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Dan Houser doesn’t care that much if you get all the way to the story credits on his games, as long as you’re having fun in the worlds he’s created. “If someone enjoyed a game, that's great,” the Rockstar co-founder and Grand Theft Auto/Red Dead Redemption writer said at a panel at the Tribeca Festival in New York City on Saturday. “If you can’t finish a story, but you loved it in other ways: Great, I don't care. I mean, I would like it if you finish the story because I spent ages on it. If you enjoyed it, that's enough for you.”
Houser’s longtime creative partner Lazlow — who founded the multimedia studio Absurd Ventures with Houser after leaving Rockstar in 2020 — also sat on the panel, adding: “We also love burying very deep Easter eggs and games. Sometimes they take one or two years or longer for players to discover. I mean, we love burying stuff so deep that sometimes three or four years goes by, I'm like, ‘Maybe this makes it too hard to find.’ And somebody finds it and then it blows up on Reddit, and we're like, ‘Yay.’” Just earlier this year, Red Dead Redemption 2 players discovered a spiderweb mystery that had gone unnoticed for seven years since the game’s release.
“The whole point of an open world game is we provide guides,” Houser said. “We want you to experience the story. Our goal was always — from GTA 3 onwards — to try and get more and more people to finish the story. And the numbers went up and up; they used to be pretty level. But ultimately, that's up to the player. The players enjoy being in the world, mucking around, doing whatever they want to do, messing with the systems. The most fun thing about the game isn't any rubbish we write, it's the systems that we make.
“[What’s] always gonna be the most fun is being in this world, seeing what happens when you jump off this building, when you punch that person, you drive that car, when you interact with this thing, or that thing, whatever way,” Houser continued. “That's always gonna have a sort of magical quality to it, and we are on some level on the story side, just the icing on the cake. We can't be precious about what they do. We can encourage them to play it the way we want them to play it. But we have to give them agency.”
Lazlow also spoke to the difficulty of creating fleshed-out satirical worlds that, when they’re crafting them, seem patently deranged until reality catches up to their fiction. (It's something that The Boys also recently dealt with in its fifth season).
“We would set out with a massive list in every game of all the media that we wanted, be it a phone that you can disappear into, just like you do in the real world,” Lazlow said. “I mean, we're basically like an in-house ad agency because there would be a billboard for a brand, you'd hear a radio commercial from the same brand. You can see a TV commercial for the same brand, and then you get a pop-up on your phone for it, but it's all got to be this hyper-ridiculous satire that also speaks to the tone of that place and the vision that [Houser] has for how he wants you to experience that world.”
Lazlow specifically recalled creating GTA 5’s Jock Cranley: “The thing that became difficult as the projects took longer, is making ridiculous characters, brands, products, situations so that the world doesn't catch up with you. I remember we had a politician that we came up with in GTA that was an ex-stuntman who was running for governor, and a Hollywood guy, and he came out with this campaign ad saying that he hates the elderly, he hates crippled people, he hates the military. We're like, ‘Ha ha ha ha, this kind of crazy shit will never happen in real life.’”
Since its founding, Absurd Ventures has released the comic series American Caper via Dark Horse Comics, and the novel A Better Paradise along with an audiobook adaptation. An animated series of shorts, Absurdaverse, first premiered at the Netflix Is a Joke comedy festival, and an unnamed AAA open-world sci-fi action-adventure game set in the A Better Paradise universe is in development with South Korea’s Smilegate as publisher.


A new report has claimed Xbox CEO Asha Sharma is speeding up development on new The Elder Scrolls, Fallout, and Halo games as Microsoft considers restructuring or spinning off its gaming branch.
Details on the potential shakeup come from The Information (via Reuters), which reported on the latest in a long line of recent shifts at the company. It says that, according to three of its sources, Microsoft hasn't ruled out turning the brand into a wholly-owned subsidiary.
It's said the move could result in Xbox being operated as a joint venture with other partners or even potentially sold. Though how seriously the company is considering the potential strategy is unclear, it's reported that Microsoft currently has no imminent restructuring plans. Should such a move happen, it would fundamentally change not only one of the big three console manufacturers but the industry as a whole.
