Latest Multi-platform Game News & Updates
☁ Multi-platform News
6576 articles
🖥 PC, Multi-platformViral Steam Game Made $1.3 Million But Creator Only Got $2,000 After Mass Refunds
An 18-year-old from New Hampshire released a game called This Game Costs $200(https://store.steampowered.com/app/4323380/ThisGameCosts200Dollars/) earlier this year as a joke--but a lot of people bought it. The game generated $1.3 million in sales, but creator Michael Major didn't get anywhere near that big of a payday. He told WMUR(https://www.wmur.com/article/pembroke-teen-video-game/73322449) that he set the price at $200 because that was the maximum a game could be listed for on Steam, and he expected no one to buy it. When he saw revenue of $1.3 million, he "almost died," Major said. To be sure, there are games on Steam that cost more than $200--there is a $1,000 game, for example(https://www.gamespot.com/articles/this-1000-steam-game-offers-very-little-but-at-least-its-honest-about-it/). https://www.youtube.com/watch?v=MlKPZxn7RF4 The developer only walked away with $2,000, however, in part because of mass refunds. Major also said it's curious that the majority of sales came from China. "I'm not joking. I have heard of expensive games on Steam being used for money laundering. I have no idea. I could be on a hit list right now," he said. Steam sales data shared in the video showed that the game sold 6,717 units, but 6,707 people got refunds, meaning 99.9% of sales were refunded. The lifetime gross revenue for This Game Costs $200 was $1.38 million, but Major walked away with $2,045 after all the refunds. The Steam page for This Game Costs $200 describes it as "the swindle to end all swindles." "This game is also a psychological experience, where I try to convince you that this game truly does cost 200 dollars," reads a line from its description. The game takes place in the world of Schizopia and has players walking around a map full of cases of beer and packs of cigarettes. The game has one review(https://steamcommunity.com/profiles/76561197960275132/recommended/4323380), from someone who played for 0.6 hours and said they recommend it. They said they made a lot of bad decisions in their life, like eating a toilet water-soaked sandwich straight from the bowl. But spending $200 on This Game Costs $200 was not the worst decision they ever made, they said. This Game Costs $200 is a sequel to This Game Costs $10.
🖥 PlayStation, PC, Multi-platformThe World’s Gone To Hell, But You Still Have To Go To Work, Just Like In This Horror Game
A famous poet once said, "Work sucks; I know." That timeless truth is the backdrop for HR: Human Remains, an upcoming first-person horror game in which demons have taken over the world, but you're still clocking in for your desk job. Today, GameSpot can exclusively reveal the release date; it's coming to Steam on September 22. Check out the brand-new release date trailer below for more. With an aesthetic reminiscent of the original PlayStation era, HR: Human Remains has a darkly humorous tone, but is still very much a horror game. In it, you'll be stuck as an office clerk, interacting with co-workers and your extra-horrible bosses while uncovering a story with multiple endings to experience based on your choices. There are Sunday Scaries, and then there's whatever this guy has got himself into. You'll need to solve puzzles to explore hidden places, while also collecting items with which you can decorate your break room. To me, it sounds sort of like three parts Hellraiser and one part Office Space, and I can surely dig that. The game is on the way from developer DennisCorner and publisher Black Lantern Collective(https://www.gamespot.com/gallery/10-horror-games-were-just-announced-from-this-new-publisher/2900-6803/), which specializes in indie horror games. You can check out HR: Human Remains on Steam(https://store.steampowered.com/app/3541630/HRHumanRemains/). 30 Best Horror Games To Play In The Dark In 2026 !4562165-horrorgames20252(1).jpg(https://www.gamespot.com/wp-content/uploads/original/1632/16320660/4562165-horrorgames20252(1).jpg?w=636) !4366948-cifhphwmm4cz22vbkxi3pu.jpg(https://www.gamespot.com/wp-content/uploads/original/1632/16320660/4366948-cifhphwmm4cz22vbkxi3pu.jpg?w=636) !4206982-alienisolation.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4206982-alienisolation.jpg?w=636) !4206981-incident-at-grove-lake.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4206981-incident-at-grove-lake.jpg?w=636) !4206971-amnesia.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4206971-amnesia.jpg?w=636) !4366963-mortuaryassistant.jpg(https://www.gamespot.com/wp-content/uploads/original/1632/16320660/4366963-mortuaryassistant.jpg?w=636) !4206974-deadspace.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4206974-deadspace.jpg?w=636) View Images(https://www.gamespot.com/gallery/best-horror-games/2900-4900/)
