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The Witcher 3: Wild Hunt Songs of the Past got a proper reveal trailer at gamescom Opening Night Live 2026, and developer CD Projekt Red showed up to talk about its new chain weapon, the realm of Letten, and more.
Geralt of Rivia helped close out ONL 2026 when the studio talked about how it plans to revisit its critically acclaimed 2015 RPG with new content next year. There's still much that hasn't been revealed, but this first showing finally teased what it will be like for players to revisit The Witcher 3 12 years after its original launch.
We'll get into all of the details that CD Projekt Red had to share, but first, the show had another surprise for viewers: a trailer. You can see the first The Witcher 3 Songs of the Past teaser below.
Get Over HereSo, what does the first Songs of the Past trailer tell us? Unfortunately, not much – at least at first glance. Geralt can first be seen approaching a tree decorated with lanterns before dancing in a camp with a partner who may not actually be there. Next, we're introduced to the moonlit skies and sun-kissed fields of Letten, the new realm where Songs of the Past takes place.
Geralt will find himself confronted with a new assortment of humans and monsters, and while that might be nothing new for a Witcher, the big bad whispering throughout the teaser might be. What might have most Witcher 3 fans the most excited, though, is the weapon featured toward the end of the video. The few seconds of footage showed Geralt using a chain to grapple and grapple an enemy before decapitating them. It looks like it could have been ripped right out of the hands of Mortal Kombat's Scorpion and seems to fit well in a Witcher's arsenal.
Welcome to LettenAn official description for the expansion teased what lies in Letten and its ties to the new story: "This idyllic land is rich in rural tradition and folklore, and its people enjoy a fulfilling life of bountiful harvests and lavish festivals. But a dark secret lurks just beneath the surface, and Geralt must overcome never-before-seen foes as he fights to overcome its long-dormant evil."
As revealed during the show, fans can officially wishlist Songs of the Past ahead of its eventual release. CD Projekt Red said the content will take players to the new realm of Letten, though what few sneak peeks we got of it seem to be tied to that trailer.
CD Projekt Red Talks Returning to The Witcher 3Fans of The Witcher games and books will surely find plenty to pick apart while we wait for Songs of the Past to launch next year, but CD Projekt Red didn't want to stop there. Level design lead Miles Tost took the gamescom ONL stage to share more details about how the expansion builds on the original game.
"It's super cool," Tost said with a laugh. "We had this idea for one more story with Geralt for a while, but we couldn't quite figure out how to fit it into our busy schedules. Luckily, our friends from Fool's Theory came around, and they hired a bunch of old veteran Witcher 3 developers – including my mentor, Peter Gelenscer – and here we are today."
Tost noted that this is The Witcher 3 protagonist's last adventure before Ciri takes the torch in The Witcher 4 sometime in 2028. Giving Geralt a chain will help make his journey in Songs of the Past particularly memorable.
"This chain is a weapon that is new in the game, but many people, perhaps hardcore Witcher fans, will realize that this is a weapon we first showed in The Witcher 1 intro," Tost continued, directing fans to head to the CD Projekt Red booth to learn more.
Tost also had some words to share about Letten and how that environment will change things up for fans: "Letten is a whole new, unique region that has a unique identity, like the other regions in the game. It is filled with quests, new monsters, adventures and exploration – just like the things that Witcher fans love. But it's an almost uncannily idyllic place that, however, has a dark secret lurking just underneath the surface and, as it is a Witcher game, this kind of secret requires a true professional Witcher to solve."
Geralt is finally back. The Witcher 3 Songs of the Past may not have a release date, but it is still expected to launch sometime in 2027 for PC, Nintendo Switch 2, PlayStation 5, and Xbox Series X|S. In the meantime, players can also look forward to The Witcher 3: Wild Hunt Remastered, which was also announced during gamescom ONL 2026.
We'll hopefully learn more about the surprise expansion in the months ahead. In the meantime, the developer also recently confirmed that the add-on will bring more Gwent to the game. You can also check out everything announced during ONL here.
Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).


When Sea of Remnants releases next year, it promises a free-to-play role playing experience where you’ll be able to both hit the open water on a variety of swashbuckling turn-based missions and explore land-based missions in the game’s fictional setting of Orbtopia. And now, after the release of a brand-new trailer during gamescom 2026’s Opening Night Live, IGN can exclusively reveal more than 10 minutes of gameplay, which you can see in the player above.
