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Monster Hunter Wilds Title Update 1 Adds A Grand Hub, Mizutsune, And More
Monster Hunter Wilds is great, but fans of the series know that the games are about much more than their initial releases. Yesterday's Monster Hunter Wilds Showcase proved exactly that, giving us a clear look at the first major update while planting seeds for future events.
The update in question, known as Title Update 1, will be free to download on Friday, April 4, and brings a variety of new content to the game. For starters, it ushers the return of Mizutsune, a Leviathan with bubble-based abilities that last appeared in Monster Hunter Rise. After players reach HR 21, they'll be able to unlock the new monster with a quest from Kanya in the Scarlet Forest. After reaching HR 50, Hunters playing Title Update 1 will also be able to encounter Arch Tempered Rey Dau and Zoh Shia, which can provide new armor sets to be crafted and equipped.
A trio of new quest types is also coming to Wilds. Arena, Challenge, and Free Challenge quests each task the player with defeating certain monsters within a time limit. While Arena and Challenge quests limit your gear and cap your party at two players, Free Challenge quests are open to a full party using whatever armor and weapons they like. Perform well enough, and you'll end up on the Expedition Record Board, which awards high-scoring hunters with unique weapon charms.
A new gathering point called the Grand Hub also comes with Title Update 1, adding a large common area (like those found in many prior games in the series) where players can gather, play minigames, and prepare for hunts. You can share one of the series' notoriously mouthwatering meals with your party, catch fish, or go bowling with large explosive barrels. The Grand Hub will also host the Festival of Accord: Blossomdance from April 23 to May 7, adding unique meals, limited-time equipment, cosmetics, and more. It will be the first of many seasonal festivals.

Additionally, April 4 is the day Cosmetic DLC Pack 1 will be available for download, adding new gestures, cosmetic armor, and character customization options. It's included in the Cosmetic DLC Pass but can also be purchased separately. The store will also get new paid cosmetics not included in the DLC pass. Additionally, free cosmetics will be added for all players, like a new outfit for Alma and a set of classic gestures.
Title Update 1 comes to Monster Hunter Wilds on April 4. Capcom also hinted that the game would receive another update in late May, and a full title update later this summer. For more Monster Hunter Wilds, you can check out our review, where we said, "Once you get your bearings, Monster Hunter Wilds is a delight, bringing Monster Hunter World's carefully crafted gameplay loop to the next level."
Neil Druckmann Doesn't Care About Leaks Anymore Ahead Of Season 2 Of HBO's The Last Of Us
The sophomore season of HBO's The Last of Us premieres on April 13th, which is just a few weeks away! Ahead of the season's premiere, I spoke to Naughty Dog studio head and series co-creator and writer Neil Druckmann for roughly 30 minutes in a new exclusive interview for Game Informer. We discussed the challenges of adapting video games for TV, Druckmann's thoughts on directing episodes, the real-world parallels of the game and show, the infamous leaks surrounding The Last of Us Part II back in 2020, and so much more. Below is a transcription of the interview, edited for length and clarity. Some text has been blacked out due to potential spoilers (but you can click the text to see what it says).

Game Informer's Wesley LeBlanc: What was the hardest part about going from The Last of Us Part 1 to The Last of Us Part 2 video games? And to follow that, can you tell me about the contrast going from HBO's The Last of Us Season 1 to Season 2?
Naughty Dog studio head and co-creator of HBO's The Last of Us Neil Druckmann: When we made Part 1 [the game], it was purposefully designed because part of it was that I wasn't sure they would ever let me direct a game again. But I wanted to do something that was complete, had a beginning, middle, and end, and if I never got to do it again, then the story could stand on its own. And then to justify a sequel, it was trying to find a concept that could continue the themes of the first game and continue the journey with those characters, but make it a story that could stand on its own and also, with the two together, enrich each other. And again, kind of a similar thing [with Part 2 the game], not sure we could ever do it again, make sure it has a definitive ending, but in a lot of ways, mirrors a lot of the stuff that happens in the first game.
Getting into the second season was a very similar process. Obviously, it's a little bit different because even when we were making the first season, we were planting seeds for the future because we already had the second game under our belt, so we knew where major events and plot points were heading. Even while working on Season 1, we were discussing where the future of the show would go, and when we finally got greenlit for Season 2, we really laid out the rest of the story and how it would flow going from Season 1 to Season 2. It's the same thing – you want to enrich what happened in Season 1 but expand upon it and show how much further the story goes.
You mentioned you were not sure what was going to happen after the first game so you gave it your all. You're already getting multiple seasons for Part 2. Is it freeing knowing you don't have to put it all into Season 2 because you can maneuver in and out how you want?
Druckmann: Absolutely. We really get to take our time. We get to go on certain detours. We get to expand certain backstories and get to know certain characters. So, like the stuff we did in Season 1, but I feel like even more so we get to do it now because HBO has been – it's kind of like PlayStation in that way where they really trust us to make these high-level creative calls. The reason, for example, we have seven episodes is not because anybody told us "Do seven" or do any particular number. It was that we looked at the entire story that was left in front of us that we wanted to tell and that seventh episode is going to be the breaking point for this story, and then we pick it up in the following season from that point.
You shot an episode for Season 2. Going from Season 1 where you directed your first episode of television ever, what was the biggest lesson learned that you took into this Season 2 episode?
Druckmann: A big part of it with the first season is just that I was very nervous about how different it would be from everything that I know. Because of that, I think I was a bit more nervous, a bit more on edge that I get it right; I didn't want to be the weak link while everyone's bringing their top talent to this show. Having that be as successful as it was, and learning a lot of the differences between a game and a TV show from different people I've worked with, now certain people I've worked with a second time – for example, Ksenia Sereda who was my [Director of Photography] in Season 1, she's my DP in this episode as well, so we already have a shorthand from working together. This time it was a lot more comfortable, just hitting the ground running and really working with great shots, great performances, and I think we got something really special with this episode.

