Protecting children from the dangers of the online world was always difficult, but that challenge has intensified with the advent of AI chatbots. A new report offers a glimpse into the problems associated with the new market, including the misuse of AI companies’ large language models (LLMs).
In a blog post today, the US Public Interest Group Education Fund (PIRG) reported its findings after testing AI toys (PDF). It described AI toys as online devices with integrated microphones that let users talk to the toy, which uses a chatbot to respond.
AI toys are currently a niche market, but they could be set to grow. More consumer companies have been eager to shoehorn AI technology into their products so they can do more, cost more, and potentially give companies user tracking and advertising data. A partnership between OpenAI and Mattel announced this year could also create a wave of AI-based toys from the maker of Barbie and Hot Wheels, as well as its competitors.
Welcome to Edition 8.22 of the Rocket Report! The big news this week concerns the decision by SpaceX founder Elon Musk to take the company public, via IPO, sometime within the next 12 to 18 months. Musk confirmed this after Ars published a story on Wednesday evening. This understandably raises questions about whether a future SpaceX will be committed more to AI data centers in space or Mars settlement. However, one of the company’s founding employees, Tom Mueller, said this could benefit the company’s Mars plans. Clearly this is something we’ll be following closely.
As always, we welcome reader submissions, and if you don’t want to miss an issue, please subscribe using the box below (the form will not appear on AMP-enabled versions of the site). Each report will include information on small-, medium-, and heavy-lift rockets as well as a quick look ahead at the next three launches on the calendar.
Avio will build solid rocket motors in Virginia. The governor of Virginia, Glenn Youngkin, announced Wednesday that Avio USA has selected his state to produce solid rocket motors for defense and commercial space propulsion purposes. Avio USA’s investment, which will be up to $500 million, is supported by its Italian parent Avio. The company’s factory will encompass 860,000 sq. feet.
The SEC has granted the Depository Trust & Clearing Corp., or DTCC, a no-action letter allowing it to custody and recognize tokenized stocks, ETFs, and Treasuries on approved blockchains for three years. “Although this program is a pilot subject to various operational limitations, it marks a significant incremental step in moving markets onchain,” SEC Commissioner Hester Peirce said in a statement. Bloomberg reports: With the permission, DTCC will also extend their record-keeping to the blockchain, Michael Winnike, global head of strategy and market solutions at DTCC Clearing & Securities Services, said in an interview. “It’s the same legal entitlement, the same stock that you would hold in your account from the DTCC in traditional form,” Winnike said. […] The SEC’s authorization of tokenization services only applies to a specific set of securities that trade often. The approval includes the Russell 1000 index which represents the 1,000 largest publicly traded US companies, as well as exchange-traded funds that track major indices and US Treasury bills, bonds and notes, Winnike said. “This allows us both to create value for the markets, while staying in a pre-defined pool of highly-liquid securities to start,” said Winnike. The firm’s ultimate aspiration is to add its entire depository, which represents $100 trillion in securities, to the blockchain, a move that would require further expansion of the no-action relief from the SEC, he said.
Winnike said the tokenization service will help bridge the traditional and digital worlds in part because the new technology will have the same legal entitlements and controls as traditional markets, including freezing or forced transfers if assets are stolen. “This enables participants to adopt and integrate, because they know there is a trusted party that can recover their securities as needed” and can address potential errors, he said. The new blockchain service will also allow investors to move assets all the time, not just Monday through Friday when traditional markets are open. “That creates a lot of new utility,” Winnike said. “It brings the two ecosystems together.”
Cadmium zinc telluride (CZT), a hard-to-manufacture semiconductor produced by only a handful of companies, is enabling a quiet revolution in medical imaging, science, and security by delivering faster scans, lower radiation doses, and far more precise X-ray and gamma-ray detection. “You get beautiful pictures from this scanner,” says Dr Kshama Wechalekar, head of nuclear medicine and PET. “It’s an amazing feat of engineering and physics.” The BBC reports: Kromek is one of just a few firms in the world that can make CZT. You may never have heard of the stuff but, in Dr Wechalekar’s words, it is enabling a “revolution” in medical imaging. This wonder material has many other uses, such as in X-ray telescopes, radiation detectors and airport security scanners. And it is increasingly sought-after. Investigations of patients’ lungs performed by Dr Wechalekar and her colleagues involve looking for the presence of many tiny blood clots in people with long Covid, or a larger clot known as a pulmonary embolism, for example.
