Neowiz, creators of Lies of P, the popular soulslike that mixed the story of Pinocchio with gameplay reminiscent of Bloodborne, has confirmed that they are looking to hire an AI Creator. This would be a profile specialized in using generative artificial intelligence tools to create art that would later be integrated into their games. Something that has generated discontent among the community. Trying to fix their own mess In any case, Neowiz’s intention is not to directly use what the AI creates within their games. The intention is for the AI Creator to use tools like Stable Diffusion, Midjourney […]
Neowiz, creators of Lies of P, the popular soulslike that mixed the story of Pinocchio with gameplay reminiscent of Bloodborne, has confirmed that they are looking to hire an AI Creator. This would be a profile specialized in using generative artificial intelligence tools to create art that will later be integrated into their games. This has generated discontent among the community.
Trying to fix your own mess
In any case, Neowiz’s intention is not to directly use what the AI creates within its games. The intention is for the AI Creator to use tools like Stable Diffusion, Midjourney, or others that may appear in the future to create concept art, sketches, textures, or references that artists will then use to create the final game art. Another of its functions will be to “identify the latest trends in generative AI and provide usage guides for artificial intelligence tools for internal artists,” according to the job listing itself.
All of this has not served to quell the anger of the fans, which has led the company to provide explanations in international media, such as PC Gamer. Stating that the idea is to use AI only for pre-production phases and repetitive tasks, with the work of the AI Creator being confined to that of an independent team.
Although Lies of P 2 should have already passed the pre-production phase and theoretically should not have any trace of AI, future projects remain in doubt from this point onward. Especially because the vision of generative AI between Asian countries, which is much more understanding and permissive, and the West, which has a nearly outright rejection, is becoming increasingly evident. And companies still haven’t understood this. Therefore, it is to be expected that more Asian studies will introduce generative AI. If not promoting it openly.
The next video game The Bearer & The Last Flame, created by the studio Dark Reaper Studio, is a new Soulslike title that draws inspiration from the foundations of Demon’s Souls, promising a more linear and less exploratory approach. In the game, players will face the iconic villain Merlin and his acolytes, with a gameplay scheme that emphasizes direct combat rather than the open exploration characteristic of titles like Elden Ring. Merlin here wants to kill you Javi, the lead designer of Dark Ripper Studio, has commented that his goal has been to eliminate aspects that he was not convinced about from […]
The upcoming video game The Bearer & The Last Flame, created by the studio Dark Reaper Studio, is a new Soulslike title that draws inspiration from the foundations of Demon’s Souls, promising a more linear and less exploratory approach. In the game, players will face the iconic villain Merlin and his acolytes, with a gameplay scheme that emphasizes direct combat rather than the open exploration characteristic of titles like Elden Ring.
Merlin wants to kill you here
Javi, the lead designer of Dark Ripper Studio, has commented that his goal has been to eliminate aspects he was not convinced about from the original, creating a system where confrontations focus on parries and dodges. The game will not have difficulty levels; however, players should prepare to face demanding challenges, especially against the final bosses, who will mostly be wizards, turning magic into an enemy to defeat.
The narrative design of the game also reflects a clearer structure, influenced by The Lord of the Rings. Each level will be followed by a narrator who will explain what happened, enriching the narrative experience. Javi has assured that the game will eliminate common frustrations of the genre, such as long journeys to return to a boss, ensuring that the bonfires will be close to crucial confrontations.
With a pre-order campaign scheduled to start on February 2 and the game’s launch on March 6, The Bearer & The Last Flame promises to attract both Soulslike enthusiasts and those who feel disappointed by the recent direction of From Software titles. The game is expected to run smoothly on Steam Deck and perform at 60 fps on consoles and PC. With four years of work behind it, the gaming community eagerly awaits the chance to face Merlin in this new proposal for the genre.
