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Nintendo Denies Using GenAI in My Mario Promotional Images

New year, new me, but the same controversies around AI-generated content, be it in advertising or video game development, continue. The latest, surprisingly, is Nintendo, which introduced the My Mario product range, described as “a collection of products, games, and experiences inspired by Mario and his Mushroom Kingdom friends, designed for young children and their parents.”

A cute enough sentiment to introduce younger folk to the Mario franchise before their dexterity allows them to experience the games. There’s just one problem: Many called out the tweet’s images for reportedly being AI-generated. These include one where a model’s fingers were seemingly too long, as noted by Yelowin on Twitter.

The plot further thickens with model Brittoni O’myah Sinclair denying that GenAI was used in the images. “As one of the models, I can promise you this is not AI, guys,” she said in the comments of a post (shared by Insider-Gaming’s Robert DeFelice on Twitter).

If that wasn’t enough, Nintendo straight up told DeFelice that it didn’t use any generative AI. And while this could be a case of mistaken observations, the debate over GenAI tools remains as relevant as ever. Last year, companies like Electronic Arts and Square Enix announced commitments to AI.

Even beloved developers like Larian announced the use of AI for developing concept art in Divinity (before eventually backtracking). That doesn’t mean it won’t explore possibilities for future development, though. Whether you believe Nintendo or not, at least it’s steering away from the same (for now).

Introducing My Mario, a collection of products, games, and experiences inspired by Mario and his Mushroom Kingdom friends, designed for young children and their parents. Select My Mario products will be available at Nintendo NEW YORK and Nintendo SAN FRANCISCO on Feb 19. pic.twitter.com/Dazl6sHLM9

— Nintendo NY | SAN FRANCISCO (@NintendoStoreUS) January 8, 2026

Everyone’s talking about the one thumb but this one’s also abnormally long and weird (fingers too) pic.twitter.com/HZtBKm1HJK

— Yelowin (@Yelowin1) January 10, 2026

Brittoni O'myah Sinclair, one of the models in Nintendo's My Mario campaign, denies using Gen AI in the promo material. pic.twitter.com/awyNxXwJLa

— Robert DeFelice (@dudefelice) January 10, 2026

Call of Duty Player Base Drops to Historic Lows on Steam

Seeing Battlefield 6 go from over 700,000 peak concurrent players on Steam to barely scraping past 100,000 is certainly something, especially as ARC Raiders’ popularity increases. But it’s still far better than Call of Duty, which hit nearly 53,000 concurrent players in the past 24 hours on the platform.

Why is that a problem? The Call of Duty App doesn’t just include Call of Duty: Black Ops 7, which launched last year to underwhelming reviews due to its campaign. It also tracks Black Ops 6, Warzone, the Modern Warfare series, and much more. Keep in mind that these player counts follow Holiday discounts and even a free week. The sad part is that this isn’t even the lowest in the past week, as it reached 39,015 peak concurrent players on January 8th.

Of course, none of this changes the fact that Call of Duty: Black Ops 7 topped last November’s US sales charts (even if Battlefield 6 emerged as the top-selling premium game of 2026). Engagement with the app on consoles in the region was also as strong as ever, only lagging behind Fortnite and eking out ahead of Grand Theft Auto 5.

Nevertheless, Activision has pivoted significantly by announcing that it would no longer release back-to-back Modern Warfare and Black Ops titles. “We will drive innovation that is meaningful, not incremental. While we aren’t sharing those plans today, we look forward to doing so when the time is right.” Its developers have apparently been building the “next era of Call of Duty,” and judging by the current release cycle, it may be Modern Warfare 4.

In the meantime, check out our review for Call of Duty: Black Ops 7 here. We gave it a five out of ten for the multiplayer (despite netcode and hit registration issues), and Zombies (despite the overtly safe gameplay loop). The campaign is an utter disaster, but at least Treyarch released an update to let you skip it and go straight to Endgame.

Assetto Corsa EVO’s Eifel Free Roam Goes Live in 2026, Promises “Most Accurate Representation”

Following its silence last year, Kunos Simulazioni has announced that Assetto Corsa EVO’s Eifel Free Roam mode will arrive in 2026. To further showcase the progress made, it released a new teaser video, which is as curious as it is lovingly detailed. Check it out below.

The teaser sees the player finishing up on a track and hanging around to wait for more data before suddenly zooming out to reveal the massive complex. Cut to other notable areas in Nürburgring, including a castle on a hill, wind turbines amid a dense forest, and the gorgeously lit nighttime streets in the city. There are even NPCs roaming around, going about their business, and even some wildlife out in the fields.

Given the size of the studio and its resources, the scale is quite impressive. It ends with the player driving through the world at high speed, and suddenly, we’re worried about everyone else unfortunate enough to cross their path.

Whether you fancy a quick drive or something more relaxing, Kunos Simulazioni promises the “most accurate representation” of the region, where “every road is designed to make every kind of car feel perfectly at home.” Of course, there’s currently no concrete release window for the mode, so stay tuned for further announcements in the coming months.

Assetto Corsa EVO is available for PC via Steam Early Access. Despite a problematic launch, it picked up within the first month – check out our review for more details. Subsequent updates would add Open Mode, Career Mode and modding tools alongside new cars, tracks, and improvements to audio, drivetrain physics, and more.

Xbox Developer_Direct’s Fourth “Secret” Game is Allegedly From A First-Party Studio – Rumor

If you forget about the New Game+ Showcase, then the Xbox Developer_Direct looks to be the first major “Direct” style presentation for the year, as is tradition. Microsoft has already confirmed the presence of Fable, Forza Horizon 6 and Beast of Reincarnation, but there are rumors of a “secret” fourth title. Which is par for the course, honestly – remember when Hi-Fi Rush exploded into the world?

Insider Shinobi602 initially reported this, noting that he was “not very excited” based on his personal tastes, without mentioning any further details. VGC’s Andy Robinson followed up by alleging that it would be a third-party title. However, the site has since posted a correction. “This is a smaller original game from a first-party studio, and not a third-party game.”

Let the speculation run wild, especially considering rumors of Obsidian Entertainment working on four new games. Perhaps a sequel to Pentiment is on the cards? Of course, there’s also Double Fine Productions, which released Keeper last year but could have another project, this one directed by Tim Schafer, to showcase.

