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Mouthwashing Developer Wrong Organ Told Us Why Its Next Game, Carcass Clad, Is So Different

Game Informer

Mouthwashing is one of my favorite horror games ever, and a lot of that is due to its heavy focus on writing and atmosphere, prioritizing narrative. It's surprising, then, that developer Wrong Organ's next game, Carcass Clad, is so different. Shown off at today's PC Gaming Show, it's a multiplayer tank game, where three players each take a different role to guide a tank called Yksiö through the streets of Vhorgorod. I had lots of questions about this new project, most of them around how and why it's so different from Mouthwashing. Thankfully, they reached out and offered to answer them over email.

Game Informer: After such a heavy emphasis on narrative in Mouthwashing, why pivot to this gameplay-focused game?

Gameplay lead Jeffrey Tomec: After our first title, How Fish Is Made, it felt obvious that the next step was just to do the same thing but bigger. There was so much more we wanted to explore in the walking-simulator side of horror. But now we’re pretty content after Mouthwashing. It fills that hole, and we don’t want our next game to just live in its shadow. So we’ve decided to swing hard in the opposite direction. We want to try and pursue that distinct Wrong Organ charm and atmosphere through a gameplay-led experience. Stretch our legs a bit y’know. We’re definitely not done making narrative games, but we’re determined for our next game to be a big swing. My philosophy is that Wrong Organ should never be making what you expect us to.

Why is it called Carcass Clad?

Tomec: Well the simple answer is that the vehicles your enemies ride in will be clad in carcasses. Half-dead conjoined farm animals that serve as armor. But there’s always more to it than that. Mouthwashing’s namesake isn’t just Dragonbreath Mouthwash, of course.

Are the players in Carcass Clad named characters in the story, or more avatars that players inhabit?

Writer and art director Johanna Kasurinen: The player characters have names and have defined personalities and backgrounds in the world of the game, but the game is not focused on telling their stories outright. You could draw some comparison to something like Left 4 Dead. You can find out some lore details and light interaction in sections of the game but the focus will always be on the gameplay within the tank itself. We considered using just sort of “faceless” avatars for the player characters but having a dynamic between the crew, even to a minimal degree, was more fun and I just like designing characters at the end of the day.

How does the gameplay differ between the three roles? Is the whole game set in the Yksiö, or are there moments when you leave?

Technical and tank designer Dave van Egdom: In gameplay terms, the Yksiö is divided into asymmetric functions where all crew members are responsible for managing these functions through weighty, physical controls. The driver is responsible for maneuvering the heavy vehicle through the streets of Vhorgorod, among other things. As Erkki, the gunner, your main responsibility is controlling the Yksiö’s turret and 158mm cannon. Lastly, the commander is responsible for making navigational decisions and being the eyes and ears of the tank, considering she has the best vision from her cupola. The success of your crew, of course, depends on how well each individual manages their stations, but even more so on the ability to communicate information clearly and effectively with each other.

As of right now, players will spend most of their time inside the Yksiö. We are still exploring if there are moments in the game where the crew can leave the vehicle, though this is very subject to change. It would be cool!

Game Informer

Are there any elements of storytelling or worldbuilding you're able to achieve in Carcass Clad that you couldn't (or didn't want to) attempt in Mouthwashing?

Kasurinen: In Mouthwashing, keeping the mention of the larger outside world to a minimum was to keep the immediate narrative as claustrophobic and focused as possible. In Carcass Clad, we have a more defined idea of the larger world outside of Vhorgorod, but the scope of where we can or want to add in more narrative detail is much, much smaller. It’s a very different beast overall from a writing perspective, both projects have been challenging in their own distinct ways. Narrative largely preceded everything else in Mouthwashing, and now we’ve gone for the exact opposite.

How has Mouthwashing's success affected Wrong Organ's future?