Fire Emblem: Fortune's Weave Nintendo Direct Airs Tomorrow
!Game Informer News(https://gameinformer.com/sites/default/files/styles/bodydefault/public/2026/08/03/830a7dbe/fireemblemfortunesweavescreenshot06.jpg.webp) A Nintendo Direct focused on Fire Emblem: Fortune’s Weave(https://gameinformer.com/nintendo-direct/2025/09/12/fire-emblem-fortunes-weave-comes-to-switch-2-in-2026) is airing tomorrow, August 4. The event will share 20 minutes of new details about the game. The Direct begins at 7 a.m. PT/10 a.m. ET. Fire Emblem: Fortune’s Weave is scheduled to launch on September 17 for Switch 2, and centers on four playable protagonists competing in a combat tournament called the Heroic Games. The four characters, Cai, Theodora, Leda, and Dietrich, all have personal reasons for wanting to win the tournament and have their wish granted by the world’s ruler. > The Heroic Games are approaching! Tune in on Aug 4 at 7am PT for the Fire Emblem: Fortune's Weave Direct, featuring roughly 20 minutes of new information about the game. NintendoDirect > Watch here: ninten.do/6013a8Sxz > > image or embed(https://bsky.app/profile/did:plc:epti2tfjvwhnvwliibxe5koh/post/3ms6nxxhh5s26?refsrc=embed) > > — Nintendo of America Twitter/X Mirror (@nintendousa.bsky.social(https://bsky.app/profile/did:plc:epti2tfjvwhnvwliibxe5koh?refsrc=embed)) August 3, 2026 at 10:02 AM(https://bsky.app/profile/did:plc:epti2tfjvwhnvwliibxe5koh/post/3ms6nxxhh5s26?refsrc=embed) Like previous Fire Emblem games, Fortune’s Weave is a turn-based strategy game and features the now-staple free time structure that allows you to recruit, train, and bond with units. To see the game ahead of tomorrow's Direct, check out the latest trailer(https://gameinformer.com/nintendo-direct/2026/06/09/fire-emblem-fortunes-weave-has-four-playable-protagonists-and-a) announcing the game's release date.
📱 Mobile, Multi-platformPalworld’s expanding to mobile with a new MMORPG
After its 1.0 launch last month, Palworld is coming to iOS and Android with a new open-world MMORPG launching later this year, Polygon reports. Garena, the developer behind the new game, says in its announcement that Palworld Online "reimagines the depth, freedom, and scale of the original PC survival creature-collecting title for mobile." The core &8230;
🍄 Nintendo Switch, Multi-platformFire Emblem: Fortune’s Weave Nintendo Direct Announced For This Week
A new Nintendo Direct has been announced, and this time, the focus is on Fire Emblem: Fortune's Weave(https://www.gamespot.com/games/fire-emblem-fortunes-weave/). If you're interested, you can tune in at 7 AM PT / 10 AM ET on August 4 to watch the broadcast. Nintendo says that you can expect "roughly 20 minutes" of new information about the game. One of several big first-party games from Nintendo scheduled for launch this year, Fire Emblem: Fortune's Weave is the first game in the longrunning tactical-RPG series to be developed exclusively for Switch 2 consoles. The last time it was in the spotlight was during the June Nintendo Direct, where a few more details about the game were revealed. The game will feature four characters competing to win the Dagosian Games--a high-stakes tournament--with combat taking place inside of an arena. This is a departure from the battlefields of previous Fire Emblem games, but outside of the tournament, there'll still be opportunities to explore new locations and deal with bandits who are hoarding treasure. Each of the four main champions also possesses a special crest that can grant them special abilities in combat, and it looks like there'll be social events to take part in when you're not fighting for glory. Launching on September 17, Fire Emblem: Fortune's Weave enters a stacked month of new releases(https://www.gamespot.com/articles/september-2026-is-packed-with-games-trying-to-avoid-gta-6/) as several games are attempting to hit the ground running before heavyweight titles like Call of Duty: Modern Warfare 4(https://www.gamespot.com/games/call-of-duty-modern-warfare-4/) and GTA 6(https://www.gamespot.com/articles/grand-theft-auto-6-everything-we-know/1100-6503729/) descend. Preorders are open(https://www.gamespot.com/articles/fire-emblem-fortunes-weave-is-getting-a-collectors-edition/) for Fire Emblem: Fortune's Weave, with the standard edition priced at $70 - $80 depending on whether you want a physical version or a download code. You can also pick up the Special Edition of the game for $120, which includes the full physical edition of the game and a selection of collectibles.
