creations developers after Activision tried to sell the studio but failed to find a suitable buyer. The team has a background in vehicle-based games, such as Project Gotham Racing and Blur. Destruction AllStars was different from those games, opting to be more of a destruction derby-style game with on-foot gameplay. Lucid hasn't released its own game since Destruction AllStar's release in 2021, but has helped out with other games such as Sea of Thieves.

The news comes just days after Bungie announced it was winding down support on Destiny 2 and reports that Bungie would suffer "significant" layoffs. Although the two instances don't appear to be directly related, it does signal that PlayStation's live-service efforts haven't been a success. Helldivers 2 and Gran Turismo 7 appear to be PlayStation's only successful live-service games to date. Fairgames is heavily speculated to be getting a re-reveal with a new name very soon.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.



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Alan Wake and Control 'Should Have Sold More,' New Remedy CEO Says, as He Accepts Skepticism of His Former EA Background

Remedy franchises such as Alan Wake and Control "should have sold more", the company's new CEO has said.

Jean-Charles Gaudechon was appointed as Remedy's new boss back in March, prompting raised eyebrows from fans of the studio's offbeat single-player fare. Gaudechon's resume includes nearly five years at EA, with a particular focus on the PC and mobile versions of FIFA. Since then, he's worked on various sport-related ventures, including two years running a fantasy NFL platform.

In a new interview with The Game Business, Gaudechon acknowledged some of the skepticism surrounding his past while stating that he knew Remedy's "one-of-a-kind" creativity needed to be "protected." At the same time, Gaudechon said he believed the company "could make some improvements" to ensure its work found a wider audience.

"Remedy is one of the few studios which is genuinely supported by players," Gaudechon said. "Even my announcement was something I loved, because people were protecting Remedy. When I was announced, people from the industry and close friends sent me messages saying things like: 'JC, that's awesome. Congrats.' And the last line was, 'Don't f*** it up.' It was: 'We love Remedy so much. Don't f*** it up.' That shows you how much people love Remedy."

Remedy has released a flurry of games over the past five years, though none have been breakout hits. Its multiplayer experiment FBC: Firebreak was a flop, while sluggish sales of Alan Wake 2 meant the game took over a year to turn a profit. Its work on the campaign for Korean shooter CrossfireX reviewed poorly, while its long-in-development Max Payne and Max Payne 2 remakes were announced four years ago with nothing seen since.

In the short-term, the studio is focusing on Control Resonant, the sequel to 2019's well-received Control that's currently due at some point this year. But Gaudechon said he was aware that Remedy's franchises need a bigger audience — something its strategic partnership with Annapurna for TV and film adaptations announced back in 2024 will hopefully provide.

"Control, Alan Wake, etc. could give a lot more," Gaudechon said. "There's a vision on thinking bigger for some of these IPs, which need to find its audience much, much further than the current audience. It’s super exciting.

"We need to think more about how we are approaching our IPs as a franchise," he continued. "How do we grow the community? [Our deal with] Annapurna goes into making our games, our franchises shine further and reach an audience that doesn't exist today.

"It's a pity, I think Alan Wake should have sold more. Control should have sold more. To me, that's one of the first things we need to fix, even before trying to make more games to a certain extent. First of all, maximize the potential of the ones we have, because they're incredible. And cross-media is going to help us do that."

IGN recently took a closer look at Control Resonant, and came away impressed by its aggressive, fast-paced combat. As of yet, there's no word on when this year it'll launch.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social



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Paralives Early Access Review

If you’re a fan of life simulators, you’ve no doubt heard critics, developers, influencers, and all manner of social media-savvy people wax ...