Sound designer and composer Martin Halldin: With the success of Mouthwashing, we are privileged to find ourselves in a position where we can truly focus on creating bold and unique experiences. We have brought on some extra people to help bring our ideas to life as well, a luxury that was hard to imagine before the release of Mouthwashing. Knowing that the sustainability of Wrong Organ doesn’t singlehandedly hinge on whatever our immediate next project is has been amazing and we can only hope we continue to find ourselves in that position. All the doors that have opened and all the people that we’ve met, we’re grateful for, and we’re looking forward to bringing you more games in the future!

Sega Confirms And Responds To Generative AI Content In New Crazy Taxi Game

Game Informer

UPDATE: We spoke directly with the lead producer of the game regarding this topic. Read his full response here.

Crazy Taxi: World Tour was just announced at the Xbox Games Showcase and players were quick to notice that the game's Steam page contained a generative AI disclaimer which reads, "At SEGA Corporation, we utilize generative AI as a support tool for developers, aiming to provide better content to our users and enable developers to focus more on creative tasks We have used such generative AI support tools during development of Crazy Taxi: World Tour. No AI was used in reference to the performers in the game."

We reached out to Sega for confirmation and a potential response to the details on the Steam page. Many fans excited for the return of Sega's racing game have already expressed frustration over the use of generative AI assets. Below is Sega's response, which repeats some of the details on the Steam page:

At SEGA Corporation, generative AI is available as an optional support tool for developers, enabling our teams to focus more on creative tasks and ultimately focus on what matters most: delivering better games to our consumers.

Generative AI was used to support our teams during the development of background assets for ”Crazy Taxi: World Tour”. Assets generated were still subject to review by the development team.

No AI was used in reference to the performers in the game.

To learn more about Crazy Taxi: World Tour's reveal during the Xbox Games Showcase, head here.

Signet City Is A New 'Fungalpunk' RPG From The Creator Of Citizen Sleeper Where You Play As A Parasite

Signet City Jump Over The Age Fellow Traveler Gareth Damian Martin fungalpunk narrative RPG

Publisher Fellow Traveler and Citizen Sleeper creator Gareth Damian Martin have unveiled Signit City, a first-person "fungalpunk" RPG where you play as a parasite. There's no release date for it yet, but Fellow Traveler says it's "coming soon" to PC. 

In Signet City, you control a parasite in the titular coastal city, which is in sharp decline because in this world, the biological computer has outgrown the silicon chip. Born in the brackish waters of Signet City's bay, you must inhabit human minds and guide your hosts into their final season. "From the stained wallpaper of the squats to the towering monuments that dot its skyline, grow through and into this strange city, changing it forever," a press release reads. It looks awesome, and considering how great both Citizen Sleeper and Citizen Sleeper 2: Starward Vector are, we're keeping our eyes on Signet City.

Check it out for yourself in the Signet City reveal trailer below: 

Fellow Traveler says Signet City blends first-person exploration with tabletop-inspired narrative RPG design in a world inspired by post-punk 1980s Britain and weird fiction. Because you play as a parasite – decidedly not human – you can move through the city's social body, shape conversations how you see fit, influence Signet City inhabitants, and more, according to a press release. Notably, all of this will happen in stark black-and-white, a nod to the game's visual identity, which is rooted in brutalist architecture and post-punk movements. 

Here are some additional screenshots: 

 

Signet City is coming to PC soon. 

What do you think of this new direction for the creator of Citizen Sleeper? Let us know in the comments below!

New Metro 2039 Trailer Shows Off Impressive Visuals And Gameplay

Game Informer

Metro 2039 is the fourth mainline game in the ongoing Metro series, and though we've been aware of its existence, today offered the first substantial public look at its gameplay. Along with showing off the visuals and environments, we also get to see gunplay and other mechanics, and learn about the Fuhrer Hunter, "the man who has washed the Metro in lies and propaganda to gain the ultimate power."

For more on Metro 2039, you can read our extensive preview on the game right here. Metro 2039 does not yet have an exact release date, but it is coming to Xbox Series X/S, PlayStation 5, and PC February of 2027.

