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The studio behind Lies of P sees AI as the future of its games and fans are not responding well

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 […]

The studio behind Lies of P sees AI as the future of its games and fans are not responding well

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.

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Author Álvaro ArbonésPosted on May 15, 2026May 26, 2026Categories Gaming, NewsTags Bloodborne, concept art, Creador de IA, IA, IA generativa, Lies of P, Lies of P 2, Midjourney, Neowiz, PC Gamer, Pinocchio, soulslike, Stable Diffusion, videojuegos

Before 'Top Gun: Maverick' there were already sequels to the movie. However, in video games and without Tom Cruise

Since its premiere in 1986, it became quite clear that, no matter how spectacular Top Gun was, it didn’t have much more to offer. The plot could be written in the margins of a napkin (and there would still be space left) and Maverick wasn’t such a fantastic character as to keep us constantly engrossed. So, was there any way to continue the magic of Top Gun without starting to tell outrageous stories that fill comic book pages or podcasts while the audience waits for the movie sequel? The answer is yes: by, of course, turning to video games. The need for speed Although most video games […]

Before 'Top Gun: Maverick' there were already sequels to the movie. However, in video games and without Tom Cruise

Since its premiere in 1986, it was quite clear that, no matter how spectacular Top Gun was, it didn’t have much more to offer. The plot could be written in the margins of a napkin (and there would still be space left) and Maverick was not such a fantastic character as to keep us constantly mesmerized. So, was there any way to continue the magic of Top Gun without starting to tell outrageous stories that fill comic book pages or podcasts while the audience waits for the cinematic sequel? The answer is yes: by, of course, turning to video games.

The need for speed

Although most Top Gun video games have logically chosen Maverick as the protagonist, the truth is that it is impossible for Tom Cruise to ever accept that his image appears in any derivative product. In fact, he forced the withdrawal of an entire run of Mission Impossible comics because his character (who already had a different face) had a slightly effeminate gesture. So imagine with a video game, where any small mistake could result in a glitch on his face: Cruise is certainly not willing to let that happen.

That’s why, from the beginning, Maverick has appeared in the background or with a swarm of pixels that looked nothing like the actor’s real face. But that’s not the important part; the important thing is that the plot of Top Gun moves forward in some way, right? You can’t always repeat the same scenes over and over again. The perfect example is in Top Gun: The Second Mission, where our protagonist must face, once again, a mysterious enemy… which is clearly the Soviet Union. If the pilots have names like Gorky or Stalin, it doesn’t leave much to the imagination.

The three missions seem simple: destroy three enemy planes, including one prepared to go to the stratosphere. Going from the Top Gun academy to war criminal in just one game. From here, most games in the franchise didn’t provide much information about the story, focusing more on combat and aerial maneuvers. However, in Top Gun: Fire At Will, we do encounter Maverick again, now fully transformed into a leader, trying to stop a group of mercenary pilots, “The Outfit,” who will cause trouble in (what a coincidence) Cuba, Libya, and… North Korea. Good luck with that, buddy.

Later on, in the iOS version, Maverick, along with Iceman and other characters from the movie, has evolved and become a professor at the Academy, and he will teach you, a new member of the army who, as you can imagine, has to complete several training missions before facing the enemy in his F-14. Years after its release, Top Gun: Maverick completely annulled the plot of this little game and its sequel, but until now it was the furthest we had reached in the life of its main hero.

The case of Top Gun: Combat Zones is interesting, as it allowed players to play in three different eras set in Vietnam, the Gulf, and the Arctic Circle (in addition to having missions at the Academy). In this case, the PS2 and GameCube title dared to go further and not only did you pilot an F-14, but you also got to fly all kinds of cutting-edge aircraft. However, in return… It has nothing to do with the franchise beyond the title. Neither Tom Cruise nor officially advancing the story, but at the same time going further than the very Top Gun: Maverick, which, by the way, has not had its own video game. Are surprises coming before the third part? Don’t we deserve to feel the need for speed on the PS5?