Sea of Remnants is being developed by Joker Studios and published by NetEase Games, who recently recently-announced a closed beta test coming this December. Ahead of Opening Night Live, I sat down with the game’s Creative Director, who goes by the name Alfie, to break down the new gameplay and dive into what secrets await for players when the game comes out in 2027.
Sea of Remnants Creative Director breaks down new exclusive gameplay and the game’s mechanics.IGN: What specific mechanics or moments in the exclusive gameplay should we be paying the most attention to.
Alfie: There are three elements that I believe are particularly distinctive. First is the game’s roguelike structure. By combining roguelike progression with turn-based combat and dice mechanics, battles become filled with unpredictability and possibility. We also hope players will pay attention to the music as they experience the game. We have put considerable thought into creating distinct musical atmospheres for voyages at sea, exploration across the islands, combat, and many other situations. Finally, each week, players may discover a new crew member within the world of Sea of Remnants. We want each reunion during a Forgotten Voyage to feel like finding one of your companions all over again. At the same time, every additional crew member introduces new team compositions and combinations, making the roguelike loop richer and opening up even more possibilities.
IGN: What is one mechanic or surprise in Sea of Remnants that you think will genuinely catch players off guard?
Alfie: Sea of Remnants is filled with small details and hidden interactions that we hope players will discover for themselves. For example, if you come across an unassuming lounge chair somewhere in the open world, try sitting down. For a moment, you may forget everything else and simply enjoy the peace and quiet. If I had to choose one genuine surprise, however, it would be the opportunity to discover a crew member each week. Sometimes I may be hoping to find Crew Member A, only to encounter Crew Member B instead. That may disrupt my original plan, but it can also open up entirely new possibilities.
IGN: What does the dual ocean and land settings mean for world-building?
Alfie: Creating an ocean-fantasy world has undoubtedly been one of our greatest challenges. The genre is inherently mysterious, and everyone has their own idea of what it might look like. We spent a long time considering how to distinguish our game and build an original, convincing world, which led us to develop an extensive history and mythology to give the setting depth and internal logic.
Our islands, for example, are designed to feel as authentic and believable as possible, supported by details such as a full 24-hour day-and-night cycle. As players explore the islands and towns, we want them to feel that these are real, lived-in places. Within that grounded world, they will also encounter many strange and imaginative elements; but everything exists naturally within the setting and follows its own consistent logic.
IGN: The game operates on a "set sail, explore, collect, return" rhythm. How does Orbtopia function as part of this loop?
Alfie: Orbtopia plays a central role in this loop. The game is divided into two interconnected layers: the ever-changing voyages at sea and Orbtopia, the safe haven of this ocean world. Players repeatedly set sail from the city and return with the spoils of their adventures. The bounty sent back during a voyage can be put to use in Orbtopia to develop your crew, upgrade your ship, and strengthen your overall capabilities. This progression allows you to venture farther, overcome more difficult challenges, and return with even greater rewards on future voyages.
IGN: With the game’s turn-based combat, how players will need to adapt from one run to the next?
Alfie: To support a wide variety of builds, our combat system needed to accommodate a large number of skills and a meaningful degree of randomness. After extensive testing and iteration, we ultimately chose turn-based combat because it allows us to fully express the freedom and variety of the game’s roguelike build system.
We have also integrated roguelike elements directly into the turn-based combat system, including a dice mechanic that can grant characters an additional action. This adds unpredictability to each encounter while creating more opportunities for strategic decision-making and interactions between different mechanics. Once players reach a certain level, some weaker enemies can be defeated through simplified real-time combat instead. This allows players to focus more of their attention on major boss encounters and exploring the wider world.
IGN: How do you strike a balance between roguelike elements and a longer progression system?
Alfie: Voyage-specific builds provide a faster and more dramatic sense of growth within each run, while progression in Orbtopia establishes a lasting foundation. During each voyage, players can shape their team through a variety of build choices, creating powerful combinations and synergies. These choices are varied and flexible, ensuring that every voyage carries an element of uncertainty. However, a team’s performance at sea is also built upon the permanent progression achieved in Orbtopia. If players encounter an especially difficult opponent, they can return to the city to strengthen their characters’ core abilities, better preparing them for future challenges in the wider world.