Could we perhaps see something from Ninja Theory? Hellblade 3 doesn’t seem all that likely, especially given how long ago the studio’s next project was allegedly greenlit. However, there is Project: Mara, which the studio has been quietly working on in the background since 2020.

With the Developer_Direct set for January 22nd, the wait is excruciating. Interestingly, we may get some other bombshell announcements, including Fable allegedly launching day and date on PS5 alongside Xbox Series X/S and PC.

CORRECTION: VGC has since been told this is a smaller original game from a first-party studio, and not a third-party game, as first reported. Apologies for the mix-up. https://t.co/VO3Zt03ipE

— Andy Robinson (@Andy_VGC) January 9, 2026

Forza Horizon 5 Has Reportedly Sold Over 5 Million Units on PS5

Senua’s Saga: Hellblade 2, Indiana Jones and the Great Circle, Gears of War: Reloaded – last year saw several once-exclusive Xbox titles making the jump to PS5. However, the undisputed most popular port is Playground Games’ Forza Horizon 5. Initially launched in 2021, the open-world racer reportedly passed five million sales on Sony’s console last week, according to Alinea Analytics’ Rhys Elliott.

“That’s over $300 million in revenue from a port of a four-year-old game,” he said. “Xbox’s move to third-party is no mystery, especially given Microsoft’s lofty profitability mandates.”

Forza Horizon 6 is the first title in the franchise to be available on a rival console. There’s also the fact that Forza Horizon 5 has been consistently popular since its release (which had more than ten million players in the first week). Combined with the fact that Playground Games continues to offer new content and features, the PS5 version’s success makes sense.

It’s thus more than a little odd that Microsoft wouldn’t prioritize launching Forza Horizon 6 on the PS5 alongside other platforms. Instead, it’s arriving sometime after the Xbox Series X/S and PC versions, which allegedly launch in the first half of this year. Lest you think this is a tactic to push more players to pick up the Xbox version or even purchase Game Pass, the staggered release is apparently due to the PS5 version not being ready.

A source revealed this to VGC’s Andy Robinson, which he found to be a little far-fetched. Nevertheless, you can expect Forza Horizon 6 to be an even bigger success than its predecessor, especially since it finally sees the series venturing to Japan. You can learn more on January 22nd during the Xbox Developer_Direct ’26, which will also feature Fable, Beast of Reincarnation and an alleged fourth game that’s currently a “secret.”

Forza Horizon 5 crossed 5 million copies sold on PS5 this week (@alineaanalytics estimates)

That's over $300M in revenue from a port of a four-year old game.

Xbox's move to third-party is no mystery, especially given Microsoft's lofty profitability mandates.

— Rhys Elliott (@superhys) January 9, 2026

Helldivers 2 Teases Mysterious Illuminate Structure in New Major Order Video

Between Automatons, Terminids, and the returning Illuminate – not to mention volcanic worlds and bug-infested catacombs – Helldivers 2 players have surmounted all kinds of challenges since launch. That could change very soon, as players on Reddit briefly spotted a new Illuminate structure in the latest Major Order’s news reel.

Why is this significant? Well, as Arrowhead Games Studio CEO Shams Jorjani noted in an impromptu Discord Q&A, the next major update will apparently see a “lot of Helldivers” dying. Death isn’t anything new for Super Earth’s elite forces, but this structure is all the more foreboding given how powerful the Illuminate have historically proven.

Of course, as has traditionally been the case, you can probably expect some new weapons to help even the odds. The last Premium Warbond added an assault rifle/grenade launcher combo and the Maxigun, fulfilling many a player’s long-standing Rambo fantasies. There’s also the Killzone Legendary Warbond, which has permanently returned and offers some fantastic weapons based on Guerrilla Games’ first-person shooter franchise.

You can likely expect an announcement in the coming weeks for the next update, so stay tuned. Maybe it will include the rogue-lite mode that Arrowhead had been prototyping, which “fundamentally” alters the game.

Helldivers 2 is available for PS5, PC, and most recently, Xbox Series X/S. Check out our review for the latter here.

MAJOR ORDER: The Star of Peace continues its march toward readiness, with its primary optical array now under construction.

This historic upgrade will convert the Democracy Space Station (DSS) into a macro-scale laser, capable of generating a high-yield beam optimized for mass… pic.twitter.com/uwgxmebhnl

— HELLDIVERS™ 2 (@helldivers2) January 8, 2026

Fable is Launching Day-and-Date on PS5, But Forza Horizon 6 Apparently “Wasn’t Ready” – Rumor

This year’s Xbox Developer_Direct is on January 22nd, and Playground Games is bringing both of its big titles – Forza Horizon 6 and Fable. The former will receive its first-ever gameplay reveal while the latter gets a deep dive into its lovely fantasy world. Interestingly, while Forza Horizon 6 is PS5-bound at a later date, it seems that Fable could be a day-and-date multiplatform release.

This is according to VGC’s Andy Robinson, who shared on the site’s latest podcast, “Fable’s day and date. That’s what I’ve been told. Those are the sort of details where insiders misstep, right? Those are the sorts of details that can be changed a week before or a day before. The other stuff is kind of like a bit more set in stone. Yes, it’s coming to PlayStation 5.” Perhaps more intriguing is that the studio has reportedly been “targeting PS5 for a while.”

Why isn’t Forza Horizon 6 getting the same treatment, especially with how successful Forza Horizon 5 was on PS5? It’s also arguably the bigger brand, appealing to a larger spectrum of consumers. Robinson doesn’t know the “full story,” but heard that, allegedly, “It just wasn’t ready. I don’t know how true that is, because I mean, it’s going to be absolutely massive, but that game would be absolutely massive if it’s launching on everything day one, right? You’d kind of think that’s a bit of a hindrance for them.

“I mean, even Xbox stalwarts are starting to drift away from playing on the console now. It’ll have a humongous PC launch, but PS5, I mean, look at Indiana Jones: The Great Circle. It did so well when it came out on PS5 afterwards.” And yet here we are with Forza Horizon 6 arriving who-knows-when. That said, Robinson imagines that the team (which includes Turn 10 Studios) will “do their best to get that out as soon as they can.”

Fable is confirmed for Xbox Series X/S and PC, and hasn’t really had an extensive showing since its announcement in July 2020. Plenty of stories have circulated about development troubles, and though its delay from 2025 to 2026 didn’t inspire much confidence, Xbox Game Studios head Craig Duncan promised it would be “worth the wait.”