Final Fantasy VII Revelation's Minigames Are Refocused And Queen's Blood Has A New Protagonist

Game Informer

Platform: PlayStation 5, Xbox Series X/S, PC
Publisher: Square Enix
Developer: Square Enix
Release: 2027

Final Fantasy VII Rebirth was brimming with minigames and side content when it launched in 2024. Though players had access to myriad minigames, one rose to the top for many players: Queen's Blood. This strategic collectible-card battler captivated players with its deep mechanics, intriguing storyline, and, of course, the earworm theme song. With the announcement of Final Fantasy VII Revelation closing out the recent Summer Game Fest 2026 Live Showcase, we sat down with the director of the Final Fantasy VII Remake Trilogy, Naoki Hamaguchi, to learn about Queen's Blood's big return in Revelation. 

With Final Fantasy VII Rebirth, Hamaguchi and his team delved more into the side-content aspects of Final Fantasy VII. With Revelation, he has no plans to dial that back. "One of the identifying aspects of FF7 is the abundance of minigames and side content," Hamaguchi says. "If I weren't to stay true to that, I don't think I would be able to call this a faithful remake that stays true to the original. So, yes, we are going to have a lot of minigames and a lot of side content."

Though Hamaguchi was concerned fans would feel overwhelmed by the number of minigames, he's been pleasantly surprised by the fan reaction to the breadth of things for players to do outside of the main story. That doesn't mean that he didn't hear actionable feedback for several of the minigames, which he implemented into Revelation.

"We're very mindful of the feedback we received for FF7 Rebirth, so we did make a lot of adjustments so that the fans can play the minigame and our side content sections a lot more smoothly," he says. "There will be difficulty settings implemented into the minigames now, and if players feel that it's not their cup of tea, they have the option to skip the minigame section, too. And also, one more thing is that most of the rewards are not going to be tied to combat items, either. There are still going to be a lot of minigames and side contents, but we also want to be more mindful of the players' accessibility, too."

Game Informer Queen's Blood, as it appears in Final Fantasy VII Rebirth

Though Hamaguchi was initially apprehensive about the amount of minigames in Final Fantasy VII Rebirth, he was confident in each and every one of them. "We put a lot of resources into [them], and not just the resources, but we're all very passionate about the minigames, too," Hamaguchi says. "We were pretty confident that these minigames were going to be really fun and good, but that being said, Queen's Blood having that much popularity and a warm reception for fans was a bit of a surprise for us."

And with Queen's Blood, Hamaguchi's team at Square Enix isn't resting on its laurels. Yes, the game is back and building upon the strong hooks of the original iteration of the minigame, but it is not without changes. "It was a very popular content back in Final Fantasy VII Rebirth, and yes, it will have its own story again," he says. "One of the key changes, though, is that in Rebirth, Cloud was the main protagonist of the Queen's Blood story. In the Queen's Blood content and story in FF7 Revelation, the protagonist is actually Nanaki, so it's not going to be Cloud this time."

While having Nanaki, previously known as Red XIII, serve as the primary driver of Revelation's Queen's Blood story may feel out of nowhere for some, it was hinted at within Rebirth. "This is based off the fact that there's this infamous scene of Red XIII dancing on a boat and, then, in FF7 Rebirth, playing Queen's Blood," Hamaguchi says. "So we're gonna give Nanaki that protagonist role this time around. And looking at the gameplay too, there will be some arrangements to the rules, but right now, we're working hard within the development team, balancing and scaling the rules. But overall, we're pretty confident right now that it's going to be even better than the previous iteration of Queen's Blood."

If Square Enix is able to, in fact, deliver an even better version of Queen's Blood with a fun-to-follow storyline starring Nanaki within Final Fantasy VII Revelation, that will likely be enough to sell a section of the player base. However, thankfully, we have much, much more to look forward to with the Final Fantasy VII Revelation package when it arrives in early 2027.