Sea of Remnants Creative Director confirms the game will feature customization and accommodate various play styles.IGN: How will the game accommodate different playstyles?
Alfie: Players can follow the main story to explore our major islands at a steady pace. Along the way, they will learn about the characters, discover the nature of this world, and experience the details that make it feel rich and believable. Alternatively, players can embark on the Forgotten Voyage, quickly identify their next objective, and head directly into a new challenge. There are many different ways to experience the game, and players can choose what suits them at any given moment.
IGN: How deep does customization go?
Alfie: We believe emotional attachment develops naturally through repeated voyages and the time players spend refining and mastering each character. Using the same crew member across different classes and builds can produce entirely different combat styles. Discovering those possibilities and making them work creates a sense of accomplishment shared between the player and the character, while also deepening the player’s understanding of that crew member. We are also continuing to expand each character’s story and related content, giving players more opportunities to form lasting connections with their crew beyond combat and progression.
IGN: How do player decisions during an expedition affect the narrative and the world around them?
Alfie: The decisions players make in Orbtopia can have a tangible impact on the city and its inhabitants. For example, players may drive certain people away or even cause the city to fall into decline. During the roguelike voyages at sea, decisions are more focused on how players develop their builds. Different combinations of skills and abilities can lead to dramatically different outcomes, shaping how each voyage unfolds.
IGN: When Sea of Remnants comes out next year, what do you expect player reaction to be?
Alfie: Our goal is for players to find joy and entertainment in the game while discovering an immersive and believable ocean world through exploration. Creating a world that feels authentic and convincing has always been deeply important to us.
Sea of Remnants is coming to Android, iOS, PC, PlayStation 5, and XBOX Series X/S in 2027.


Fans were treated to a new Final Fantasy 7 Revelation trailer at Gamescom’s Opening Night Live showcase, where we saw more of The Weapons, a submarine combat section, and more.
The trailer opens up with Rufus Shinra sharing a public service announcement on the Shinra News Network regarding the looming Meteor and the Weapons, assuring citizens that humanity will “reign supreme” over these obstacles.
We get to see one of these Weapons wreaking havoc on Shinra soldiers, as well as special shots of the Ruby Weapon, Emerald Weapon, and the Ultima Weapon.
Gameplay footage showing Tifa wearing the Black Mage class outfit was is shown off, as well as a prerendered cutscene showing the Highwind facing off with a Weapon. We even get to see the inside of the submarine with the Huge Materia smack in the middle, along with an underwater combat section that shows the party navigating through the ocean as the submarine dodges attacks.
Footage of the team parachuting down from the Highwind and riding chocobos through the world is also included, as well as Yuffie exploring what seems to be Wutai, making for an extremely hype trailer that is leaving fans more excited than ever.
Most of the dialogue in the trailer centered around the Weapons, with Vincent Valentine explaining in a voiceover that "the Planet sees us as another threat to her well-being, and rightfully so."
"You call 'em planetary warriors," Cid says. "But I call 'em weapons of mass destruction!"
It remains to be seen if these featured Weapons will be normal bosses or super bosses, in keeping with the original game. Unfortunately, no specific release date was revealed, either. Spring 2027 is still the ongoing release window for the game, which will release simultaneously on PlayStation 5, Nintendo Switch 2, Xbox Series X|S, and PC (via Steam, Epic Games Store, and Xbox PC.
This is the latest look we've gotten at FFVII Revelation following the trailers that were shown at Summer Game Fest earlier this year, where we were reintroduced to the Highwind. Using the airship, Cloud and company will be able to traverse all across the planet, dropping down via parachutes to explore to your heart's content.
It also introduced the FITS system, which allows each character to change their playstyle based on Final Fantasy jobs. Speaking of gameplay, yes, you'll get the chance to play the gunslinging Vincent Valentine and even transform into the Galian Beast.
As yet, not much else has been revealed about the game, but director Naoki Hamaguchi has publicly stated that he wants to integrate many of the Final Fantasy VII spin-off properties into its ultimate ending.
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.