As for Forza Horizon 6, it’s finally taking the series to Japan while delivering Playground Games’ biggest map to date. You can expect seasons to play a major part in the gameplay, and there will be a “broad range” of cars, but the team is also looking at capturing the nation’s atmosphere in every possible way. The open-world racer is rumored to launch in the first half of 2026, which means a potential release date announcement during the Developer_Direct.

Baldur’s Gate 3 Isn’t Coming to Nintendo Switch 2, Says Larian CEO: “It Wasn’t Our Decision to Make”

While the specter of GenAI in Divinity has been mitigated thanks to Larian’s recent Reddit AMA, there’s bad news for Nintendo Switch 2 players. Despite rumors in the past about a potential release, Baldur’s Gate 3 will not be coming to the platform.

According to Larian CEO Swen Vincke, “We would have loved to, but it wasn’t our decision to make.” No further explanation as to why, sadly.

However, insider NateTheHate shed further light on this on Twitter. “This is the unfortunate truth. While Larian would love to bring Baldur’s Gate 3 to the Switch 2… their relationship with Hasbro/Wizards of the Coast is not healthy.” While he heard that a port wasn’t happening “late last year,” he needed more sources to verify the same (and you can’t get a much more reliable source than the studio’s CEO).

Exactly why the relationship between the two companies isn’t healthy remains unknown, especially since Baldur’s Gate 3 ended up a huge success for Hasbro. It earned $90 million for the latter just a few months after leaving early access and eventually selling over 20 million units. Perhaps it has to do with Larian initially working on another Dungeons and Dragons project, but ultimately abandoning it because the team’s heart wasn’t in it.

As for Divinity, it doesn’t have a release date, but it could opt for the early access route like the studio’s previous titles. At this point, the role-playing game is confirmed to be Larian’s biggest game ever, with turn-based combat and co-op support. For those who never played the previous games, Vincke previously confirmed that you can still enjoy the story, though long-time fans will obviously gain more from it.

This is the unfortunate truth.

While Larian would love to bring Baldur's Gate 3 to the Switch 2… their relationship with Hasbro/Wizards of the Coast is not healthy.

Late last year, I heard BG3 for SW2 was not happening; but needed more sources to verify. pic.twitter.com/MM5iDqjfrG

— NateTheHate2 (@NateTheHate2) January 9, 2026

Final Fantasy 7 Remake Trilogy Includes Spin-off Characters to “Bring a Fresh Feel,” Says Director

Amid all the waiting for Final Fantasy 7 Remake Part 3 – which has two final names and internal announcement date – it is funny to stop and think how the development team handled a project of this magnitude. After all, it doesn’t just factor in the original Final Fantasy 7 story, but also those of its spin-offs, thus creating a “fresh feel,” according to director Naoki Hamaguchi.

Speaking to GamerBraves in a new interview, he said. “Even from members such as creative director (Tetsuya) Nomura and producer (Yoshinori) Kitase, they didn’t just want to make a remake. They wanted to make a story that could include the compilation of the spin-offs and the soul that they have birthed across the years into this new project, and bring a fresh feel to Final Fantasy 7.”

Obviously, it’s not a simple matter of simply shoving in their stories – context matters, especially when it comes to characters who didn’t exist in the original. After all, where would that leave fans who never played the spin-offs (and given the quality of offerings like Dirge of Cerberus, you can’t really blame them)?

Hamaguchi said, “As a compilation of all these new stories that came post the original Final Fantasy 7, one of the things we sort of grappled with is how much do we show, how much do we include [for] players who wouldn’t know these new characters from the spin-offs.

“When discussing the limits of what we could express within a single game, we had to take timelines into account. At the same time, with many Final Fantasy spin-offs and additions including popular characters not in the original, we considered how much we could include to give players of the remake a fresh sense of life and excitement.”

Of course, other elements bring a degree of freshness to Final Fantasy 7 Remake, which have garnered mixed reactions (if you know, you know). But one thing is for sure: It’s been one hell of a ride, and fans are eager to see where it goes next.

So, when does Final Fantasy 7 Remake Part 3, or whatever it ends up called, actually release? Your guess is as good as ours, but last October, Hamaguchi said the project was in a “really good state,” and that’s turning into something “really satisfying.” Last month, he commented that the “core game experience” is complete, and how it’s “finally starting to match the vision.” That includes “a new experience and a new scale,” with the Highwind airship forming a “key” part of the same.

ARC Raiders Saw “A Little Over 1 Million Players” Reset Their Progress in First Expedition

Seasonal wipes are always a dicey proposition in an extraction shooter. On the one hand, it offers a level playing field for everyone; on the other, seeing all that hard-earned progress effectively whittled away can be demoralizing. For ARC Raiders, Embark Studios put the power in players’ hands, allowing them to voluntarily wipe their progress and begin from zero…with a few bonuses and rewards.

Known as Expeditions, the first began last month when Cold Snap dropped, and it saw a “little over a million players,” according to design director Virgil Watkins. However, the team doesn’t consider the current iteration perfect by any means.

“One of the bigger topics [of feedback] was the requirements for the final stage to get the skill points, and probably going out a bit too late with that information, because we wanted to hold off until we could calibrate it around the actual economy of the player base, rather than trying to guess really early on,” he told PCGamesN. “So then, when we chose the number, which was the five million credits for the full thing, [we set] that as an aspirational goal that some players might achieve. But then I think a lot of players took that as like, ‘Well, now I have to do that to get it.'”

Aside from the above-noted figure, Watkins says that “something close to about 35% or 40% of those players did get the full skill points,” which is also impressive. However, Embark wants to incentivize players to use their hard-earned weapons instead of simply scrounging for spare change when the Expedition deadline approaches.

“We completely acknowledge that it isn’t the most engaging thing to just go for money, [and it has] the potential outcome of disincentivizing using your gear, which is kind of what people look forward to towards the end of a reset cycle. So yeah, we’re looking at revisions on that.”

It also wants to offer “a little more variety” and “incentivize” players, especially for those who haven’t quite reached the requirements (either due to time or other reasons). That’s on top of looking at how those who undertook an Expedition are “reacting to the rewards they got.”

There’s still plenty of time until the next Expedition, so we may see some changes in the coming weeks. While Embark hasn’t outlined the next major update for ARC Raiders, it has discussed plans to better detect and combat cheaters, especially following an uptick in the same over the past few weeks. You can also expect balance adjustments for the Trigger Nade, Stitcher, Kettle, and more, so stay tuned for updates.