Based on what you've talked about when it comes to directing your episode for Season 1, does directing TV now still feel different from games? Because I know in modern game direction, you're directing on a motion capture set as if it's an episode.
Druckmann: The biggest difference is the order of operations. When we're doing performance capture for a game, we will run the scene from beginning to end, unless there's a certain reason to break it up because of maybe a limitation of space or something. And then once we have the performance, we're done. Then we figure out where's the wide shot, where's the close-up, we can change their costume, we can change the weather, we can change the location; you can even take a character's performance and lay it on another character. You have a lot of freedom after the fact. Here, you don’t have that freedom; what you get is pretty much what you're going to see, with some exceptions for VFX. So there's a lot more planning beforehand of things like "What are your shots going to be?" And then the way you capture it is [...] usually the way it works, you start with a master, you start with a wide shot, and then you start working your way in, focusing on one character and turning around, moving all the lights, focusing on another character, so you have to have a lot more precision and planning for live action because you're not going to get to tweak it much after the fact, again with some exceptions for VFX.
I'd say that's the biggest difference but as far as planning with storyboards – that's the same – working with actors – that's the same – giving an art direction – that's largely the same. The biggest difference being [that] instead of flying around with a controller to move the camera around and giving the team notes, now it's I'm walking around on my feet with the team behind me and talking about how we're going to adjust the set or adjust props, but it's all the same conversations. Art is art so there's actually a ton of overlap. And even soft skills as far as how you collaborate with a big team. How do you put trust in them? How do you spin multiple plates? These are all skills that are very similar in triple-A game development. And then in some ways, triple-A game development can be more complicated than this.
Season 1 stuck closely to Part 1 from a story standpoint, but you added additional flavor and context to the world. Is that the same vision going into adapting Part 2 or do you feel like you have more freedom to change things or add even more context because of the time gap?
Druckmann: The freedom was always there, even for Season 1. Obviously, this is a different medium. In a game, so much is about, "What are the actions that I'm doing?", and it's usually more action-oriented. But one of the things I love that HBO told us very early on is that, "Only have as much action, only have as much violence as you need for the story and no more." There wasn't a push to make it more action-oriented. It was about focusing on the characters, the relationships, the drama. And then we would ask ourselves, "Okay, where can we tell the story differently that's more suited for this medium than in a game?" And the biggest example we can probably point to is the Bill and Frank episode. In the game, it's very action-oriented and you get to know this character through an action sequence. Here, because we could actually even leave our main characters for a week, we could flesh out these characters and progress the story thematically, not necessarily through a plot point, to show what Joel and Ellie are going through.
That approach felt really successful to us and the processes might be very different but the results are going to be the same. So let's look at the game, look at it at a high level. What are its themes? What are we trying to say for these characters? What are the essentials for the things we want to hang on to because they already work? What things do not quite work because [...] certain sequences work better for the game versus TV or vice versa? Putting characters in different scenarios than what we've seen in the game [...] allows us to flesh out these characters even further and then we get to know them in a different way, sometimes more than what you see in the game.
People who are fans of the game and watch the show – this will give them greater knowledge of these characters if they go back and play the game and it should enrich that experience and vice versa. There are things the show will show that the game doesn't and things the game will show you that the show doesn't.