The 1-million-pound scanner works by detecting gamma rays emitted by a radioactive substance that is injected into patients’ bodies. But the scanner’s sensitivity means less of this substance is needed than before: “We can reduce doses about 30%,” says Dr Wechalekar. While CZT-based scanners are not new in general, large, whole-body scanners such as this one are a relatively recent innovation. CZT itself has been around for decades but it is notoriously difficult to manufacture. “It has taken a long time for it to develop into an industrial-scale production process,” says Arnab Basu, founding chief executive of Kromek.
[…] The newly formed CZT, a semiconductor, can detect tiny photon particles in X-rays and gamma rays with incredible precision — like a highly specialized version of the light-sensing, silicon-based image sensor in your smartphone camera. Whenever a high energy photon strikes the CZT, it mobilizes an electron and this electrical signal can be used to make an image. Earlier scanner technology used a two-step process, which was not as precise. “It’s digital,” says Dr Basu. “It’s a single conversion step. It retains all the important information such as timing, the energy of the X-ray that is hitting the CZT detector — you can create color, or spectroscopic images.”
This year at The Game Awards, if your game wasn’t melodramatic, mechanically innovative, beautifully presented and aggressively French, it didn’t stand a chance. The Game Awards 2025 wrapped up on the evening of Thursday, December 11 with a record-breaking showing by Clair Obscur: Expedition 33 from Sandfall Interactive. The game received the most nominations and wins in the show’s 12-year history.
But, we know that’s not really why you’re here. Between the award presentations and musical numbers, there were heaps of new game trailers, announcements and updates, and we’ve collected them all for you right here. The award winners are also there.
This article originally appeared on Engadget at https://www.engadget.com/gaming/everything-announced-and-all-the-winners-at-the-game-awards-2025-044101761.html?src=rss
PlayStation had said on X that it would have news about Saros at The Game Awards, and unfortunately, fans excited for the new Housemarque project will need to wait a little longer to get their hands on it. The game has been delayed from its planned March release. But there’s only a short time until the new date of April 30, and pre-orders are open now. Star Rahul Kohli appeared at The Game Awards to introduce the newest trailer for the game.
I’m glad we won’t be waiting too much longer, because Saros looks very cool. Housemarque made its name on titles like Resogun and Returnal, and Saros seems like a great addition to their library. The latest trailer shows off all the golden and solar vibes in Carcosa. It also has more glimpses of the characters and story as well as the dangerous and deadly beings that will be trying very hard to kill you.
This article originally appeared on Engadget at https://www.engadget.com/gaming/housemarques-saros-is-delayed-to-april-30-041813989.html?src=rss
The next game from Left 4 Dead designer Mike Booth is putting a sci-fi spin on his last game’s co-op action, based on a trailer Booth and producer JJ Abrams shared at The Game Awards 2025. The new game is called 4:LOOP, and it’s the first project entirely developed by Bad Robot Games, film production company Bad Robot’s game studio.
4:LOOP combines the four-player co-op action of Left 4 Dead, with roguelike elements enabled by what seems like a time loop mechanic. Based on the trailer, players fight a mixture of aliens and robots in each mission, all in the hopes of eventually drawing the attention of an alien mothership and destroying it.
“Each time the four-player team succeeds in a mission, they make choices to improve their equipment, building out a unique kit to survive the epic boss battle at the end of the Act,” Booth said in an interview with PlayStation Blog. “If the team completes all three Acts, they defeat the Mothership and save the world. All of this is, of course, easier said than done.”
Sony Interactive Entertainment announced that it would be publishing 4:LOOP earlier in December, so naturally the game will be available on PS5 and PC when it launches. Players interested in trying 4:LOOP can sign up on the game’s website.