CDPR Wants 3 Witcher Games in 6 Years – Is That Even Possible?

If there was any way to deflate someone before The Game Awards, it’s with the words, “No new Witcher 4 content.” Sad but true. After last year’s surprise trailer, CD Projekt RED will be content to sit back and enjoy the show (and maybe even net that Most Anticipated Game award).

That doesn’t mean we don’t have plenty of other details to keep us busy, like the fact that The Witcher 4 isn’t launching next year, according to studio co-CEO Michał Nowakowski. Was it that obvious, especially after the company said we wouldn’t see it until 2027 at the earliest? Probably not, but development is proceeding as planned since it entered full production last year.

Since then, we’ve had some great new reveals, from the Unreal Engine 5 tech showcase to the potential inclusion of plot elements from the upcoming Crossroads of Ravens prequel novel. CD Projekt RED recently confirmed that the development team consists of 447 members, a whopping increase of three developers over the previous quarter. It may not seem like much, but it likely includes Karel Kolmann, game designer on Kingdom Come: Deliverance 2, who’s joined as a senior quest designer, and that’s great news.

But the most interesting bit to emerge from a post-financials conference for the CD Projekt Group is that the team will still deliver the new Witcher trilogy within the promised six-year period. Remember when it was still called Project Polaris? That promise, which seemed borderline unbelievable at the time.

Nowakowski talked about how happy the team has been with Unreal Engine 5, how it’s evolving, and “how we are learning how to make it work within a huge open-world game, as The Witcher 4 is meant to be.” And when prompted about whether this meant a “shorter and more predictable cadence” for the sequels, he responded, “In a way, yes, I do believe that further games should be delivered in a shorter period of time – as we had stated before, our plan still is to launch the whole trilogy within a six-year period, so yes, that would mean we would plan to have a shorter development time between The Witcher 4 and The Witcher 5, between The Witcher 5 and The Witcher 6 and so on.”

So there you go, The Witcher 5 and The Witcher 6, officially named and confirmed. All joking aside, it still feels like a near-impossible proposition, especially with CD Projekt RED planning to allocate more resources and development team members to Cyberpunk 2077’s sequel, Project Orion (aka, the tentatively named Cyberpunk 2). After all, The Witcher was released in 2007, followed by The Witcher 2: Assassins of Kings in 2011 and The Witcher 3: Wild Hunt in 2015 – an eight-year journey, that too one where crunch became increasingly common at the studio.

The big difference is that the first game utilized a completely different engine (BioWare’s Aurora, funnily enough) from the others, which were built on the studio’s own REDengine. And one look at The Witcher 2 and 3 will tell you that a lot of work went into raising the bar for the latter, so probably not the best comparison.

Instead, we can actually look at a completely different trilogy – Mass Effect. BioWare utilized Unreal Engine 3 for all three titles – Mass Effect 1 in 2007, Mass Effect 2 in 2010 and Mass Effect 3 in 2012. They all released within the same console generation, though it’s obvious that the third game built on much of the second’s groundwork.

The Witcher 4_01

But once again, BioWare had to essentially rush to complete the third game within two years – a process that left everyone at the studio fried. Worst of all, they didn’t even get much chance to rest, as they had to shift to Dragon Age: Inquisition and crunch once more. Still, three titles in five years, all Game of the Year contenders – ending controversies notwithstanding – is still impressive.

So in a way, it is possible, but the biggest worry is whether CD Projekt RED will have to crunch to achieve this for the new Witcher trilogy. One possibility is that it’s already building out much of what it will require to develop subsequent titles. After all, Polaris was announced in 2022, and the studio has been working with Unreal Engine 5 for over four years, meaning development began even sooner. If The Witcher 4 arrives by late 2027 or early 2028, is it all that unreasonable to assume that all those years would have been enough time to deliver one full-fledged Witcher title, the biggest yet, and to lay the groundwork for its sequels?

“But what about Cyberpunk 2?” is the obvious question, especially how it would impact development. Wouldn’t expanding its development studios over the next two years negatively impact the new Witcher trilogy? I actually have a theory on that.

CD Projekt RED has said plenty about building up its new Boston studio, so it’s more likely to hire new developers to increase its numbers. A job listing from last September for a Lead Network Engineer also hints that there will be multiplayer. That means post-launch content (aside from a potential expansion or two), and for that, a dedicated studio would be necessary.

And even if that doesn’t happen, it’s more evident than ever that the IP is a long-term franchise for CD Projekt RED. Cyberpunk 2077 is currently their biggest revenue earner, reaching 35 million sold faster than The Witcher 3. It’s essentially their Grand Theft Auto (The Witcher being Red Dead Redemption in this case). If all the tie-ups and collaborations, including the upcoming Edgerunners 2, are any indication, this is essentially a different revenue stream for the company. While it’s still possible that it would shift developers between projects, it’s unlikely that the majority of The Witcher 4’s team would shift to Cyberpunk 2. Keeping the team together to deliver this trilogy makes far more sense (see Final Fantasy 7 Remake).

The Witcher 4_03

Of course, this is assuming that CD Projekt RED is committed to its vision for both games and that there are no hiccups. One benefit of this promised timeline is that it all hinges on when The Witcher 4 will release. And while I doubt the higher-ups want a GTA 6-style delay, there is definitely some breathing room for their developers. If Phantom Liberty is any indication (over 10 million sold and counting), the company is probably realizing the benefits of avoiding crunch or massive overhauls in the end stretch.

Too long, didn’t watch, the answer is: Yes, we could very well see The Witcher 4, 5 and 6 release within six years of each other. Would it be too much of an oversaturation? Unlikely – The Witcher 4 is guaranteed to be a best-seller, simply on name value alone. If The Witcher 5 arrives about two or three years later and sets up a major hook for The Witcher 6 to deliver an incredible finale, then it could end up as one of the best video game trilogies of all time (if not the best).

CD Projekt RED has all the time in the world to knock it out of the park, but either way, even with all the preparation in the world, it’s going to be a mad sprint for home base.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

Octopath Traveler 0 Review – The Power of Eight

Considering how much more common the HD-2D art style has become in RPGs, whether in the Dragon Quest remakes or Triangle Strategy, I always find the originator, Octopath Traveler, so fascinating. A Boost mechanic in combat akin to Bravely Default? Multiple playable characters, each with their own unique starting stories and quests a la SaGa, but with unique Path actions that lean into their desired professions? It all feels so right, and yet, I’ve often struggled to really identify the series as one of the more must-play RPGs.