What was the process like for finding the show's Abby? And in that same line of thinking, what kind of prep goes into that because it's a heated character – Laura Bailey went through some not-great things in 2020 as a result – how do you prepare someone like Kaitlyn Dever coming into this role, possibly unaware of what happened because of that character?
Druckmann: I've known Kaitlyn now for several years. There was a period where we were making a Last of Us film and she was actually our top candidate for Ellie, for that film version. She was part of the table read and ever since then, I've been in touch with her. She was part of Uncharted 4: A Thief's End where she played Cassie Drake. So when we were thinking about Abby and who we could approach, our methodology, which is what we applied for Season 1, is we prioritize performance – a talented actor over anything else, meaning how they look, how they sound, that performance is more important to us; someone that can capture the spirit of the character through their performance. Immediately, both [HBO's The Last of Us showrunner and co-creator Craig Mazin] and I thought of Kaitlyn. Let's meet with her, talk with her about this character, and see how she feels about it. She's a fan of the games, and yeah, we openly talked about what this character means, possible fan reactions to this character, what happened, but I think like us, Kaitlyn was excited about the prospect. Abby's a really juicy character, if you're familiar with the game, you know there's a lot this character goes through. They are pivotal for where the story goes.
From the outside looking in, it seems Bella and Kaitlyn are really similar in stature and build. In the game, a big strength of Abby is her foreboding nature compared to Ellie. How are you injecting that into this live-action adaptation? Is it a personality thing instead of physicality? How do you make them equal in this adaptation?
Druckmann: It's not about making them equals, it's about making them unique. So much about what I find to be fun in storytelling is, "How do you approach conflict or what the story is about through the lens of different characters?" How do they view the world through experiences that they've had? What is her perspective to this narrative, to Joel, to what happened with the Fireflies – all of that. That's all more important to us than the physicality of the character. The physicality of the character is more important in the game because of how many things you confront in the physical that again, in the show, we don't have to have the same amount. If we had the same amount, it'd make for a pretty boring show. Therefore, as you finally watch the season, you'll see that [physicality] is less important than how they deal with these scenarios, and find it isn't quite identical to what it was in the game.

One of the bigger changes with Season 1 compared to the game was the spores, or lack thereof, and the Cordyceps network. How do you approach that with the infected in Season 2? There are Shamblers [in-game] that throw spore bombs but that's not going to matter in a world where spores aren't happening, right?
Druckmann: To make a slight adjustment in the game, spores didn't happen. So going forward, there's a lot of unknowns. [Stalkers, for example – Ellie might run into] a type of Stalker that behaves differently from anything we've seen so far and there's a certain intelligence in this one that creates a different kind of challenge for her, and that puts her in quite a bit of threat.
Is there a challenge in writing around an enemy like the Stalker? Because in the game, you can take a couple of hits and try to run away, but when we're watching it on TV, it's clear if a Stalker gets you, that's probably it. You're not really meant to survive an Infected attack. There's no crutch to heal up like you would in a game.
Druckmann: I think one of the challenges is to make the action believable, to make the Infected believable. It's all based on real science and then to not repeat ourselves because once you have a certain threat and the character survives it and then they see the same threat, as a viewer, you're going, "Well I’ve already seen how they survive this so how would this be any different," so it's about, "How do we up the ante without jumping the shark?" How do we up the ante and put them in new creative challenges to try and reach their goal without repeating ourselves?
What's the approach to religion in Season 2? It plays an important role, both for the characters and the wider conflict happening around Ellie and Abby's journey throughout Seattle. Do you have to change that when you're bringing it to a more general audience where religion is a hotter topic in the States, for example? Or is it about staying true to the original story?
Druckmann: No, it's about staying true to the story and religion is such a big part when you're dealing with the post-apocalypse or any kind of cataclysmic event; people turn to different things to try and deal with that. The Seraphites are a part of the story, though we're not revealing to what degree, but yes, that's a big aspect of the story.
There are a lot of memorable locations in Part 1 but they are quick checkpoints you stop at before moving on to the next. Part 2 takes place largely in Seattle, and I feel like Seattle is a character in this story. How do you go about injecting that character into this adaptation in a city that's not Seattle? [Editor's note: Season 2 was shot in places like Vancouver, Canada, despite locations in Seattle playing a pivotal role in the story]
Druckmann: Great question, and you're right: when making the game, we did view Seattle as a character, and some of its locations are very iconic and it was important for us to capture those places when we adapted this story, at least some of them. Two things that work in our favor: 1. Vancouver doubles for Seattle pretty well and 2. We have such an incredible art team that has been able to create the most incredible sets I've ever walked onto. Season 1 was really impressive. This season blows it out of the water. I'm always in awe of the most elaborate sets and how months of work goes into it and it's for such a short scene, you walk through it, and it's gone. That's part of the privilege of getting to make a show under the umbrella of HBO and the support we have from PlayStation Productions, as well. We just have many, many resources and very talented people to bring these locations to life.