CD Projekt Red has announced The Witcher 3 Remastered, coming as a free upgrade to all owners on PC, PlayStation 5 and Xbox Series X/S next month on September 29.
In a stunning conclusion to Gamescom's Opening Night Live, the developer confirmed a list of additional features coming to the game's Remastered version as well as notably enhanced visuals, which we've listed out below.
There's no upgrade to the game's current Switch 1 version, though a separate Switch 2-native version of The Witcher 3 Remastered will be sold, and owners of the Switch 1 version will be able to claim this free. The remastered game will also be sold on PC via Battle.net for the first time, where it will unlock a Geralt-themed skin in Diablo 4.
The Witcher 3 Remastered — and the current game, as of today — will also include access to the game's first two expansions at no additional cost. Of course, all of this precedes the arrival of the upcoming Songs of the Past, The Witcher 3's third expansion, due in 2027. For a detailed look at what we saw of that this evening, we have you covered right here.
Everything new coming to The Witcher 3 RemasteredMajor features include tweaked combat, improved traversal and movement, revamped mount handling, enhanced monster behaviors, a skill tree revamp, armor transmog, an expanded photo mode, new finishers and much more.
Other additions include the long-awaited cross-platform mod support, new quest tracking, immersive meditation, refined animations, UI improvements, a looting rework, refreshed motion blur, new accessibility features, a tutorial modernization, HDR improvements, a foliage shading rework, ray-tracing improvements, a global lighting reork, new shading model, subsurface scattering, and a new tone mapper.
PlayStation 5 Pro support, plus Xbox Play Anywhere and unspecified Nintendo Switch 2 "exclusive features" were also mentioned, as were Nvidia DLSS 4.5, AMD FSR 4, Intel XESS 2.0, path tracing and ray reconstruction on PC, native DX12 and rendering parallelization. There will even be ray-traced hair.
Yesterday it was confirmed that Songs of the Past will contain more Gwent, the franchise's compulsive card game.
As previously confirmed, there was no sign of The Witcher 4 tonight— though none was expected. Yesterday, we gained confirmation that the highly-anticipated Ciri-starring sequel is targeting a 2028 release window, and was very much still in the oven at present.
"Our team here at CD Projekt Red HQ is hard at work on a brand new saga, one with Ciri at the helm," CD Projekt Red joint CEO Michał Nowakowski said previously. "We have more than 500 incredibly talented developers working to create something truly special for you. The Witcher 4 features a huge and immersive open world, intense and action-packed gameplay, and a deep, impactful story that we hope will stay with you for a long time. Simply put, this is our biggest, boldest, and most ambitious game to date.
"Now I know you're eager to learn when it's coming. That's the question we're hearing from you all the time. So while we're not showing The Witcher 4 at the event, and we're not ready to share an exact date, I can tell you this: The Witcher 4 is targeting a 2028 release window.
"I know it's a bit of a wait and you'd love to play it sooner, but let the team cook. It will be worth the wait. Until then, there will be plenty more of The Witcher to come, including Songs of the Past when it launches in 2027. And you can be sure gamescom is also in our plans for the coming years."
Catch up on all of tonight's announcements in our roundup of everything revealed at Gamescom Opening Night Live 2026.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social


Key Preview Takeaways:
Playing the beginning of Act 2 of Gears of War: E-Day's campaign immediately gave me a healthy dose of everything I love about Gears of War.Weapon and combat mechanics have been nicely evolved through the weapon mod system.Gears 5's open-world aspects have been reined in with something smarter: a multi-path downtown area with optional secondary objectives and plenty of hidden collectibles.[Editor's Note: Mild spoilers ahead for E-Day’s campaign, so turn back now if you don’t want to know any more…]
I’m a massive fan of Gears of War, as I have been since the very beginning. But I have to be honest: something about Gears of War: E-Day’s campaign reveal at the Xbox Showcase a couple months ago just didn’t quite land right with me. It wasn’t bad, by any stretch of the imagination. But I just wasn’t as fired up as I thought I’d be after seeing the first new Gears of War campaign footage in seven years (OK, six if we’re counting Hivebusters).