However, the move could theoretically still allow the 25-year-old gaming branch to operate within the company, just with a bit more distance from the greater Microsoft umbrella. The Information noted that, if the company were to move forward with a restructuring, it could follow the path paved by LinkedIn and GitHub, which it also operates as wholly owned subsidiaries. For now, Microsoft's goal is simply to make Xbox a more successful part of its business.
Meanwhile, Sharma is also said to be pushing development on core franchises like Halo, The Elder Scrolls, and Fallout, with the latter two being of particular interest for the Xbox boss. There's no word on how exactly Microsoft intends to allocate resources to speed up the process of delivering new games in each series or when new installments would be intended to launch.
It's also unclear if the move would result in the fast-tracking of long-awaited mainline entries like The Elder Scrolls 6 or Fallout 5, specifically, or, maybe, spin-offs or remasters, such as the rumoured Fallout 3 remaster. These are all titles Xbox publisher Bethesda Softworks has talked about in the past without assigning any sort of release date, meaning they could still be many, many years away, even if they are prioritized.
The Information reports that Microsoft CEO Satya Nadella and Chief Financial Officer Amy Hood have given Sharma the green light for extra spending when it comes to bringing big games to Xbox this fiscal year. However, the site's sources say the budget could be changed.
The report emerges at a turbulent time for Xbox. Fans of the green gaming brand celebrated its Xbox Games Showcase 2026 this past weekend after it managed to deliver big announcements for games like Gears of War: E-Day, Fable, and Spyro: A Realm Beyond.
The days that followed, however, have been met with confusion, as fans questioned its commitment to exclusive titles thanks to new reports and leaked Gears of War art featuring a PS5 logo. Xbox also outlined its plans to "reset" its gaming wing while warning of impending July layoffs just days ago.
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).


Ubisoft has published a new Assassin's Creed: Black Flag Resynced deep dive, promising loads of new content that wasn't present in the original release.
The publisher put a spyglass up to how the remake expands on the 2013 pirate game with a blog post on its website today. It's a lengthy message that teases new Blackbeard missions, reworked assassination and tailing missions, tweaked level design, a skip time feature, and more as Ubisoft does its best to justify a revisit for one of its franchise's most beloved entries.
Remakes sometimes boil down to offer little more than updated visuals and minor gameplay tweaks, but that doesn't seem to be the case for Assassin's Creed: Black Flag Resynced. The post begins with the tease that a new endgame chapter, titled "A World Without Gold," has been added, bringing eight new Blackbeard missions. Although Ubisoft revealed little about the quest, it also promised a new Sequence 8 treasure quest focused on Blackbeard, as well as a Sequence 9 quest that will "honor the legacy" of Stede Bonnet.
"Coming back to the Caribbean gave us some opportunities to address some hanging threads from the original game," game director Richard Knight said. "In the years since, players have been wondering what happened to Blackbeard and Stede, and we’ve seen Stede featured in a number of very cool movies and shows, so people know even more about his interesting life. We wanted to give both characters a proper send-off and to tie a bow on this Bonnet."
While additional Animus Rifts and Officer side missions will freshen up Edward Kenway's story, returning players will notice that the beaches and jungles of the Caribbean Sea have been reshaped over time. Creative director Paul Fu said that quests in Assassin's Creed: Black Flag Resynced have been "built from scratch," adding that directors jotted down notes while playing through the original in hopes of addressing "confusing" elements. He continued: "The result was a lot of changes – sometimes small and sometimes large – to the level and mission design."
New parkour paths, scripted events, collectibles, and layouts will be clear from Edward's first mission on, as the Ubisoft team attempted to create a more intuitive and coherent experience without compromising the original's vision. That's why you'll see the endlessly useful Rope Dart tool make a comeback with an earlier debut in Sequence 3 instead it being unlocked in Sequence 11 like in the original game.
"Many Assassination missions have also been expanded with optional objectives and secrets," says Paul. "We wanted to expand on the lore of the assassination targets without violating the original narrative. For example, in one particular mid-game assassination, you can find a target’s room (with a hidden reward) by eavesdropping on some soldiers."
One often-criticized element from the 2013 game was its easy-to-fail tailing missions. While getting caught in the original would cause instant desynchronization, players who pick up Assassin's Creed: Black Flag Resynced will have more freedom to gain the information they seek. It's a tweak that makes playing as Edward a bit more open-ended than before, while the new skip time feature gives players the freedom to mold the setting to their desires before heading into a mission.