Part 2 is a heavy game, even compared to Part 1, which is a heavy game in its own way. Part 1 is about love and Part 2 is about hate. We're going to see Joel die. There are faction wars. People draw parallels to stuff happening in real life, whether that's the war in Ukraine, the war in Palestine. There's Lev’s trans story, which doesn't seem to be happening this season. There's a lot of pain points in the journey of Part 2 that are reflected in real life. How do you go about putting that on screen? Is there a worry that's too much in a world that already has a lot of this terrible s*** happening?
Druckmann: I'll answer this in a roundabout way: Many years ago, I was at PSX [PlayStation Experience]. While hanging off to the side doing this interview, I saw this fan waiting in the wings waiting to talk to me. He came over and said, "Listen, man, there's a period where I broke my hip, I went through a divorce, I was super depressed, I got suicidal, and your game helped me out of it." And I was like, "This depressing-a** game helped you out of it?" He said, "Yeah, there's just something about these characters going through hardship that was really helping me with real-world stuff." So I think some of my favorite stories have always reflected the reality that I live in. And this is no different. I tend to not worry too much about fear of an audience's reaction to something we're doing because it might be controversial, and more prioritizing, "Is this what the story needs? If this is what the story needs, then we gotta put it in the story and honor it for the weight that it has. If it doesn’t need it, then we should exorcize it from the story and not focus on it because we don't want anything gratuitous for the sake of shock value," and that's been our approach for both the game and this season.
A lot of Part 2 has this weight because it's my hands on the controller doing it. In this adaptation, we're just watching it. How do you go about making sure that weight and heaviness are in scenes even though I'm not playing it? Does that change the approach to how a scene plays out?
Druckmann: It absolutely changes the approach because you're right in that the immersion of the game, you can create a certain tension, a certain level of being in it. If we were trying to replicate that for the TV show, we would fail. So then you say, "Okay, so what are the strengths of the TV show? What are the things we could do?" And obviously, we can jump around with camera angles in a way we can't in the game to create certain tension and feelings, but we could also unplug from the protagonist. In the game, we were very hardcore about whatever protagonist you're playing, that’s the perspective from the beginning and nothing else. Here, we can jump from Joel and Ellie, we can jump to a totally different character and see their perspective. And sometimes, that's a side character that you barely got to see in the game and now we get to spend a lot of time with them and get to know them because it's going to add something to the main relationships of where we're going in the story, so it's really leaning into the strengths of a TV versus a game.
Going from Season 1 to Season 2, what is the biggest step up, other than the actual scale of the story?
Druckmann: It's very similar. There's a comfort that Pedro and Bella have with the characters and I think it's allowed them to dive deeper, and I believe their performances are even richer this time around based on everything they've built. And we get to spend more time with these characters quite a bit and see how they've evolved and changed and the conflict they have. It's seeing a new cast of characters, and seeing the ripple effects from the first season and the effect it has not just on the Jackson community but even beyond that. Earlier you said something that I've said in the past but it's more marketing speak: Game 1 is about love and Game 2 is about hate. That's just a simplified thing. They're really both about love and they're just different facets of it. The first season, the first game, is about the unconditional love a parent feels for their child. And this season, the second game, starts getting into what happens when someone hurts someone you love? How far are you willing to go to bring the person responsible to justice? And what will that do to you in the process? It's about exploring those themes that feel very relevant to the world we live in; it feels like a sort of cathartic experience both for ourselves, but I believe for our audiences.
Do you have to have a more cautious hand when crafting a story that stretches into our real world? For example, my wife played Part 2 for the first time with the remaster and it's a lot easier because she knows it's a game, it looks like a game, she's actually playing it. But when you get to an adaptation, we're going to see real people's heads bashed in, people dying in various ways…
Druckmann: There's a little bit. Look, the game is very realistic but it's not real life. And for some of the gameplay, we have to make certain concessions with the number of people you engage with or the number of infected you engage with, it’s less realistic than what a person could deal with. But we're prioritizing immersion over reality. But with the show, it's kind of taken the opposite approach which is we really want this to feel authentic and real, and because of that, with the violence, if we were to do too much of it, it would be very off-putting because it's so real. So that's where we really have to strike the balance of, "What is the kind of violence that we need to tell this story and no more?" And we have to really focus on that. Every time we have an action sequence, it can't just be for the action. It has to advance a relationship. It has to advance the story in a meaningful way. That's the challenge Craig and I always give ourselves when we have an action sequence. We say, "How do we make this action sequence character-driven and make those characters feel as real and believable as possible?"

