Reading List
The most recent articles from a list of feeds I subscribe to.
What Is I Have No Mouth, And I Must Scream?
The classic 1995 horror adventure game, I Have No Mouth, And I Must Scream, was recently ported to modern consoles for the first time by Night Dive Studios. In early 2012, issue #225 of Game Informer magazine, former editor Jeff Cork spoke to members of the original development team about creating the unique, terrifying, and unforgettable game. You can find that feature below.
While some younger readers might find it hard to believe, our culture’s interest in post-apocalyptic settings didn’t originate with the Fallout series. Harlan Ellison’s 1967 short story “I Have No Mouth, and I Must Scream,” is an early landmark, offering readers an unimaginably bleak look at humanity’s future, with five desperate souls enduring the constant torture of a deranged AI. Despite its sparse characterization and lack of a traditional narrative, it was adapted into a computer game of the same name in 1995. Here’s the story of how Ellison and a pair of designers transformed the story into one of the most disturbing point-and-click adventure games of all time.
When David Sears heard that publisher Cyberdreams was adapting one of Harlan Ellison’s short stories into a game, the longtime fan’s mind began racing. “I was thinking ‘Oh, it could be ‘Repent, Harlequin! Said the Ticktockman’; or maybe ‘A Boy and His Dog’; and it’s going to be some kind of RPG or something,’ Sears recalls. “And they said, ‘No, it’s ‘I Have No Mouth, and I Must Scream,’ and I was like ‘What?’ At the time, in the game-development community, people said, ‘Oh I love Ellison’s stories, but there’s no way you could turn that into a game.’ I thought, ‘Wow, what have I gotten into?’”
To make the task even more daunting, this was Sears’ first job in game development. Previously, he was a writer and assistant editor at Compute magazine. A feature he wrote on Cyberdreams’ H.R. Geiger collaboration Dark Seed led to a job writing a clue book for the adventure game in the pre-Internet era of 1992, which in turn led to the current offer: Spend a week with the notoriously prickly author Ellison and distill his iconic work – one of the top 10 most reprinted stories in the English language – into his first game-design document.

Finding An In
Sears says that Ellison immediately made him feel welcome. The two talked for a while about Ellison’s writings, science fiction, and other areas of common interest. Sears’ fears of being seen as a fanboy or as being ignorant were unfounded. “I don’t want to damage his reputation, because I’m sure he spent decades building it up, but he’s a real rascal with a heart of gold – but he doesn’t tolerate idiots,” Sears says.
Now came the tough part: turning a tale set in a hopeless world featuring five characters with no real histories into something playable. The story ends with four of the characters dead, with the remaining survivor transformed into a shapeless mass of goo (see sidebar). Super Mario Bros., it wasn’t. The breakthrough came with a simple question. “The question David posed to Harlan that got them started was ‘Why were these people saved? Why did AM decide to save them?’” recalls David Mullich, who produced the game. Ellison was put off by the question, which he told Sears he’d never been asked before. Realizing they were onto something, the pair began working on their concept. The story would be split into five vignettes, each based on one of characters.
“That was going to be the premise of the game – finding out why these characters had been chosen by AM to be tortured and resurrected endlessly and forever,” Sears says. “And then he immediately sat down and started typing on his Olympic manual typewriter.”
Over the next few days, Ellison and Sears began fleshing out each of the five characters, creating deeper histories for them and delving into why they were selected. “I went to work, and I started making my notes, but he had to go first and come up with a premise,” Sears says.
“Harlan wanted to touch on controversial themes,” Mullich recalls. “Each one dealt with a very strong theme.” Some of the issues the game explored included the nature of guilt, sexual assault, and, perhaps most famously, the Holocaust. It was an early attempt to tackle genuinely mature subject matter in an era where “mature” typically meant showing a heroine in a bra.
Since Ellison was responsible for steering the adaptation’s creative direction, Sears found himself with free time in that first week while he waited for Ellison’s notes. The writer would offer Sears distractions, such as recommending that he go out onto the home’s balcony and enjoy the view. When those didn’t work, Ellison dug into Sears’ interests. “What do you like to read? Do you like comics?” Sears recalls Ellison asking, with Sears replying that he liked Neil Gaiman’s Sandman series. “Dialing from memory he makes a call and says ‘Hey Neil, this is David, I’m collaborating with him on a game for Cyberdreams. He’s a fan and he’d love to talk to you about your work.’ So Neil Gaiman talked to me for about an hour, straight off the plane from Mississippi.” Later, Sears had lunch with Babylon 5 writer and producer J. Michael Straczynski, and was among the first to see the show’s pilot episode. “Harlan went out of his way to be a great host.”
Of course, there was still plenty of work to do. “I worked with [Ellison’s notes]over the course of a week in collaboration with Harlan to turn out what we both thought was a really, really good design document,” Sears says. “Cyberdreams disagreed, and they said it was just a proposal.” Sears collaborated with Ellison for an additional week before returning home to Mississippi, where he finished his work on the document over the next six weeks.