🎮 PlayStation, Multi-platformMarvel’s Wolverine Might Be Continuing Hugh Jackman’s Infamous Bare Butt Tradition
Marvel's Wolverine(https://www.gamespot.com/articles/marvels-wolverine-gameplay-platforms-and-everything-we-know/1100-6516081/) is finally slashing its way onto PS5 next month, and ahead of its release, it looks like the game is going to earn its Mature 17+ rating with blood and ass. According to the Entertainment Software Rating Board, the game contains blood, gore, drug references, strong language, and "partial nudity," but it's not specified whose gluteus maximus is on display. "A handful of sequences briefly depict a character's exposed buttocks," the ESRB rating reads. That's a pretty vague description, but we'd wager that we could see Wolverine's butt paraded about, given the character's habit of being occasionally transformed into a naked and feral mutant weapon by shadowy organizations like Canada's Department H. Read the comics(https://marvel.fandom.com/wiki/MarvelComicsPresentsVol172) if you don't believe us! It's a scene that has been adapted into live-action media as well, with longtime Wolverine actor Hugh Jackman's butt briefly appearing in alternate cuts and near-misses during several scenes across multiple movies. He infamously refused(https://www.hollywoodreporter.com/movies/movie-news/hugh-jackman-was-given-film-his-penis-x-men-origins-wolverine-wrap-gift-987901/) to wear a modesty sock during the filming of his adamantium implants in X-Men: Origins - Wolverine, and in 2014's X-Men: Days of Future Past, audiences got a full look at his backside during the '70s hotel room scene. Other characters in the game include Jean Grey, Sabretooth, Mystique, and Lady Deathstrike, but we're guessing that they won't be around for scenes requiring them to get cheeky. There's also precedent for this when it comes to PS5 games, as Ghost of Tsushima and its sequel Ghost of Yotei both featured brief scenes where you could see the uncovered rears(https://www.gamespot.com/articles/ghost-of-tsushima-actor-is-very-pleased-to-see-his/1100-6479966/) of their respective protagonists. If the Ghost of Tsushima film ever enters into production, actor Daisuke Tsuji said that he's prepared to show s(https://www.gamespot.com/articles/ghost-of-tsushima-actor-says-hell-do-butt-nudity-if-they-cast-him-in-the-movie/1100-6489561/)o(https://www.gamespot.com/articles/ghost-of-tsushima-actor-says-hell-do-butt-nudity-if-they-cast-him-in-the-movie/1100-6489561/)me skin(https://www.gamespot.com/articles/ghost-of-tsushima-actor-says-hell-do-butt-nudity-if-they-cast-him-in-the-movie/1100-6489561/). Beyond seeing exposed hams, the ESRB also noted that Marvel's Wolverine will allow you to tear enemies apart and that the game features some naughty language. It's not long to go now, as Marvel's Wolverine launches on September 15 for PS5. For more on the game, you can check out all the Easter eggs(https://www.gamespot.com/articles/marvels-wolverine-trailer-breakdown-20-easter-eggs-and-hidden-details/) we've spotted so far, every costume revealed for Marvel's Wolverine(https://www.gamespot.com/articles/every-costume-in-marvels-wolverine/), and 13 new details(https://www.gamespot.com/articles/marvels-wolverine-13-new-details-we-just-learned/) we learned at San Diego Comic-Con about Logan's adventure. Every Upcoming Superhero Game To Look Out For In 2026 And Beyond !4451851-herogames.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4451851-herogames.jpg?w=636) !4250476-marvel'sblade.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4250476-marvel'sblade.jpg?w=636) !4250477-marvel'sironman.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4250477-marvel'sironman.jpg?w=636) !Wolverine2b5e53(https://www.gamespot.com/wp-content/uploads/2026/06/Wolverine2b5e53.jpg?w=636) !4250479-captainamericaandblackpanther.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4250479-captainamericaandblackpanther.jpg?w=636) !4507412-marvel-tokon.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4507412-marvel-tokon.jpg?w=636) !4250483-marvel.jpg(https://www.gamespot.com/wp-content/uploads/original/1601/16018044/4250483-marvel.jpg?w=636) View Images(https://www.gamespot.com/gallery/every-upcoming-superhero-game-to-look-out-for-in-2024-and-beyond/2900-5051/)