When I finally sat down to play E-Day’s campaign, though, it took all of about 30 seconds to turn my tepid feelings into joyful smiles. My one-hour preview, which covered the early parts of Act 2, featured plenty of everything I want from and love about Gears of War: Marcus Fenix, Dominic Santiago, lots of story cutscenes, a sweet mix of old weapons and new ones (including the origin story for a signature Gears firearm known for its sharp teeth), some evolved gameplay mechanics, killer setpieces, new Marcus Fenix one-liners, subtle references to characters we know and love, and did I mention Marcus Fenix saying and doing cool sh*t?
I was so fired up by what I played that when I got hit with the “demo complete” screen it actually hurt. I suppose The Coalition got the reaction it wanted from me, because all I wanted to do was keep going. And I’m now not only more fired up to finish Gears of War: E-Day’s prequel story than ever, but I’m also more confident than ever that, at least based on the small slice I’ve played so far, E-Day has struck the exact right balance of tried-and-true old stuff and compelling new stuff.
Playing BridgeAct 2 picks up with Marcus and Dom still in their civvies, scavenged Mark-1 Lancers in hand. They’ve arrived with fellow civilian-dressed COG soldiers Carter and Reyes at a makeshift command center with the mayor of Kolona, whom they’ve no doubt rescued in Act 1. COG officer Colonel Trench and the mayor face off about whatever the heck is happening out there – you and I both know darn well what it is, of course – and how best to handle it, leading the angry Colonel to yell at our heroes to get some armor on. And then Awesome Moment #1 happens: Marcus and Dom suit up in their familiar COG garb, flanked by Carter and Reyes in the newly christened Bravo Squad. “Guess we’re back to it,” Marcus says, and he might as well be speaking for players as well. My grin could not have been any wider.
Gears of War’s core combat has aged remarkably well over the past 20 years. However, E-Day introduces a welcome new evolution in the form of unlockable weapon mods.Venturing out into the city of Kolona, we see ash raining from a cloudy sky and remnants of once-proud buildings around us. This moment definitely hearkens back to the “destroyed beauty” aesthetic of Gears 1. We soon find our way to the heart of this chapter of gameplay: a massive suspension bridge that raises and lowers in multiple sections in order to let large ships pass underneath it. All of that was in the Before Times, of course, before actual Hell started erupting from the ground beneath the people of this city. We’re making our way towards Oria Stadium, home of the Kolona Eagles thrashball team, where civilians are being routed to in the event of the citywide disaster. But we’re going to have to fight our way there.
Combat EvolvedThis straight-ahead bridge section certainly isn’t the combat bowls we’re used to with Gears, but it’s a great way to warm up – not to mention climb up, meaning: to get a feel for using E-Day’s new verticality, i.e. you can now mantle up and over cover, including the cars that the Locust are using to shield themselves. The Mark-1 Lancer, Gnasher shotgun, Snub pistol, and frag grenades all work exactly as you remember them. Gears of War’s core combat has aged remarkably well over the past 20 years. However, E-Day introduces a welcome new evolution in the form of unlockable weapon mods. Each firearm has four total mod slots, and mods vary by weapon, of course. Every reloadable weapon, by default, gets the classic damage bonus if you nail a perfect reload; it’s called Full Metal Jacket now. But there’s a heck of a lot more than just that. For instance, on the aforementioned Gnasher – which, yes, is still your best point-blank bet for turning low-level Locust Drones into chunky-style soup – has an Auto Pouch mod that automatically reloads the shotgun when you stow it (i.e. switch weapons).
This also seems like a good time to mention the new Tactical Gear, which I unlocked at the very end of my demo build. (You got to experience these in the Versus beta weekend, if you participated.) These are short-duration (45-second) buffs with a cooldown, and they also have unlockable mod slots, none of which were available in the preview. But even without mods, the Adrenaline Injector immediately refills your health when triggered and also increases your damage dealt while decreasing damage taken. Choosing the Sonic Disruptor Tactical Gear, meanwhile, nets you a more defensive bonus: stunning low-level enemies in a cone in front of you, interrupting their attacks. With tons more of all of these left to unlock over the course of the campaign, they should add a welcome bit of personalization and gameplay customization to your playthroughs – emphasis on plural there, because I’ll be shocked if there isn’t a New Game+ available that lets you run the campaign again with all of your Tactical Gear and weapon mods available from the jump on higher difficulties.