Shaping The Story
Shortly afterward, Mullich, a producer at Cyberdreams, got involved in the project. For him, the opportunity to work with the license was the realization of a dream. “‘I Have No Mouth, and I Must Scream’ is my favorite short story of all time,” he recalls. Coincidentally, Mullich learned about the game during a talk at a gaming industry conference. “There was a presentation there with David Sears and Harlan Ellison talking about this great game that they had developed, and I was in the audience for that. I was thinking at the time ‘Harlan is my favorite short-story writer, this is my favorite short story, and who’s this guy David Sears? I’ve never heard of him before. I should be the one doing this game!’ So that’s how I came into it.”
Mullich whipped Sears’ inaugural work into shape for Cyberdreams. “It wasn’t organized in the way that a typical game design document is. As I went through it, the story was great and I loved how he’d adapted the work, but I could tell that it was overly simplistic. There weren’t enough puzzles in it, there wasn’t enough dialogue, and it wasn’t formatted in a way that would be easy for a programming team to understand it.” It was up to Mullich to meet with Ellison and revise the document. There, he got a dose of the Ellison that fans are more familiar with. Mullich was preparing to give a presentation of an early build of the game on a PC in Ellison’s kitchen. Ellison made a vague gesture toward an outlet, which was hidden under a potted plant, behind a booth. Noticing Mullich’s difficulty in finding it, Ellison muttered, “Another one of the Cyberdreams’ brain trust.”
Fortunately, Mullich was able to establish a friendly working relationship by talking about his desire to make games that were intellectually stimulating, such as his Apple PC game based on The Prisoner television show. That led to a more productive environment.
Mullich would go to Ellison with proposed dialogue, and Ellison would revise it. “He’d come out 20 minutes later with pure gold. And other times he’d leave stuff and I’d say Harlan, this is terrible. You can do better than this. He’d go ‘Ack, you’re right,’ and he’d go back and revise it. We established a working relationship of mutual respect where we could criticize each other, which was good. Because there was a lot of creative work I had to do.” Mullich estimates that Ellison wrote about 20 percent of the game’s dialogue, with the remaining 80 percent split evenly between Sears and himself.

Turning It All Into A Game
Ellison wasn’t a gamer, which meant that Mullich sometimes had to explain some of the medium’s conventions to the author. One of Gorrister’s puzzles, for example, involved his wife and mother-in-law trapped in a freezer, dangling from meathooks. Gorrister’s story revolved around the character forgiving his family for a string of traumas, and Ellison thought he had come up with a great mind-teaser. “To solve the puzzle you have to let her off the hook,” Mullich remembers Ellison saying. “You metaphorically have to take her off the hook. In order to let it go, you physically have to do that. No one will think of that!” Mullich had to break it to him gently that players were acclimated to doing just that. “Harlan, that’s the first thing that the player is going to do,” Mullich told him. “They go in, they click everything they can, and that’s the first thing they’re going to do.”
Even if Ellison didn’t know much about game design, his pragmatism and flexibility made the process much easier. “The reason he told me [he got involved with the project was] he’d never done a game before and he was interested in taking on the challenge,” Mullich says. “Fortunately he was really good at knowing what was practical and what wasn’t. This far along, he wouldn’t take something that he wasn’t happy with and jettison it completely; he’d try to make adjustments to it and adapt it so that it would work at least a little bit better. He was great to work with.”
Sears had a similar experience when working on the game’s multiple endings. He had to explain to Ellison why players wouldn’t have been satisfied if all paths led to crushing defeat. “OK. This is the thing about games,” he explained. “We can’t have only negative, punishing endings. We can have an optimistic ending. Yeah, we’re giving humanity another shot, but at the same time it’s Harlan’s universe, and there’s every chance these people are going to screw it up again.”
Once the game design was completed, Cyberdreams made the decision to shift development away from its internal team and have Dreamer’s Guild take the reins. Mullich says the studio already had an internal game engine that was appropriate for I Have No Mouth, and I Must Scream, which made the decision easier.