VANRAN, a new title in the Soulslike genre, is generating expectations among players. Its release is scheduled for this year, although it does not yet have a specific date. A demo will be available at the end of January, providing players the opportunity to evaluate the game’s mechanics and design. A game with a different style Developed by the studio BECUZUS, VANRAN aims to differentiate itself from other titles in the genre through new mechanics, such as a hook that allows players to climb and fight against colossi, inspired by the classic Shadow of the Colossus. This addition offers to […]
VANRAN, a new title within the Soulslike genre, is generating expectations among players. Its release is scheduled for this year, although it does not yet have a specific date. A demo will be available at the end of January, providing players the opportunity to assess the game’s mechanics and design.
A game with a different style
Developed by the studio BECUZUS, VANRAN seeks to differentiate itself from other titles in the genre through new mechanics, such as a hook that allows players to climb and fight against colossi, inspired by the classic Shadow of the Colossus. This addition offers players the opportunity to face large enemies, which, unlike other games in the genre, are not puzzles, but true bosses that must be defeated using agile skills and techniques, such as parrying and dodging.
However, the first impressions of the game reveal that there are still aspects to improve regarding the response to the controls and the accuracy of the animations and collisions. These elements, fundamental in a Soulslike, are critical to avoid falling into the category of generic games and must be carefully implemented to provide the satisfying experience that players expect.
The developers of BECUZUS, who likely lack the resources of large publishers, face the challenge of balancing all the features of the game. Critics have mentioned the simple geometry of some levels and the excessive reliance on the Unreal engine in visual terms, which could limit the artistic immersion of the game. However, the lack of a release date may serve as an advantage, giving the team the necessary time to make adjustments and optimize the mechanics before the game hits the market.
Director Qiwei Liang of Phantom Blade Zero has sparked a notable debate about the saturation of the video game market, stating that “nowadays there are too many Souls-style games.” This observation reflects a growing frustration among players who face a constant repetition of formulas in fantasy RPGs. Unlike many titles that align with the “Soulslike” style, Liang assures that his work does not fit into this category nor into that of a traditional action game. His game is not a soulslike, no matter what Sony says Instead […]
The director Qiwei Liang of Phantom Blade Zero has sparked a notable debate about the saturation of the video game market, stating that “nowadays there are too many Souls-style games.” This observation reflects a growing frustration among players who face a constant repetition of formulas in fantasy RPGs. Unlike many titles that align with the “Soulslike” style, Liang assures that his work does not fit into this category nor that of a traditional action game.
Its game is not a soulslike, no matter what Sony says
Instead, Liang describes Phantom Blade Zero as a “kung fu action game,” emphasizing a focus on acrobatic and frantic combat, which seeks to differentiate itself by incorporating elements from different genres within the realm of RPGs and action. “People are not going to understand exactly what it is until they play it,” Liang expresses, suggesting that the evolution of the video game industry lies in the fusion of genres.
However, the originality of the term “kung fu action” has been questioned by some critics, due to the existence of games like Sifu and Shenmue, which have already explored similar combat styles. Still, Liang seems convinced that there is untapped potential in combining the Souls-style experience with a martial approach, which could offer a fresh perspective for genre fans.
For the moment, players must wait for more information, as Phantom Blade Zero still does not have a confirmed release date. In the meantime, Liang invites enthusiasts to explore this new combat journey that promises to be both innovative and exciting.
Many games go under the radar of most people, or receive criticism from the public, because they are aimed at a very specific audience. They ask for very specific things from those who are going to play them, and that makes it difficult to adjust expectations. It requires having a particular awareness and vision of what the game wants. And that is not always easy to provide. That’s why many games gain value over time. When more players and a certain distance allow them to be seen in a different light. Because that makes it easier to play them for what they are and not […]
Many games go under the radar of most people, or receive criticism from the public, because they are aimed at a very specific audience. They ask for very specific things from those who will play them, and that makes it difficult to adjust expectations. It requires having a particular awareness and vision of what the game wants. And that is not always easy to provide.
That’s why many games appreciate in value over time. When more players and a certain distance allow us to see them in a different light. Because it makes it easier to play them for what they are and not for what we expect them to be.