Author Randy MeeksPosted on May 10, 2026May 26, 2026Categories NewsTags Top Gun, videojuegos

The MMORPGs that have become completely empty, yet somehow continue to function

Nowadays, video game studios are very clear: if an online game doesn’t work, regardless of the community behind it, it shuts down servers at full speed. The famous The Day Before didn’t even have the chance to improve its terrible gameplay and four days after launching, it had to close its doors, and the same happened with other games like Concord, probably the biggest failure of our times. However, some games have withstood the test of time and still have their servers open… although, with the current variety, almost no one knocks on their door. Active […]

The MMORPGs that have become completely empty, yet somehow continue to function

Nowadays, video game studios are very clear: if an online game doesn’t work, regardless of the community behind it, it shuts down servers at full speed. The famous The Day Before didn’t even have the chance to improve its terrible gameplay and four days after launching, it had to close its doors, and the same happened with other games like Concord, probably the biggest failure of our times. However, some games have weathered the storm and still keep their servers open… although, with the current variety, almost no one is knocking on their door.

Active Worlds

It’s curious that a game called Active Worlds… could be on the verge of being deactivated. And that’s okay, because it’s been 31 years since it started its journey, and to this day it is more of a museum piece than a video game in itself. Here you shouldn’t expect dungeons, monsters, or crazy level-ups: it’s a construction game where you can explore virtual worlds that others have created, allowing voice chat and even sending private messages. Currently, there are about 100 players a day, but for now, it still stands. Will it reach its 40th birthday?

Cabal Online

In Korea, Cabal Online appeared in 2005, and at the time it was a small great online phenomenon, which allowed players not only to face each other but also even the death of those players and to form groups to go on expeditions and fight in distant dungeons. The surprising thing is that in 2010 a sequel appeared, but it closed in 2018… while Cabal Online is still standing! True, with successful alternatives like World of Warcraft right now there are just over 500 monthly players, but for now, it continues to endure. In an empty map, those who remain are the true kings.

Perpetuum

Since its launch in 2010, Perpetuum has continued to operate… although now the servers have passed into the hands of the fans after its creators decided in 2018 that there was no more business to be had. The die-hard followers were convinced that there was, and that the masses would return to play Perpetuum, a science-fiction game where you control a robot that can perform all kinds of actions and missions. However, the number of players at the same time rarely rises to double digits, allowing a small team to take control without much effort. Of course, if anyone felt like continuing to play at this point.

Age of Conan

I remember perfectly the launch of Age of Conan in 2008, when it was announced as the ultimate game of the Hyborian warrior. And for a time, it was: Up to 500,000 people signed up for the open beta at its start! However, the game changed titles, changed hands, no one really knew what to do with it, and the events and expansions didn’t quite work as expected. What’s the result? As of today, you can play it if you are willing to listen to the echo. There are about 46 players on average, and for such a large game, it’s basically a walk through nothing.

Guns of Icarus Online

In 2011, Muse Games launched a Kickstarter to fund their new MMORPG, and it performed better than they expected, using the $35,237 raised to finish their Guns of Icarus, a first-person shooter that was finally released in 2012, and even had a PS4 version in 2018. But the initial excitement to try it faded over time, the reviews were not exactly positive, and currently there is an average of 1.9 players per day. In other words: those who remain play against the same person endlessly. The surprising thing is… that it is still open!

Author Randy MeeksPosted on May 9, 2026May 26, 2026Categories NewsTags MMORPG, videojuegos

Michael Crichton was key to the existence of Alice: Madness Returns

American McGee, known for his innovative approach to the Alice game series, has revealed fascinating details about his inspirations and the creative process behind the game. In a recent interview with Tucker Hazell, the developer explained that, while he was not a big fan of Alice in Wonderland during his childhood, the conversation with author Michael Crichton was key to sparking his interest. McGee recalled how, while working on a project related to Crichton, he mentioned Lewis Carroll’s work as a starting point for exploring narrative ideas. American McGee did not grow up with […]

Michael Crichton was key to the existence of Alice: Madness Returns

American McGee, known for his innovative approach to the Alice game series, has revealed fascinating details about his inspirations and the creative process behind the game.In a recent interview with Tucker Hazell, the developer explained that, while he was not a big fan of Alice in Wonderland during his childhood, the conversation with author Michael Crichton was key to sparking his interest. McGee recalled how, while working on a project related to Crichton, he mentioned Lewis Carroll’s work as a starting point for exploring narrative ideas.

American McGee did not grow up with Alice

Initially, McGee considered Alice in Wonderland as a story aimed at children, but his perspective changed drastically after multiple coincidences and references that led him to imagine a dark and gothic version of the classic tale. “At some point, that percolated and crystallized almost immediately as a dark psychological exploration in the world of Wonderland,” McGee commented on the approach he decided to adopt.