The Aftermath
The game was published on Halloween, 1995, an appropriate release for a game that dealt with uncomfortably realistic horrors. Critics raved about the game’s often depressing content and the willingness to tackle previously taboo topics. As both Sears and Mullich said time and time again, though the subject matter was gruesome and Ellison was at times notoriously tough to work with, their work on I Have No Mouth, and I Must Scream remains a creative high point in their careers.
Sears, now a creative director at Ubisoft working on the new Rainbow 6 Patriots, actually credits Ellison for his career. About eight weeks after finishing his work with the game, Sears says he got a call from the author. “Hey listen, I’m the keynote speaker at GDC,” Ellison said. “I want you to speak on a panel with me, and I want you to have a job in Los Angeles, because you’re too good to spend your time in Mississippi.”
After finishing the pre-keynote dinner, Ellison took the stage and made an announcement: David Sears was great to work with, and he needed a job. Before Ellison was going to give his presentation, he wanted everyone to bring their business cards up to the stage and put them in a glass fishbowl that he’d brought with him. “And he’s like ‘I’m not kidding,’” Sears says. “‘And after the keynote, David will draw one card from the bowl, and that’s who he will work for.’ I’m pretty comfortable talking in large groups, but at the time not so much. We filled up half the fishbowl, so I had a full Rolodex just for showing up. Three days later I had a job at Virgin Games.
“If he called me today and said, ‘I need you to fix the plumbing in my bathroom,’ I’d be on a plane.”

The Story
“I Have No Mouth, and I Must Scream” was first published in the magazine If: Worlds of Science Fiction in March 1967. It’s set 109 years after the collapse of human civilization following a war between the U.S., China, and Russia. A group of computers called AM, short for Allied Mastercomputer, became self aware, taking control of the war effort and eliminating everyone on the planet aside from five survivors. Those remaining few have spent the intervening years being continually tortured physically and psychologically by AM. The story concludes with the characters attacking one another after being led on a fruitless hike with the promise of food at journey’s end. When they arrive at their destination, they discover canned goods, but no can opener. The five attack and kill each other, with AM intervening just before the story’s narrator, Ted, is able to take his own life. In retaliation, and to prevent his last plaything from harming himself, AM transforms Ted into a blob of goo. The story ends with the titular line, “I have no mouth, and I must scream.”