🎮 Multi-platformThe Last Of Us Co-Director Asks Why You Even Care About GTA 6, And The Internet Has Thoughts
Bruce Straley, the Naughty Dog veteran who worked on the Jak, Uncharted, and The Last of Us franchises before leaving to start his own studio, is asking his followers why they are excited for GTA 6(https://www.gamespot.com/articles/grand-theft-auto-6-everything-we-know/1100-6503729/). Posting on social media, Straley said he's asking this question out of genuine curiosity, and not simply to stir the pot. "No shade, just curious," he said. Straley said he's unsure if he's interested in playing GTA 6, so he was asking followers to share the reasons why they are excited for Rockstar's next big game. "What do you hope is new in GTA 6 you haven’t already experienced in its predecessors? OR simply, Why are you gonna play GTA 6? Because I don’t know if I’m interested & I’m not sure if I’m an outlier," he said. https://twitter.com/brucestraley/status/2083992004137259228 Straley ended his post by reminding people that he worked in "the sausage factory a long time," which is likely a reference to Naughty Dog. Straley got a lot of responses to his post. Someone said they are looking forward to whatever Rockstar is cooking up in terms of new dynamic weather events, and Straley said he's excited about the possibilities here. "Using that crazy Red Dead Redemption 2 weather tech to create dynamic events sounds sick. I can’t imagine that would be their priority at all, but that got me excited! Someone AAA should do that," he said(https://x.com/brucestraley/status/2084014628615737459). Someone else suggested a surfing system in GTA 6, and Straley said that would be fun(https://x.com/brucestraley/status/2084015466570522834). Another person said if GTA 6 has nonlinear missions that offer the player multiple solutions to one task, that would be compelling. Straley concurred. "I think this is why I’m not very interested (yet?). RD2 looked awesome--maybe the best, but the systems themselves weren’t very deep. I was disappointed everything boiled down to 'follow the yellow line,'" he said(https://x.com/brucestraley/status/2084067538695340182). Another person said "deep gameplay systems don't have mass appeal," and Rockstar makes mass market games. Straley pushed back, saying, "Having deeper systems would allow for more varieties of players to play in their own style. And it feels like the potential of 'open world' should come with a payoff of 'open approaches' to gameplay. Just my opinion," he said(https://x.com/brucestraley/status/2084072055419682969). Straley worked at Naughty from 1999 to 2017, and he co-directed The Last of Us and Uncharted 4 during his time there. As for why he left, he said(https://www.gamespot.com/articles/the-last-of-us-bruce-straley-shares-more-details-about-why-he-left-naughty-dog/1100-6536947/) 18 years was "a long time for anybody to be anywhere," and he wanted to find "new problems to solve" and "new creative outlets." He said Naughty Dog was the "pinnacle" of game developers, going on to note that he didn't want to join another AAA studio because he didn't want to deal with "a whole different bureaucratic or cultural system." Straley is now heading up Wildflower Interactive, which is making a game called Coven of the Chicken Foot. Microsoft was set to publish the title before the company backed out(https://xcancel.com/kiwitalkz/status/2063395518135337147). Wildflower found other funding to keep going. As for GTA 6, Rockstar's long-awaited open-world crime game launches on November 19 for PS5 and Xbox Series X|S. Some are expecting further announcements this week tied to parent company Take-Two's next earnings report on August 7(https://www.gamespot.com/articles/gta-6-fans-are-getting-excited-again-for-a-date-in-august-as-take-two-makes-a-notable-change/).
