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Demon's Souls almost had an option to play the game in first-person, as shown in newly-discovered footage from a 2007 presentation brought to light by famed Elden Ring dataminer Lance McDonald.
McDonald shared the early gameplay footage, images, and presentation materials on August 7, 2026 — nearly two decades after it was shown at Gameshare 4, a Sony Computer Entertainment event where developers exhibited their current projects to get feedback and share progress updates.
The slideshow, created by Japan Studio PD#3 in Microsoft PowerPoint 2007, lists the game’s working title as Demon’s Souls, something that remained the same throughout development up to its launch. It dove into the game’s premise, promising an environment full of "ruined castles, lone wastelands, and other cursed locations," fraught with "enemies, twisted mutants, and creatures."
While several game mechanics remained mostly the same and made it into the final product, a few stand out as starkly different from what Demon’s Souls ultimately ended up being — particularly, its camera system.
In Demon's Souls, players control their character in third person with an unfixed camera, meaning they can turn it any direction they choose to get a better look at their surroundings and keep track of enemies in battle, though they can lock on to opponents if they want. However, footage recorded within the game’s prototype state shows a player fighting enemies in first-person, with McDonald saying this was an option that could be chosen to switch up the experience.
Additionally, the game’s third-person mode originally had a fixed camera, which followed the player in whatever direction they turned. The left stick was used for strafing and backsteps in what McDonald called a "deliberate" similarity to The Elder Scrolls 4: Oblivion's third-person control scheme, though this eventually changed.
It also showed off creatures that didn’t make it to the final version of the game, which included men with snakes for heads – who would later appear in Dark Souls locations like Sen's Fortress – and a regular, plain old crocodile, as well as delved into the ghost system that the studio ended up keeping and has appeared in subsequent Souls titles.
However, one of the more interesting tidbits from this presentation didn’t have anything to do with gameplay mechanics — instead, it’s a hilarious reference to South Park that Japan Studio PD#3 seemingly included in the slideshow. The slide used a screenshot from 'Make Love, Not Warcraft,' which depicts an overweight, acne-ridden Eric Cartman addicted to World of Warcraft.
Japan Studio apparently used the screenshot as an example of a "stereotypical image of MMORPG gamers," which they hoped to avoid by combining elements of both offline and online RPGs for a more balanced experience.
This is just the latest gem uncovered by McDonald after he discovered an unused cutscene in Elden Ring’s game files that shed new light on its plot, growing the award-winning title’s already expansive lore even further.
Image Credits: Lance McDonald, YouTube / FromSoftware
Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.


From the first pregame animation I watched, Madden NFL 27 had a presence I haven't felt in this series a while. The expression of the players, the roar of the crowd, and even the coaching staff on the sidelines felt right, as if I was watching Week 1 six weeks early. I've only played a few hours of this year's Madden so far, but I've already noticed some immediate improvements, while other aspects will likely be a slow burn before I fully understand what's going on as I work toward my final review. Still, Madden 27 has already made a better impression on me than its predecessor, which gives me confidence that EA Sports may be on to something here.
For starters, the reworked passing game is instantly impactful thanks to a new Timing-Based Catch mechanic. After passing the ball to a receiver, when I hold down the catch button, a meter will appear over my receiver's head. If I release the button in the meter's green zone, the receiver gains an advantage over the defender, which usually results in a completed pass. Conversely, if I hold the button too long or release it too quickly, I run the risk of dropping the pass, or worse, deflecting it to a defender.
What we said about Madden NFL 26When EA showed off what Madden NFL 26 would be this year, I wasn’t sure I believed it. Not because I didn’t want to, or because I thought I was being lied to. But because it almost felt too good to be true. It promised improvements and changes I have wanted for years, and, well… they are all here. EA pulled it off. This is simply a straight up better game than Madden 25, both on the field and off of it. There’s still room for improvement – there always is – but it’s hard to overstate what a leap this feels like in terms of presentation, the in-game action, and Franchise as a mode. There’s more to do for Superstar, and MUT is MUT, but this is a big step forward for Madden overall. As for the other stuff, well… there’s always next year, right? Turns out, sometimes you just gotta believe. - Will Borger, August 14, 2025
Score: 8Read the full Madden NFL 26 review.