The cast of I Have No Mouth and I Must Scream, from left: Ted, Benny, Ellen, Gorrister, Nimdok
The Characters
To say that adapting the short story into a game was challenging is an understatement. Aside from a few descriptive sentences and skeletal backstories, the story’s five characters are essentially sketches. This is how Harlan Ellison and designers David Sears and David Mullich transformed those stark outlines into fully realized characters with individual plotlines.
Ted
“I remember having some questions about the storyline David Sears had written for Ted, but when I showed it to Harlan, he said that Sears had written a story very different from what they originally discussed,” Mullich says. “However, when I asked him to tell me about the story he and Sears had originally planned for Ted, Harlan said he couldn’t remember it. We discussed several ways of altering the story. Unfortunately I don’t remember any of the details, but I do remember that I made one suggestion that caused Harlan to give me his most cutting insult: ‘You’re thinking like a television producer!’”
Sears’ memories are as foggy as Ellison’s were at the time, though he offers a possible explanation for Ted’s fashion choice of a sweater tied around his neck: “Yuppies were popular at the time.”
Benny
“This was my least favorite of the storylines, although I don’t quite remember why I didn’t much care for it,” Mullich says. Benny’s storyline focused on redemption and forgiveness, as the character found himself haunted by people he betrayed as he explored a brutal tribal society. “Someone recently reminded me that Benny was the character who was the most altered from the original story, in which he was a homosexual scientist. Looking back, I think it might have been a lost opportunity to write a story about someone struggling with the challenges of being homosexual.”
Sears recalls the gay angle, and says that he remembered it being present in his initial draft, even though Benny mentions having a wife. “I believe he was still gay in our version. Even if you have a wife, that doesn’t mean you’re not. It might have been a dropped thread.”
Ellen
“She was tortured. Black women in video games? Someone suffering the psychic fallout of being brutally raped? Again, kind of a groundbreaking character,” Sears says. “I most remember staying up late across several nights and writing the dialogue for the conversation for the confrontation between Ellen and her rapist,” says Mullich. “My infant son was undergoing chemotherapy at that time, and he would have week-long stays in the hospital. I’d stay with him overnight on those occasions, and we’d share the hospital room with another child cancer patient. One time we shared a room with a teenage girl whose chances weren’t good, and she knew it. Once night she woke up terrified and had to speak to a nurse to calm her down. I channeled that memory when trying to imagine the terror Ellen would have gone through in confronting her rapist.”
Gorrister
“This was my favorite of the storylines, I loved the artwork – the desert, the iron Zeppelin – and I found the story to be the most metaphorical and dream-like,” says Mullich.
Gorrister’s world was indeed rich with memorable locations, which he navigated while struggling to cope with feelings about his estranged wife.
When asked what he remembers about Gorrister’s storyline, Sears is quick to respond: “Meathooks,” he says, laughing. “I think I’m revealing a little more about how my mind works than I’d intended.” He also remembers an appearance from one of the game’s memorable NPCs, a talking jackal. “I do remember thinking we need a talking head in here, and it ended up being a jackal. I don’t remember if that was Harlan or me.”
Nimdok
“What I most remember about Nimdok is waiting for the controversy that never came about his story involving the Holocaust,” Mullich recalls. “He was blessed and cursed with a memorable name, and one of the most diabolical back stories,” Sears adds. “Certainly, if we wanted to do something like that [now] we would spend a lot more time defining the lines we wouldn’t cross, careful presentation of this character, and we certainly couldn’t let people know right away what he was. You’d have to build an affinity for him and then we’d slowly reveal these horrors. At the time, we were still on the frontier. The industry was still small enough where publishers would take crazy chances on stuff and see if it stuck.” Some of those crazy chances include allowing the player to take on the role of a Nazi doctor, performing spinal surgery on a child in a concentration camp, and the Holocaust setting itself.
Go here to watch a complete playthrough of the game.
The League Of Upcoming Superhero Games
Look up in the sky! It’s a bird! It’s a plane! No, it’s a superhero game – several of them! Fans of spandex-clad saviors have several titles based on their favorite comic heroes to look out for, regardless if you love DC, Marvel, or want an original take on the popular genre. We’ve gathered the biggest announced superhero titles and arranged them in chronological release order so you'll know when to expect these games to swoop in and (hopefully) rescue you from boredom. This evolving list will be updated as new titles are announced and released.

Marvel Cosmic Invasion
Developer Tribute Games and publisher Dotemu, the dynamic duo behind Teenage Mutant Ninja Turtles: Shredder's Revenge, are teaming up again for a new old-school beat 'em up in the Marvel universe. Featuring a roster of 15 playable heroes including Spider-Man, Captain America, Nova, Wolverine, Venom, and even Phyla-Vell, up to four players battle the forces of Annihilus using a unique tag-team system. Each player chooses two characters to swap between instantly, allowing players to execute tag team combos to encourage different team-ups. Shredder's Revenge was nostalgia done right, and we're excited to see the same retro brawler magic sprinkled over the Marvel franchise.

Dispatch
While not based on an existing license, Dispatch tackles the genre from a unique angle. Instead of controlling a caped crusader, you play a former hero working as a superhero dispatcher charged with reforming a team of ex-villains. This comedic choice-driven workplace management game tasks you to monitor emergencies to strategically deploy the right hero for the job while navigating office relationships with your flawed super-powered co-workers. Boasting a star-studded voice cast, including Breaking Bad’s Aaron Paul in the lead role, Dispatch is the most creative take on superhero games on the horizon.

Marvel 1943: Rise of Hydra
The team led by Uncharted's former head scribe Amy Hennig is working on a World War II adventure starring Captain America and Black Panther Azzuri, grandfather of T'Challa. The superheroes will battle Nazis/Hydra alongside the Howling Commandos' Gabriel Jones and Wakandan spy, Nanali. Despite featuring four protagonists, the game will be a linear single-player adventure that offers different viewpoints on the war. We don't know much more than that, but we're excited to learn more, hopefully sooner than later.

Marvel's Wolverine
Not content with only tackling Spider-Man, Insomniac shocked the gaming world by announcing it’s also making a Wolverine game. We know little about this exciting project outside of a brief cinematic teaser trailer. Insomniac confirmed it will have a mature tone and that it takes place in the same universe as its Spider-Man games. Eagle-eyed fans also found subtle easter eggs in the trailer hinting at the Hulk. Insomniac nailed Spidey, so we're confident Logan will be treated with the same reverence.