This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/4loop-is-a-co-op-shooter-from-the-creator-of-left-4-dead-and-jj-abrams-bad-robot-035835461.html?src=rss
Why have one Star Wars game announcement at an edition of The Game Awards when you can have two? Star Wars: Galactic Racer is a podracing (and speeder racing) game from Fuse Games, a studio established in 2023 by former Burnout and Need for Speed developers. It’s scheduled to hit PS5, Xbox Series X/S and PC in 2026.
The action here is set after the fall of the Empire. With the galaxy in rebuild mode after dealing with that whole mess, an unsanctioned, underground racing circuit called the Galactic League comes into being in the Outer Rim. Here, according to the game’s Steam page, “syndicates bankroll chaos and champions are forged.”
Star Wars: Galactic Racer is run-based, so if your podracer blows up, it might be game over. The action takes place across well-known Star Wars planets in addition to some new ones. The races have branching routes and you’ll unlock new abilities on each run.
There’s a story-driven, single-player campaign, as well as PvP modes. The vehicles are customizable too. Dig it. Where do I sign up, Watto?
This article originally appeared on Engadget at https://www.engadget.com/gaming/star-wars-galactic-racer-is-a-podracing-game-set-for-2026-035508891.html?src=rss
An anonymous reader quotes a report from Reuters: Do Kwon, the South Korean cryptocurrency entrepreneur behind two digital currencies that lost an estimated $40 billion in 2022, was sentenced in New York federal court on Thursday to 15 years in prison for fraud and conspiracy. Kwon, 34, who co-founded Singapore-based Terraform Labs and developed the TerraUSD and Luna currencies, previously pleaded guilty and admitted to misleading investors about a coin that was supposed to maintain a steady price during periods of crypto market volatility.
Kwon was one of several cryptocurrency moguls to face federal charges after a slump in digital token prices in 2022 prompted the collapse of a number of companies. […] Kwon was accused of misleading investors in 2021 about TerraUSD, a so-called stablecoin designed to maintain a value of $1. Prosecutors alleged that when TerraUSD slipped below its $1 peg in May 2021, Kwon told investors a computer algorithm known as “Terra Protocol” had restored the coin’s value. Instead, Kwon arranged for a high-frequency trading firm to secretly buy millions of dollars of the token to artificially prop up its price, according to charging documents. “I made false and misleading statements about why it regained its peg by failing to disclose a trading firm’s role in restoring that peg,” Kwon said in court. “What I did was wrong.”
He also faces charges in South Korea, and under his plea deal, prosecutors won’t oppose his transfer abroad after he serves half of his U.S. sentence.
So there’s good news and bad news about the highly anticipated Exodus coming out of The Game Awards this year. The good news is that there’s a fresh trailer showcasing more of the game. The bad news is that the game won’t be out until early 2027. The game was originally announced two years ago (also at The Game Awards) and had been pegged for release in 2026.
We may be waiting longer to get our hands on Exodus, but the substantial new trailer shows more of what the final product will entail, offering some backstory on main character Jun Aslan. He’s the only human who can use the technology developed by Celestials, which are humans that have evolved 40,000 years into the future. The trailer also showcases the character C.C. Orlev, voiced by Matthew McConaughey. (Insert obligatory “alright alright alright” here.) Developer Archetype Entertainment includes some notable names from BioWare, 343 Industries and Naughty Dog, and the BioWare lineage seems particularly strong with this character- and choice-driven science fiction story.
This article originally appeared on Engadget at https://www.engadget.com/gaming/exodus-is-delayed-to-early-2027-032610665.html?src=rss
The last mainline Tomb Raider game was 2018’s Shadow of the Tomb Raider, and after spending a few years in video game purgatory, Lara Croft is coming back in two new games. At The Game Awards 2025, Amazon Game Studios announced that Tomb Raider: Legacy of Atlantiswillreimagine of one of the hero’s early adventures in 2026, and Tomb Raider: Catalystwill continue the series in 2027.