This is an ingenious system that emphasizes how the quarterback and receiver should work in tandem on every pass play. I've been able to aim my passes and adjust the strength of the throw, but now I can also give my receiver the chance to make a spectacular play with clear and direct inputs, which makes it feel more like I was the one who brought the big catch to fruition. When that meter turns green, and the pass is completed, it's a genuine rush.
However, this new system takes time to lock down, as the timing can be very precise. Bullet passes are very difficult to land with this method, simply because the ball is coming at the receiver quickly, and my window for holding the catch button is smaller. Additionally, in modes like Quick Play where I control both the quarterback throwing the pass and the receiver catching it, it starts to feel like I'm entering fighting game move sequences with all of the button presses and directions that are required.
The marquee change to Madden 27 is the Persona Engine.Thank goodness for the Skills Trainer mode, which conveniently groups all of Madden 27's changes into one tutorial mode and lets me try them as many times as I need. This is a great place to work out the timing on both the throws and the catches, along with other changes like a new tackling system that adds Conservative and Dive tackles to the mix, as well as new pass rush moves designed to get past the offensive line and into the quarterback's face.
The marquee change to Madden 27 is the Persona Engine, a new approach to Franchise mode that gives every player on your team motivations, goals, and desires. Pay your top stars well, and they'll be happy; neglect them, and you'll begin to hear words like "trade" and "holdout." While my franchise hasn't progressed enough yet to really see the engine in action, I have begun to see elements of what lies in front of me; Zack Baun, a starting linebacker for my beloved Philadelphia Eagles, is already talking about a new contract, and I don't look forward to negotiating that one.
Madden Ultimate Team also returns for another season, and of course it would as one of Madden's most popular modes. So far, my Philadelphia Cream Cheeses are slowly building into a fine team, with young studs like Cooper DeJean, locker room leaders like Calais Campbell, and legends like Kam Chancellor among my top players.
However, the MUT experience continues to be distilled into a simple pattern: Open packs, complete challenge, accrue packs, open packs, complete challenges, accrue packs, etc. I can take my team online against other MUTers, but other than the unique roster I've fostered, it's just the core Madden 27 gameplay again. Granted, "don't fix what isn't broken" certainly applies to a mode that many people enjoy, but I find it lacking after so many years of the same experience. Hopefully, with more time put in, I'll come around.
I've done a little bit of everything in Madden NFL 27, and so far, the on-field gameplay shines as usual. The new passing game is a tough nut to crack, but once I did, I really felt powerful under center. The new Persona Engine is already making itself known in Franchise mode, and I am excited to see more of it. So far so good, Madden; Expect my full review to hit early next week.


Survival games have been wildly popular for years now. I’ve dabbled here and there to see what the fuss is about, but I’ve always fallen off after a few hours. Usually, I get tangled up in one meagerly explained system after another until I lose track of what I’m supposed to do, and my time with the game peters out.
When Palworld 1.0 came out to rave reviews, I figured I’d give the genre another shot – and I’m glad I did. Palworld’s gradual, newbie-friendly onboarding helped me see what a whole lot of people have loved about survival games all along. Palworld made me a believer.
I’m glad I came in at the 1.0 mark, because I’ve heard Palworld had a much steeper learning curve out of the gate. But now, new players start with a series of missions designed to guide you through the game’s numerous systems. You learn how to punch trees to get wood to create a crafting bench. You learn how to make a club you can use to beat some Pals to death (it’s a dog-eat-dog world out there) to get wool. You then use that wool to make clothes. You set up a camp. You build a house. You activate a teleporter and explore deeper into the game world.