Motive Studio's Iron Man Game
Motive Studio, the team behind Star Wars: Squadrons and the Dead Space remake, has an untitled Iron Man game in the works. This third-person, single-player action game aims to capture, per Motive, "the complexity, charisma, and creative genius of Tony Stark, enabling players to feel what it's like to truly play as Iron Man." The game's line-up includes executive producer Olivier Proulx, who served as producer on the well-received Marvel's Guardians of the Galaxy. Motive announced the game as being in pre-production, meaning it will likely be a long while before we see any actual footage of it. Iron Man will also be the first game of a longer partnership between EA and Marvel.

Cliffhanger's Black Panther Game
EA and the fledging studio Cliffhanger Games are giving Black Panther fans something they've never gotten: a video game dedicated to the king of Wakanda. Described as a story-driven third-person action game, we won't see the fruits of the Cliffhanger's efforts for some time as the project was announced very early in development. But the studio consists of veteran game designers with experience working on titles such as God of War and Middle-earth: Shadow of Mordor, so here's hoping that expertise results in an adventure worthy of the Black Panther mantle.

Marvel's Blade
Arkane Lyon, the studio behind the Dishonored series and Deathloop, is taking a big swing by tackling its first licensed superhero game. Of all the heroes it could have chosen, we're pleasantly surprised it chose Marvel's resident vampire hunter. In another first for the studio, the game will be a third-person adventure that sees Blade using his, well, blade to cut down hordes of vampires taking over Paris. Tack on the high likelihood of Arkane implementing its signature immersive sim elements, and we can't wait to take a bite out of this one.
Those are the most exciting super hero games on the horizon, but which one are you most excited for?
The Roottrees Are Dead Review – A Captivating Search For Answers
Reviewed on:
PC
Platform:
PC
Publisher:
Evil Trout
Developer:
Robin Ward
Release:
It’s way past midnight, I’m chugging an ill-advised late-night coffee, and I’m intensely tapping my fingers, pondering what to type into a fake ‘90s-era search engine. I tell myself I’ll call it a night after I find one more lead confirming another relative’s place on their family tree. I would spend many evenings reciting the same lie to myself. The Roottrees Are Dead is an investigative mystery game that captivated, surprised, stumped, and, occasionally, infuriated me. It also became my first obsession of 2025.
Set in 1998, the president of a successful candy and fashion empire, his wife, and his three celebrity teenage daughters tragically perish in a plane crash. These are the Roottrees, and they hail from a generationally wealthy family whose corporate empire dates back to the late 19th century. You control an investigator hired by a mysterious client to uncover every blood relative of the Roottrees to piece together their family tree for an unknown purpose. The premise immediately hooked me, and the ensuing mystery rewarded my curiosity.
The internet is your primary tool to fill an expansive family tree with a relative’s birth name, photo, and occupation. Similar to games like Her Story, punching search terms into an internet search engine, a library database, or various magazine/newspaper archives unearths evidence such as diaries, photographs, and even music tracks, which yields new clues to search. It’s an engrossing exercise, not only because I feel like a real sleuth trying to expose the truth, but because the information revealed along the way is fascinating. The Roottree family is an eclectic mess of a clan whose relationships are mired in infidelities, betrayals, and other controversies. As much as I wanted to learn the truth about their heritage, I had as much fun learning about each family member as a personality, whether they’re an old Hollywood starlet or a spirited televangelist.
The game throws plenty of fun curveballs acting as small puzzles in themselves, such as finding the true first name of someone largely known by a nickname, discovering the identities of older relatives with minimal online footprints, or learning the maiden name of a woman who’s endured multiple divorces. Occupations can be similarly obscured since you need a Roottree’s most recent job. Finding answers is a tricky but rewarding exercise of uncovering obscure online resources and using context clues to deduce major discoveries. The writing shines here, as solutions are cleverly hidden in plain sight, and seemingly unrelated materials or people can fit together like perfect puzzle pieces. Even when I failed to make a connection, learning the answer never made me feel disgruntled because it was too opaque; the truth was always right in front of me. I just failed to look at things a certain way.
Doing enough thoughtful digging can excavate an exact answer outright; however, you often have just enough information to approach the finish line and must connect the dots to take an educated leap of faith. It never feels like I’m blindly guessing when I do this, as I usually have plenty of ammunition to back up my suspicions. That the game requires you to fill a batch of identities at a time before it “locks” them – confirming the correct entries and thus eliminating them from the pool – means I need to be pretty confident about my theories, further encouraging thorough investigation.