🎮 Multi-platformObsession Star Inde Navarrette Has Been Offered Video Game Roles, Loves Shrek
Inde Navarrette reached a new level of fame this year after starring in Curry Barker's horror movie Obsession. She's also a big fan of video games. She's now revealed that she's been offered roles in games, and that she loves Shrek. "Yes, and I'm starting my journey with that soon," she told Variety(https://youtube.com/watch?v=pnvlSfoB0Fw&feature=youtu.be) when asked if any studios had come calling to ask her to be in a video game. "I want to try something smaller to test the waters and then later, different. Video games are, obviously, a big interest of mine." She is a big fan of Resident Evil, adding that she would "die inside" if she got the chance to have a role in one of the games someday. Navarrette did not name the companies that have pitched her or what games she could appear in. !(https://www.gamespot.com/wp-content/uploads/2026/08/Inde-1.png) Inde Navarrette in Obsession. Also in the interview, Navarrette talked about some of her earliest memories with video games, and her comments are highly relatable. She said one of her favorites from yesteryear was the Shrek game for PS2, Shrek Super Party. In particular, she said she's a fan of the characters' big heads in the game(https://shrek.fandom.com/wiki/ShrekSuperParty). Navarrette went on to say that Call of Duty is another favorite gaming series of hers. She's mentioned this before, and Activision obviously took note, hiring her to appear on a Call of Duty: Modern Warfare 4 panel in July(https://www.gamespot.com/articles/star-of-2026s-biggest-movie-will-talk-call-of-duty-mw4-this-weekend/). https://www.youtube.com/watch?v=pnvlSfoB0Fw Navarrette is a gamer who, like any reasonable person, watched Henry Cavill videos to help build her gaming PC(https://www.youtube.com/shorts/OYupM1iLImA). She also formerly hosted Twitch streams for Call of Duty. Obsession, meanwhile, was made on a reported $750,000 budget and has earned more than $470 million worldwide(https://www.boxofficemojo.com/title/tt37287335/?ref=boser1), making it a huge success. Prior to Obsession, Navarrette starred in Netflix's 13 Reasons Why.
🎮 Multi-platformBig Walk Is One Of The Best Co-Op Games Ever
In the three years since Big Walk(https://www.gamespot.com/games/big-walk/) was announced, I've heard it referred to as a co-op walking sim, a puzzle-adventure game, and friendslop. After spending 20+ hours in the world of the Australian Outback-inspired game, it's no easier to succinctly define it, because it's not actually like anything else. By inventively stripping down the medium to its most essential parts, it invites novices and experts alike to build it back up from scratch, coloring in its mysterious world with their friends by their side. We need a new word for whatever kind of game Big Walk really is, but here's one for now: unforgettable. Big Walk is a game about walking and talking with friends, played in first-person for groups of 2-12 players. Embodying vaguely humanoid characters--think multicolored snowmen with long noses and noodly appendages--you and your friends will trek across a vast and open island, hunting down nameless MacGuffins by way of solving an abundance of inventive puzzles together. This intentionally basic setup belies the depth you'll discover the more time you spend on its island. https://www.youtube.com/watch?v=EWfg9iLq55c&pp=0gcJCaMLAYcqIYzv Before you head off, you'll convene in a starting area that looks a bit like a playground or a children's gym, full of buttons to push; vibrant, sometimes bouncy objects to pick up and kick; and climbable surfaces. It's here where you'll learn most everything you need to know about what you can do, like all the gestures you can make with your body, how to use proximity chat to your aid, and how to deal with the physics of the world. For example, you may note how falling a great distance doesn't mean taking fall damage, but it may mean you drop what you were holding and lose it in a forest until the sun comes up. The first four puzzles act as a tutorial. In a more limited section of the island, you'll seek them out deep in the woods, high atop hills, or along beaches, work together to solve them, and unlock their corresponding MacGuffins, then place them in a console that unlocks virtually the entire rest of the island all at once. From there, it's your group's call to make, and your path through the world won't be the same as any other. Unlike Peak, which the game has often been compared to, Big Walk's island is handcrafted, not randomly generated, and it shows. Every inch of the world feels intentional, from the switchbacks down the mountainsides meant to give you the hint of a far-off landmark, to the radio stations you can come across, each of them playing their own special song that you can carry with you if you're in the mood for some music on your journey. Because there are so many puzzles, sometimes you'll even take aspects of one puzzle to solve others, and the game offers clever environmental hints when this is required. In small ways, puzzles change depending on your group size. The host maintains the save data across sessions, allowing players to join or drop when they may need to, but different versions of the island exist for parties of two, three, or four-plus, with slight tweaks to each puzzle to accommodate the number of people in a group. !