Joel's death at the hands of Abby leaked right before the game's launch, and it led to this unfair perception of Abby. I'm curious if that worry or that concern going into the adaptation is there because the internet is going to internet so people who have not played the game very well might be spoiled the same way people in 2020 were. Is there a concern or four years later, is that not something on your mind anymore?
Druckmann: I used to be really concerned with leaks, but I've just experienced so many of them that I stopped caring. I used to be more concerned with fan reaction and I experienced the worst of it when we had the leaks and COVID hit with the second game, and I stopped caring. I've always operated under that, "I’m not going to be worried about what the fan reaction is going to be. I don't have any control over that so I'm not going to be worried about it." What I do have control over is the crafting of the thing that's in front of me and leading a team to do that. So I want to make sure that we make something we're extremely proud of, that we're very thoughtful in making. And then we put it out into the world and the reaction is not up to us. That's up to our fans and how they react.
One of my favorite parts of Season 1 is the context it provided to the pandemic outside of the U.S. since the games are very U.S.-centric. I’m curious if that's something we can expect more of in Season 2 or if there are other ways you're providing context to this pandemic outside of Ellie and Abby's journey.
Druckmann: I can't say too much about that but again, just like with the first season, we're looking for ways to expand beyond the world and the story we told in the games.
I feel like I already know the answer because you do kill off a beloved character in Part 2 – it's the crux of the game.
Druckmann: [Editor's note: Druckmann interjects here] By the way, you're assuming the same thing happens in the show.
I am assuming and I don’t know [laughs].
Druckmann: I'm not confirming or denying anything.
Yes, that's fair, but when you're adapting something, is it different killing off characters or hurting beloved ones than in a game?
Druckmann: The short answer is no. As a writer, you have to love all of your characters. Heroes, villains, all of your characters. I actually try not to put that judgment on them and say, "This character is good, this character is bad." I think of them as flawed human beings who have wants and needs and obstacles in their way. And sometimes, their wants and needs put them in conflict with each other. But, you can't love them so much that they have plot armor. You have to love them enough to respect that whatever fate is in store for them to tell the best story you can, that's what in store for them and you have to lean into that.