Initially mundane or irrelevant evidence may become a goldmine of vital clues when reexamined with fresh perspectives. Every breakthrough continually feels like a triumph in that sense, and I love how the game regularly makes old evidence feel exciting again. With so much information to juggle, the in-game notepad is an invaluable tool. It allows players to jot down clues, copy and paste entire text passages from articles, create link shortcuts to previous search results for easy access, and other quality-of-life features. And when you think you have all the answers, the game changes the question with an even tougher second campaign that builds upon your initial investigation and is a great final exam of your newly developed deductive skills.
Getting stuck is inevitable, but the large family tree makes it easy to pause work on one challenging thread to tackle several others (provided you can keep your information straight, but that’s on you). I also appreciate how the game encourages players to keep looking while preventing them from going down the wrong trains of thought for long. Each piece of evidence is accompanied by a number denoting the amount of relevant clues it contains, and this number fluctuates based on your discoveries. This keeps me from needlessly analyzing materials I’ve siphoned all usefulness from while keeping me encouraged when I hit a wall. I may not know what a World War 2 diary I’ve reviewed countless times has left to offer, but seeing it has one clue remaining ensures there’s still meat left on that bone. And if you’re truly stumped, a well-implemented hint system gradually nudges you in the right direction without giving too much away immediately.
Additionally, many irrelevant search results flat-out tell players the information isn’t helpful and to move on, sometimes in humorous ways. The Roottrees Are Dead has plenty of false dead ends, but the real ones are clearly communicated. Still, going down unrelated rabbit holes can lead to funny, sometimes fourth-wall-breaking search results. I won’t spoil them, but I always searched terms I knew had no connection to the case just to see how the game would respond.
The best thing a puzzle game can do is make you feel smart; The Roottrees Are Dead made me feel like the second coming of Sherlock Holmes. Its exceptional mystery is bolstered by stimulating puzzle-solving, a satisfying ending, and a cozy nostalgia that makes it weirdly relaxing to mull over a cup of coffee. Don’t let this quirky search for answers pass you by.

Score: 9.25
The GTA-Like MindsEye Gets New Story Trailer And June Release Date
MindsEye, the Grand Theft Auto-esque story-driven action game led by former Rockstar Games producer Leslie Benzies, is arriving on June 10. Developed by Build A Rocket Boy Games, a new story trailer shows off the game’s setting, Redrock City, and provides a glimpse into the story and antagonists.
Redrock City, a fictional desert metropolis ruled by AI, consumer-grade robots, and other cutting-edge technology, is the stage for protagonist Jacob Diaz. He’s a former soldier carrying the MindsEye, a neural implant plaguing him with mysterious memories from a life-changing mission. His fight to find the truth pits him against both the government and Big Tech, namely Redrock mayor Shiva Vega, who may be a little too eager to establish complete control in her city, and Marco Silva, an eccentric tech CEO with big plans for altering the course of human evolution. Check out the trailer below.
MindsEye first became known as part of Everywhere, Build A Rocket Boy’s yet-to-be-released game-making platform first announced in 2022. Last October, the studio announced a publishing partnership with IOI Partners, the publishing arm of Hitman developer IO Interactive, for MindsEye. The title was formally revealed during the PlayStation State of Play in February.
Build A Rocket Boy tells Eurogamer that while MindsEye can be accessed through Everywhere, it will be available as a standalone title. You can purchase it on PlayStation 5, Xbox Series X/S, and PC for $59.99.
RoboCop: Rogue City Headlines PlayStation Plus Essentials Games For April
PlayStation Plus Essentials subscribers can look forward to a fresh batch of "free" games hitting the service next month. Coincentedally, all three titles are based on popular TV/film franchises
Subscribers can add RoboCop: Rogue City, The Texas Chainsaw Massacre, and Digimon Story: Cyber Sleuth – Hacker’s Memory to their libraries beginning April 1. These titles will remain available until May 5.
RoboCop: Rogue City is a first-person shooter telling an original story between the events of RoboCop 2 and RoboCop 3. The Texas Chainsaw Massacre is an asymmetrical horror game that pits a team of survivors against a player-controlled Leatherface. Meanwhile, Hacker’s Memory is a follow-up to Digimon Story: Cyber Sleuth. This turn-based RPG stars a Digimon Tamer looking to clear his name for a crime he didn’t commit.
As a reminder, this is the last week to add the current Essentials offerings to your libraries if you haven’t already. Dragon Age: The Veilguard, Sonic Colors: Ultimate, and TMNT: The Cowabunga Collection remain available until March 31.