Other highlights from Ubisoft's post include increased rewards for Playas, additional local events in the game's world, and new upgrades for Edward's Hideout. There will also be three difficulty options for players to choose from: Forgiving, Intended, and Hard.
Assassin's Creed: Black Flag Resynced launches for PC, PlayStation 5, and Xbox Series X | S July 9, 2026. For more, you can read about why we think Edward Kenway is the franchise's best assassin. You can also see our seven reasons why we're looking forward to the remake – and three reasons why we're worried about it.
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).


As the years go by and current hardware becomes increasingly incompatible with the past, the first Gothic gets harder and harder to play, making it the perfect target for a remake. The 2001 RPG is a cult classic for a reason, ahead of its time in worldbuilding and nuanced NPC interactions. While Gothic 1 Remake pulls the original into the near-modern era in terms of presentation and controls, it doesn’t touch much else. This is a mixed blessing. It’s great because Gothic already forces a higher level of engagement and immersion out of those who play it, refusing to hold your hand in a way that still resonates in 2026 – but it’s own sparks of brilliance are regularly challenged by the poor quality of its story, the inconsistent pacing of quests, and shallow combat, and none of that has changed either.
I first played Gothic soon after The Elder Scrolls 3: Morrowind, which came out around the same time. I immediately identified them as similar games in many ways, but different in at least one stark one: while they are both dense worlds designed to get lost in with lots of mysteries to find and foes to fight, Morrowind invited and encouraged me to fulfill my destiny as the hero of its clandestine peninsula, while Gothic couldn’t care less about my survival, my progress, or my fun.
Ironically named the Hero, you’ll spend much of the first half of Gothic feeling like anything but. From the moment you are dumped into The Colony, a work camp and open air prison surrounded by a magical one-way barrier, you are met with tribulations as grand as the complicated political climate that the survivors here live in and as small as the tiny critters that can one-shot you in combat if you’re not careful.
This remake’s best upgrade is easily how it looks and sounds. Gothic had a unique style even back in 2001. It was the definition of “doing a lot with a little,” thanks to low-poly models with muddy details arranged and colored in ways that really evoked a sense of place many bigger budget games didn’t. The forests have big trees that block out the light from the sun, which is a huge contrast to the brick and mortar ruins where people are making new lives. All of this has been enhanced, with modern lighting and models that make the old castles and caves of the Valley seem more like real places. The grassy and rocky lands that make up the uncivilized spaces between The Colony’s settlements look verdant and appropriately wild now.
The audio design was always strong, too, especially in the sound effects and ambient nature noises. All of those are more robust than ever, even if the droning background music selection isn’t all that special. But the best enhancement is the completely revoiced script. The original Gothic had some abysmal voice acting and this remake does a great job upping the bar to at least “good.”
Training DaysDespite the visual upgrades, Gothic is still fairly buggy. It was rare that I ever straight up crashed, but more common were weird AI behaviors. Sometimes I took a bunch of monsters just watching me run past them without any reaction whatsoever as a win, counterbalanced by all the times I had to load a past save because an NPC that I was supposed to follow got stuck, the quest I needed to finish trapped with him. For a solid chunk of Act 3, an NPC I had to recruit for a quest just followed me around aimlessly. That poor ore digger has seen things no man should…
Gothic’s difficulty is baked into its design in ways that aren't simply enemies that hit you hard. It starts with how little you are even told about how to play. The remake does you a favor the original didn't, including a small glossary of important controls for how to do basic things like pick up items and attack with bows. Otherwise, most of what you learn comes from trial and error. For instance, the lockpicking minigame, though not overly difficult to understand, is something you just have to throw yourself against until you get it, even if it means wasting a ton of picks. Thankfully, the modernized control scheme and the inclusion of controller support help sand down some of the early game edges that came from a basic inability to interact with the world around you correctly, which does get you off the blocks and into the ore mining rat race more quickly.
Combat also benefits from the revamped controls, making it easier to swing at and hit enemies. This does not make combat easier overall, however, which is still just as dangerous as it was 25 years ago. Your hero starts off weak, and even lowly molerats can send you to the game over screen in a hit or two. Leveling up gets you Learning points you can spend at trainers to raise your stats, which goes a small but gradual way towards making you dangerous in your own right. Once you get stronger gear, you stand a better chance, but weapons of any real note can be a big investment early and armor even moreso, the latter being the biggest factor in surviving more than a few blows.