So it’s fitting in many ways that Octopath Traveler 0 should break so many of those established conventions in favor of trying new things, like a customizable protagonist, town-building mechanics, and even deploying eight characters in front and back rows during combat a la Suikoden. It still retains the relative freedom of its predecessors – heck, it’s probably even more free-form, which may appeal to a certain contingent of RPG fans. However, this presents its own share of awkwardness, especially with the plot and characters.

First things first, this is essentially a console version of Octopath Traveler: Champions of the Continent, a mobile-only prequel to the main series. You play as a resident of Wishvale, a quaint little town that’s suddenly burned to the ground by Tytos and the Scarlet Wings. Barely escaping with your childhood, Stia, thanks to the mysterious scholar Nomos, you’re gifted with the Ring of the Flamebringer, one of eight powerful rings scattered through the continent of Osterra. As it turns out, Tytos wasn’t working alone – Herminia, the “Witch of Greed”, and Auguste, the “Playwright”, also had a hand in Wishvale’s destruction.

Octopath Traveler 0_02

"As quickly as tragedy hits Wishvale, making it difficult to really form a connection with what’s supposed to be the focal point of your restoration efforts, Octopath Traveler 0 bridges that in other ways."

From the outset, you have two main goals – rebuilding the town and making it even better than ever with Stia, or venturing forth and exacting vengeance on the big three, taking their rings as rewards. Of course, there’s more beyond that, but this is the humblest of beginnings, as you scrounge up new gear, items, money, settlers, the works.

The problems begin almost immediately because of the nature of the protagonist. As cliched as the start may be, with your character being the chosen one and whatnot, they don’t really have any dialogue to speak of. You can customize their backstory, including their favorite dish (and it does have story implications), but the lack of any real response outside the limited expressions and animations, especially during some of the more emotionally hard-hitting scenes, just doesn’t work.

As quickly as tragedy hits Wishvale, making it difficult to really form a connection with what’s supposed to be the focal point of your restoration efforts, Octopath Traveler 0 bridges that in other ways. Constructing a new building would trigger a flashback to better days, for example. Running after Phenn, one of your earliest and most important allies in the early going, reveals the trauma he faced in trying to rescue any survivors. Credit where it’s due for his recruitment “quest” – it’s not very long, but it goes beyond survivor’s guilt into really tapping into the core of his connection to Wishvale.

This isn’t to say that other companions and settlers have the same level of depth when it comes time to gather your party. Alexia, for example, is all about inquiring about her paper. Five seconds and an acknowledgement of your status as a ring-bearer, and she’s a trusted ally. At least her interest in exploring ruins gives me a reason to backtrack to certain locations, and she’s quite the magic wielder. Otherwise, getting new residents for Wishvale 2.0 is more a matter of finding and asking.

Couple this with the voice acting, which ranges from solid to slightly overdone, and getting behind this cast of would-be heroes/burgeoning community can be tough. At the very least, Phenn and Stia sound believable enough, and Auguste comes across as the right amount of creepy without going completely overboard.

Octopath Traveler 0

"The biggest potential downside is that you can’t mix and match Support Skills from other Jobs. However, it does make each character that much more unique as they fit specific archetypes – and the fact that there are eight in a single party further alleviates these issues."

When it comes to the actual exploration, Octopath Traveler 0 really makes no bones about letting you go anywhere. Choose one of the three to face first or simply explore the continent, interacting with various NPCs, using different Path actions to extract info/get into fights/get free items, and more. Initially, this gameplay loop can get quite tedious, especially because enemies don’t scale to your level and most encounters are random. This means fighting the same underpowered mobs that give little to no XP as you backtrack through similar areas.

It becomes less annoying once you’ve unlocked more towns to fast travel to, allowing more seamless access to higher-level areas. The town-building aspect is also fairly seamless – creating new housing, decorations and other facilities isn’t much of a hassle or major resource sink. Once you’ve assigned different residents, they can perform functions like material gathering, further cutting down on having to revisit specific locations to acquire materials and slog through any unnecessary encounters.

All that being said, I actually enjoyed Octopath Traveler 0’s combat quite a lot. It starts simple enough – each turn grants one Boost Point, and you have SP to unleash skills. Save up enough BP, and you can boost anything – attacks, skills, even the new Ultimate techniques – for more potent effects, which is essential for breaking an enemy and leaving them temporarily stunned. Once you start gathering Job Points and unlocking new skills, including Support Skills with unique effects, it’s not long before one party member is transferring BP to build up those more damaging attacks on your fighter, or automatically healing the lowest health ally at the end of their turn.

The biggest potential downside is that you can’t mix and match Support Skills from other Jobs. However, it does make each character that much more unique as they fit specific archetypes – and the fact that there are eight in a single party further alleviates these issues. The fact that you can train your party further, diversifying their skill sets in unique ways, goes hand in hand with Wishvale’s own progression. It’s almost enough to warrant ignoring the main quest and seeing how much stronger the party can become, or even uncovering new companions (which makes up for the fairly basic layouts of some stages).

Octopath Traveler 0_03

"Even though I’m not the most invested in its story and characters, or finding some of the backtracking to be truly annoying, it’s still an intriguing alternative to the series formula with the same stellar production values."

However, you may feel about some of these changes to the series, at least Octopath Traveler 0 continues its tradition of stunning visuals. Admittedly, Osterra itself isn’t the most original world to explore – these fantasy forests, caves, highways and farms will feel more typical than not – but the HD-2D style still looks gorgeous. And despite how basic some environments can feel to explore, there is a lot to discover, whether you’re stumbling on some ruins or venturing off the beaten path and mixing things up against an Elite enemy or finding a locked chest. Similarly, the music is quite nice, whether you’re wandering through the more artistically inclined streets of Theatropolis or engaged in a tense battle.

Octopath Traveler 0 may not necessarily convert me to previous games in the franchise, but its unique gameplay and exploration loop have mysteriously hooked me. Even though I’m not the most invested in its story and characters, or finding some of the backtracking to be truly annoying, it’s still an intriguing alternative to the series formula with the same stellar production values. Mayhaps not the most engrossing 100-hour role-playing timesink, but you could do far worse than this.

This game was reviewed on PS5.

