The Best PC Game of 2024

The PC is arguably the definitive gaming platform, deeper and broader than any of the bespoke boxes you stick under your TV. It has become a catch-all for multiplatform games, an inevitable second home for first-party console exclusives, and a bastion for smaller games that may not be able to develop ports. It’s also a destination of its own for unique, mouse-and-keyboard-driven genres that just aren’t quite as comfy to play while sitting on a couch, while also being the place for portable-friendly games thanks to the likes of the Steam Deck. Unsurprisingly, it meant we had a lot of games to pick from when it came to crowning our 2024 PC favourites.

While plenty of incredible games came to both the PC and other platforms this year, our picks for the best PC games of 2024 stand as a mix of impressive experiences across multiple genres – some of which you simply can’t play with a controller in your hand. There’s the intricate, automated empires of Satisfactory; the exquisite puzzle design of Animal Well; the just-one-more-round compulsion of Balatro; the thrilling detective work of The Rise of the Golden Idol, and more besides.

But only one can be crowned the best PC game of 2024. What did the IGN team judge to be the most worthy? Let’s take a look at the results…

Honorable Mentions

With so many excellent games to choose from this year, the spread of votes for the best PC game was understandably broad. The varied taste of the IGN team meant that several games picked up a strong number of votes, but sadly not enough to secure a podium finish. Of those games, the two that only just missed out were 1000xResist and The Rise of the Golden Idol.

Plenty of games tell a compelling story, but it’s the way 1000xResist tells its story that truly stands out. It is a confident and moving tale that isn’t afraid to get deep, blending surreal concepts with emotionally charged deconstructions of the human condition in a manner reminiscent of games like Nier: Automata. Thanks to its narrative-first design being something of a first cousin to visual novels, 1000xResist’s story is able to double down on delivering ideas and plot in innovative ways that raise the bar for its genre.

A follow-up to 2022’s breakout detective game, The Rise of the Golden Idol continues to impress by empowering you to solve its crimes with hands-on detective work. Set in the 1970s, it presents multiple diorama-like crime scenes in each chapter, demanding you to gather clues via close observation and then piece together exactly what happened. Rarely are the actual events as simple as they seem, and the truth can only be deduced from spotting minor things such as an empty gun chamber or the hidden subtext in an angry note. It’s a “puzzle” game that’s not simply about finding the right button to push, with an artistic presentation uniquely its own.

Runner-Up: Animal Well

2D pixel art platformers can feel like they are a dime a dozen these days, but Animal Well is different. That may sound like a cliche setup, something you’ve heard before about plenty of other games, but it really is true here. Animal Well wears the skin of a puzzle-driven metroidvania while also twisting all the usual trends that come along with that structure.

You aren’t fighting your way through waves of enemies or upping your missile capacity here, in part thanks to Animal Well’s almost complete rejection of violence. Instead you’ll find bubble-blowing wands that can produce floating platforms, frisbees that can tame ferocious dogs, and firecrackers that illuminate the dark to reveal the hidden platforming challenges ahead.

The real joy of Animal Well, though, is realising that there’s far, far more to each item than their obvious use. And then you begin to realise that there’s far, far more to each location than the obvious objectives. And as you begin to peel back the layers, you soon discover that what initially appeared to be a five-hour metroidvania is instead a gargantuan puzzle with enough secrets to discover that they could fill an actual well. It’s an innovative and endlessly enticing take on otherwise well-worn territory.

Runner-Up: Satisfactory

After nearly five years in Early Access, Satisfactory’s 1.0 update arrived this year to cement it as one of the absolute best automation games around. It’s a game all about building assembly lines and laying down endless miles of conveyor belts, which is much more of an immense joy than it may initially seem. The subsequent tech climb that sees your factories become faster, more efficient, and inevitably more complicated always keeps you looking forward to that next big breakthrough.

The sight of spaghetti-like factories that span a thousand acres can seem intimidating at first, but don’t let that put you off: Satisfactory’s well-constructed web of objectives helps you build confidence in your engineering capabilities. Within just a few hours you’ll have graduated from novice conveyor belt enthusiast to an automation veteran, capable of troubleshooting catastrophic malfunctions as if they were minor inconveniences.