You'll be pretty bad at handling any weapon you pick up without training. It's cool to see the difference between wielding a one-handed weapon untrained vs trained (or eventually mastered). Untrained, you clutch a short sword with both hands for dear life, flailing awkwardly with every swing, while trained attacks can flow into combos with the proper timing, and can critically hit enemies. This is a fun example of a game’s storytelling goals being met with both interactive and non-interactive elements at the same time, but it still means that melee combat feels bad for a large chunk of the early game, only getting better if you can scrounge together enough money and save up a couple of levels worth of Learning points to get trained. And even after that investment, while the act of swinging a sword feels better, the actual action never evolves beyond standing in front of bad guys and bashing them until you or they are dead.
Leaning on ranged attacks from a bow or crossbow is the safest (and most costly) early game option, and though training makes your shots more accurate over long distances, it's an approach that evolves even less than melee. Magic does help both of these strategies, with offensive spells that are just better ranged attacks like fireballs, or support options that can change the size of enemies or summon monsters to help you out. Some of these spells can even have out-of-combat utility, like transforming yourself into a bloodfly so that you can fly from place to place and cut down travel time. But magic doesn't become a real factor until the mid-game, and by then you’re probably pretty well invested in other skills and stats, making the pivot to a “magic-based” build a hard task unless you plan well in advance.
You can learn all sorts of other skills that affect how you play, like investing in acrobatics so that you take less fall damage but also get a dodge roll. Every time I made a big investment in a skill or equipment, these changes were noticeably impactful. I got stuck on a boss for a while, and when I finally decided to try out Remake’s new branching armor paths (which allow you to improve armor in stages) it made the difference. But it often felt like I had to grind either to make Gothic 1 Remake feel good to play at all, or just to raise my stats so that I could endure cheesy enemy attacks for long enough to hit back. I never had to gain any actual skill, I just had to be more annoyingly determined than my enemies. I guess there's some sort of message in there somewhere?
Listen and LearnInformation about this world has to be teased out of it, either by talking to its denizens or picking up context clues from the environment. When agreeing to quests, don’t expect objective markers to appear on your map to guide you. Hell, don’t even expect a map at all unless you plan to buy or steal one first. Especially in the early hours, Gothic trains you to pay close attention to what you see and hear. It can feel daunting at first, trying to remember where specific NPCs are at certain times of day or establish who the most important people in town are based on their jobs or how other people talk about them. Your screens are free from the tooltip detritus of modern games of this ilk, but the reward for engaging with the Gothic at this level is how great it felt every time I could navigate to a point of interest on the map based on memory and context clues alone.
Unfortunately, the overall story of Gothic doesn’t fulfill the promise of its great setting and world. The denizens of the mining colony have basically revolted and set up several microgovernments, each with their own hierarchy, economies, and organizational goals. You’ll need to join in with one of the three camps early in order to get a stable foothold in the region and start working towards your own personal agenda. Each of these camps are unique from one another and present different social and moral quandaries that are really cool to exist among. The Old Camp is the largest and most established and does the most direct interaction with the outside world, but it's also the most obviously corrupt. The Swamp Camp is a cult-led theocracy out in the wetlands filled with people who pray to a new forbidden god now that they are out of the reach of the mainland church. The New Camp is a hodgepodge of people who don’t want to live in the former camps, and is largely a pretty ruthless meritocracy where the strong and capable can have anything they want.
I spent my playthrough getting into the good graces of the Old Camp, which meant impressing its leader, Gomez, enough for him to elevate me into his troop of personal guards. To do that, I had to spend a lot of time in the camp schmoozing his people enough to vouch for me, which meant doing favors for them or catching their attention in other ways. It also meant navigating the social structure of the place, sometimes the hard way. Elite guards patrol different sections of the camp and run protection rackets for the people in their districts. They would constantly try to shake me down for money in a “it would be a shame if something happened to you” kind of way, and more than once co-conspirators would try to set you up to have that thing happen to you if you don't. They all have allegiances to their own paying customers, of course, so if you get into a fight in a place where you didn’t pay a guard but your opponent did, they will act accordingly.