McGee’s journey towards the development of Alice was not easy. After losing his job at id Software, he was fortunate to receive a call from Crichton, which opened the doors for him to work at Electronic Arts (EA) and eventually create his memorable game in 2000. Additionally, McGee had the opportunity to interact with personalities like Robin Williams, which adds interesting anecdotes to his career.

Currently, American McGee is working on a spiritual successor to Alice Madness Returns and has expressed confidence that this new project will not bring him legal issues with EA. “There is an obvious overlap, but not one that will cause us problems with lawyers,” he stated, hinting at his enthusiasm for continuing to explore the universe of Alice.

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Author SoftonicPosted on April 30, 2026May 26, 2026Categories Gaming, NewsTags Alice en el País de las Maravillas, Alice Madness Returns, American McGee, desarrollo de videojuegos, Electronic Arts, entrevista, inspiraciones creativas, Minnesota Crichton, narrativa gótica, videojuegos

At Nintendo, they have the entire history of The Legend of Zelda outlined, but Miyamoto doesn't think it's important

Nintendo has been in the spotlight recently due to the revelation of a secret document detailing the timeline of the famous saga The Legend of Zelda. However, Shigeru Miyamoto, one of the most iconic figures of the company, has emphasized that the narrative is not the most crucial aspect in the development of these video games. In a 2003 interview, Miyamoto stated that while there is an extensive document explaining how the games connect to each other, the most important thing is the player’s experience and gameplay. What matters are the games The [&hellip]

At Nintendo, they have the entire history of The Legend of Zelda outlined, but Miyamoto doesn't think it's important

Nintendo has been in the spotlight recently due to the revelation of a secret document detailing the timeline of the renowned saga The Legend of Zelda. However, Shigeru Miyamoto, one of the most iconic figures of the company, has emphasized that the narrative is not the most crucial aspect in the development of these video games. In a 2003 interview, Miyamoto stated that while there is an extensive document explaining how the games connect with each other, the most important thing is the player’s experience and gameplay.

What matters are the games

Miyamoto’s perspective resonates with many players, who tend to find the mystery surrounding the connections between the Zelda titles more fascinating than the official timeline published in the book Hyrule Historia in 2011. This suggests an interest in exploring theories and lore that has intensified on platforms like YouTube, where communities dedicated to analyzing the narrative background of the saga have developed.

The topic of narrative in video games has generated debates in various communities, evident in dedicated forums and analyses on digital platforms. While some value the plot, as reflected in the existence of an industry around lore analysis, others, like Miyamoto, believe that gameplay should take precedence over narrative entanglement.

For those interested in staying up to date with the latest news on video games, technology, series, and movies, weekly newsletters are available that offer exclusive content and updates on various topics. These include everything from weekly summaries to in-depth analyses of the video game industry, highlighting the importance of these communities for interaction among fans.

In conclusion, although Nintendo has kept its Zelda timeline a secret, the company seems to prioritize the player experience over the complexity of the narrative, a philosophy that has endured over the years and continues to be relevant in the current debate about video games.

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Author SoftonicPosted on April 27, 2026April 27, 2026Categories Gaming, NewsTags comunidades de videojuegos, Hyrule Historia, jugabilidad, lore de Zelda, narrativa en videojuegos, Nintendo, shigeru miyamoto, teorías de juegos, The Legend of Zelda, videojuegos

The lead actress of Ghost of Yotei is surprised that they didn't make Ghost of Tsushima 2 in Sucker Punch

Video game enthusiasts can sign up to receive weekly newsletters covering a wide range of topics, from video games to technology and cinema, including free and premium options. Among the latest news from the gaming world, a recent interview with Erika Ishii stands out, the actress who brought the character Atsu to life in Ghost of Yotei. Ishii expressed her sadness at not being able to reprise her role as Atsu, but she trusts that Sucker Punch Productions will continue to deliver high-quality games. It was easier to continue with more of the same Sucker Punch has made the strategic decision to create anthologies in […]

The lead actress of Ghost of Yotei is surprised that they didn't make Ghost of Tsushima 2 in Sucker Punch

Video game enthusiasts can sign up to receive weekly newsletters covering a wide range of topics, from video games to technology and cinema, including free and premium options. Among the latest news from the gaming world, a recent interview with Erika Ishii stands out, the actress who brought the character Atsu to life in Ghost of Yotei. Ishii expressed her sadness at not being able to reprise her role as Atsu, but she trusts that Sucker Punch Productions will continue to deliver high-quality games.