But while the factories are your primary concern, Satisfactory is much more than the end result. This is also a Minecraft-style open world in which you must delve into caves, survive deadly gas clouds, and stripmine rock formations in order to gather the materials needed to both fund and fuel your colossal creations. Throw in a few friends working together in co-op to pave over every inch of green on this detailed alien world and you’ve got a recipe for “blink and an hour has passed” captivation that rarely quits.

Runner-Up: UFO 50

UFO 50 is an almost incomprehensible achievement. The concept of an old-school gaming system being miraculously unearthed and made available today is a cute one already, and I wouldn’t blame you if you assumed the catalogue of 50 games that came with it were largely just quant minigames that make for an amusing but fleeting distraction. But that’s simply not the case.

Each and every entry in this library is essentially the size of an entire retro game of its own, many of which would have surely been standout hits in their era if they actually existed at that time. But this isn’t a collection of games made in the 1980s, and the deeper down the rabbit hole you go the more obvious that becomes. The games of UFO 50 are smart. Like, modern day indie darling smart. Each one weaves excellent new ideas into the canvass of a retro classic, resulting in games that feel like toys of yesteryear but play like a 2024 Steam top-seller. Echoes of No Man’s Sky, Hotline Miami, Into The Breach and more can be found between the scan lines, but each game is more than just a de-make of its inspiration. UFO 50 is essentially a playable examination of the past and present of video games.

There’s just so much to dig into here, with an almost alarmingly consistent level of quality. UFO 50 could have been half as big as it is and it still would have been impressive – instead, it’s borderline stunning.

Winner: Balatro

If you’ve already played Balatro, you probably understand why it’s here. In fact, odds are good you might still be playing it right now. And if you haven’t, I’d recommend you do, but the kinder thing might be to tell you to run. Because once you’ve jumped into its smart mix of roguelite deckbuilding and digital poker, you might find your free time slipping away and the sun creeping up during what was supposed to still be night. But then again, it sure is worth it.

There’s something about Balatro that effortlessly hooks you, the “just one more turn” syndrome distilled into its purest form. Everything about its fairly simple presentation is tuned perfectly to be endlessly satisfying, bringing delight or destruction with every card you play. While on the surface it’s a poker game that’s approachable for anyone who can tell their flushes from their full houses, don’t be fooled into thinking you need to know the rules of the classic casino game to play. In fact, this isn’t actually poker.

Balatro is an entirely original idea, and while poker hands may be at the centre of the screen, the real centre of the experience is building wild game-breaking decks that can send your score multiplier skyrocketing. Each round allows you to tweak and improve your collection of cards, switching out suits to more easily achieve better hands, or using celestial powers to assemble literal wildcards. The options are unbelievably deep for those who then want to break the intuitive tropes open with smart modifiers – you may have put together a four-of-a-kind in your day, but play a five-of-a-kind for the first time and you won’t ever want to go back.

This is the truly impressive trick of Balatro, making you think you know what it’s doing at every step of the way, then teasing you in deeper as more game-shifting Jokers are discovered, more decks are unlocked, and the scores you consider impressive start stretching from the thousands into exponents so large you need a degree to decipher them. Wrap that up in a lo-fi presentation as deceptively well designed as the card game it houses, and you’ve got a game we’re undoubtedly going to be playing for years to come.

IGN UK Podcast 778: The Game Awards Reveals and Ferry Fights

Cardy, Wes, and Dale are here to talk through all of the biggest reveals and announcements from The 2024 Game Awards. We’ve got Elden Ring Nightreign, Intergalactic: The Heretic Prophet, Okami 2, and much more. Plus, plenty of time to talk about spilled cereal and teenage brawls on ferries.

Remember to send us your thoughts about all the new games, TV shows, and films you’re enjoying or looking forward to: ign_ukfeedback@ign.com.

IGN UK Podcast 778: The Game Awards Reveals and Ferry Fights

Unpacking Dev Says Nintendo “Hasn’t Responded” To Reports Of Copycat Games

“It’s been over two weeks”.

