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Dead by Daylight the 'Most-Played Horror Game in History,' Its Developer Has Said

Dead by Daylight is “the most played horror game in history,” developer Behavior Interactive has said ahead of its 10th birthday.

While Behavior hasn’t revealed an updated sales number for the asymmetrical 4v1 multiplayer, live service horror game, it did say it had more than 70 million players over the course of the decade, and currently averages over 1 million players a day across all platforms. Dead by Daylight is particularly strong on Steam, where it’s remained among the top 15 best-sellers for nine years.

Other contenders for the most-played horror game crown include titles in Capcom’s Resident Evil franchise, Konami’s Silent Hill series, the Five Knights at Freddy’s games, Phasmophobia, and Outlast. But it’s worth noting that Dead by Daylight’s claim to fame relates to player numbers for an individual title, not a franchise as a whole — and there aren’t many horror video games that have proven so popular over the course of 10 years to compete with it.

And Dead by Daylight appears to be growing, with Behavior saying revenues have increased by more than 50% over the last 12 months. When Dead by daylight launched back in 2016, 30 people were working on it. Now, the team is nearly 500 strong. Behavior says it’s the largest Canadian gaming studio with more than 1,200 employees spread across its offices in Montreal, Toronto, Vancouver, Dallas, Middlesbrough and Rotterdam.

“When Dead by Daylight launched in 2016, it pioneered a genre: the asymmetric multiplayer horror game, where one killer faces four survivors,” Rémi Racine, Behaviour co-founder and CEO, said.

“Initial forecasts predicted sales of around 300,000 copies. 10 years and more than 70 million players later, I’m astounded by how the game continues to reach new heights. 2025 was Dead by Daylight’s most successful year so far. We welcomed over six million new players and delivered record performance. This growth has continued into 2026 — over the last 12 months, the game’s revenues have increased by more than 50%. For any game to endure 10 years is an achievement. To reach that milestone and still be growing is incredible. I deeply appreciate every one of the players who have supported us on this journey.”

Part of the reason Dead by Daylight has enjoyed such enduring appeal is its high-profile crossover events. It’s collaborated with a number of well-known horror franchises, including Alien, Five Nights at Freddy’s, Resident Evil, Friday the 13th, and Stranger Things.

The announcement comes as Behaviour prepares to welcome more than 3,000 fans to Montreal for a 10-year anniversary event where the future of the game will be revealed during a livestream. It’s set for 5pm PT / 8pm ET on Sunday, June 14.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Stranger Than Heaven Interview: Director Says Tupac is a Good Idea and Confirms Yakuza Story Connections

Stranger Than Heaven is both a major departure from and cut from the same cloth as the Yakuza and Like A Dragon games before it. Sega's RGG Studio uses many of the touchstones of its previous games to tell a more serious story about a hapa man in early 20th century Japan over the course of decades. It is tied to RGG's previous games, but it's meant to stand on its own. However, it's turned some heads with casting big names to lend their voice and likeness to its key characters. And the one that left everyone bewildered, was using the likeness of rapper Tupac Shakur, who has been dead for 30 years.

I walked into a dimly lit room with executive director and studio head Masayoshi Yokoyama sitting across at a bosses desk with a chair directly in front like I was either being investigated, or perhaps the interviewee. While it was fit to theme the vibe of Stranger Than Heaven, I had an open conversation with Yokoyama (through translation) at Summer Game Fest after getting my hands on the Stranger Than Heaven combat demo, and we talked about the shift in combat system, how extensive its world will be, and its story ties with RGG's previous games. And I shared my perspective on finding personal similarities with the protagonist Makoto Daito to find out more about the story. But the question on everyone's minds is: Why is Tupac in your game? Yokoyama had some interesting answers, ultimately leading to the conclusion that he believes this a good idea, but that he's not immune to criticism.

IGN: Take me behind the idea of moving to a very different combat system from what we've seen from other action-style RGG games.