Before long, you’re gliding off cliffs Zelda-style before whomping on every Pal you see to catch them in spheres to put them to work. You can deploy them at your camp, ride them, or have them fight by your side to take on big roaming Pals and towering bosses. It’s a blast. And there’s no way I would have stuck with it if it hadn’t held my hand and eased me into the systems that make up the game.
I still have a long way to go, because I was nowhere near powerful enough to defeat the first boss solo. But those early missions gave me a much-needed handle on what else I can spend my time doing as I level up enough to become a threat. There's a vast world out there I can keep exploring, all while catching Pals and building up my base. I’m having a blast doing it.
Palworld’s 1.0 is available on Steam, Xbox, and PS5. It costs $29.99, but you can save a few bucks on a Steam copy at Fanatical, which is currently running its summer sale.
Chris Reed is a commerce editor and deals expert for IGN. He also runs IGN's board game and LEGO coverage. You can follow him on Bluesky.


To know something's name is to understand it — at least just a little, be it the thing itself, or the world around it. In Big Walk, there are lots of things yet unnamed. You will certainly recognize trees, mountains, that dang cowbell. But there are plenty of things you won’t: the red, peanut-shaped objects my group calls a bean, which makes the structures they must be delivered to the bean towers. To us, the underground tunnel system is the backrooms, and the glowing medicine balls that light paths throughout the world are simply orbs – but not to be confused with the Big Orb, a mysterious and ominous structure looming in the distance. Big Walk is a co-op-only puzzle adventure that relies heavily on shared experience, shared language. Its genius lies in how it pushes you to decipher the logic behind the clever puzzles spread around its open world in a way that only you and your companions will understand. With all the twists and limitations it imposes, it’s unlike any other multiplayer game out there.
Big Walk is a puzzle game, and the puzzle is communication. Everyone is initially dropped into a playground of sorts with some colorful, blocklike structures to climb on, light switches to flip, and your controls pinned up as posters. I call this place home. Crucially, you are given no objective. We fiddle about with the buttons, obnoxiously clang the cowbell. We test out our movement options – mostly arm gestures – by looking at our shadows. Eventually, we head out into a lifelike world with lush foliage and waves breaking on the beach; it's a direct contrast to our charming, goofy characters, who are, essentially, a stack of three colored balls with googly eyes, stick arms, and twig legs (and a nose that moves like a mouth as we speak in-game).
When someone asked what we're supposed to do, what the objective of this game was, I couldn’t really answer that. And so we walked. But here's what I knew at this point: Big Walk has walking and puzzles. That, and outside of arm flailing or typing out written messages, we can only communicate through proximity-based voice chat. This means your voice is muffled when you're behind a wall, and echoes when you're in a vast tunnel. If someone wanders too far off, I can no longer hear them, and as a game that can only be played with others, it’s “cooperative” in the very sense of the term. There's no way to play Big Walk alone, and it supports up to 12 players with different settings for different sized groups: two, three, or four-plus, which adjusts puzzles slightly to suit the number of people in a session. Big Walk cleverly takes advantage of the essential limitation of proximity chat, and it wouldn't be the same without it.
Venturing out, my group of three walks together along desert terrain and up a cliffside until we find a button on a platform. We originally think nothing happens when it's pushed, but someone notices a faint red light flashing in the distance. It illuminates each time it's pressed, so we send someone in its direction to see what’s out there. There's a red bean in a box, which opens when the button is pushed. He grabs it and rushes back. No one knows what to do with it but it seems important, so we hold onto it (or try our best until someone drops it while falling off a cliff). Through that simple opening task, we start to get it: This puzzle, this bean, they’re teaching us something about the world and what we need to do within it. We're starting to create our own language.