We’ve talked about copycats and scam games on the eShop many times — with a multitude of games using keywords and AI-generated screenshots and key art flooding the eShop, it’s a huge problem for devs.

And now, the creative director of indie hit Unpacking has called Nintendo out on the lack of response to these games (via Eurogamer). Specifically, this follows on from a number of games and DLC sharing the same name as Witch Beam’s beautiful puzzle game appearing on the eShop in late November.

Read the full article on nintendolife.com

Pokémon TCG Pocket Players Cower as Mythical Island Expansion Threatens to Make Misty Even Stronger

Pokémon Trading Card Game Pocket players are already having enough trouble with Misty but the incoming Mythical Island expansion could make her even more powerful.

The trailer for Mythical Island, which arrives tomorrow, December 17 as a smaller expansion for the digital trading card game, showed a new version of Eevee evolution Vaporeon that takes successful Misty coin flips to another level of powerful.

Pokémon TCG Pocket uses mana generation, similar to games such as Magic: The Gathering and Hearthstone, at its core, with players able to attach one energy per turn to slowly but surely build up to more and more powerful attacks.

A handful of cards break this one per turn rule, however, by allowing for additional mana generation. Of the four best decks in Pokémon TCG Pocket — Mewtwo ex, Pikachu ex, Charizard ex, and Starmie ex — only one (Pikachu) doesn’t rely on these additional mana generation cards. They’re therefore very powerful.

Misty is one such card, as players can flip a coin until hitting tales, and add one energy to a single Pokémon for every heads. This obviously gives players a 50% chance of getting an additional energy, but Misty became Pokémon TCG Pocket’s most infamous cards for instances when players would get several heads in a row and add five, six, seven, or more energy to a single Pokémon.

There is a soft limit to how useful this is, as most cards don’t need more than three or four energy to use their most powerful attacks. but that’s all about to change. A handful of cards including Stage 1 Pokémon Vaporeon were revealed in the Mythical Island trailer, and it’s this card that could turn those several successful coin flip turns into practically an instant win.

Vaporeon has an Ability called Wash out, which lets players move around an unlimited number of water type energy between their Pokémon. This means the several energy created by successful Misty turns are no longer trapped on one Pokémon and can instead be spread around evenly.

At its most extreme, players on Turn 3, the opening player’s first chance to attack, could therefore play a Misty and have a board with Starmie ex and two Articuno ex all capable of unleashing their strongest attacks; players would have, say, eight energy at their disposal instead of the two provided to most.

This exact play will be the exception and not the rule, but it will almost certainly make those already annoyed by Misty even more frustrated.

Vaporeon could still be an incredibly strong card outside of these major Misty moves too, as being able to move around energy freely offers myriad new solutions to old problems.

If an Active Pokémon is near a knock out, for example, players could shift all its energy to another Pokémon so the replacement is immediately ready to fight next turn, or transfer energy the opposite way to allow it to retreat and not damage the player.

It therefore could be enough to bump the Starmie ex above the other meta leaders, though with more than 80 new cards coming to the game in Mythical Island, the entire player versus player scene could be due a mix up.

Pokémon TCG Pocket arrived October 30 and is a certified hit for Creatures Inc. and The Pokémon Company, having earned an estimated $200 million in its first month across more than 60 million downloads.

This huge amount of money comes as Pokémon TCG Pocket follows the standard mobile and free to play game model, flooding players with rewards in the first few days before soon drying up, with spending real world money the only real way to re-experience that early thrill.

Completing Genetic Apex, the first set of cards which totals 226 officially but also contains 60 rare alternate art cards, will take players not spending money around two years according to one estimate, while those looking to make it rain can wrap up the collection after dropping around $1,500.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Playing Wreckfest while learning to drive was surprisingly helpful

At 9 years old, in the plastic seats of a Sega Rally arcade machine, I quickly learned that “automatic” is better than “manual” without understanding why. And now I know: changing gears is a fucking chore. This year, in my mid-thirties, I finally learned to drive. And weirdly, a racing game about destroying clapped-out old bangers helped me along. Thank you Wreckfest, for all the bottled road rage you allowed me to unleash.

