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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 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 Build a medieval castle piece by piece and then defend it from enemy knights in the city builder and RTS Bergfried
Stop judging games by their sales figures, says Tekken's ...
Edwin Evans-Thirlwell · 2026-07-06 · via Rock, Paper, Shotgun

"Dark Souls didn’t suddenly become a massive success overnight"

King in Tekken 8.
Image credit: Bandai Namco

I don't think anybody reading these hallowed pages really judges games by their sales figures, but it's nice to hear that perspective affirmed by no less a Legendary Fightguy than Katsuhiro Harada, the former face of Tekken. Out of the blue, Harada has posted some very nice words about Dark Souls kingpin and FromSoftware president Hidetaki Miyazaki, noting that Miyazaki came late to game development and worked on a bunch of less praised or successful games, before landing it big with Souls.

Harada (who is currently CEO of SNK VS Studio) makes the obvious but eminently repeatable argument that these older, less celebrated projects paved the way for the Souls series. He accuses people who think disparagingly of them of being unable to "appreciate the journey or the growth of the developers themselves". It's not clear who these statements are aimed at, exactly, but Harada does add that he's "NOT talking about the fan community". The whole thing sounds like a rebuke to publisher moneymen who only think as far as the next earnings call.

Writing on Xitter in response to a fan question, Harada describes Miyazaki's career path as "exceptionally unusual" – after all, he started out in the business after turning 30, and didn't work at one of the "major development studios that held a significant technological advantage during the early polygon era".

For context, Miyazaki contributed to three, OK-ish Armored Core games before bowling over critics with Demon's Souls in 2009. FromSoftware as a whole date back to 1994. The studio had worked on dozens of games, including the sadly forgotten Tenchu and the horror game Echo Night, before Miyazaki joined their ranks as a designer. In particular, From's long-running and not wildly regarded King's Field action-RPG series is an obvious precursor to the Souls universe, offering up similarly mazey world design and a pervasive air of gloom.

Harada says that he "was personally involved with the Dark Souls series and Elden Ring", as publisher Bandai Namco's general manager, though he never laid a finger on development itself. "From that perspective, I can say that Dark Souls didn’t suddenly become a massive success overnight," he asserts. "It was the result of everything Miyazaki and his team had built up through their previous titles.

"Today, he receives offers from all over the world," Harada continues, "but when I think back to the days when he and his team were struggling the most, many of those offers seem like they’re coming from people who only know who they are today. Some of them almost feel like complete reversals in attitude. Well, that’s just my personal perspective.

"Personally, I had grown tired of people who would simply compare games by saying things like, 'That title cost X billion yen to make and sold Y million copies,' and then use nothing but those numbers to judge them against other games," Harada complains. "There were so many people who couldn’t appreciate the journey or the growth of the developers themselves. Anyone can look at the current numbers—they’re available to everyone. Whenever I heard those kinds of opinions, I always thought, 'That’s exactly what you’d expect from someone who’s never actually developed games.'"

Again, all these sentiments are quite obvious, but it's nice to hear them at a time when the industry is undergoing another brain drain of seasoned developers. Sony have just jettisoned over half the Destiny 2 team, for example, and those are some of the finest FPS designers you'll find. Doubtless, gutting a studio like Bungie makes sense when viewed through the icy prisms of revenue and cost projections, but that's literal centuries of accumulated expertise you aren't getting back.