Yokoyama: So, for games like Yakuza and Like A Dragon and similar games, if we wanted to make one like that or if this was just a spin-off the main series, we would have probably just kept the same system. This is intended as something that's completely new and from the start, we wanted to have a new combat system and we made something that would fit the story and the characters.

IGN: It's a very challenging system, more so than other RGG games. Do you have any concerns about making sure players are able to adapt to the new system or make sure that they like they're acquainted with what this game asks you to do with the new combat system that's pretty difficult?

Yokoyama: I think this goes for pretty much any game, players will adapt to it, so I'm not really worried about players having trouble with that. Learning a new system is part of the fun, and I think a lot of players will start and even if they're having trouble, they'll be interested in the story and that would push them forward. They'll want to have that feeling of progression from practicing this system and getting better at it. So I think in the end, it's part of the fun of the game.

IGN: One of the most interesting things is the game taking place in five different eras in five different cities. How are they built as worlds and how do we interact with them compared to Kamurocho [previous games' setting]? Especially in terms of substories, vendors, and minigames, how extensive are these cities with the things that you do inside them?

Yokoyama: In terms of the size and scale of each of the cities, each of them vary a little bit, but most of them are generally built to be around the same size as, like a Kamurocho from the other games that you might be familiar with. That being said, we didn't make this game in order to compare it to our previous game because it has a different sense of place in a lot of areas. One of the things that is really different about this one is that a lot of these places are a lot deeper. There are a lot more buildings that you can go into, a lot more density.

That being said, it doesn't mean that each one of them has an activity, we aren't trying to fill it needlessly with things that didn't exist during those eras. It's not like you go into a building in 1915 and do karaoke. Like, it doesn't exist, right? We are making sure that everything there fits the age, and it's a little bit more deeper.

IGN: It feels like Stranger Than Heaven is a more serious game. Not that any of the previous games weren't serious, those had very emotional stories, but Yakuza/Like A Dragon balanced having a comedic side and a serious side. It seems like Stranger Than Heaven leads much more into that serious side. Is that fair to say?

Generally, when we were working on this game, we wanted to focus on it being more of a serious story. Simply put, it is kind of a serious story overall – there's this character who is of mixed heritage who is trying to find a place in a world that doesn't really open up to outsiders, or people of that similar background. So, from the outset it is quite serious. And at the beginning of the story, especially, the main character goes through some really tough experiences. That is also a very serious opening. It's not like you play the game and suddenly play side stories with really stupid comedic stuff. There are fun, comedic moments, but it's very much more heavily meaning into a serious side.

In the beginning of the game as well, song is a very important aspect of the game. The characters walk around a town and he sings in English here and there. And that's one of the first times where he gets accepted by the people of the town, they applaud him, they give him money for his excellent singing. So, there is this sense of it being his path towards finding a place where he belongs and a path to be accepted. He meets a lot of friends through that as well, it's kind of what leads him to meeting more interesting people and friends who have strong backbones. That's a major focus, especially in side stories.

IGN: The concept of the game really speaks to me as someone who's half Filipino and half American. When I found out that the story is about a half-Japanese and half-American man finding his identity, I needed to know more. What kind of messages are you instilling in Makoto as a character, and where did that come from? What inspirations did you pull from? Do you have someone on the writing team who has that experience and are you also looking at themes during those time periods about how Japanese folks were treated in America? These are ideas that really resonate with me, so I want to know a little bit more about them.

Yokoyama: This is something I kind of feel about all of my works, that there is no particular message that I want everybody to feel from playing this game. Whenever I make a story like this, I think about what character and what story he wants to tell, not what message I want players to feel. One of the goals I've had throughout my career and in all these games was thinking about the yakuza as an organization and exploring where would they come from? What sort of things would birth this sort of organization? It's something we've explored for over 20 years. When people want to create a system or organization like the yakuza or the mafia, is it just to commit crime? Probably not. There are probably more base level or core inspirations behind that. And one of the ideas that we thought of is maybe it's like finding a family that created this, or maybe immigrants who are at the origin of some of these organizations historically.