The map is cleverly designed to nudge your group to build something together.Each piece of this map is cleverly designed to nudge your group to build something together, forms of communication that feel like only you understand. We keep walking, keep exploring and finding puzzles that require real teamwork, and continue to build our language. My group played in several sessions across a few days: a core group of three, with some stragglers jumping in here and there. We spent nearly 20 delightful hours romping around. It's easy for people to jump in and out of the session, popping in to adventure for a bit. There is a kink in this system, though. The save file is tied to the player who originally hosted the game. For my group, that was me. If my companions wanted to play when I wasn't there, they'd have to start a new save file—and a new big walk. This may very well be by design; developer House House wants a group to stick together. But I felt bad when someone wanted to play, but I couldn't.
Big Walk's world runs on a day-night cycle, with sun-soaked days and pitch-dark nights. And in the latter, a different kind of communication is built. Early on, my friend Riley dropped our only flashlight off a cliff, immediately after I accidentally kicked our walkie-talkie down the same one. We spent a not-insignificant amount of time looking for our tools because, without them, we could easily lose each other in the dead of night. (Even more so when looking for Riley, who got stuck in a hole while searching for our gear). Perhaps in another game, losing your tools or falling in a ditch would be frustrating. Not so here. While movement can be finicky at times, and you will briefly get stuck in spots, Big Walk often felt even more impactful when things were going very, very wrong.
We spent plenty of time doing Big Walk's actual puzzles, which are scattered around the map and usually embedded in big, brightly colored structures: a green horror movie house, an orange colosseum, a blue sound stage. Some of them are relatively easy, like throwing an orb into a basketball hoop multiple times, or playing a game of telephone to identify a specific sequence of shapes or buttons to push. But there are mechanical challenges as well, ones that require platforming and precise movement or throws. There's an entertaining puzzle that requires one person to put on a blindfold (which is actually a big, weird gold head that blocks their view) and navigate through an obstacle course. The others then have to yell instructions at them about where to go and what to do; the scariest part of this was figuring out how to time a jump over a gap. These challenges don't necessarily get progressively harder, because you're free to do whichever puzzle in whatever order you discover them. Some are certainly difficult, but never cruelly so. Big Walk always gives you the tools you need to solve them, so there's no danger of a dramatic learning curve.
One particularly inventive puzzle had my friend Chris locked in a soundproof room trying to relay little musical jingles to us so we could match that to stereos playing the corresponding melodies. Another forced us to split up onto three platforms that were pretty far away from each other and correctly time a synchronized button push. There are a couple puzzles with similar ideas, and the problem was often that we only had two walkie-talkies amongst us. So, we used our laser pointer to signify a countdown or our arms to send a silent message. Little by little, we created a sort of body language cipher to help solve matching puzzles and timing-based challenges alike, and it was a thrill to naturally develop our own system of visual cues.
Big Walk's puzzles are always sharp, and always fun.Each of these puzzles rewards us with another red bean we have to take care of as we bring it back to a bean tower for deposit. Once you've found enough beans for a given tower, you get a special key to unlock something new and helpful: stuff you otherwise couldn't figure out how to operate, like a stalled train or an island-spanning chair lift. And in this progression, Big Walk further embeds the ethos that these discoveries are yours to make.
Big Walk's puzzles are always sharp, and always fun. The use of proximity chat makes the process of solving them feel special in a way I haven’t experienced in a game for a long time. Despite the recent wave of co-op games with an emphasis on hanging out with your friends, it feels so new to play in this particular way, as if we were all physically in this virtual space together. Video games often make us feel like superheroes, like the world revolves around our individual characters. In Big Walk, relationships and language are that superpower. The world doesn't revolve around me, but us.