This attempt at immersion doesn’t always land consistently, though. While most citizens in these settlements are pretty vigilant against weird and potentially criminal behavior by you, it's easy to avoid any real consequences if you're caught. People will stop and make a fuss if you walk into a house uninvited, but so long as you leave before someone starts swinging, everyone goes back to normal. I was caught more than once failing to pick the lock on someone's personal treasure chest, but I simply walked out of the room before they questioned me and they never brought it up again. It's the kind of videogamey stuff that happens all the time, but it stands out as odd in a game that has such an emphasis on character behavior and relationships.
Not every camp approaches social dynamics the way the Old Camp does, but in the early parts of Gothic at least, you’ll find a surprising wealth of these social lattices. Lots of early quests put your dedication to joining a camp in direct conflict with your relationship with a different camp, meaning choices can have pretty definitive outcomes depending on how you navigate them. One quest had me chasing a guy out of town at the direction of a guard captain, only for a different guard to get mad at me about it because that person was his main source of smuggled goods. This sort of dynamic-feeling social structure was always Gothic’s biggest strength and it goes untouched in the remake. That unfortunately also means that when the main story finally gets into full swing and the rote “save the world” tale spins up, the complete shift away from all this nuance makes the back half of this game comparatively boring. This is exacerbated by just how jarringly paced the quests in the final acts can be. So many of them require meeting the only guy who can help you do a thing, but proving your worth to that guy then means hunting X of a certain monster first. It feels like homework, not heroism.
That isn’t to say that the parts that work are perfect, anyway. You’ll fight boredom throughout thanks to the uneven story pacing in every act, even with this remake’s occasional attempts to smooth the transition between major plot points by changing a quest in key ways. Back to the Old Camp example, you can impress everyone you need to impress to get a meeting with Gomez, but you still can’t actually do that until you hit level five, which means you may have to go out and grind or spend some time in other camps you don’t intend to join just to find some way to get enough experience points to meet this arbitrary goal. These gaps spent wandering around doing busy work were at least sometimes rewarded by small but neat discoveries in the wild early on, though those were mostly a new plot point that let you feel your way through the dense tapestry of the world some more.
The Remake does bring a wealth of new sidequests that gives you many more opportunities to submerge into and affect the world in small ways. One that lets you get a measure of revenge on a jerk you meet very early on is among the best, but my favorite is easily when you learn the tricks to train your very own rideable scavenger bird (think dinosaur chocobo). As a returning player, the process of discovering genuinely new things to do was just as pleasant as it was to see all the regular stuff the first time. Which is to say, it was often just as interesting and valuable as it was tedious.


Before the set launches on June 26, you can preorder the Magic: The Gathering Marvel Super Heroes Jumpstart Booster box for $114.93, 31% off the sticker price of $167.76. It's sold and shipped by a third party, but there are a few trustworthy vendors for trading card games on Amazon and Collectors Expedition is one of them.
New Price Drop on Marvel Super Heroes Jumpstart Booster BoxEach Marvel Super Heroes Jumpstart booster box comes with 24 Jumpstart booster packs. Compared to regular Play or Collector booster packs, Jumpstart boosters each contain 20 cards instead of 15. And each pack has a one in 51 chance of encompassing an entire Marvel Super Heroes or villains theme. Playing Magic Jumpstart kits are slightly different than a traditional game of Magic. Here, you'll open two packs, shuffle them together to form a synergistic 40-card deck, and do battle from there. So the Jumpstart box is both a great way to introduce new players to Magic by teaching them the basic mechanics and rules, but a fun alternative way to play for those who constantly grind Commander or competitive matches.
The Marvel Super Heroes Jumpstart set come with over 180 brand new cards, and Marvel Super Heroes as a whole will introduce over 600 new mechanically unique cards into Magic's ever-growing library.
Is this a good deal?It's not entirely uncommon for MTG preorders to get discounted closer to their release date, but it's not usually by very much. This is the best price we've seen on this booster set on Amazon since preorders were announced and it seems unlikely it will get discounted any further before release. With that in mind, you can definitely expect this set to get a bigger price cut sometime after it releases. So if you don't care about grabbing a box ahead of release date, it's probably better to wait for a better discount later this year.
Myles Obenza is a freelance writer for IGN. Follow him on Bluesky @mylesobenza.bsky.social.

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.