But that was kind of the departure point from which I came up with the story or situations for this game. Like, if one of these characters in this era, say a character of mixed heritage who came to Japan, how would they go about creating a place where they belong? And in a lot of ways, I'm thinking maybe this is what would lead to something like the yakuza in the end, a journey not necessarily to do crime, but to find a place for themselves.

IGN: We know that the Tojo clan is at least part of this story here. Is there anything you can tell me about the idea of tying what we know from the Yakuza franchise? A lot of people look at Strangers Than Heaven and think maybe it's a prequel, but is there anything definitively you can share about how the story ties into everything we know about Yakuza and Makoto's connection with all that?

Yokoyama: This is something I can say very clearly for the Yakuza and Like A Dragon games – Stranger Than Heaven is very much the past of that world. We created this fictional kind of version of Japan with the Tojo Clan and everything, but this is very much not the story of the youth of the characters who appear in those past stories, but rather, the past of that world and how those institutions came to be. These are very much different people, though.

IGN: One of the interesting things is the specific jump between the two time periods in the story between 1943 and 1951. As you said, in the showcase, that it's a tumultuous time in the world, especially with Imperial Japan, and then World War 2 ending. That's a fascinating time period to set the game in; does Stranger Than Heaven look back at any of that and incorporate any of those historical elements? How does that play into the story you're trying to tell?

Yokoyama: So, in terms of the politics or overall history, we're not really here to talk about that and not what we're really focusing on, but rather we're focusing on specifically Makoto Daito's story. Anything that happens around his life and around in his story is something that we've focused on. Obviously there is that whole history happening in the background even in this fictional version of Japan, there's all this stuff going on in the world, but we can't talk about everything that's shown in this game right now. Our main focus is this character, what's happening to him specifically, what's happening in his particular world, and his slice of the world.

IGN: There are a lot of big names involved in the game, and with the reveal of Tupac, I want to ask, where did this idea come from? What was the decision-making process like, what were the legal routes to include someone who's been gone for so long in your game?

Yokoyama: In terms of the casting for the game, one of the first people we picked for the casting was Snoop Dogg. And he plays a really important part in this game. He's the character who leads people through Japan, he's kind of a smuggler, right? He's the one who connects the Western sort of aspect, and there are a lot of characters around with Snoop Dogg. So, he's the smuggler, he has his own ship, and there are other sailors and people he works with. So, we we're thinking, okay, we have Snoop Dogg's character Orpheus, but what are these roles that we need to fill? And we thought, well, Snoop Dogg is such an interesting personality in and of himself, there are a lot of people that he probably play off of, and we'll create characters that would interact with this character. And we're thinking about who related to him would be very interesting? We even talked with Snoop Dogg about this as well, and the name Tupac came up. We thought, okay, that would be a really interesting character to play off of Snoop Dogg.

Additionally, we already have had a character like Tupac, who had passed away before the game was made [the character Genzo Iwaki with the likeness of actor Bunta Sugawara]. He's a really famous actor in yakuza movies and Japanese film history. But it's kind of the same situation, he's this famous actor who passed away. But we made sure that we talked to his estate and family and got their permission; not just their permission, but we talked to them about what we wanted to do. They not only said okay, but they were really excited about the opportunity. We wanted to give their characters a role that would do other justice to the people themselves as well. If we didn't, we think that would be extremely rude, so we definitely wouldn't have done it otherwise. So we did our best to make sure that any role we create for these characters would honor them and their families.

The next barrier we faced when we were bringing them back for these characters for these roles was their voice, right? We probably couldn't replicate their voices with AI if we went for it, but we're a studio that has really valued acting, not just movie acting but also drama acting. And we're really careful about the voice actors we chose in the past as well. So, we wanted to focus on getting a real person to put their own spin on that character. We didn't want to have them just do an imitation of that character, we wanted them to try to bring out that character's personality, but with a different voice. So, we did our best to pick an actor that would fit the role and fit that character, and some of these people might be related to them or have some sort of relationship to them.