It was easier to continue with more of the same

Sucker Punch has made the strategic decision to create anthologies instead of direct sequels, which provides the opportunity to explore new stories and characters with each installment. Ghost of Yotei has been well received since its release, establishing a new direction for the series, and has included multiplayer modes, allowing for a richer and more diverse experience for players.

Details about new projects from Sucker Punch have not yet been revealed, but the actress shows enthusiasm for the future directions the franchise could take. Ishii commented that, while it is sad not to be able to return with Atsu, the studio’s decision to step out of its comfort zone to tell new stories is bold. It can be anticipated that the franchise will continue to evolve outside the world of Yotei, offering fresh and exciting narratives.

The development of Ghost of Yotei has brought significant challenges, such as the inclusion of a super boss that has generated divided opinions among players. However, the developers feel satisfied with the response, indicating that this type of challenge is part of the gaming experience. For now, fans eagerly await any announcements of new titles or evolutions within the Ghost universe.

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Author Álvaro ArbonésPosted on April 22, 2026April 22, 2026Categories Gaming, NewsTags desarrollo de videojuegos, entrevista de videojuegos, Erika Ishii, franquicia de videojuegos, Ghost of Yotei, juegos de alta calidad, modos multijugador, nuevas historias en videojuegos, Sucker Punch Productions, videojuegos

Capcom's next big game has puzzles, action, robot girls, and could take the GOTY from Resident Evil Requiem

Capcom is on a winning streak with video games. Pragmata has this premise. It has had a hell of a tumultuous story. It has finally been released and is being very well received. Its combination of action and puzzles works very well. It could take the GOTY from Requiem… and we still have Onimusha left. Capcom has an excellent streak when it comes to releases. Even limiting ourselves to 2026, they have released The Disney Afternoon Collection along with Digital Eclipse, Resident Evil Requiem, Monster Hunter Stories 3: Twisted Reflection, and Mega Man Star Force Legacy Collection in just three months. All meeting or exceeding internal expectations of […]

Capcom's next big game has puzzles, action, robot girls, and could take the GOTY from Resident Evil Requiem

Capcom is on a winning streak with video games. Pragmata has this premise. It has had a tumultuous story. It has finally been released and is being very well received. Its combination of action and puzzles works very well. It could take the GOTY from Requiem… and we still have Onimusha to look forward to.

Capcom is on an excellent streak when it comes to releases. Even limiting ourselves to 2026, they have released The Disney Afternoon Collection together with Digital Eclipse, Resident Evil Requiem, Monster Hunter Stories 3: Twisted Reflection, and Mega Man Star Force Legacy Collection in just three months. All meeting or exceeding the internal expectations of the Japanese studio.

Although for the rest of the year we currently only know of two titles, that doesn’t mean they don’t have more prepared. Or that the ones we know are not two heavyweights. One of them, Onimusha: Way of the Sword, is the return of a beloved classic from the PlayStation 2 generation and has had several recent successful remasters, but it still doesn’t have a specific release date. The other has just been released and can already be considered a great success. Because Pragmata is a new IP from Capcom and it seems to be performing much better than they expected.

A game with a whole story behind it

Pragmata is an action-adventure game that puts us in the shoes of Hugh, an astronaut, who must protect Diana, a robot in the form of a girl, after a hostile AI from a research station on the Moon infects all the robots and begins to attack humans indiscriminately. This will translate into a tremendously emotional adventure where Diana and Hugh will bond throughout the journey while confronting the threats posed by the robots.

The most surprising thing about Pragmata is that it has been released at all. Because there was a time, not long ago, when it seemed that Pragmata was going to be one of those projects that gets put in a drawer and is quietly canceled without ever being mentioned again. With a release originally planned for 2022, in January 2021 it was announced that the game would be delayed until 2023. When June 2023 arrived, the game was delayed again, but this time indefinitely. This led many people to think that the game would never come out. Until in June 2025, during a Sony State of Play, Capcom announced that the game would finally be released in 2026.

Released on April 17, 2026, although the Japanese will have to wait until the 24th of the same month, the game has received fantastic reviews. With an average score of 86 on Metacritic and 95% of critics recommending it on OpenCritic, it is one of the highest-rated games of the year. And although it is surpassed by Resident Evil Requiem in average score, there is one thing everyone agrees on: Pragmata feels like an Xbox 360 game. And that’s a good thing.