Revved UpAfter battling our way up and across the massive Allfather’s Legacy Bridge, including fending off a couple of Boomers along the way and getting some reps in with the Breechshot (last seen in Gears of War: Judgment), we arrived at Oria Stadium, where the COG was coordinating a stressful civilian rescue operation, with lines of the city’s residents waiting to be processed and allowed into the massive facility. We entered and caught up with the quartermaster, Russ, who took a liking to Marcus because he knew his father, Adam. He asked what Bravo Squad needed, and after Marcus complained about the bayonets easily breaking off of the Mark-1 Lancers, that’s when one of the COG in our party set the chainsaw used to save Marcus’ life in Act 1, as seen in the Xbox Showcase demo, on the table. The quartermaster looks at the chainsaw with a twinkle in his eye, and, yeah…you can probably see where this is going. Awesome Moment #2: Marcus and Bravo Squad get handed the first prototype Mark-2 Lancers with chainsaw built right in. Again, the smile on my face was almost Joker-like.
We headed out from the stadium with the goal of getting across the downtown section of the city to the train station. It’s here that Awesome Moment #3 began to unfold: environmental freedom. The linear path of the bridge we’d fought across had finally given way to a larger combat space. This seems to deliberately rein in Gears 5’s huge open-world areas by instead giving you room to clear Kalona’s streets block-by-block in whatever order and fashion you choose. It’s a smaller-scale version of what we got in the last game, but based on my initial impression, it’s a more effective one. In fact, I ran through the preview build again to take a different route through Kolona, and I’m glad I did. This approach also allows for higher hidden-collectible potential (because yes, of course there are collectibles in a Gears campaign). I also enjoyed the optional secondary objectives in this section that you can opt into. In one, a family was trapped inside a convenience store, and I had to fight off a wave of Wretches before finding a way inside to free them and radio in to get them an escort to the stadium.
This was also when E-Day introduced Supply Caches, which will be scattered throughout the city and allow you to change out your weapons and mods. It’s an organic and straightforward way of letting you change up weapons on the fly without having to kill an enemy to get what you’re after.
Don’t Need No Credit Card to Ride This TrainThe all-too-soon end of my demo came in the Octus Way train station. This was a pretty sizable combat bowl, with three levels of verticality to contend with plus a left, right, and center area of the room to be keeping an eye on, lest the Locust manage to flank you from the side or from behind. It was a frantic but not overwhelming fight; we didn’t face off against the Corpser that was teased while we were clearing Kolona city blocks on our way to the train station, meaning that encounter is no doubt waiting for us later. But Octus Way Station was a good chance to try out all of the weapons (thanks to the Supply Cache in the corner of the upstairs entrance) and rev up the Lancer’s chainsaw for a few good ol’ fashioned Locust executions. Once I loaded up and stepped out of the cleared-out train station, that’s when I got the aforementioned “demo complete” message and reluctantly put down my controller.
One final note: as I mentioned, I ran through the preview twice – once on Performance graphics mode, and once on the 30fps Quality graphics mode. The latter was not running well on Xbox Series X in the preview build. It wasn’t unplayably bad by any means, but it was noticeably sub-30 in a lot of spots. I expect most people will opt for Performance mode anyway, but it’s worth noting and hoping that The Coalition is able to squeeze a few extra fps out of it in the remaining few weeks of development.
That minor complaint aside, I can’t say enough about how much I loved what I’ve played of Gears of War: E-Day’s campaign so far. Does it completely rewrite the rules of Gears? No, but I don’t think anyone – myself included – is looking for that. Besides, this prequel was never about that. It’s about getting Marcus and Dom back together and getting Gears back to its roots. And in the incredibly short slice I’ve seen so far, it absolutely accomplishes that with the highest of marks. I am now chock-full of the hype that the Xbox Showcase demo failed to give me. In the words of Marcus Fenix, sweet.
While you're here, check out these previews of other big upcoming games we've played recently!
Marvel's WolverineThe DuskbloodsRyan McCaffrey is IGN's executive editor of previews and host of IGN's weekly Xbox show, Podcast Unlocked, and a co-host of Next-Gen Console Watch. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

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.