(https://www.gamespot.com/wp-content/uploads/2026/07/BigWalkScreenshotJun26077a00b5.png?w=636) No matter your team size, Big Walk adjusts to give you an appropriate challenge. Some puzzles will be a bit easier with more people putting their heads together, while others will be much more chaotic; one of the first puzzles my group found was basically a basketball hoop with big bouncy lights as the ball, and if you don't easily tame a group of a dozen players, you'll all be knocking each other's shots away from the basket until someone takes command and establishes a turn order. There's a remarkable clarity to the visual language in Big Walk that's conveyed right at the start, but everything else there is to know about it is built on a foundation you make together with your friends, establishing your own vocabulary and body language in such an effortlessly cool, intuitive way that so many other games seem afraid of. Playing with two of my kids, we took to calling the dozens of MacGuffins "eggy things" because of their somewhat egg-like shape, and we called our characters "walklings." As the hazy semblance of a story unfolded, we made sense of it in our own words. Big Walk clearly hopes each group does this. That's why it fills its world with fundamental video game objects and objectives, like puzzles and their rewards, but adds nothing definitive beyond that. Big Walk's world speaks for itself. There are no quest markers or on-screen prompts, and no stamina or health bars to manage. Every aspect of the game is diegetic, and every discovery is of your own making. There's no lore dump or explainer as to who you are or why you're solving puzzles on an island that only your group seems to inhabit. Across its realistic-looking landscape are many more cartoonishly colored structures of all shapes and sizes that stick out by contrast, and developer House House trusts each friend group to carve out their own adventure through the world, letting their curiosity guide them and building on shared learning hour after hour. !(https://www.gamespot.com/wp-content/uploads/2026/07/1478500245.jpg?w=636) Getting a bird's-eye view of the island reveals just how much there is to see and do. Some puzzles demand you work closely together side by side, timing your actions just right or fidgeting with buttons and points of view, while others demand you split up, sometimes for long stretches at a time and across great distances. In those instances, finding each other afterward is its own sort of puzzle to solve. Many puzzles will inhibit your ability to communicate, like one where a player is locked behind soundproof glass and must relay information to the others that only the lone walkling has. There are probably only about six to eight core concepts the game focuses on, but each time House House returns to an idea, it adds clever new wrinkles. In one of the game's most devilishly designed puzzles, I was forced to wear a helmet that blinded me, leaving my group to guide me across a treacherous obstacle course with only their vocal callouts. Hours later on our journey, this same dastardly helmet showed up again, but with new rules that demanded I, as the helmet-wearer again, carry the right objects to their intended corners of an area, which meant our group needed to figure out which were the right objects in the first place, before I could even begin to follow their vocal instructions. I can think of a few puzzles that were quite daunting, especially with a seven-year-old in the group, but none frustrated us. Often, we'd climb to a mountaintop to get a lay of the land, head off toward some vibrant structure in the middle of a wooded area, and fidget with its movable parts until we got a sense of what we needed to do. Through clear collaboration and our own invented language, we'd achieve success--sometimes quickly, in just a few minutes, but other times after much more head-scratching for puzzles that took us 20 or more minutes to solve. Every time we'd solve a puzzle, my kids and I would rejoice with a chant: "Egg-y thing! Egg-y thing!" while throwing our walklings' hands into the air together. Though the game is light on traditional story, it feels like describing many of its amazing puzzles is a type of spoiler. The ritual of genuine discovery, followed by cooperative experimentation, and finally, shared elation, is the magic of Big Walk, doled out with the completion of each puzzle, but even more often in the in-between moments when you're just chatting as you explore the outback. For a few hours every night, for about two weeks, this was our beloved ceremony together. We helped each other get our bearings, found each other when we'd gotten lost and separated, and commended each other when one of us would crack the solution to a puzzle wide open. !