Music played a big role in Season 1, even more than it did in the first game, but music has a very forward role in Part 2 and I’m curious about your approach to adapting that beyond the actual composition of the score.
Druckmann: I kind of look at it like action sequences in that we don't want to just make music videos within our show or our game. Whenever there's a character playing a guitar or singing a song or there's a song that we're playing, what does it say about our world? What is it saying about our themes? If I do see a character playing or singing, how is it advancing our relationship? It can't just be a cool song. I'll go to the game: When you see Ellie play "Take On Me" to Dina, it's advancing their relationship. You're seeing this connection in these two characters. It's not just for the sake of having a cool 80s song. And that's our approach here. Music is a very big part of it whether it's the score from our composers – obviously, [game and show composer Gustavo Santaolalla] is the connecting link between our two games – but also you know, any licensed music we have is there for a reason.
In adapting the game for Season 2, do you feel it has a vision separate or unique from the game? Or is it following in line with what we've already experienced?
Druckmann: I worry that would give away too much but I would say broadly, there's a lot of overlap and that we're speaking to similar themes, but some of the ways that we're approaching it are quite different from what we did in the game. And again, we have the luxury of being able to stand back and look at the two games and how they're connected, and that's why even while making Season 1, we planted certain seeds that get paid off in this season and potentially future seasons.
How do you decide where to make certain changes? Part 2 was reviewed really well. Players loved it. It's a story you wrote. It's your baby, but now you have the opportunity to make changes. How do you decide where to make changes?
Druckmann: As the person that has already worked on this story with [The Last of Us Part II writer Halley Gross] and is intimately familiar with it, I have certain biases coming into it so I try to just have an open mind when I get into conversation with myself, Halley, and Craig. How do we break this season? And those conversations started on Season 1, and they're continuing on this season. First, I want to see what [Craig's] reaction is to the material. What does he think we should keep? Where does he see some potentially problematic areas? Often, 90% of the time we’re in agreement, and then we just start brainstorming. Wouldn't it be cool if we went on this little detour? And then we explore that idea and if we feel like it really enriches the story, we commit to it. If it doesn't really help, we might say, "That’s a cool idea but let's shelve it for now." And we just go beat by beat and march through the story.
For this season, we went even past where the season will end so we know, "Okay, if we're lucky enough to get to do another season, there are seeds being planted even now that will get paid off in a future season," just like the stuff we did in Season 1. So it's a very thoughtful meticulous long process that we go through. And often, we'll go through the whole season and then go back to the beginning and run through the season again and then go back to the beginning and you keep refining and refining ideas and oftentimes, you'll find the structure just falls into place right in front of you. Sometimes, that's the hardest work: figuring out what those beats are going to be. And then we go off and start writing scripts, but even while writing scripts, you're finding new details. You might write a script for episode 5 and get some ideas for back in episode 2. For the most part with some exceptions where we had to go in and fill in some stuff, we had all the scripts in the can by the time we started to shoot.
Any final thoughts?
Druckmann: You asked me if I'm kinda nervous or scared of the reaction. I'm actually really curious. When we're making it, we're just so focused on making it that I try not to think about what the reaction will be, but I'm very excited and curious to see what the reaction will be from people who are not familiar with the story and people who are familiar with the story, going over similarities and differences. I loved that conversation over Season 1, and I'm very much looking forward to it across Season 2.
Season 2 of The Last of Us premieres on HBO on April 13.
Everything Announced At The Dreamhaven Showcase
Dreamhaven, a publisher founded in 2020 by Blizzard co-founder and former CEO Mike Morhaime, held its first showcase yesterday detailing updates for a handful of titles from its studios. The publisher was formed alongside other Blizzard alumni to “create and publish original games for players around the world." To that end, it established two internal studios, Secret Door and Moonshot Games, which consist of industry veterans hailing from Blizzard and beyond. Today’s showcase sees Dreamhaven roll the carpet out for their upcoming slate of games in a big way, and if you missed the event live, here’s a quick round-up of notable announcements.
Wildgate Announced by Moonshot Games
Freshly unveiled for the first time, Wildgate is the space-faring debut title by Moonshot Games. Described as a crew-based first-person shooter, players (called Prospectors) work together as a ship crew to explore a mysterious region of space to steal a powerful artifact called, well, the Artifact.
Each crew pilots a ship, which takes different shapes and sizes and can be customized with various guns and gadgets. Each crew member sports unique tools and skills, and success depends on how well players cooperate to keep the ship running effectively. That includes jobs like piloting the ship, salvaging loot and resources, and engaging in space combat with hostile aliens and rival treasure hunters. The crew that retrieves the Artifact must race to an exit gate to successfully escape with it. Alternatively, you can also opt to annihilate all rival ships to be the last crew standing.
Wildgate launches for PlayStation 5, Xbox Series X/S, and PC this year. You can sign up now for a community playtest taking place on April 10-14.
Sunderfolk Gets A Release Date
First announced last October, Sunderfolk aims to streamline the tabletop RPG experience. Up to four players assume the roles of heroes to protect a peaceful animal village from encroaching corruption using their phones or tablets as controllers. This ensures everyone can play, and the lack of physical materials (resources like the rulebook are accessed in the Sunderfolk mobile app) aims to get the party adventuring as quickly and painlessly as possible. Additionally, only the host needs to own the game; everyone else can join in for free.
Featuring six classes to choose from – Arcanist, Bard, Berserker, Pyromancer, Ranger, and Rogue – players can outfit themselves with weapons, armor, skills, and items to face enemies in turn-based tactical battles. Players execute commands using a customizable card deck, and battles encourage cooperation and strategy. Between fights, players will upgrade the village of Arden to add new vendors and cultivate relationships with its residents.
Curious players can try Sunderfolk now via a free demo, though you’ll have to sign up with NVIDIA GeForce Now to access it. Sunderfolk launches on April 23 for $49.99 and will be available on PlayStation 5, Xbox Series X/S, Switch, and PC.
Lynked: Banner of the Spark Goes 1.0 This May
Lynked: Banner of the Spark launched into Steam Early Access last October, and developer FuzzyBot is preparing to bring it to prime time in a couple of months.
This action RPG can be played solo or in co-op and combines roguelite progression with cozy city-building. Players hack ‘n’ slash through waves of robotic enemies, harvest their parts, and then use those materials to expand a home base. When you’re not fighting, you can engage in more laid-back activities at the hub like fishing, harvesting crops, collecting animals, and crafting home decor.
The 1.0 version will introduce five new chapters, bringing the main campaign up to a total of 40 missions. A new biome, The VoidSpyre, will be introduced along with five new bosses. New weapon mods and skins will also become available for crafting.
Lynked: Banner of the Spark arrives on May 22 for PlayStation 5, Xbox Series X/S, and PC.
Additionally, Dreamhaven announced a publishing partnership for Mechabellum, a mech-themed tactics game that launched last September. A premium edition of the game launches today with over 18 exclusive skins, avatars, and emotes. This version runs for $29.99 versus the previous standard edition’s $14.99.
Soccer Legend Cristiano Ronaldo Is A Playable Fighter In Fatal Fury: City of the Wolves
Fighting games have long established a trend of including guest characters on their rosters. Whether you’re talking about Akuma appearing in Tekken 7, Yoda showing up in Soulcalibur IV, or the Teenage Mutant Ninja Turtles being added as DLC in Injustice 2, guest characters are nothing new for this genre. However, with the announcement of soccer legend Cristiano Ronaldo joining its main roster, the upcoming Fatal Fury: City of the Wolves makes a strong case for hosting one of the more unique and unpredictable guest inclusions.
Widely regarded as one of the greatest soccer players to ever step foot on the pitch, holding various individual records and titles, Ronaldo joins the main playable roster of Fatal Fury: City of the Wolves. Representing his native Portugal in international play, Ronaldo has spent large portions of his career playing for Manchester United, Real Madrid, and Juventus. He joined Al Nassr in Saudi Arabia in 2023, where he has played since.
In Fatal Fury: City of the Wolves, Ronaldo is voiced by Juan Felipe Sierra. In-game, Ronaldo uses techniques he developed during his career as a footballer to punish his opponents, with his fighting style listed as, “Football + Martial Arts.” You can see how this style plays out through the reveal trailer below.
Ronaldo’s inclusion brings the current main roster size to 15, though that number could still grow en route to next month’s launch. Additionally, we know DLC is on the horizon, as SNK announced last year that two other guest characters, Ken and Chun-Li from the Street Fighter series, will join the roster after launch. Fatal Fury: City of the Wolves arrives on PlayStation 5, Xbox Series X/S, PlayStation 4, and PC on April 24. If you’d like to familiarize yourself with other playable Fatal Fury characters before then, Mai Shiranui and Terry Bogard joined the Street Fighter 6 roster by way of downloadable content over the course of 2024.
Editor’s note: Apologies to all the non-American readers for our use of the word “soccer.”
The Top 11 Video Game Resurrections
Why on earth are we talking about resurrections on GameInformer.com, a publication that has been around and thriving since 1991? Unfortunately, there is simply no way of knowing how and why inspiration will strike, but it occurred to me that a lot of video games feature story moments where characters die and come back to life. Sometimes it happens immediately. Sometimes it happens seven months, three weeks, and two days later. In any case, please enjoy the top 11 resurrections in video games. We decided to go with 11 as opposed to the unofficial internet standard of 10, because sometimes when you get resurrected, you have to come back slightly bigger, but undeniably better.
11