Catalyst is developed by Crystal Dynamicsand follows Lara through Northern India “in the wake of a mythical cataclysm,” as she comes into competition with other treasure hunters. Legacy of Atlantis, developed by Crystal Dynamics and Flying Wild Hog, reimagines the very first Tomb Raider game in Unreal Engine 5. And yes, it seems like dinosaurs will be in the mix.
A new Tomb Raider game has been in the works officially since at least 2022, when Amazon announced that it would be publishing the next game in the series. Amazon shared that Fleabag’s Phoebe Waller-Bridge would be developing a television adaptation of Tomb Raider in May 2024. Sophie Turner, best known for playing Sansa Stark on HBO’s Game of Thrones, was cast as Lara Croft in September 2025. With both a show and a game in the works, Amazon clearly seems interested in making Tomb Raider its next big crossover hit after the success of Fallout.
Tomb Raider: Legacy of Atlantis will be released in 2026 on PlayStation 5, Xbox Series X/S and PC. The platforms Tomb Raider: Catalyst will be released on weren’t shared, but the game is scheduled to be released in 2027.
This article originally appeared on Engadget at https://www.engadget.com/gaming/lara-croft-will-return-in-tomb-raider-catalyst-and-a-new-remake-025859998.html?src=rss
Over two decades after the release of Star Wars: Knights of the Old Republic II, a new project described as a “spiritual successor” to that seminal RPG series was announced at The Game Awards Thursday night. Star Wars: Fate of the Old Republic will be a collaboration between Lucasfilm Games and Arcanaut Studios, a new development house being launched by original KOTOR director Casey Hudson.
Hudson, who will serve as director on the new game, said in an interview with StarWars.com that he has remained in contact with Lucasfilm since the KOTOR days, in the hopes of being able to collaborate in the Star Wars universe again. “It took the right conditions to get everything to line up,” he told the site.
Calling KOTOR “one of the defining experiences of my career,” Hudson said he wants to “explore a contemporary vision” of the Star Wars universe, and “deliver on the combination of player agency and immersion in Star Wars” that defined the original games. As director on the upcoming game, Hudson said he sees his role as “to gather and shape a cohesive vision that the entire team contributes to. Ensuring that everyone shares that vision and understands their part in creating it, is critical to the success of a project.”
It didn’t take too long for a game that a whole bunch of people are excited about to swoop into Grand Theft Auto VI‘s old release week. Or maybe Rockstar had an idea of was what was coming and delayed its blockbuster by six months to get out of the way of Lego Batman: Legacy of the Dark Knight.
Either way, TT Games and Warner Bros. Games brought a new trailer to The Game Awards and revealed that the Caped Crusader’s next adventure will hit PS5, Xbox Series X/S, Steam and the Epic Games Store on May 29. The base game will cost $70 and pre-orders are open as of 11PM ET on December 11.
Lego games often have a massive cast of characters and, as the trailer revealed, this one will be no different. It will feature the likes of Robin, Nightwing, Batgirl and Catwoman, as well as a murderer’s row of super-villains, such as The Joker, Two-Face, Poison Ivy, Mr. Freeze, The Penguin and Bane.
Warner Bros. Games is announcing the release date at a bit of an awkward time. Netflix recently had an $82.7 billion bid accepted for a chunk of Warner Bros. Discovery that includes the gaming division. However, Netflix co-CEO Gregory Peters said the company didn’t factor Warner Bros. Games into its valuation.
“While they definitely have been doing some great work in the game space, we actually didn’t attribute any value to that from the get-go because they’re relatively minor compared to the grand scheme of things,” Peters said, according to PC Gamer. “Now we are super excited because some of those properties that they’ve built, Hogwarts [Legacy] is a great example of that, have been done quite well, and we think that we can incorporate that into what we’re offering. They’ve got great studios and great folks working there. So we think that there’s definitely an opportunity there. But just to be clear, we haven’t built that into our deal model.”