IGN: A lot of people have concerns about Tupac's casting here, you know, saying maybe he should have been left alone and maybe you shouldn't have done that. How do you respond to those criticisms?

Yokoyama: I think when you're creating any product in the entertainment industry, there's going to be criticism. You can't really say, "don't criticize us," that just doesn't make sense. Criticism is a freedom that people are free to have. But, this is something that we thought was a good idea. That this would be something that would add value to our game, which is why we chose to do this. I mean, we had a similar issue with this when we announced the casting of Sugawara as well. He's obviously a very famous actor in Japan, and there were a lot of people who responded saying like, maybe you should have left him alone. For Tupac, he's a person who's well known outside of Japan, and we expected those voices. But in the end, we are creating something we think people will enjoy and like. We think it's something that will add value to the game we're making. So, we have no real regrets or worries about what we're doing.

For me personally, I think trying to make everybody happy is the job of a politician. For a person who makes games, I think our job is to try to give an inspirational, emotional, or deep experience to as many people as possible. And if you try to make decisions just to avoid criticism, you will end up with something that can't do that.

Michael Higham is an editor at IGN who regularly contributes with reviews, previews, features, and news in written and video form. He's usually entrusted with covering long RPGs and tech products, but he's got range when it comes to games. You'll also catch him at events and hosting video content, including IGN's weekly podcast Unlocked.

Gen Atlas Creator Fumito Ueda on Creating Emotional Masterpieces: ‘I Do Think About Leaving a Mark in People’s Hearts’

There's a unique sense of intrigue that surrounds every new Fumito Ueda project. Familiar, yet exciting. A promise of a connection between character and player that few others can forge. But the Ico, Shadow of the Colossus, and The Last Guardian creator is moving away from his fantasy worlds with Gen Atlas, shifting to a land of sci-fi where giant robots lie strewn across its shores, waiting to be awoken. That quiet image of towering metal creatures served as the spark for this new project.

“I knew I wanted to feature giant robots in the game,” Ueda told me in an interview at last week’s Summer Game Fest. “But the slightly longer answer is that there was an image in my head that really stuck, and I couldn't let go of that visual that I had. The robot's head is detached, and it's carrying its own head underneath the arm. I knew that I wanted that somehow to be in the game, and then it kind of expanded from that.”

What exactly we’ll be doing with these titanium torsos and steel skulls remains much of a mystery. But after viewing the extended version of Gen Atlas’ SGF trailer, which showcases a little extra gameplay, I can make some inferences. It seems to me as if it’s an evolution of The Last Guardian’s companion concept, just with one huge difference: this time, the oversized companion itself will be controllable, as well as the human protagonist. Perhaps Ueda has taken on feedback from players that this is a desirable option that has never been the case in any of his games to date.

Combat will also feature more heavily – I saw rattling energy weapons fired at pursuing enemies, as well as an orbital strike that obliterated all those in the vicinity of its impact. It’s a conscious decision from Ueda, who admits to going from one extreme to another over the course of his works when it comes to action.

“So when you look back at my first game, with Ico, combat wasn't really a main mechanic,” he says. “And then I do feel that there is a little bit of a, ‘Okay, let me shift to the other side of that, not extreme, but I'm going to change things up.’ As a result, in Shadow of the Colossus, there's a higher degree of action, combat, and violence. Then I swung the opposite way again with The Last Guardian. So now, looking at Gen Atlas, maybe I'm going back to having a higher degree of combat.”

The switch to sci-fi opens up the option for such varied weaponry to exist, with simple sword slashes and stabs having been the limit of his previous dip into action. But don’t expect the change of scenery to signal a departure from the themes that Ueda’s games have commonly touched on — humans’ connection with nature, discovering the stories of a new world, and unexpected bonds formed through isolation.

I do think about leaving some kind of mark in people's lives and their hearts.

