惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

L
LangChain Blog
Recent Announcements
Recent Announcements
GbyAI
GbyAI
H
Hackread – Cybersecurity News, Data Breaches, AI and More
Microsoft Azure Blog
Microsoft Azure Blog
N
Netflix TechBlog - Medium
人人都是产品经理
人人都是产品经理
MongoDB | Blog
MongoDB | Blog
D
DataBreaches.Net
freeCodeCamp Programming Tutorials: Python, JavaScript, Git & More
WordPress大学
WordPress大学
U
Unit 42
腾讯CDC
D
Docker
The GitHub Blog
The GitHub Blog
阮一峰的网络日志
阮一峰的网络日志
Vercel News
Vercel News
I
InfoQ
Jina AI
Jina AI
爱范儿
爱范儿
宝玉的分享
宝玉的分享
博客园 - Franky
G
Google Developers Blog
P
Proofpoint News Feed

Rock Paper Shotgun Latest Articles Feed

007 First Light review - a flowing thriller that blends occasional sandboxy spying into an exotic rollercoaster ride Catch the scalpers who get rich flipping Pokémon TCG cards in this very vindictive shop management game "They have the biggest bullsh*t detectors on the planet": How the unlikely EVE Online x Google DeepMind AI partnership landed with players 007 First Light's launch bugs and fixes prove disappointingly short on material for James Bond quips "Stay on target": Helldivers 2 gets a big performance patch with upscaler support, but it isn't working brilliantly for everybody Sci-fi RTS ZeroSpace combines StarCraft with Mass Effect RPG choices and look, they've got a Homeworld guy doing the mechs The Witcher 4 is the work of over twice as many CD Projekt staff as The Witcher 3, in a fresh display of how blockbluster team sizes have ballooned Stop Killing Games-backed bill that'd bar publishers from switching off game servers without thinking of players passes California State Assembly vote Heroes of Might and Magic: Olden Era is getting a roguelike mode, a Thieves Guild, and a sprawling underworld with unique terrain Amidst ongoing legal proceedings, Rockstar devs have publicly formed a union with the IWGB Red Frame is a Witnessian puzzle game where every red frame you find has a conundrum for you to solve Here's a choose your own adventure RPG from a former Capcom dev who spent six years in a remote Japanese mountain village making it The Remake of the End of the Greatest RPG of All Time, out today, wants you to figure out what the greatest RPG of all time really is Call of Duty: Modern Warfare 4, not to be confused with Call of Duty 4: Modern Warfare, sees North Korea invade South Korea Planet Zoo 2 is on the way later this year, adding in aquatic animals as a big win for mola mola lovers Bungie are making it easy for you to try Marathon by launching its new season with a free week, right when veteran players lose all their best gear Krafton have reportedly agreed to pay Subnautica 2's devs that $250 million bonus, following strong early sales The Steam Deck OLED's price hikes have killed its status as the best deal in PC games hardware Witcher 3 modders have already added Geralt's new sword from the Songs of the Past expansion to the base game The demand for weapons in Subnautica 2 reveals the difficulty of separating open worlds from conquest Paralives is possibly the first ever videogame with a character editor that gives people motion sickness 007 First Light's PC performance isn't quite martini-smooth, but it's a damn sight better than that stuttering reveal footage 007 First Light is now out in full, and I hope the masses are ready to face the most difficult decision of their lives Helldivers 2-esque war against a giant evil robo-eye beckons in No Man's Sky's The Swarm update, invading the galaxy right now After 10 years of work, modders have remade classic RPG Ultima Underworld in Unity with 3D models, new sound effects, and controller support Geralt's back for one last Roach ride in long-rumoured The Witcher 3: Wild Hunt expansion Songs of the Past Red Dead Online wasn't a missed opportunity in the eyes of Take-Two's boss, but I'd say it's proof that following the GTA train doesn't guarantee the world There are a million ways to deliver ore in Starminer, a real-time space strategy sim with zero-G physics - just beware your greed doesn't attract the aliens The first, cinematic look at Marathon season 2 paints it as the horror game it always should have been Yerba Buena, out today, is a Portal-esque puzzle platformer where your weapon of choice is copying and pasting physics
Dragon Age: Inquisition's lead narrative designer is maki...
Edwin Evans-Thirlwell · 2026-05-21 · via Rock Paper Shotgun Latest Articles Feed