This article originally appeared on Engadget at https://www.engadget.com/gaming/lego-batman-legacy-of-the-dark-knight-swoops-onto-pc-and-consoles-on-may-29-024729940.html?src=rss
South of Midnightis heading to PlayStation 5 and Switch 2 in Spring 2026, developer Compulsion Games announcedon X. The third-person action-adventure game launched as an Xbox and PC exclusive, but like plenty of Microsoft’s other first-party games, it’s heading to competitors’ consoles.
Mixing platforming with magic-infused combat in a unique setting inspired by the folklore of the South, Compulsion Games’ South of Midnight was generally well-received when it was released in April 2025. The game likely reached sizable audience by launching on Game Pass and PC, but coming to PlayStation and Switch will open it up to an even bigger audience.
This article originally appeared on Engadget at https://www.engadget.com/gaming/south-of-midnight-is-coming-to-ps5-and-switch-2-next-spring-022725892.html?src=rss
On Thursday evening, President Donald Trump signed an executive order calling for a single, nationwide regulatory framework governing artificial intelligence at the expense of the ability of different states to regulate the nascent technology. “To win, United States AI companies must be free to innovate without cumbersome regulation,” the order states. “But excessive State regulation thwarts this imperative.”
As was expected after a draft of the order leaked earlier this week, the centerpiece of the document is an “AI Litigation Task Force whose sole responsibility shall be to challenge state AI laws inconsistent” with the president’s policy vision. US Attorney General Pam Bondi has 30 days to create the task force, which shall meet regularly with the White House’s AI and crypto czar, David Sacks.
As laid out in the president’s AI Action Plan from July, the administration will also limit states with “onerous” AI laws from accessing federal funding. Specifically, the secretary of commerce will target funding available under the Broadband Equity Access and Deployment (BEAD) Program, a $42.5 billion effort to expand high-speed internet access in rural communities.
Advocacy groups were quick to criticize the president’s order. “This executive order is designed to chill state-level action to provide oversight and accountability for the developers and deployers of AI systems, while doing nothing to address the real and documented harms these systems create,” Alexandra Givens, president and CEO of the Center for Democracy and Technology, said in a statement provided to Engadget. “States that take steps to protect their residents from such harms should not be subject to threats of legal attacks; nor should the administration punish rural Americans by threatening to withhold funding for the broadband services that could connect them to AI in the first place.”
It’s worth noting President Trump’s previous attempts to curb the ability of states to regulate AI as they see fit has proven unpopular across the political spectrum. As part of his One Big Beautiful Bill, the president attempted to impose a 10-year moratorium on state-level AI regulation. That clause was eventually removed from the legislation in a decisive 99-1 vote by the Senate.
This article originally appeared on Engadget at https://www.engadget.com/ai/trump-orders-creation-of-litigation-task-force-to-challenge-state-ai-laws-022657022.html?src=rss
Frictional Games is back with a new game that looks primed to carry on the studio’s tradition of excellence in horror. It’s called Ontos, and it’s slated to launch on PC, PlayStation and Xbox next year. The trailer debuted during The Game Awards 2025.
The company’s past projects include Amnesia: The Dark Descent and SOMA, and this new title is also looking pretty dang creepy. It looks like things will take a philosophical turn, with a story of trying to piece together your father’s past that leads you to questioning the meaning of life and reality. The team is going big with the casting, with Stellan Skarsgård playing one of the main roles in the trailer. This is one that any horror fans will want to keep on their radar.
This article originally appeared on Engadget at https://www.engadget.com/gaming/the-devs-of-soma-are-back-with-a-spiritual-successor-called-ontos-021535060.html?src=rss
Remedy Entertainment’s Control is a bizarre yet totally captivating action game that feels like Die Hard by way of David Lynch. InControl: Resonant, players step into the role of the original game’s most enigmatic and unsettling characters for their own jaunt through a ‘new-weird’ world outside The Oldest House.
Just ahead of the reveal at The Game Awards, we got an early look at Control: Resonant, the next game in the Remedy Connected Universe. Along with learning why the developers wanted a new protagonist, they also explain why this Neon Genesis Evangelion-inspiredsequel is the most expansive game they have made to date.