Gran Turismo 7’s Spec 3 Tracks and Cars Finally Detailed, Power Pack Retails for $30

Out tomorrow at midnight PST sharp, Gran Turismo 7’s Spec 3 update promises to be Polyphony Digital’s biggest to date for the racing sim. Thanks to a new PlayStation Blog post, we’ve finally learned the two new tracks and eight vehicles (if they weren’t obvious enough in the trailer) that are coming alongside new World Circuits, Extra Menus, and more.

First up, the new vehicles, which include the Ferrari 296 GT3 ’23 and 296 GTB ’22, the FIAT Panda 30 CL ’85, the Gran Turismo F3500-B, the Mine’s BNR34 GT-R N1 base, the Mitsubishi FTO GP Version R ’97, the Polestar 5 Performance ’26, and the Renault Espace F1 ’95. You’ll be able to take these for a spin on Yas Marina Circuit and Circuit Gilles-Villeneuve.

Both have new events to partake in, including:

  • European Sunday Cup 400: Goodwood Motor Circuit
  • Japanese FF Challenge: Blue Moon Bay Speedway – Infield A
  • Nissan GT-R Cup: Circuit Gilles-Villeneuve
  • Ferrari Circuit Challenge: Yas Marina Circuit
  • World Touring Car 800: Yas Marina Circuit
  • Super Formula: Circuit Gilles-Villeneuve
  • Gr.1 Prototype Series: Yas Marina Circuit

The Collector Level has been raised from 50 to 75, and as you’ve probably surmised already, that means new Extra Menus in GT Cafe. Check out the full list below, which includes some world-famous brands:

  • Extra Menu No. 48: Alfa Romeo Legends(Collector Level 70)
  • Extra Menu No. 49: Legendary Road Racers(Collector Level 66 and above)
  • Extra Menu No. 50: Audi TT(Collector Level 52 and above)
  • Extra Menu No. 51: Mazda(Collector Level 57 and above)

This is all in addition to Weekly Challenges, which include limited-time online events; the Data Logger for checking their racing lines, speed, brake inputs, and more in real-time during Time Trial, Licenses and Circuit Experience; and Dunlop Tires.

As for the paid Power Pack, which goes live on the same day, it will retail for $29.99. Considering it includes five million Credits worth more than $40, you can truly keep the change. Polyphony also confirmed that you can purchase “six unique cars specifically tuned by Gran Turismo” by collecting Stars from DLC races.

Clair Obscur: Expedition 33 is the Biggest New Third-Party Game Pass Launch in 2025, Says Microsoft

With over five million units sold and multiple awards already, all eyes are on Sandfall Interactive’s Clair Obscur: Expedition 33 to conquer The Game Awards next week. For that reason – and perhaps because the year is winding down – Microsoft has declared it the “biggest new third-party game launch on Xbox Game Pass of 2025.”

That milestone factors “the number of unique users in the first 30 days of its availability.” While it didn’t share any figures, the developer confirmed 3.3 million sales in the first 33 days of release. Keep in mind that this was with The Elder Scrolls 4: Oblivion Remastered launching smackdab at the same time (and becoming a huge success in its own right).

On Xbox Wire, creative director Guillaume Broche said, “This year has been so far beyond what any of us could have imagined, and it’s down to how passionate and supportive our fans have been to make that a reality. It’s really nerve-wracking to be a new studio releasing our first game, but the support of everyone has really made everything feel like a dream.”

ID@Xbox director Guy Richards added, “From the start, Sandfall’s ambition was clear, and we really felt they wanted to create something truly special, something beyond expectations for the team. Once we played early builds, we experienced their gripping story, stunning visuals and the mix of JRPG mechanics with French cultural themes that felt fresh and distinctive. It’s the kind of experience we knew Xbox players would love to discover.”

Broche also credited Xbox for their support, “From being there to announce our game back in Summer 2024, to coming to the studio for the Developer_Direct video in January, Xbox helped us get the word out there and reach a lot of players.” Game Pass also allows a “lot of people try our game when maybe they might not have before. The turn-based RPG genre has a lot of fans, but sometimes it might put people who prefer more real-time action games off but Game Pass lowered that barrier of entry.

“They could just try it and see how it feels. So a lot of curious players could start the game, explore Lumière and the early game, and realize there’s a lot to enjoy here, even if they weren’t expecting it at first.”

Say what you will about Xbox and its many flaws, but Broche isn’t wrong. The first trailer stole the show at the Xbox Games Showcase last year and has only garnered more hype ever since. Sandfall Interactive is currently working on a major free update that adds a new environment, enemies and challenging late-game bosses. There will also be more unlockable outfits for each character and some “surprises” to look forward to.

Marathon’s Stolen Art Asset Controversy Has Been “Resolved to My Satisfaction,” Says Artist

While we await any news on Bungie’s Marathon, for which the studio promised a release date update this Fall, it can at least put one controversy to rest. Artist Antireal, whose assets were stolen by a former employee and significantly influenced the game’s art style, reveals that the issue has “been resolved.”

“The Marathon art issue has been resolved with Bungie and Sony Interactive Entertainment to my satisfaction,” she said on Twitter. Whether that means compensation alongside the developer completely removing said assets remains to be seen. Regardless, at least someone has had a happy ending after this mess.

In the meantime, Bungie will be hosting another closed playtest from December 12th to 15th for Xbox Series X/S, PS5, and PC in North America. Since it’s a day after The Game Awards, you have to wonder if the extraction shooter is due for an announcement. Even if a release this year is unlikely, Sony expects it to arrive by March 31st, 2026.

While you wait for updates, check out details from the last playtest here, including the addition of two new Runners – the Medic and Scav.

The Marathon art issue has been resolved with Bungie and Sony Interactive Entertainment to my satisfaction.

— N² (@4nt1r34l) December 2, 2025

Ghost of Yōtei Gets Surprise VRR Support, Balanced Graphics Mode, and Auto-Loot in New Game+ Patch

Sucker Punch’s free update for Ghost of Yōtei, which adds New Game Plus and makes all enemy camps and duels replayable in the post-game, is now live. And while the prospect of new Trophies, Charms, and Armor Sets is appealing, there are some pretty notable surprises.

The first is support for Variable Refresh Rate, which comes with Smoothed and Uncapped Options. This goes well with the new Balanced graphics modes, which target 40 frames per second and include an option with ray tracing enabled. Cutscenes remain at 30 frames per second, though.