(https://www.gamespot.com/wp-content/uploads/2026/07/BigWalkScreenshotJun26089e3299.png?w=636) The way Big Walk nudges players to work together in tight-knit ways is a recurring bit of genius. Big Walk has a defined ending and isn't meant to be played forever, though with a different group of friends, it does retain some appeal. When we weren't playing it, we were talking about it, trying to solve some puzzles we'd set aside if they'd stumped us for too long, or crafting theories about the massive black orb that waited beyond a wall we couldn't (yet?) access. It's a game of few words, opting instead to give players a massive canvas on which to create their own story together. For a handful of special evenings, the island was our home away from home. With every few puzzles, major new rewards become available, like a train that moves around the island or a giant map room to help plot your travels. You may also stumble upon totally missable shortcuts, reinforcing that your triumphs are yours to celebrate and not based on any HUD arrow you've followed. You'll come upon helpful handheld items, like walkie-talkies, flashlights, and megaphones, but as best I can recall, such items tend to make some puzzles easier, but they're rarely required, so it becomes a question of, for example, leaving the puzzle to find a pair of walkie-talkies or solving a puzzle without them even if it would clearly help a lot. Inventory space is limited to what you can carry in your hands, on your belt, or in your backpack, and anything you're not holding can't even be accessed on your own. You'll need a buddy to take that backpack off of you if you want to consult the paper map you may have stashed inside of it. This seemingly small design decision really speaks to Big Walk's main idea. First imagined during the COVID pandemic, House House sought to make a game that brings people closer to one another, to get them talking and having meaningful interactions. For me, it worked wonders. It's not often my kids and I can all play a game together with the same enthusiasm, as the taste preferences among a 37-, 13-, and seven-year-old don't tend to align. But Big Walk offers a gameplay loop that feels universal in its appeal. It deconstructs video games into their most foundational verbs: discover, experiment, prevail. The context of a mysterious island and the silly-looking characters you play as surely enhance the experience, but it's the simplistic gameplay loop taken to a depth that is exciting but never so involved as to leave some players behind that makes it so easily beloved. !(https://www.gamespot.com/wp-content/uploads/2026/07/1478500229.jpg?w=636) Though it's not as slapstick-funny as some games with shared DNA, Big Walk definitely has a comedic side. Though it leaves room for goofing off, Big Walk doesn't have the cadence of a friendslop game, where the purposely janky sabotage of your friends' best intentions is much of the fun. Some failures can be amusing, and the game as a whole definitely has an understated comedic tone befitting of its Australian dev studio, but the true highlight is the shared joys of exploring the world and overcoming its obstacles through thoughtful communication and teamwork. There's a lot more stopping and thinking in Big Walk than perhaps its title suggests. You'll do plenty of walking, but you'll do even more talking, and if you're playing with friends or family you love and appreciate, it's bound to be a deeply rewarding experience. It's also a well-polished game, with the only bug I encountered serving as an accidentally hilarious moment--when my daughter's walkling got stuck in a folding chair and we carried her around for a while like she was Cleopatra. The only noticeable knock on the game is one that demands some self-policing. Without using Big Walk's proximity chat, you'd turn its magic off like flipping a switch. Using Steam or Discord chat, for example, would act like a cheat code, circumventing a puzzle's intentional friction, such as when proximity chat is intended to fail at times, blocking you from easily talking to your group. So it's really on you to choose not to do that, or else accept that you've opted to make the game worse for yourself. This is where it shares the most in common with more typical friendslop games like Peak and Lethal Company. The element of proximity chat does a lot of heavy lifting to make Big Walk shine brightly, so refusing to engage with that feature would be like playing a horror game with the lights on; you can still enjoy it, but you'll be holding it back from reaching the height of its powers. !(https://www.gamespot.com/wp-content/uploads/2026/08/1478500308a55398.jpg) The journey each group goes on will feature similar puzzles, but very different experiences overall. Big Walk's incredible focus culminates in a final stretch of puzzles that encapsulates everything you'll have seen and done until that point in a genuinely mind-blowing way. My kids and I spent over a dozen hours together solving many difficult puzzles and inventing a language which we often relied on, only for the final iteration of the game's core concepts to be so slight in its adjustments yet so awesomely rewarding in its execution. It dared us to put together everything we've taught each other, recalling our entire journey. I was utterly floored by the way this area masterfully fuses the game's repeated actions of experimenting and exploring with the undercurrent of its emotional beats that purposely rise to the surface toward the very end of the game. I loved every second of Big Walk, and this final act cemented it as one of the best co-op games I've played in years. As if that weren't enough to land Big Walk as an obvious Game of the Year contender, the very last scene of the game sneak-attacked me with a surprisingly bittersweet moment that left me glossy-eyed. I wouldn't dare spoil this part for you, but I'm sure it'll have a similar effect even if you're not playing with your kids. Big Walk takes fundamental and timeless video game concepts--obstacles and incentives for clearing them--and, through an intensely focused co-op experience, shapes them into something singularly rewarding, supremely mysterious, and totally unforgettable.