Seven years after the events of Control, the hostile supernatural force that plagued The Oldest House has invaded Manhattan. As the massive urban landscape morphs into an otherworldly nightmare and the Federal Bureau of Control director, Jesse Faden, goes missing, the remaining FBC sends her brother, the notorious supernatural entity Dylan Faden, into the city to stop the invasion. To find his sister and stop the devastation from spreading beyond New York City, Dylan will have to embrace his powers, and some occasional guidance from The Board, to take on the malevolent forces looking to reshape the world.
In the years since Control‘s release, developer Remedy has expanded the story into a larger, connected universe spanning multiple games, including the Alan Wakeseries and the co-op spin-off FBC: Firebreak. Control: Resonant picks up on many threads left by recent games including Alan Wake 2, which saw the FBC investigate the supernatural events following the titular character.
However, the sequel is going with a bit of a different direction, this time embracing melee-driven combat and a more “open-ended” approach to exploration within the Inception-style landscape of Manhattan. Though the developers were clear that it is not an open-world game, they stated during the presentation that it is embracing a more action-RPG approach and that it’s also the most expansive game they have ever made.
It’s an interesting premise for a sequel, especially considering the focus on the original game’s most unnerving characters. But according to creative director Mikael Kasurinen, the concept ties into showing parallels between the Faden siblings and how they navigate this new-weird world.
“Each game represents one of the siblings and their respective journeys through this world. Because of this, you can play these games in any order; they stand on their own feet like two independent siblings,” Kasurinen said. “When Dylan wakes up, he’s the only one who can fight back against the Hiss and try to contain the disaster. He has lived his whole life inside The Oldest House, so the door leading outside to Manhattan might as well be a portal to an alien world. To him, this leads to a discovery of a new reality, just like what The Oldest House was to Jesse.”
Much like the original game, Control: Resonant maintains that balance of exploration, discovery, and over-the-top action beats to overcome. The sequel leans a bit further into the latter, with Dylan adopting a more aggressive, brawler combat style with his shapeshifting melee weapon. We got to see Dylan switch between short-bladed weapons and a massive hammer, which opened some cool looking combo attacks. It’s very much in the vein of Jesse’s Service Weapon, but now designed for getting up close to deal heavy melee damage.
Control Resonant screenshot
Remedy Entertainment
From what we saw in the footage, the core combat feels equal parts Nier: Automata and DmC: Devil May Cry, showing Dylan dodging attacks and slipping through blind spots to unleash ground and aerial combo strikes. It’s a notable shift away from the third-person shooting gameplay from the original, but it still captures the same weird, otherworldly feel.
According to the creative director, the core inspiration for making a sequel with a new character was to contrast storytelling perspectives and gameplay styles — as he puts it, both characters represent two sides of the same coin.
“When we looked at the siblings [as characters], it was almost like turning to the other side of a coin – Jesse uses a gun, but Dylan chooses a melee weapon. When we created the large environments, compared to the original, it was a challenge to incorporate shooting combat, as we didn’t want people to have to keep finding cover to avoid fire. But with melee weapons, the combat instantly became more aggressive and intimate, where you’re really going for the enemies. It really changed the dynamic of the Control combat experience. So it felt right, and it’s also refreshing for us to create something a bit new for us.”
So far, Control: Resonant looks like a sequel that ups the weirdness of the series and takes it into the twisting, inverted streets of Manhattan. It’s a stunning-looking game, and one particular source of inspiration for the creative direction was the seminal 1990s anime series Neon Genesis Evangelion. Having seen the game’s corrupted world and enigmatic protagonist in motion, that totally tracks. I can’t wait to see what other oddities are to come in Remedy’s new-weird sequel.
Control: Resonant will arrive in 2026 for PC/Mac, PS5, and Xbox Series X/S.