Read more

Elden Ring Has Now Outsold the Entire Dark Souls Franchise

FromSoftware titan Elden Ring has now outsold the entire Dark Souls franchise thanks to a sales boost seemingly spurred by expansion Shadow of the Erdtree, though still ahead of spin-off Elden Ring Nightreign launching next year.

Elden Ring publisher Bandai Namco announced the open world role-playing game has now sold 28.6 million units, up 3.6 million from the 25 million revealed in June. And as pointed out by @ZhugeEX on X/Twitter, this means its outsold the Dark Souls series’ 27 million.

FromSoftware launched Elden Ring in February 2022, meaning its reached the impressive 28.6 million sales figure in two years and ten months. Dark Souls, meanwhile, arrived in 2011 with follow-ups Dark Souls 2 and Dark Souls 3 arriving in 2014 and 2016 respectively.

Elden Ring enjoyed the lessons learned from the beloved Dark Souls series, of course, and also marked FromSoftware’s first foray into the more accessible open world formula. Players struggling with a challenging boss could step away and spend time on weaker enemies, for example, so Elden Ring gained more mainstream appeal.

The franchise is only growing too, as FromSoftware has just announced co-op spin-off Elden Ring Nightreign, in which up to three players are dropped into a condensed version of Limgrave from the main Elden Ring and simply tasked with surviving. Enemies and structures are procedurally generated to allow for a varied experience, with players encouraged to battle to grow stronger and survive the night, when a boss appears.

Surviving three days and nights spawns a major boss for players to take down, and the game has eight in total for players to conquer. IGN has already played the game and you can read our impressions here. And be sure to read our big interview with Elden Ring Nightreign’s game director for an even deeper dive.

Elden Ring Nightreign could even boost the Dark Souls franchise itself, as it’s already confirmed to feature bosses from the iconic series and potentially other FromSoftware titles.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

PSA: If You’re Into Switch 2 ‘Leaks’, It’s The Wild West Out There Right Now

Logo mock-ups, curvy docks, yee-haw.

Over the weekend there’s been a flurry of Switch 2-related activity online, with unsubstantiated details and mock-ups for the officially-not-yet-revealed console doing the rounds on social media.

Following on from accessory makers such as iVolver and Dbrand putting out images and dimensions of the Switch 2, NextHandheld on Reddit claims to have seen and handled (though not played) the final retail hardware and has been fielding questions from curious fans.

Read the full article on nintendolife.com

Hideki Kamiya is Back! After Surprise Okami 2 Announcement, What’s Behind His New Studio Clovers?

In a surprise turn, a follow-up to 2006 PlayStation 2 game Okami was announced at The Game Awards 2024. A year after his split from PlatinumGames, series creator Hideki Kamiya now heads the newly founded studio Clovers and is workiing on Okami 2 as its director. IGN Japan spoke with Kamiya and Clovers President and CEO Kento Koyama to hear all about about how the company came to be and more.

IGN: Tell us about the founding of Clovers.

Kamiya: I left my former company, PlatinumGames, on October 12, 2023. There were all kinds of restrictions placed on me for the following year, which meant that I couldn’t create games [as reported by IGN in a previous interview]. Now that the year has passed, I have finally been appointed as the studio head of Clovers. I’ll be developing games at this new company with Koyama as president and CEO.

Koyama: Kamiya was under a year-long non-compete agreement. We wanted to have a clean slate when making games, even at Clovers, so we waited until this restriction was over and Kamiya had entered the company before officially going active.

Kamiya: I was genuinely unemployed between quitting PlatinumGames and joining Clovers. But once Clovers was formed and before I could announce anything, I decided to quietly add a “?” to the “Unemployed” description on my X account’s display name!

Koyama: I wonder if anyone truly noticed, haha.

Kamiya: It seems like a number of X users actually did. They were speculating that I’d be starting something new. I really was unemployed around the time of Tokyo Game Show 2024, so I wasn’t lying when I added “unemployed” to my username at the time!