Hell Is Us, the new game from Rogue Factor, is in many ways exactly that. From the outside, it may seem like a soulslike heavily inspired by From Software games, with a contemporary style and a particular emphasis on combat. The reality is that the game is something very different from that. Because the audience it seeks is one that comes here not for the combat, but for the exploration and, to a lesser extent, for the quality of the puzzles.
The Legend of Zelda meets Resident Evil and hack and slash
If we had to describe Hell Is Us in a simple way, we could say it’s like a The Legend of Zelda from SNES or Nintendo 64 with puzzles like those in Resident Evil and the combat of a hack and slash from PlayStation 2. All of this does not mean that it is a game that feels old or that aims to be a tribute to the classics. On the contrary. It is a very fresh and interesting game because it knows where it draws inspiration from and why, making this combination make sense for one very simple reason: it knows its limitations.
The grace of Hell is Us is that we have to navigate very broad levels, semi-open world, where we have no indicators of any kind. Some characters give us hints about what we should do, we can look into the distance to see where there are interesting places to go (or exactly the place we need to go!) and some documents provide us with relevant information, but there are no extradiegetic indicators of any kind. There is neither a map nor an arrow nor a button we can press to indicate where our next objective is. The only way to progress is to interpret the information we have and move forward.
This is always enjoyable because the environments are spacious, but not gigantic. Dense, full of things, but never so vast as to be absurd. So getting lost and not knowing exactly where to go is never a problem. And since puzzles require finding the right object or knowing which symbols go where, exploration and observation are rewarded more than the pure ability to decipher what the game wants from us.
Of civil wars and battles
As the game is based on exploration, it is appreciated that the world to explore is very interesting. And terrifying. Because Hadea, the region we visit, has two defining characteristics: it is in the midst of a civil war and is invaded by strange monsters ravaging everything.
The game does not shy away from the first part of the premise. We will constantly be facing the horrors of war and it will have no problem throwing images at us that are hard to shake off. But it does so in an elegant and appropriate manner for the context, adding to the atmosphere and theme of the game. All while the story follows something more mundane: the search for the truth about the protagonist’s past. Which, of course, has a lot to do with the state of the region and the monsters that inhabit it.
Speaking of monsters, the combat might be what doesn’t convince a certain part of the audience. Not because it’s bad, which it isn’t, but because it’s relatively simple. With not much variety in either enemies or weapons, it can become a bit repetitive, especially given the game’s length. This shouldn’t be a problem since it’s not the central focus of the game and is well executed, but there will be those who find it an issue.
A future cult title
But if something must be clear, it is that Hell Is Us is one of those games that has all the potential to become a cult game. Surely not immediately, but in a few years.
It’s like playing a classic The Legend of Zelda, but with a much more mature and darker atmosphere and narrative. If we add puzzles in the style of Resident Evil and hack and slash combat, along with its incredible setting, the result is a fascinating game that is also difficult to sell to the general public at first glance. But if all of this sounds good to you, really: Hell Is Us is a game for you. One of those games that will be talked about for a long time in the world of video games.
The development of ARK 2, the highly anticipated sequel to ARK: Survival Evolved, is progressing at a notably slow pace, according to statements from Studio Wildcard co-founders Jesse Rapczak and Jeremy Stieglitz. In a recent interview, the developers confirmed that most of their resources are currently dedicated to ARK: Survival Ascended, which has slowed down the production of their next title. Right now it is not a priority. The creators have developed a vertical slice, which is a representative part of the game that includes mechanics and artistic style, but its progress has been on hold to focus on other projects. Stieglitz […]
The development of ARK 2, the highly anticipated sequel to ARK: Survival Evolved, is progressing at a remarkably slow pace, according to statements from Studio Wildcard co-founders Jesse Rapczak and Jeremy Stieglitz. In a recent interview, the developers confirmed that most of their resources are currently dedicated to ARK: Survival Ascended, which has slowed down the production of their next title.
Right now it is not a priority
The creators have developed a vertical slice, which is a representative part of the game that includes mechanics and artistic style, but their progress has been on hold to focus on other projects. Stieglitz mentioned that the team has been gradually refining the combat mechanics, although he emphasized the difficulties of implementing a soulslike combat system within a PvP multiplayer environment, a task that few titles have successfully managed to tackle.