"No moon logic" in this one

A concept artwork for an untitled Studio Reset game, showing a woman with blond hair and a jacket labelled "22" looking at the viewer. Next to her looms some kind of huge shadowy ghost thing with a spectral white outline.
Image credit: Studio Reset / Rock Paper Shotgun

Efforts to start a blaze by huffing on the embers of BioWare's legacy continue with the announcement of Studio Reset - a new Canadian independent whose members include veterans of Mass Effect, Dragon Age, and Anthem. The key personalities are Kaelin Lavallée, lead narrative designer on Dragon Age: Inquisition (*smiles, nods) and Mass Effect Andromeda (*frowns), who has also served as a designer in different capacities on The Long Dark. Kris Schoneberg, meanwhile, is Anthem's former creative director and a former Mass Effect level designer. Francis Lacuna, finally, is a character artist and later, character director who has worked across Dragon Age, Mass Effect and Anthem.

All three used to be part of Nightingale studio Inflexion, founded in 2021 by BioWare's former general manager Aaryn Flynn. I wanted to like Nightingale much more than I did – it has lovely Alice in Wonderpunk art direction, but ultimately proved as gratifying as a drawerful of unpaired socks. Nonetheless, I'm prepared to get hopeful about Studio Reset's debut project, "a neon-noir supernatural mystery game set in a stylized Canadian cityscape". Though I suspect the high-handed talk of "modernizing" the adventure game is going to really wind up the likes of Dave Gilbert, who's been tinkering within the genre for decades.

According to the press release, this isn't one of those AAA veteran mega startups with lashings of overseas money that's going to disappear in two years, or so the founders are hoping. “Studio Reset is smaller by design,” Lavallée observes. “We are not trying to recreate blockbuster development at a smaller scale. We want to build original worlds with focus, intention, and a team that can stay close to the work, the creative vision, and the players we are making it for.”

The studio's first, currently untitled game will "channel the satisfaction of classic adventure mysteries while modernizing the form through bold 3D visuals, multiple investigators, intuitive clue-solving, mature themes, and meaningful replayability". No, David, put the chair down! The children know not what blasphemies they utter. "The game is designed for players who want a mystery that feels strange, atmospheric, and deeply thought-out, without forcing them through arbitrary puzzle logic," the press release continues.

The critical design boondoggle here is "parallax deduction", which appears to be a fancy way of saying that there are several investigators and they'll perceive and interpret the situation differently. "With Parallax Deduction, we want players to understand that perspective is part of the evidence," says Schoneberg in the release. "Who is looking at the case matters, because each investigator brings their own expertise, history, instincts, and blind spots.”

They're also avoiding "moon logic" in how they design the clues and puzzles, with no "arbitary" outcomes. "If a player uncovers a hidden motive, opens a locked path, or connects two strange details, the solution should feel like something they could have reasoned toward through observation, context, and deduction," explains the presser. I'm most persuaded by Lacuna's description of the game's world as "the kind of place where the ordinary starts to feel like it is hiding something.” Going by the concept artwork above, the ordinary is hiding some really hench ghosts.

Whatever they call it, Studio Reset's first game has funding from the Canada Media Fund, but the press release suggests it'll need a cash injection to get beyond the "early stages" - hence, announcing their new game before it has a title. "BioWare showed us how powerful a committed core can be when it comes to building new IPs," the developers write collectively in a Q&A sent to RPS. "We aim to do the same thing with Studio Reset and the new game IP. We want to start building the right community early.

"Mystery games benefit from players who think deeply, ask questions, and care about how a story unfolds," they go on. "Bringing people in early helps us understand what resonates, while staying true to the experience we want to build. We are not trying to manufacture hype overnight; we are trying to build trust over time."

I will definitely give Lavallée, Schoneberg and Lacuna credit for not making something that looks exactly like one of their BioWare projects. As for actual BioWare, they are busy working on Mass Effect 5 amid the heavily leveraged $55 billion acquisition of parent company EA.