“Thematically, I don't think you're going to see anything that different,” reveals Ueda. “Having said that, the way I've approached building my previous games is that every single time I start creating a world and what lives in it, the goal is that it doesn't exist in reality, but it's as if it does, and the layers that come on top of it make that work, right? It's really grounded in the reality that is in that world, and so I would want for players to, at the end of the experience, remember it 10 years later, and ask themselves, ‘Does that world still exist? What is going on in that world? What if it did exist?’”

Famously, all of Ueda’s previous works have taken place in hauntingly quiet fantasy worlds. Centuries-old architecture is commonplace, regardless of if you’re thinking of Shadow of the Colossus’ temple or the sprawling castle of Ico. But shifting to a future setting meant rethinking how Ueda sold the “vibe” of his lonely lands.

“When we expanded this to become a sci-fi world, it did open up possibilities in the sense that there are things that I did not really approach or integrate in my previous world because they just didn't fit or match that theme or that setting. For example, the main character and the robot are going to have communication, and because it's in a sci-fi world, it's very natural to keep a log of conversation, right? So there are definitely gains that I get from moving over to it being a non-fantasy and sci-fi world.”

Dialogue has never been prominent in Ueda’s work, with Shadow of the Colossus’ spoken words mostly limited to Wander’s cries of “Agro!” as he beckoned his mount, and The Last Guardian branching out slightly to command Trico around its perilous architecture. Human language has never played a part in these stories, but it sounds like Gen Atlas might be breaking new ground in this department. That remains to be seen, but what we do already know is the astonishing effect the director’s tales can have on those who play them, even when the power of words has been purposefully relinquished.

“I do think about leaving some kind of mark in people's lives and their hearts,” Ueda admits. “But it could be a feeling of hurt, too. It's not always going to be a happy thing, right?”

“But for me, I'm also not sure what that [mark] is. It's not well defined, as in 'I want people to feel sad.' It's told in a somewhat complex way, and I leave it up to the player to interpret how you're feeling. I never say ‘This is a scene that you're going to cry’ or ‘This is a scene that's going to make me sad’, or I don't have characters that are like, ‘Oh, the antagonist is going to make this into a very bad moment’. I'm not leading to a singular conclusion for you to feel this way. And so whatever the feeling is that is in you, and that stays with you, is what makes me happy. And as long as I'm hitting those notes, then I'm fully satisfied.”

Different people will interpret Ueda's games in different ways, such is the intention of his art. But one universal feeling amongst those who play his games is that sense of awe — whether it be the first time you rode up to a colossus in 2005 or came face-to-face with a giant bird-dog called Trico in 2016. That certainly looks set to continue if Gen Atlas’s reveal trailer is anything to go by. Spectacle is littered across each and every frame. A sense of scale has always been something Ueda has attempted to convey, as part of his greater quest to establish human connection through even the most rudimentary of sensations: that “wow” feeling.

“I think a lot of us humans find something very appealing when we see something of grand scale,” explains Ueda. “Whether that's robots, mechs, or creatures. For example, whales are gigantic. Why? There's a sense of awe, right? Just looking at giant fireworks in the sky. I don't know if you feel the same way, but there's kind of a sense of wonder and awe that you get from something that is so big and larger in life, so to speak. And so I think that's a more natural thing for any human to feel.”

There’s still so much left to know about Gen Atlas, but one thing we can be sure of is that each aspect of it will be designed with utmost intentionality. Ueda games are never rushed — he’s only given us three in 25 years, after all — but always worth the wait. There’s always that sense of anticipation. What will those initial feelings of wonder evolve into as the story reaches its final moments? Joy? Melancholy? Hope? We’ll likely all feel something different. For now, though, with no release date or window currently given, the wait will have to continue.

I had just one last question for Ueda before my time ran out. What does Gen Atlas mean? The answer, typically, could have many different meanings, depending on your interpretation.

“So ‘Gen’ has multiple possible meanings,” Ueda explained. “It's the root of the words genesis, gene, generate, and generation. And then Atlas, I think a lot of people think about the world map, right? So it has a meaning of building the world. And then it is also the first cervical vertebra that connects the head and the neck.