Although it is estimated that ARK 2 may reach early access phase in about two years, this will depend on the team being able to consolidate their efforts and free up development resources. Stieglitz warns that there is still a long way to go before the game is ready to be presented to the public.It will likely take 18 months of intense work to turn that vertical slice into an accessible experience, he added.
In addition to development times, the game’s progress will include significant features such as the incorporation of antagonist NPCs, which have been designed to increase difficulty and provide a more intense experience, even without the need for PvP. It has also been confirmed that since its launch, ARK 2 will feature User Generated Content elements, allowing players to create and share content seamlessly.
With this outlook, fans of the saga will have to be patient while Studio Wildcard balances its priorities among its various projects before they can enjoy the new experiences promised in ARK 2.
Capcom has announced the return of the iconic Onimusha saga with the release of Way of the Sword, scheduled for 2026. This title marks the first release in the main saga in two decades, generating great anticipation among fans and critics in the industry. Unlike current trends in video game development, which often opt for open worlds and soulslike mechanics, the project director, Satoru Nihei, has assured that this new adventure will maintain the essence of the franchise. Something different, but equally alluring In Way of the Sword, the protagonist will be the legendary samurai […]
Capcom has announced the return of the iconic Onimusha saga with the release of Way of the Sword, scheduled for 2026. This title marks the first release in the main saga in two decades, generating great anticipation among fans and industry critics. Unlike current trends in video game development, which often opt for open worlds and soulslike mechanics, project director Satoru Nihei has assured that this new adventure will maintain the essence of the franchise.
Something different, but equally seductive
In Way of the Sword, the protagonist will be the legendary samurai Miyamoto Musashi, whose model has been created based on the iconic figure of actor Toshiro Mifune. The acquisition of the rights to use his image took two years, reflecting the team’s commitment to honoring the cultural and visual heritage of the saga. Nihei emphasized that the game will depart from open-world design, opting for a linear narrative that promises to maintain the pace and atmosphere that have previously characterized Onimusha.
Among the new features that the game will present are the mechanics ‘Deflect’ and ‘Redirect’, which will introduce a more tactical approach to combat, especially in boss encounters. This system will rely on the strategy of depleting the enemy’s stamina bar, allowing the execution of the new Break Issen move, an evolution of the classic attack from the saga. Despite these innovations, Capcom has assured that traditional Issen attacks and the Oni Gauntlet, key to the gaming experience, will still be present, thus maintaining the identity that fans expect.
Way of the Sword seeks not only to attract veterans of the series but also to engage new players, presenting a fresh approach while honoring the legacy of Onimusha. With its release scheduled for 2026, fans of the saga are eager to see how these ambitious plans will materialize in the new installment.
In the universe of video games, a new proposal is capturing the attention of fans: Death Howl, a game that combines elements of soulslike and deckbuilder. In this adventure, players take on the role of Ro, a shaman exploring a spiritual world in search of his deceased son. The emotional premise and game design promise an engaging experience from the start. A game that seeks to merge what seems impossible Throughout its development, Death Howl adopted movement and card mechanics that use the same resource, requiring strategic management […]
In the universe of video games, a new proposal is capturing the attention of fans: Death Howl, a game that combines elements of soulslike and deckbuilder. In this adventure, players take on the role of Ro, a shaman who explores a spiritual world in search of his deceased son. The emotional premise and game design promise an engaging experience from the start.
A game that seeks to merge what seems impossible
Throughout its development, Death Howl adopted movement mechanics and cards that use the same resource, requiring strategic management of the resource to attack and dodge. This blend of tactics allows players to develop a playstyle similar to that of FromSoftware titles, where patience and precision are crucial.
The game includes bonfire-style checkpoints, as well as respawn mechanics where players can recover resources after dying, highlighting the importance of health management amidst a constant challenge. This aspect has been well received by critics like Robin Valentine, who praised the way Death Howl effectively merges genres.
Players earn cards that act as equipment and combine to form combos, thus providing a satisfying progression experience. By exploring the synergies between cards and abilities, players can go from throwing stones to sharpening their spear and unleashing a lethal series of attacks, which adds a very appealing tactical component.