Mercy in Overwatch
Despite its colorful aesthetic and comic book superhero inspirations, Overwatch and its sequel are both games overflowing with death. Characters are dying every few minutes, sometimes seconds, but thankfully Mercy’s Resurrect ability comes to the rescue. As the name of the ability implies, she has the powerful ability to bring characters back to life. It may not be the best resurrection on this list, hence its placement at the bottom, but it is certainly the most resurrection.
10

Link in The Legend of Zelda: Breath of the Wild
Link is low on this list for an important reason. Despite waking up in the Shrine of Resurrection at the beginning of Breath of the Wild after being lifelessly dragged there by Zelda 100 years prior following a brutal defeat… we don’t know that he was ever truly dead. It might have been more of a “mostly dead” situation, as explored in the 1987 film, The Princess Bride. The lore surrounding the situation is intentionally vague, but he seemed pretty dead to me. And you don’t sleep 100 years if you’re alive. That’s science.
9

Sonic the Hedgehog in Sonic ’06
Sonic has had some bizarre life experiences. He lived inside a pinball machine for a while, he briefly had really garish teeth for reasons no one ever figured out, and at one time, he transformed into a werehog. Despite those adventures, however, Sonic ‘06 is arguably his most bizarre. Sonic the Hedgehog was pronounced dead, but thankfully Princess Elise – a human woman – was able to channel the power of the Chaos Emeralds into a kiss that brought Sonic back to life and turned him into Super Sonic. Sonic would die and resurrect a few years later in Super Smash Bros. Ultimate, but without a kiss.
8