You can also remap certain functions to the right directional button and replace Photo Mode. If you feel more comfortable playing the Shamisen or sheathing your weapon by pressing right on the D-pad, go ahead. An option to turn off fall damage is also available, but you should probably refrain from leaping off Mount Yōtei anytime soon.

Finally, and this is probably my favorite new addition, Auto-Loot. No more worrying about mashing buttons when running over each fallen enemy. Once they’re dead, their loot is yours. Check out the patch notes below for other details.

Game Content

New Game+

  • Post credits, players unlock the ability to start New Game+ on the title screen
  • Players will retain all their gear, upgrades, cosmetics, resources, and collectibles
  • New Vendor available in NG+ that sells new content
    – New Cosmetics
    – New Charms
    – Two new upgradeable Armor Sets
  • New armor and weapon upgrades available
  • Completing content in NG+ that was completed in first playthrough rewards “Ghost Flowers” which can be spent at the new shop
  • Two new trophies for NG+
    – “Mo Ichido” – Complete Atsu’s Hunt in New Game+.
    – “Rare and Exceptional” – Purchase Armor, a Charm, or Vanity Gear from Masujiro the Melodious in New Game+.

Replayable Content – Yotei Six Camps and Duels

  • Post credits, players unlock the ability to replay completed Yotei Six Camps and most duels via the map
    – All 22 Yotei Six Camps are replayable
    – 26 Replayable Duels
  • After completing a replay, players will get a “results” screen with their completion time, difficulty, as well as other goals (No Damage Taken, Undetected, etc)
  • In NG+, players can replay camps and duels after completing them once

Fixes

  • Various balance updates.
  • Fixed various rare crashes.
  • Added the following on screen text during the rare occurrence of a black screen where controller input has been intercepted: “The system software is intercepting controller input”.
    – Restarting the controller at this time should resolve the black screen.
  • Added a small input delay during standoff streaks to prevent failing the standoff due to button presses immediately following the first kill.
  • Fixed a bug that could occur during “The Last Brother” bounty where the interogee could become unavailable after getting Typhoon Kicked or Shoulder Charged off of the waterfall.
  • Fixed a rare bug during “Inagawa the Gambler” bounty where Atsu could get stuck at a zeni hajiki table after doing the tutorial.
  • Fixed a bug during “Encounters of the Wild” that could cause the mission to become blocked if Ghost of Yotei was closed and reopened after looking up at the bear on the cliff.
  • Fixed a bug in “The Reckoning” that could cause the mission to become blocked if The Dragon duel was suspended and then Ghost of Yotei was closed and reopened.
  • Fixed several other bugs related to stability, performance, and rare mission blocking behaviors.

Assassin’s Creed Shadows Collabs With Attack on Titan for Naoe Ackerman Outfit, Potential Titan Boss

If you thought Assassin’s Creed Shadows tying up with Dead by Daylight was strange, Ubisoft has something for you. This time, it’s a collaboration with popular anime/manga Attack on Titan, which sees Naoe receiving a Mikasa Ackerman outfit and weapon.

Sadly, that’s not all. An entire quest is included, which sees Naoe and Yasuke venturing into the Crystal Cave – a perilous environment with dangerous heights. They’re apparently investigating a “terrifying experiment,” and what else should be teased but a potential boss fight against a Titan? The signature syringe and transformation animation certainly seem to indicate as such.

What is Yasuke getting in all this? Why, an armor set with Titan-like stylings, including a creepy grin. Does it make much sense? Not really. Will it cost a bundle? Most likely. Either way, new content is on the horizon, and according to Ubisoft’s roadmap, it’s live tomorrow.

Other new additions include Naoe’s version of the War Kick and Yasuke finally learning how to take down foes in a non-lethal fashion. There’s also “A Puzzlement,” which is supposed to be more lighthearted.

If that wasn’t enough, Assassin’s Creed Shadows will launch on December 2nd for Nintendo Switch 2. It won’t include Claws of Awaji, which is scheduled for release in 2026.

Possessor(s) Review – Ghost City

As strange as it sounds, I don’t think there’s another developer who’s inspired as many feelings of hype and disappointment over the years as Heart Machine. Hyper Light Drifter, a Zelda-like released in 2016, instantly made the studio with its beautiful wordless narrative, sharp combat, and fantastic exploration. Solar Ash, with its sci-fi platforming and Shadow of the Colossus-style bosses, seemed like an amazing follow-up but ended up just fine in terms of execution. The less said about Hyper Light Breakers, the better.

Still, it felt like Possessor(s) was a return to form, offering 2D animated characters in a side-scrolling action-adventure set in a massive 3D world. Unfortunately, despite a compelling premise and some sleek presentation, it also stumbles in various frustrating ways.

The setting is Sanzu City, recently torn apart by a disaster of demonic proportions. A massive otherworldly rift has opened, and demons roam the streets, ravaging the living. Luka, a high school student, is on death’s door after losing her legs, but she happens upon the equally wounded Rhem. Despite watching her best friend, Kaz, get killed by a demon, Luka reluctantly forms a partnership with Rhem, allowing him to possess her and heal her wounds.

Possessor(s)

It isn’t for free, though, as the player is tasked with escorting Rhem to the epicenter of the rift so he can return to his home dimension. Doing that requires accessing a mysterious underground vault belonging to Agradyne, who effectively runs the city and produces batteries (three guesses about where their energy comes from). You’ll then need to travel to different corners of the map and collect four eyeballs belonging to officials possessed by high-ranking demons to pave the way forward.

As typical as the MacGuffin search feels, Possessor(s) does a pretty decent job of not immediately lapsing into it. Luka spends a significant amount of time getting to know Rhem while mastering her new legs and strength. Their pasts intertwine as memories are mixed and secrets eventually spill forth. The characterization feels spot-on in this regard, with Luka coming across as immature and awkward, but also understanding and down-to-earth. Meanwhile, Rhem, despite his calm, collected demeanor is prone to stubborn callousness.

The barriers between them are slowly but surely whittled down along the way, even if arguments still tend to flare up. Other notable figures include Tens, a former Agradyne employee turned hunter who works alongside a possessed wolf; Professor Foss, Rhem’s former teacher who’s now possessed and mentally unravelling; and more. Outside of accepting quests or acting as vendors and one-time bosses, they don’t have a heavy presence in the plot, with the focus remaining squarely on the eyeball hunt and Luka and Rhem’s dynamic. Nevertheless, they’re intriguing and add to the overall setting with their backstories.

