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Rock, Paper, Shotgun

Doom devs id Software were reportedly kicking around ideas for a new Perfect Dark, a John Wick-inspired game, and multiplayer demonslaying prior to layoffs New Vegas devs Obsidian are reportedly working on a new Fallout game, and only Microsoft could make news I've waited half my life for taste this bitter Well, at least one good thing's come out of Destiny 2's demise: lob tomatoes at ex-Bungie CEO Pete Parsons' car collection in this fan-made boss battler Assassin's Creed Black Flag Resynced can run smoothly aboard both Steam Deck and Steam Machine - with the right settings Become King Dracula's personal vamp-assassin in Vampirium: 1997, an immersive sim Bithell Games are launching into Steam early access soon Xbox boss Asha Sharma pins layoffs on Phil Spencer's regime spreading the company "too thin", while claiming a "a healthy Xbox" could weather the RAM storm Cat Mail Co. is a cosy game where you run a post office for cats, and I wish it let me snoop into their private lives "A mentor and an inspiration to many": Skywind devs pay tribute to modder Kettlewitch, whose death has left another Skyrim mod's future up in the air Assassin's Creed Black Flag Resynced review - a great pirate game swaps the ups and downs of old Assassin’s Creed for the ups and downs of new Assassin’s Creed Get spirited away to a weird, scary version of a Japanese town and take pictures of the oddities you find in SOMBRAS: negative frames "This has got to be the most awesome toaster ever": Saber on building upon hits like Warhammer 40,000: Space Marine 2 Cyberpunk Edgerunners' Lucy finds herself in yet another crossover, this time in an upcoming Apex Legends event Subnautica 2's first proper update is coming tomorrow, bringing in much needed creature behaviour changes and more Appa is a gorgeous, surreal card game about grieving siblings where every move your opponent makes can be reacted to Left 4 Dead lives on in The Mound: Omen of Cthulhu, a Lovecraftian extraction game from the creators of Zeno Clash After split with Xbox, Hitman developer IO will "continue to develop" Project Fantasy independently, but they're closing their Istanbul Studio "I know how devastating it is, and my heart's with all of you": Doom's John Romero responds to id Software reportedly losing half their team While several Xbox studios regained independence or found new owners yesterday, Arkane's staff must negotiate their own future Xbox's layoffs come with a push to focus on series like Fallout, so naturally New Vegas devs Obsidian have reportedly lost around a quarter of their staff Xbox layoffs mean that Elder Scrolls Online's roadmap is "shifting" just two days before Season One's release... the plan put in place for the MMO after the last round of cuts "It's much further along than we originally planned": Fallout: London modders say work on their next game is going "swimmingly", despite DLC delays Doom, Quake and Wolfenstein games will still reportedly be worked on at ZeniMax following Xbox cuts, despite pivot towards Fallout and The Elder Scrolls Xbox are parting ways with Double Fine, Arkane, Undead Labs, Compulsion, and Ninja Theory in the course of thousands of layoffs Stop judging games by their sales figures, says Tekken's Katsuhiro Harada: “That’s exactly what you’d expect from someone who’s never actually developed games" This week in PC games: Stardew Valley plus vampires, a lavish gamebook RPG, and Assassin's Creed Black Flag Resynced, finally Marvel Tokon: Fighting Souls is suffering similar PSN region locking woes to Helldivers 2, with 132 countries barred according to Steam's backend "Smuggle chainsaws onto the pitch": What Blood Bowl's new publisher thinks the World Cup can learn from Warhammer The Sunday Papers Object Impermanence is a puzzle game where the moment you look away from something, it stops existing Man a gate and keep out people, chickens and unknown horrors alike in the Paper Please-esque Dreadwoods Gatekeeper
The Sunday Papers
Edwin Evans-Thirlwell · 2026-06-28 · via Rock, Paper, Shotgun
A plain white mug of black tea or coffee, next to a broadsheet paper on a table, in black and white. It's the header for Sunday Papers!
Image credit: RPS

Sundays are for hopping over stepping stones across a river. There's a stone missing in the middle. Immediately, a quest decision prompt flashes up before my eyes, offering three choices: turn back in humiliation; attempt the leap and risk perishing in the writhing waters, leaving this week's Sunday Papers unfinished; or pile up smaller stones into a rudimentary foothold – an alteration of the river's flow that will surely lead to calamity miles downstream in the Humber Estuary. Urgency is added by the arrival of swarms of flies.