Ridley in Metroid
Ridley, or as his close friends know him, Cunning God of Death, is Samus’ archnemesis. The creature killed Samus’ parents and she, understandably, has never forgiven him for that act of violence. She thought she secured her revenge in Super Metroid, but he keeps getting resurrected, which Samus presumably thinks is quite annoying. Sometimes he gets resurrected as a clone. Sometimes he gets resurrected as a robot. No matter the case, Samus gets upset and shoots him a whole lot.
7

Scorpion in Mortal Kombat
When I was young, I never understood why the game was called ‘Mortal’ Kombat when characters were literally getting their heads ripped off, only to return for another fight a few minutes later. ‘Immortal’ Kombat seemed like a more accurate title, but I learned later that there is actually a whole dang story and some characters were actually dying. Not Scorpion, though. The yellow ninja begins his narrative as a resurrected, undead warrior seeking revenge for his own death and the deaths of those close to him.
6

Shepard in Mass Effect 2
In Mass Effect 1, we all meticulously designed our version of Commander Shepard, carefully deciding their backstory, facial features, and hairstyle. At the beginning of Mass Effect 2, the Geth blew them up and they died before the title screen even appeared. Thankfully, the mysterious Cerberus organization used its Lazarus Project technology to bring them back to life. It may not have been magic, but it still counts as a resurrection.
5

[REDACTED] in Metal Gear Solid 3: Snake Eater
I admit we are already treading into spoiler territory by including Metal Gear Solid 3 on this list, which is a game I suspect many will be playing for the first time soon with the Delta remake, so I will use our website’s tools to allow you to opt in to reading this entry.
Naked Snake dies at a certain point in Metal Gear Solid 3, and it’s not from eating rats and snakes without cooking them. Instead, he jumps from the top of a big waterfall. Don’t worry – he gets an earful from his superiors for his shortsighted escape plan. Thankfully, as we all should, he keeps a revival pill embedded in one of his teeth and uses it to rejoin the land of the living. But not before encountering every animal and enemy he killed in the game up to that point.
4

Helix/Dome Fossil in Pokémon
In the original Pokémon Red and Blue, there was another important choice to be made after picking Charmander as your starter (who can even remember the other options). Do you take the Dome or the Helix Fossil? Would you rather have Kabuto or Omanyte in your party? Regardless of what choice you make, you must commit an affront to God (AKA Arceus) by bringing a long-dead Pokémon back to life via resurrection. Then you must live with that sin for the remainder of your attempt to catch ‘em all. It’s fun!
3

Heihachi in Tekken
Heihachi, the often antagonist, sometimes protagonist of the Tekken series has a go-to move that he probably never assumed would be used against him. He loves to throw an enemy into a volcano (or off a cliff), but in Tekken 7, his son Kazuya Mishima got the bright idea of doing the same to his abusive father and threw him into a river of lava, which a cursory Google assures me is not something a person can survive. Tekken’s director, Katsuhiro Harada, also made it clear that he was truly, actually dead. But then, in Tekken 8, a resurrection took place in the form of DLC. “It wasn't a lie,” Harada told IGN last year, “And then, also, the timing is right since it's the 30th anniversary of the franchise. And so, we need all three of the Mishimas. This is the most iconic in the series. Right?” Long live Heihachi.
2

Everyone but Kirby in Super Smash Bros. Ultimate
I will never forget sitting in a meeting room at E3 watching an early version of the Super Smash Bros. Ultimate trailer with a small collection of other game journalists and frantically writing down every fighter’s name as it appeared on screen. I stopped, however, when the now-iconic “Everyone is here!” text appeared on screen and I fully understood what I was witnessing. What I didn’t understand, however, was that in the coming months, we would be treated to a collection of trailers that systematically and callously murdered every one of those legendary characters. Thankfully, Masahiro Sakurai’s genetic son Kirby (citation needed), survived long enough to resurrect everyone. To think we narrowly avoided a reality where Mario was canonically killed by Ridley from Metroid.
1

Dracula in Castlevania
Castlevania’s vampire sorcerer, AKA Vlad Țepeș Dracula, AKA Dorakyura Vurado Tsepeshu AKA Mathias Cronqvist AKA Mr. Alucard’s dad, is the king of never officially, truly, actually being forever dead. Video game bosses love to return after defeat in the previous game (e.g. Bowser, Dr. Wily, Ganondorf), but those guys either don’t actually die, or they’re reincarnated – which is a different thing. In the Castlevania series, you kill Dracula in almost every game, and in almost every follow-up game, some fool decides to bring him back via some shortsighted resurrection ritual. He will never be dead longer than the gap between releases, but that’s okay because we like exploring his wonderful castle.