With its demo presented as part of the Steam Next Fest, Death Howl offers a first look at a game that, at first glance, might seem like an unusual combination of genres, but after a gaming experience, proves to be an ingenious and immersive fusion. Undoubtedly, fans of role-playing games and strategy should consider giving this innovative title a chance.
Players of Lies of P will soon have the opportunity to experience the universe of this game based on the story of Pinocchio with difficulty options that will make it more accessible to a wider audience. The expansion titled Lies of P: Overture, although it does not yet have a release date, will include two new difficulty modes: Butterfly’s Guidance and Awakened Puppet, which will be easier than the current setting, known as Legendary Stalker. This decision comes after pressure from players and the development team itself, who are looking to make the game more accessible. It could be the beginning […]
Players of Lies of P will soon have the opportunity to experience the universe of this game based on the story of Pinocchio with difficulty options that will make it more accessible to a wider audience. The expansion titled Lies of P: Overture, although it does not yet have a release date, will include two new difficulty modes: Butterfly’s Guidance and Awakened Puppet, which will be easier than the current setting, known as Legendary Stalker. This decision comes after pressure from players and the development team itself, who seek to make the game more accessible.
It could be the beginning of more accessible Soulslikes
The game director, Jiwon Choi, had previously stated that he did not believe in implementing difficulty options in Soulslike genre games. However, he has changed his perspective due to the controversies and reactions online. Opinions on this news have been varied; while some of the audience oppose the inclusion of difficulty options, many others applaud the decision, arguing that accessibility benefits a larger number of players.
In addition to the new easier difficulty options, the Overture expansion will feature a boss rush mode with five increasing difficulty levels, as well as an additional boss challenge that will not replenish healing items between fights, adding an extra layer of difficulty for those seeking a greater challenge. This addition reflects a shift in Neowiz’s philosophy, which aims to balance the inherent challenge of Lies of P with a more enjoyable experience for a wide variety of players.
While the debate about the difficulty in Soulslike games continues, Neowiz’s intervention could set a precedent. The community hopes that this evolution will also inspire other developers within the genre to reconsider their approaches to accessibility and difficulty.
Developed by MercurySteam and published by 505 Games, the new action RPG title, Blades of Fire, is scheduled for release on May 22, 2025, available on PC, PS5, and Xbox Series X/S. This game promises an engaging experience in the soulslike genre, combining brutal combat with an interesting focus on weapon forging. The combat in Blades of Fire deviates from conventions, eliminating the use of shields and presenting a system of blocks and parries that aids in stamina restoration. Players will be able to experience a range of targeted attacks […]
Developed by MercurySteam and published by 505 Games, the new action RPG title, Blades of Fire, is scheduled for release on May 22, 2025, available on PC, PS5, and Xbox Series X/S. This game promises an engaging experience in the soulslike genre, combining brutal combat with an interesting focus on weapon forging.
The combat in Blades of Fire deviates from conventions, eliminating the use of shields and presenting a system of blocks and parries that aids in stamina restoration. Players will be able to experience a range of directed attacks and styles, including slashes and stabs, which adds depth to the combat mechanics. As noted, this approach results in a fighting and gameplay style that recalls other renowned titles in the genre, but with enough peculiarities to attract fans.
The protagonist, Aran, is accompanied by his companion Adso, who introduces a humorous element into the dark world of the game by keeping a bestiary of the enemies. This dynamic is likely to provide a breather between the intense battles and the grim narrative, offering moments of lightness that may be very well received by players.
Additionally, the game incorporates a resource collection system reminiscent of Monster Hunter, where players will learn to forge new weapons using blueprints acquired by defeating enemies. The management of weapon wear and the forging scenes are particularly elaborate, providing users with an immersive experience in developing their arsenal.
With enemies ranging from common soldiers to supernatural creatures, the variety of adversaries promises to offer unique challenges that will enrich the game. Blades of Fire, despite its generic title, has the potential to become a standout experience in the landscape of action RPG video games.