“But in its totality, I was hoping that Gen Atlas, the combination of those two words, would give the image of something very grand and new that encompasses all these layers of meaning.”

We’ll just have to work out that meaning for ourselves when Gen Atlas arrives sometime in the future.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Tomb Raider: Legacy of Atlantis Makes a 30-Year-Old Adventure Feel Brand New

You know what Tomb Raider is. Chances are you’ve played on one of Lara Croft’s many adventures, or at least one of the cinematic action-adventures that her original 1996 expedition inspired, whether that be the Uncharted, Horizon, or Star Wars Jedi series. But now it’s time to go all the way back, as Legacy of Atlantis takes us full circle in a reimagining of the story that kick-started a genre. I recently had the opportunity to play through its short water puzzle, cartwheel, and dinosaur shootout-filled demo, which certainly felt familiar, albeit with a gorgeous new lick of paint and more modern tweaks sprinkled in. I had fun, and was left intrigued to see how deep this merging of an old story told using a new box of tricks will go when the full game releases next February.

30 years is a long time, especially in the rapidly evolving world of video games, and if you’ve picked up a controller and attempted to play the original Tomb Raider recently, nothing emphasises that like how Lara Croft controls. Stiff and heavy, with your thumbs the victim of her sluggish turning circle, Lara’s maneuverability resembles that of a transatlantic ocean liner more than an enterprising Atlantis explorer. Thankfully, this remake – co-developed by the series’ long-term custodian Crystal Dynamics and newcomer Flying Wild Hog, fixes this.

This Lara is light on her feet, with a floaty jump more reminiscent of Princess Peach than Nathan Drake. It takes a little getting used to at first, especially if you’ve become accustomed to the adhesive-fingered approach that Naughty Dog injected into the action-adventure game, which was the foundation for Tomb Raider’s most recent “Survivor” trilogy. This Lara still clings onto some of the old-school movement feel of the Core Designed-developed original. I’ll admit to struggling with it during the demo’s early moments, but soon found this freer-feeling Lara enjoyable to control, even if her jumps did make me wonder if The Lost Valley in Peru had become some sort of zero gravity zone. Ultimately, its more old-school influenced approach helps build into the idea that you’re truly exploring an environment rather than clambering along a set path.

The small area of jungle I was dropped into contained one of the classic cog-and-water puzzles that Lara has worked her way through dozens of times over the years. Using a full exploration suite of climbing, swimming, and grappling around a miniature sandbox, I went in search of the missing machine components that would unlock the giant gate blocking my progress. Aiding me here was a brand-new grapple gadget that can be fired out of Lara’s wrist, Spider-Man style. It’s a malleable tool, too, already showcased in multiple ways even in this small slice of action. I used it to latch onto an overhead hook and swing across a raging river, unblock a mechanism by ripping some loose wood out of its gears, pull down a hefty weight, and jump up onto said weight before the other end of its balance beam lifted me up. These are age-old puzzles design-wise, but made modern by smart additions like this grapple. Tweaks such as these really display Legacy of Atlantis’ desire to be more than just a remake, borrowing from the likes of Crystal Dynamics’ more recent trilogy in how it approaches Lara’s toolkit.

A further addition is the number of collectibles littered throughout the world, and the ability to survey the environment in search of secrets using Lara’s scanner. From what I can tell, Legacy of Atlantis is still a largely linear adventure, but venturing off the main path will reward you with all sorts of treasures, whether they be documents that build out the lore of an ancient civilization or objects that grant Lara extra skill points. Unfortunately, the skill tree menu was locked off to me in the demo, so I can’t tell exactly how we’ll be able to tweak her abilities, but its mere existence is again a sign of newfound depth. And that all makes sense, because although Legacy of Atlantis is a retelling of the British adventurer's first story, it's actually part of the same universe as the prequel trilogy that ran between 2013 and 2018. This isn't her first rodeo, and she boasts the skills to show for it.