Control Resonant screenshot
Remedy Entertainment
This article originally appeared on Engadget at https://www.engadget.com/gaming/control-resonant-steps-into-a-larger-world-thats-inspired-by-neon-genesis-evangelion-021310781.html?src=rss
Longtime Slashdot reader Gilmoure shares a report from Nature: Scientists have produced the most detailed 3D map of almost all buildings in the world. The map, called GlobalBuildingAtlas, combines satellite imagery and machine learning to generate 3D models for 97% of buildings on Earth. The dataset, published in the open-access journal Earth System Science Data on December 1, covers 2.75 billion buildings, each mapped with footprints and heights at a spatial resolution of 3 meters by 3 meters. The 3D map opens new possibilities for disaster risk assessment, climate modeling and urban planning, according to study co-author Xiaoxiang Zhu, an Earth observation data scientist at the Technical University of Munich in Germany. “Imagine a video game with the world’s buildings already mapped in basic spatial dimensions!” writes Gilmoure.
Larian Studios didn’t rest on its laurels for long. Two years after taking home the Game of the Year prize for Baldur’s Gate III at The Game Awards, the developer popped up again at the 2025 edition of the ceremony to announce its upcoming project, which is the next entry in the Divinity series. Simply called Divinity, this will be the studio’s biggest game to date with “more breadth and depth than ever before,” according to TGA host Geoff Keighley.
After 2017’s Divinity: Original Sin II, Larian took a break from the series with which it established itself to make BG3. The rumor mill had been churning about a new Divinity game after Keighley shared a photo of a statue that was erected in the Mojave Desert. The shape of the statue matched a Divinity logo that was trademarked recently.
Before the reveal trailer was shown at The Game Awards, a short (and rather neat) live performance took place in which some actors were hoisted into the air. The trailer itself is pretty gruesome. It references The Wicker Man, as large wooden effigies with people chained inside are set ablaze. I won’t spoil what else happens other than to say it’s pretty gruesome, so maybe don’t watch it quite yet if you’ve just had dinner.
Larian hasn’t announced a release window for Divinity yet.
This article originally appeared on Engadget at https://www.engadget.com/gaming/larian-studios-is-returning-to-the-divinity-series-with-divinity-015833088.html?src=rss
Many of the big announcements at The Game Awards are for completely new projects, some of which are total surprises (if you had an Okami sequel on your bingo card last year, you’re either in the know or probably used up all your luck for the next few years). We’ll often get updates on games that were previously announced too. The trailer for Order of the Sinking Star is something a little different, as it’s a game that Braiddesigner Jonathan Blow has been working on fairly openly since releasing The Witnessin 2016.
The trailer revealed some new details, including confirmation of the expected title and a release window (2026 on Steam, with more platforms to be announced). Ahead of The Game Awards, Blow gave Engadget a preview of the game and explained some of its many complexities.
Fundamentally, Order of the Sinking Star is a grid-based puzzle game in which you’ll move blocks around to complete an objective. You might know of this as a Sokoban game, named after the series Hiroyuki Imabayashi created about pushing boxes around a warehouse.
But this is a Jonathan Blow game, so nothing stays too simple for very long. Blow and his team took the core concept of pushing objects around and built on it in myriad ways, with a wide array of environments, mechanics and characters for you to get to grips with.
Order of the Sinking Star starts with you playing as a deposed queen from another world who is transported to a strange place. This turns out to be the tutorial. Among other things, you’ll find out about the undo button, a handy option you can use to revert your actions if you get stuck. It’s probably worth being careful with this button, as Blow says it’s possible to undo thousands of moves with it. There’s a level reset option too.
The first phase of the game has four distinct territories with their own characters, stories and gameplay mechanics. One of these realms has a fantasy theme with a warrior character who can push multiple objects that are in a row. His friend, the thief, can only pull objects. The wizard, meanwhile, can teleport and swap positions with objects or other characters. Sometimes, you’ll use multiple characters in a level and swap between them to solve puzzles. There’s a talking boat somewhere, too.
You’ll take what you learn within individual levels into the overworld so you can make progress there. For one thing, the queen can wear a warrior, wizard or thief outfit to adopt their abilities and solve puzzles in the north section of this phase.