Big Walk is like co-op Breath of the Wild
Untitled Goose Game is a tough act to follow. It was a silly experience that captured what I imagine it would feel like to be a sentient goose: a lot of waddling, a lot of honking, and a lot of shenanigans. That's why Big Walk, the next game from Goose Game developer House House, feels &8230;
🎮 Multi-platformCody Rhodes Went Full Street Fighter For SummerSlam
Summerslam weekend saw several new champions emerge, but Cody Rhodes wasn't one of them. While the American Nightmare failed in his bid to dethrone CM Punk as the WWE Undisputed Champion, at least he managed to turn heads with his ring outfit, which went all in with Street Fighter(https://www.gamespot.com/gallery/street-fighter-movie-release-date-cast-and-everything-we-know-so-far/2900-6770/) influences. Rhodes--who plays Guile in the upcoming Street Fighter movie--hit the ring with a mask that captured the absurdity of Guile's signature hairdo and M. Bison's Shadaloo organization. Given that the Street Fighter film was one of Summerslam's sponsors, it wasn't too surprising to see Rhodes geared up to help promote the upcoming movie. Just before he appeared, the PPV featured a character select screen in the same style as Street Fighter 2, with WWE performers like Seth Rollins, Danhausen, and Becky Lynch subbing in for Capcom's brawlers. You can see the entrance for yourself, in the timestamped video below: https://youtu.be/ZgFWYMrAnNQ?t=279 In the ring, Rhodes' costume consisted of tights that mixed white with camouflage patterns similar to what Guile wears in his default Street Fighter costume, and on his entrance coat, you could spot Rhodes' name stitched on in the familiar Street Fighter font. Sadly, the former WWE champion didn't use a single Sonic Boom or Flash Kick attack against Punk. It's worth noting that Street Fighter wasn't the only video game-related sponsor for Summerslam, as Gears of War: E-Day was also prominently displayed on the ring mat. Rhodes--and the rest of the ensemble cast(https://www.gamespot.com/gallery/street-fighter-movie-cast/2900-6984/)--will hit theaters soon when Street Fighter arrives on October 16. Ahead of its release, the marketing for Street Fighter has begun to start up, and last week saw a sneak peek at one of the film's fight scenes. In case you missed it, you can click the link(https://www.gamespot.com/articles/the-new-street-fighter-movie-teaser-brings-blankas-electric-attacks-to-life/) to see an imprisoned Ryu (Andrew Koji) take on a beastly incarnation of Blanka (Jason Momoa). Street Fighter Movie Cast Revealed, Including An Unexpected Eric Andre Role !4562276-54250999011812621338674619172664464645125311n.jpg(https://www.gamespot.com/wp-content/uploads/original/1597/15976769/4562276-54250999011812621338674619172664464645125311n.jpg?w=636) !4562275-54245897211812621872007895811323024963165165n.jpg(https://www.gamespot.com/wp-content/uploads/original/1597/15976769/4562275-54245897211812621872007895811323024963165165n.jpg?w=636) !4562274-54339064711812622572007829031171639012147112n.jpg(https://www.gamespot.com/wp-content/uploads/original/1597/15976769/4562274-54339064711812622572007829031171639012147112n.jpg?w=636) !4562273-54271738211812624205340999182890150918117647n.jpg(https://www.gamespot.com/wp-content/uploads/original/1597/15976769/4562273-54271738211812624205340999182890150918117647n.jpg?w=636) !4562272-54167827611812624772007602171902301016155426n.jpg(https://www.gamespot.com/wp-content/uploads/original/1597/15976769/4562272-54167827611812624772007602171902301016155426n.jpg?w=636) !4562261-54103731911812622438674501727779605982284897n.jpg(https://www.gamespot.com/wp-content/uploads/original/1597/15976769/4562261-54103731911812622438674501727779605982284897n.jpg?w=636) !4562265-54272121111812623338674418398233835424944077n.jpg(https://www.gamespot.com/wp-content/uploads/original/1597/15976769/4562265-54272121111812623338674418398233835424944077n.jpg?w=636) View Images(https://www.gamespot.com/gallery/street-fighter-movie-cast/2900-6984/)
Divinity fan discovers massive secret hiding in the game's trailer
A Divinity content creator has translated the Elder Futhark runic language to reveal the Lord of Chaos is likely the main antagonist in Divinity.