This is best displayed in combat, of which I got a tiny taste after stepping through the huge doorway opened up by the aforementioned cog-finding problem-solving. It was on the other side that I was welcomed by a gang of hungry Velociraptors, a far more vicious resident of Peru than Paddington Bear. That’s probably for the best, though, because the thought of unleashing multiple rounds into one of Britain’s most adorable imports would’ve made me cry on the spot. Thankfully, then, it was the job of one of Britain’s most deadly exports (Lara Croft, not me, just to clarify) to take on these prehistoric menaces instead, dodging, cartwheeling, and backflipping out of the way of their deadly lunges. Get enough room between them and you, and you’ll be able to fire those iconic double pistols that handily come complete with unlimited ammo.

The shooting felt snappy and responsive, but really came alive once another new skill up Lara’s non-existent sleeves was introduced: the Focus system. Performing well-timed acrobatics during combat and evading enemies at the right time builds up her focus meter, filling up charges that can be used with a quick press of the right bumper. Upon doing so, she stylishly spins into the air and enters bullet time, allowing you to unload full magazines into enemies as they practically freeze in the line of fire. It’s a great addition to the action, further bringing these classic fights into the modern age while giving Lara a welcome edge in encounters. I’m intrigued to see if more powerful uses of these focus charges await deeper in the game, perhaps where they could be used in a similar way to how Sucker Punch’s Ghost series grants you devastating attacks and abilities at the cost of using more than one circle of energy.

But before I could experiment too much with Tomb Raider’s own take on gun-fu, a rude interruption was made as one of the series’ most iconic moments took over the scene. Into the arena stepped a towering T. rex, which made both Lara and her previous foes flee the scene with haste. The sequence has undergone a complete facelift, translating the primitive capabilities of the original PlayStation into something entirely more cinematic. The shift echoes the leap Naughty Dog made from Crash running and jumping toward the screen to Nathan Drake leaping across hurtling trains on the PS3. Rather than a simple shooting affair, the scene now begins with a playable chase down a treacherous jungle pathway as Lara slides, swings, and clambers to escape its sharp-toothed maw. There’s a great sense of peril in the cinematography and effective use of slow motion as Lara slides between the dinosaur’s legs, mirrored by a great sense of muddled bewilderment and desperation in the voice of Alix Wilton Regan, the latest actor to pick up the dual pistols.

And partway through this attempted escape is where my time with Legacy of Atlantis ended, as Lara plunged into a river, her rope bridge escape route destroyed by the T. rex. This cliffhanger concluded a short but varied look at what this latest reboot of Tomb Raider has to offer, and so far, it feels like all of the necessary ingredients are there. At its core, the design attempts to blend the classic feel of Lara Croft’s movement with a more modern approach to combat and exploration. I’m looking forward to seeing how that all comes together when Tomb Raider: Legacy of Atlantis arrives on February 12, 2027, for PlayStation 5, Xbox Series X/S, PC, and Nintendo Switch 2.

Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.

Star Trek: Shadow Frontier — Paramount Says 'The Goal Is for Bloober to Make the Best Star Trek Game of All Time'

Revealed exclusively at IGN Live, Star Trek: Shadow Frontier is the surprise upcoming game from Bloober Team, the developer of the critically and commercially acclaimed Silent Hill 2 remake, and Cronos: The New Dawn. It stars Michelle Forbes, who reprises her role as Trek fan-favorite character Ro Laren and finds herself stranded on an alien planet. The newly formed Paramount Games Studio, which includes all Paramount and Skydance gaming studios, has invested heavily in the game, and, as Shawn Kittelsen, senior vice president, head of creative and production at Paramount Games Studio told IGN ahead of the reveal, it certainly has high hopes for it.

“The goal is for Bloober to make the best Star Trek game of all time, if we can bring that to life,” Kittelsen said. There have been many, many Star Trek games over the years, and everyone will have their own favorites. Birth of the Federation, 25th Anniversary, Judgment Rites, Bridge Commander, Armada, Starfleet Academy, Star Trek Online… the list goes on. Paramount, though, wants to top them all.