So much of Big Walk's fun is found in the spaces between the puzzles, too. One of my favorite moments was this time Riley and I wandered away from Chris to go gallivanting in nature without care. This would not have been a big deal… if Riley and I did not have both walkie-talkies. Notoriously bad at navigating, we got wildly lost, even more so after we tumbled down the mountains once again. We were lost for nearly an hour, maybe longer. We went to the train to honk its horn. We tried to follow the coastline, then the train line itself, to make our way back to the place where we first realized we'd lost Chris. Then, a flare shot up in the distance. We walked toward the sound and eventually the direction of the green hue the blast gave off. That's where we found him, at a bean puzzle, firing off flares. Eventually, we sent Chris off to follow the curve of the flare and the bean was waiting at the end of it, like a pot of gold at the end of a rainbow. Riley and I certainly couldn't have been trusted to go find it.
I spent a lot of time playing Big Walk over the last week, but I also spent a lot of time thinking about it, and talking about it with the folks I played with. I'm thinking a lot about names, and the power they hold. In the book Braiding Sweetgrass: Indigenous Wisdom, Scientific Knowledge, and the Teachings of Plants, author and scientist Robin Wall Kimmerer writes that names are how we, as humans, build relationships with each other and "the living world." She muses on what it might be like to not know the names of things around you. Kimmerer writes, "I think it would be a little scary and disorienting – like being lost in a foreign city where you can’t read the street signs. Big Walk's opening feels a little bit like that. Its island is not yet a place with which we've built a relationship, or developed a language. The moment you understand this, Big Walk changes. And what a special thing it is to name this world with friends.


Mick Gordon, the composer of Doom 2016’s award-winning soundtrack, is taking the game’s music tp a festival for the first time ever — and he’s bringing the Doom Machine with him.
Doom 2016 set the standard for the iconic shooter’s musical profile. Famously sampling real chainsaw noises to pull off the unique guitar riffs that made the game’s soundtrack so famous, Gordon’s unorthodox methods have earned him a place in the highest pantheon of gaming legends.
Now, Gordon is bringing the music he composed for Doom 2016 and 2020’s Doom Eternal on tour, marking the very first time the soundtracks have been played by a live band for a live audience in a full-fledged concert (not counting the short medley of Doom's tunes he performed at The Game Awards in 2016).
Gordon and co. are set to headline RADAR 2027, a music festival based in Sheffield, UK that's focused on contemporary tunes, tech-metal, and progressive rock. Gordon himself will be performing the tracks alongside the band, with RADAR announcing the news in an Instagram post in late July. “This isn't a DJ set. It isn't a tribute. It's the music that redefined video game soundtracks, performed live, properly loud, exactly as it deserves. Mick has never performed this music live like this,” the post reads.
It’s been ten years since Doom 2016 came out and subsequently put every metal fan in a chokehold, and six years since Doom Eternal added to the hype with even more music from Gordon’s magnificent musical mind. He’s wanted to perform these soundtracks live for some time now, and says RADAR has finally provided him the opportunity to make this dream a reality.
“For a long time, I’ve wanted to take what I love about video game music and put it into a live setting that matches the energy you would get from a live rock or metal show,” he said in an interview with GameSpot. “Radar feels like the absolute perfect [festival] to do it. There’s no better.
“Ever since Doom 2016 … there’s been rumblings and multiple attempts to try and get some version of this into a live setting. I’ve been trying for a number of years to get this thing off the ground. Then out of the blue Joe [James, Radar Festival organizer] came to me with a really awesome opportunity through Radar.”
Gordon also confirmed that he’s bringing the Doom Machine with him to these performances, an instrument he famously crafted all on his own to bring the sounds of Hell to life. “We’re looking at all options to make it epic,” he told Gamespot. “Fire, screens, projection mapping are all on the table.”
RADAR music festival takes place from July 30 - August 1. While he’s certainly excited about performing his music live next year, his relationship with Doom Eternal’s development team at id Software remains a tenuous one, and no updates regarding their public falling-out have been shared at the time of writing, making the technical rights of this concert a wee bit confusing.
Virginia (she/her) is IGN’s News Editor. With ten years of experience reporting on games and entertainment, she’s got a storied background in the fighting game community, influencer news, and viral online trends. Find her on Twitter at @TheeMissGlaze.

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.