A winning combination

Pragmata combines elements of action and puzzles in a very unique way. Hugh has up to four weapons available at all times, but the robots are very resistant to his attacks. To make them vulnerable, we will have to hack them remotely with Diana, which will expose their vulnerabilities, as well as induce altered effects or other kinds of particularities as we progress in the game. The uniqueness of this is that both things do not occur in separate instances. Both happen at the same time.

As we move with Hugh using the left trigger, we control the hacking puzzle with the right. This will force us to pay close attention to positioning and managing enemies, as we won’t be able to move the camera comfortably while hacking. Hence, the game feels like it’s from the 360 era. Invent something new, original, and fresh, in a way that already feels impossible for video games; the generation of 360 games was the last to do this kind of gimmicks, which have disappeared since the PlayStation 4 and Xbox One generation.

It is for that reason that it is not bold to imagine a scenario where Pragmata could end up snatching the GOTY from Resident Evil Requiem. Although the ninth installment of the zombie franchise is excellent, Pragmata brings something that the former cannot: it puts something original on the table. Something that feels new and exciting.

In that sense, Capcom has managed to create an action game that will delight old-school gamers, but can also resonate with modern players due to the uniqueness of its premise. However, that doesn’t mean they are resting on their laurels. As we have already mentioned, they still have to release another major title this year, still without a date, with Onimusha: Way of the Sword. By the end of 2026, we might find that the GOTY is contested between Capcom, Capcom, and also Capcom. For now, they are on the right track for that.

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Author Álvaro ArbonésPosted on April 21, 2026April 21, 2026Categories Gaming, NewsTags accion, acción y puzzles, Capcom, GOTY, historia del juego, IP, lanzamientos 2026, nueva IP, Onimusha, Pragmata, puzzles, Resident Evil Requiem, videojuegos

Phasmophobia will have a collaboration with the trendiest horror game of recent years: Alan Wake

Kinetic Games has announced a new collaboration event titled Phasmophobia by Alan Wake, which will take place from May 12 to June 2. This collaboration between the popular ghost-hunting game and Alan Wake 2 promises to introduce new mechanics into the gameplay along with in-game rewards, although specific details are still under wraps. Alan Wake can’t stop suffering Through the event, players will face a new entity known as Mimic, which will alter the game’s dynamics, presenting a unique challenge for ghost hunters. This figure […]

Phasmophobia will have a collaboration with the trendiest horror game of recent years: Alan Wake

Kinetic Games has announced an unprecedented collaboration event titled Phasmophobia by Alan Wake, which will take place from May 12 to June 2. This collaboration between the popular ghost hunting game and Alan Wake 2 promises to introduce new mechanics into the gameplay along with in-game rewards, although specific details are still being kept under wraps.

Alan Wake can’t stop suffering

Through the event, players will face a new entity known as Mimic, which will alter the dynamics of the game, presenting a unique challenge for ghost hunters. This figure has been described as a being that infiltrates familiar locations, moves between the shadows, and unexpectedly modifies investigations. The connection between Alan Wake and Phasmophobia seems clear, with Remedy’s dark world providing an intriguing backdrop for this collaboration.

The popularity of Phasmophobia should not be underestimated, as it has sold over 28 million copies since its release, establishing itself as a benchmark in the video game industry. In fact, Kinetic Games has expressed interest in future collaborations with Remedy, depending on the reception of the current event by players. Corey Dixon, the studio’s art director, indicated that while there are no plans to repeat the event, they could explore new opportunities if players respond positively.

This event not only represents a novelty in the Phasmophobia calendar, traditionally dominated by seasonal events, but also underscores the growth of the game from its initial conception to becoming a titan of gaming, with a movie based on it on the way. As the start date of the event approaches, fans eagerly await the rollout of rewards and the unique experience that this fusion of worlds will offer.