To that end, Star Trek: Shadow Frontier is different from previous Star Trek games. It’s from Bloober, a horror specialist, but Kittelsen says it’s more of a “psychological thriller.” He compares it to Ninja Theory’s Hellblade series, rather than Bloober’s previous hits like Silent Hill 2.

“It's interesting, Star Trek has had so many permutations over the years,” Kittelsen said. “It can kind of genre bend. It's the rare sci-fi show that can do a Sherlock Holmes Victorian era mystery as well as interplanetary warfare on an epic scale. And everything in between. Bloober has an incredible track record in the horror space… Silent Hill 2 remake, Cronos: The New Dawn I thought was really well done and showed them pushing into sci-fi horror. I think we consider Star Trek: Shadow Frontier more of a psychological thriller than a horror game, sort of akin to Hellblade in a lot of ways.”

So, expect plenty of “conflict within yourself” moments from Ro Laren in a game that will show Bloober “has more range.”

“If you look at the history of Star Trek, a lot of fans and writers always would grumble about the Roddenberry rule, where Gene Roddenberry famously did not want interpersonal conflict between crew members,” Kittelsen said. “But where that drove a lot of storytelling in the original series and in The Next Generation was into this sort of inward journey of intrapersonal conflict, like conflict within yourself.

“Ro Laren’s character, who's played by Michelle Forbes, who we're bringing back from The Next Generation, never got her moment in the spotlight enough for the fans who loved her on The Next Generation. So bringing her back and having an adventure focused on her, and then giving her that deeper inner psychological conflict to work with, and making that the centerpiece for the psychological thriller where she has to survive on a strange planet, is right up Bloober's alley. And I think this is a game that's going to show that Bloober has more range, that they don't need to be pigeonholed in a horror category. They're trying to flex to a different place and show what they can do.

“And because of Trek’s innate qualities and the fact that there is a hopefulness and a really strong sense of positive and optimistic values that come through when you're part of Starfleet. That thread as well, you can go really, really dark at Star Trek, but it always has to have some anchor in the light of boldly going, and not boldly going to seek and destroy, but boldly going to understand and communicate.

“That is going to show people a new side of what Bloober can do. But it's also a chance for Bloober to bring the things that they've been doing really well in their latest games, the incredible production values, the really strong cinematic storytelling and just rock solid third-person action, all of those pieces will come together, I think, for a very special game that's going to be unexpected for a lot of Trek fans and a lot of Bloober fans.”

Paramount Games Studio had its big step-out moment last week, where it announced its existence with the reveal of Teenage Mutant Ninja Turtles: The Last Ronin from Bayonetta developer PlatinumGames. Turtles is very early in development, but Star Trek: Shadow Frontier is further along, Kittelsen said. This was a licensed game that was already in the works when Paramount formed its new video game division last year, and Kittelsen and co. liked what they saw. So they invested in the game, decided to publish it themselves, and set about on a release plan that, Paramount hopes, will get Trek fans excited.

“We started talking to Bloober about ways that we felt like the game could be pushed further and quality could be improved, and they were super collaborative and receptive to that,” Kittelsen explained.

“So we've had a really good relationship working with them. And as they developed a vertical slice that went from good to better to best, it was clear that we felt there was more potential for this game, and that we wouldn't want someone else to publish it, that we would want to work with it ourselves. And again, this is all about, how do we mobilize Paramount's fan channels and the Star Trek fan base as much as possible? And we felt we could activate that better than having someone else publish the title.

“So we invested in it, we're contributing to the production, and we're collaborating with Bloober really heavily and we're bringing it to market with as much fanfare as we possibly can, and making sure along the way too that it's an authentic Trek experience, but it's also a high-quality game.”

Star Trek: Shadow Frontier is due out in 2027 on PlayStation 5, Xbox Series X and S, and PC. Meanwhile, Paramount Games Studio is now publishing the recently delayed Avatar Legends: The Fighting Game, and Amy Hennig's Marvel 1943: Rise of Hydra, although it won't be out until 2027 at the earliest. The AAA Avatar: The Last Airbender RPG is no more, however.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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