Over in the east, there’s a world with mirror-based puzzles. By positioning the mirrors and where you stand, you’ll use the mirror’s reflection to teleport at a right angle. If your character (or an object) has a reflection in two mirrors, they can be duplicated, which is something you might have to do a few times if a level requires you activate multiple switches at the same time.
Once you near the end of two of the phase one worlds, you can enter one of six gold rooms. In these rooms, which are the gateways to the second phase of Order of the Sinking Star, some of your characters meet each other for the first time. For instance, the guy from The Mirror Isles and the wizard might encounter each other in a gold room and then you can use their combined abilities to solve puzzles. Given that later-game levels combine mechanics from the early stages, they are naturally more complex. Shifting to 3D perspectives will ramp things up too.
Order of the Sinking Star
Thekla/Arc Games
You can tackle the four worlds that make up the first phase in any order. Collectively, they contain “days worth of gameplay,” Blow said. And yet he claimed this first phase accounts for about five percent of the entire game.
All told, there are about 1,400 puzzles, many of which are optional. If you’re a completionist, you’ll need to be pretty dedicated to see this through. Blow estimates that it’ll take around 500 hours for a player to do absolutely everything in the game.
The overworld has more than 100 screens from which you can jump into individual levels. “All the levels are about ideas. They’re not just random puzzles,” Blow said. “We don’t add puzzles to the game unless they show something cool about how the objects interact. Then, once you see the cool thing, you come back to the overworld, and you navigate from that screen using the cool mechanic that you learned.”
“We” is a key word there, because it’s not as if Blow has been making Order of the Sinking Star by himself for the last decade. His studio, Thekla, has around 10 people working on the game full-time along with another 10 or so part-time contractors. Those who contributed include puzzle game designers Alan Hazelden and Marc ten Bosch. Some members of Blow’s Twitch community who “contributed some idea to one of the levels somewhere” will receive design credits too.
Blow and his team use custom game engines for their projects. Starting in around 2013, he started livestreaming his work on the programming language that Order of the Sinking Star is written in (Thekla will eventually make the engine available for free as an open-source project). “Once I was working on the game, it was a good way to show people what the programming language was about and also how game programming works, and so I would frequently do just streams where we would sit down and implement something,” Blow said. Some of the design work he did on stream ended up in the final game.
Order of the Sinking Star
Thekla/Arc Games
After such a long time of working on Order of the Sinking Star, the end is in sight for Blow and his team. The main focus for the last year or so has been on making sure all of the puzzles align with the overworld. Making art for many hundreds of levels is a major undertaking too, while Blow is still refining the story.
“Because there’s a lot of these levels and a lot of characters in the levels, it’s just natural for them to talk to each other,” Blow said. “And so what is that dialog and what does it do? Is it just little jokes that don’t add up to anything? Or do you get little peeks into a larger narrative? I think the latter is obviously better. And so that’s my main task between now and release, is making sure that the story is really good.”
Blow had the core concept of having separate worlds with mechanics that work across them in place from the very beginning, though how that worked in practice evolved a lot over time. For instance, the overworld idea wasn’t set in stone from the outset. There was an overworld in place by around 2021, “but it wasn’t organized in the way the current one was. It was just sort of areas smushed together,” Blow said. “At some point, I came up with this concept that it was spatially organized in an almost ritualistic manner or a mathematical manner, whichever way you want to think about it. And we redesigned the overworld from that point, and from then till now, it’s been just sort of a continuous improvement.”
Order of the Sinking Star was originally supposed to be a much smaller game that took around 10 or 20 hours to play, but “it just blew up,” Blow said. “Part of development has just been dealing with that fact. Like, oh, my God, this game took so long to make. It actually feels really good to be here toward the end. We still have a fair bit of work to do before it’s done, but we can see the ending from where we are now, and that’s great.”
This article originally appeared on Engadget at https://www.engadget.com/gaming/ten-years-after-the-witness-jonathan-blows-next-massive-puzzle-game-is-almost-ready-for-primetime-015727378.html?src=rss