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Author SoftonicPosted on April 17, 2026April 17, 2026Categories Gaming, NewsTags alan wake, caza de fantasmas, evento de colaboración, jugabilidad, Kinetic Games, Mimic, nuevas mecánicas, Phasmophobia, recompensas en el juego, videojuegos

For MachineGames, it was a natural leap from Wolfenstein to Indiana Jones: in both, you kick Nazis

In the realm of video games, MachineGames released last year Indiana Jones and the Great Circle, a title that follows the successful formula of their previous works in the Wolfenstein universe, where facing the Nazis has become a fundamental element. Axel Torvenius, the studio’s creative director, emphasized that this project felt like a “natural fit” due to the continuity of common enemies in their previous titles. However, he could not confirm if this was intentional, suggesting that their trajectory has shaped their narrative in game design. There is no good Nazi

For MachineGames, it was a natural leap from Wolfenstein to Indiana Jones: in both, you kick Nazis

In the realm of video games, MachineGames released last year Indiana Jones and the Great Circle, a title that follows the successful formula of their previous works in the Wolfenstein universe, where facing the Nazis has become a fundamental element. Axel Torvenius, the studio’s creative director, emphasized that this project felt like a “natural fit” due to the continuity of common enemies in their previous titles. However, he could not confirm if this was intentional, suggesting that their trajectory has shaped their narrative in game design.

There is no good Nazi

On the other hand, the renowned voice actor Troy Baker, who has participated in notable titles such as The Last of Us and Death Stranding, shared his opinion about his career by stating that his best work is yet to come. Despite having received rave reviews for his work, Baker maintains that he is in a phase of discovery and that his creative potential is on the rise.

Moreover, the cultural impact of allowing players to “kick Nazis” in video games continues to be a topic of conversation. Many fans believe it would be interesting to see adaptations of movies like Inglourious Basterds in video games, which reaffirms the connection between different forms of entertainment and the public’s preference for narratives that challenge historical antagonists.

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Author SoftonicPosted on April 17, 2026April 17, 2026Categories Gaming, NewsTags Axel Torvenius, Death Stranding, Indiana Jones y el Gran Círculo, Inglourious Basterds, MachineGames, narrativas en videojuegos, nazis en videojuegos, The Last of US, Troy Baker, videojuegos

Troy Baker claims that Hideo Kojima prefers to leave a lasting impression on players rather than making them have fun

Hideo Kojima, the renowned video game creator, continues to challenge the norms of the industry with his bold and risky approach to video game development. In a recent interview with GamesRadar+, actor Troy Baker, who worked on Death Stranding 2, emphasized the importance of trust in the creative process under Kojima’s direction. Baker highlighted that, unlike many developers who focus on keeping players entertained, Kojima seeks to leave a lasting and meaningful impression on players. An artist with clear priorities Kojima’s commitment to taking “big creative risks” is evident in his […]

Troy Baker claims that Hideo Kojima prefers to leave a lasting impression on players rather than making them have fun

Hideo Kojima, the renowned video game creator, continues to challenge the norms of the industry with his bold and risky approach to video game development. In a recent interview with GamesRadar+, actor Troy Baker, who worked on Death Stranding 2, emphasized the importance of trust in the creative process under Kojima’s direction.

Baker highlighted that, unlike many developers who focus on keeping players entertained, Kojima seeks to leave a lasting and meaningful impression on players.

An artist with clear priorities

Kojima’s commitment to taking “big creative risks” is evident in his work. Baker, who played the character Higgs, argues that this mutual trust allows Kojima to create intertwined characters within a broader narrative, contributing to the uniqueness of his games.

“Hideo still makes games in a conceptualized way, and they are so huge and thoughtful that I think the only way he knows how to do it is on a grand scale,” Baker commented.

Additionally, Kojima has mentioned that he introduces music from the band Low Roar in his titles to provide players with a greater culture, emphasizing his desire for entertainment to play a deeper role in people’s lives. This blend of art and playable experience aligns with his desire to create games that are not “digestible,” thus taking on the challenge of leaving players with reflections that last beyond mere fun.

On the other hand, the 2026 BAFTA Games Awards will take place on April 17, 2026, in London, reflecting the growing importance of these awards in recognizing achievements in the digital entertainment industry. In an environment where many developers stick to tried-and-true formulas, Kojima continues to be an innovator who will redefine what it means to play and experience stories in the world of video games.

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Author Jesús BosquePosted on April 16, 2026April 17, 2026Categories Gaming, NewsTags creatividad en videojuegos, Death Stranding 2, experiencia jugable, Hideo Kojima, innovación en la industria, música en videojuegos, narrativa en videojuegos, Premios BAFTA Juegos 2026, Troy Baker, videojuegos

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