A view from a stepping stone in the middle of the River Wharfe in Yorkshire, near sunset. There are trees along the banks.
Image credit: Rock Paper Shotgun

I chickened out and turned back in the end, but not before taking a lovely photo. Anyway, here are some things to read.

Bruno Dias attempts to decentralise "meaningful choice" in narrative design, arguing that we do not have to adhere to any rigid binary between choices with 'real' outcomes and 'false' choices that merge back into the flow of events. I like this line: "A choice is ultimately a question you're asking the player, and sometimes the function of a question is to let the player hear their own answer." Here is a longer chunk:

Branching choices have a structural dimension; they take part in literally defining the shape of the narrative from the standpoint of which textual fragments are or aren't included. But they also have a rhetorical dimension; choices say things, in themselves. I tend to make an analogy to the role of editing in cinema, where edits similarly act both as a broad organizing system for a film narrative and as immediate components of its rhetorical or aesthetic content.

Oma Keeling considers modernism and postmodernism by way of two recent platformers, Fallstruktur and Automaton Lung.

i would in a sense argue that the platformer genre emerged as a postmodern medium designed to sell itself to you on the challenge of navigating non-social spaces. its conventions, in the coin pushing of the arcade were built on selling that experience, surviving a spatial confusion machine.

here then, in Fallstruktur and Automaton Lung’s dream logic architectures, two modes of addressing this. A socialised tool for the production of further digital simulations of the types of navigation that haunt and thrill, and a loose narrative world, supporting in its sale the livelihood of one developer and any Megacorporations that take tax on the sale, built around the aesthetic pleasures in the control of space for the arcane collection of credits.

Over at FAIR, Justine Barron makes the case for collective bias among bigger US media outlets towards the idea that Long Covid is a form of mass psychogenic illness.

To varying degrees, articles that psychologize Long Covid tend to acknowledge that the physical symptoms experienced by patients are real, just unlikely to be caused by the Covid virus or any other biological origin. They often point to a vague mind-body paradigm as an explanation, but one in which the mind controls the body far more than the reverse. Overall, these articles emphasize that patients would benefit more from mental health and/or social service solutions than research and medicine.

For Defector, Corey Miller attempts a grand unified theory of "long D&D" and its politics by way of Matt Dinniman's "litRPG" Carl novels (which I haven't read – honestly, they don't sound as compelling as all that, but then again, my interest in the core ideas has possibly been spoiled by watching too many bad isekai shows.)

D&D itself has, in its half-century history, seemed both ally and nemesis to left and right politics alike. Reactionary campaigns to have the game banned for encouraging Satanism have given way to a wistful appreciation for its longtime modeling of racial essentialism; left critiques of that same essentialism have been tempered by an awareness of D&D as a space of liberatory imaginative play, often for social misfits. 

Michael Brough, developer of very good roguelikes, has some feisty advice for people writing about indie games.

Look, "niche" is not a property of a game. It's a recess in a wall to put decoration in. (Some games do have niches in them.) I guess you're using it in some metaphorical way to mean that the group of people playing the game is small enough to fit into a niche? This is not very interesting, and it is not even a fact about the game. You're telling us about the game because you like it! What do you like about it? That's way more interesting.

You're not as weird as you think you are. I'm sorry, but you're actually not. You're holding onto this idea of yourself being such an atypical person and your tastes being so niche as a way to feel a bit special. And by god you are special. You are so special. You are this beautiful unique incredible configuration of stardust and we love you. You're great. But you're not unusual. If you like a thing, there's going to be a ton of other people who would like it, for the same reasons you do. Maybe they haven't heard of it yet. Maybe you can tell them.

Cecile Richard recently hosted the third manifesto jam on Itch – 333 entries in total, enough impassioned and often brilliant ranting to last you till Xmas.

Today's musicians are either Dur-Dur Band or The Doors. Merry Sunday all. Keep your feet dry!