The two core components of Possessor(s) are platforming and combat, and there’s plenty of acquiring new abilities and revisiting previous locations to test them. All your favorites are here, from the grappling hook that also doubles up as pulling smaller enemies towards you to the slide and underwater dash. And while the platformer can feel solid enough as a whole, there are some fumbles, like the grapple not properly latching onto points at times. There are also some delays to your movement in combat – something I learned the hard way when trying to transition from a dash to a crouch to avoid a beam and dying in the process.

Possessor(s)

"Aesthetically, Possessor(s) is a mix of wonder and intentionally clashing styles. The look and motion of its characters are in stark contrast to the 3D environment, with limited animation frames that still manage to flow together relatively smoothly."

That awkwardness pervades a huge chunk of the combat as well. While attacking, you’re effectively stuck in one direction for the duration of that combo. Enemies aren’t, of course, resulting in frustration. Luka can utilize a primary weapon and three special weapons at a time, ranging from a mouse to juggle enemies into the air to a hockey stick with wide-range smacks. There’s a Super Smash Bros.-like feel to some of the action as you break through guards and knock enemies into each other and the environment, which feels pretty nice. It’s punctuated by parries, which are required to open up certain foes to attacks and reflect projectiles.

Given how many enemies tend to stay just out of reach, the latter can be essential. Occasionally, it’ll feel very generous as you parry multiple bullets back. Due to the lack of any kind of invincibility window when taking damage and the excruciatingly long stun recovery, you can easily get by hit dozens of them at once and die. This leads to some even more annoying runbacks, purely due to the layout of certain sections.

Even if you fully grasp the combat, there isn’t all that much to it beyond smacking enemies away, grappling them back and following up with another attack. The primary weapon variety is surprisingly low, and the special weapons are very mechanically basic. Admittedly, it can be cool to execute a counter-attack with the glasses or charge up a powerful katana slash, but that’s as far as their functionality goes. The affixes also feel a little too straightforward, though providing some lungs for an NPC to cook and effectively buff is one of the more memorable interactions.

Aesthetically, Possessor(s) is a mix of wonder and intentionally clashing styles. The look and motion of its characters are in stark contrast to the 3D environment, with limited animation frames that still manage to flow together relatively smoothly. Well, on most occasions, since some bosses still tend to just kind of float towards you with certain attacks. Regardless, they stand out well against the brutalist architecture of the world, its shadowy undertones and an analogue-like filter which lends an old-school horror feel.

Even the sound design is lovingly on point on most occasions. Possessed books float about, crying like babies while your whip lashes out with all the primalness of a beast. The music is also a nice mix of heavy-handed and moody, whether it’s the disarming nature of the Abandoned Mall’s tunes or the epic feel of the final battle.

Possessor(s)_02

"Even the story, when it’s all said and done, peters out in fairly predictable ways. Some elements are left disappointingly open – a significant contrast to how inviting Sanzu City felt when first diving in. "

However, the biggest problem with Possessor(s) outside of its movement and combat issues is that it runs out of steam in the closing hours. One area feels painfully straightforward, consisting of nothing but battle rooms en route to the final boss. The other plays with inverted structures and extensive gaps, but not in any really special way compared to prior areas (and it feels relatively short). While there are reasons to go out of your way, be it in obtaining items to add more affix slots to gear or discovering quest items, it begins to feel superfluous after a point. This leads to frustration when you happen upon any places not tied to your objective. At least many of the bosses feel unique, though the aforementioned combat and movement issues can once again hamper your enjoyment.

Even the story, when it’s all said and done, peters out in fairly predictable ways. Some elements are left disappointingly open – a significant contrast to how inviting Sanzu City felt when first diving in. As a whole, Possessor(s) is a decent side-scrolling action-adventure with some interesting twists, especially surrounding possession, backed by a relatively solid dynamic between its leads.

It just sadly doesn’t venture much further. Maybe that’s on me for being so enthralled by this concept and wanting to see where it ventures next, only to be suitably whelmed by the end. I wouldn’t classify this as Heart Machine’s worst effort by a long shot, but it’s yet another in a long line of personal disappointments for sure.

This game was reviewed on PC.

Marvel Cosmic Invasion Unites Iconic Heroes in Stunning Opening Animation

It’s been a great year for beat ’em up fans (not counting Double Dragon Revive), and Marvel Cosmic Invasion, which launches next week, looks to close it off in style. Tribute Games and Dotemu have released the beat ’em up’s intro animation, showcasing all 15 heroes battling classic villains. Check it out below.

For those who never read the comics, the powerful Annihilus is bringing death and destruction to the universe with his Annihilation Wave. However, he’s also enlisted villains like Taskmaster, M.O.D.O.K., Sauron and more to help. Players select two heroes from the roster, including Captain America, Iron Man, She-Hulk, Wolverine, Storm, Cosmic Ghost Rider, and more, to meet them in battle.

You probably noticed I said “two” heroes. That’s because Marvel Cosmic Invasion features a unique mechanic called Cosmic Swap, where you can tag back and forth between heroes. Call them in for assists to augment your damage or build upon your sick combos.

Marvel Cosmic Invasion is available on December 1st for Xbox One, Xbox Series X/S, PS4, PS5, PC, Nintendo Switch, and Nintendo Switch 2. It’s also available on day one for Game Pass. While perfectly playable solo (see for yourself in the free demo), it also supports drop-in/drop-out co-op, both locally and online with crossplay.

Ferocious Brings Dinosaur-Hunting Action to PC on December 4th

So Deathground may not have been it for Dino Crisis fans craving some form of dino-slaying action, but there’s a light at the end of the tunnel. OMYOG’s Ferocious, a single-player survival shooter with dinosaurs, launches on December 4th for PC.

Announced in 2023, the story revolves around overcoming an island teeming with dinosaurs (and the odd mercenary or two). While navigating the terrain and managing your resources is essential, there’s also a “dino control device,” which can be used to manipulate the dinosaurs to fight for you.

Interestingly, they can also acquire items from a distance or even bypass different obstacles. It even takes into account how some species will more readily yield to your manipulation. Does that mean you should approach that massive Tyrannosaurus Rex and turn them into your personal mount? Well, no. It’s worth a try, though.

Check out some more gameplay for Ferocious here. Publisher tinyBuild has yet to announce the price, so stay tuned for more details.

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