IGN: How many people are working at Clovers at the moment?

Koyama: About 20 people.

Kamiya: The company has bases in Tokyo and Osaka. People from those two cities came to Clovers, and so we started locations in both at the same time. We began in small rental offices, but now they’re so full that they can’t even fit everyone. We’re now working on moving to real offices. The move to the Osaka office is scheduled for February 2025, while the Tokyo office move is slated for spring 2025.

Koyama: We’re thinking of adding new employees together with these moves.

Kamiya: We already have people who say they would like to work at Clovers, so we need to put a system in place to hire some of them. We imagine that hiring is going to become even more active now that we’ve officially announced Clovers’ foundation [in fact, a guide to career applications is now available on the official Clovers website]. The vision that Koyama and I have in mind is to aim for the company to grow to around 70 people in the future.

IGN: Please tell us about what kind of work this new studio will undertake, and what you hope to do in the future.

Koyama: We’re currently focusing on developing a contracted title for a publisher (the sequel to Okami). We’ll be focusing on that one for a while, but we’d like to create our own IP at Clovers in the future. That isn’t to say that making IP is a top priority of ours, though. What’s important is bringing players the most interesting and fun titles that we can.

Kamiya: Our strength at Clovers is that we’re a group with a unique sense of creativity. I’ve never been too fixated on creating only original properties, even when I was at PlatinumGames. When I was there, the company also developed IP belonging to other companies, like Metal Gear Rising: Revengeance. [Kamiya was not directly involved in developing this game.] Whether it’s an existing IP or a new one, our mission at Clovers is to create unique games that only we can make.

IGN: Recently there are quite a few Japanese companies that have been funded by overseas publishers, but has Clovers taken on any investments?

Koyama: We haven’t received any outside investment at the moment. That was a decision we’ve made.

Kamiya: We were fortunate enough to receive a number of offers, but right now we’d like to see just how far we can go on our own. We want to maintain the freedom to do whatever we want. It is true that it’s harder to keep the lights on without taking on investors, but we’re doing our best at Clovers to preserve our independence as a studio.

IGN: Mr Koyama, please tell us about your history in the game industry.

Koyama: I got my start in the game industry at a company called Mario Club [a subsidiary of Nintendo that conducts debugging and more]. I worked there as a debugger, but I never gave up on my dream of being a game designer. I then moved to DeNA where I got to fulfill that dream. After that, I became involved in a smartphone title at PlatinumGames.

Kamiya: Koyama was making the predecessor of what would become World of Demons, released on Apple Arcade. It was being developed as a live service game at first, but changed direction mid-development.

Koyama: I left PlatinumGames once World of Demons was no longer going to be a live service game. After that, I was in charge of the games division at the Kyoto office of a company called Donuts, but after a while there, someone I knew from PlatinumGames contacted me. When we met, they said, “You once mentioned that you wanted to work together with Hideki Kamiya, right?”

Kamiya: I never had the chance to work with Koyama during his first time at PlatinumGames. But the mere sight of how he worked and the quality of his work did impress me. I kept on thinking what a pity it was that he left the company, so when the time came when I wanted to ask for Koyama’s help, I had a mutual acquaintance reach out to him.

Koyama: Through that connection, I returned to PlatinumGames and ended up working under Kamiya for the next three years.

IGN: What did you think when you heard that Mr Kamiya would be leaving PlatinumGames?

Koyama: I felt that his leaving was a loss for the game industry. Had his games not been fun, perhaps I wouldn’t have thought about it. We can look back on it and laugh now, but at the time, Kamiya looked unusually serious.

Kamiya: It’s not as if I was feeling sad about my own future. I felt bad for the company’s staff I would be leaving behind by exiting the company and my team, and by leaving my positions as game director and vice president. This may sound conceited, but I was in a position where I shouldered quite a lot at PlatinumGames. From my perspective, I left the company based on my own convictions as a creator, but I’m sure that others also saw it as a selfish act. I felt very sorry about that.

Koyama: Kamiya didn’t have any plans at all following his departure from PlatinumGames. He was saying things like, “Maybe I’ll go back to my family’s home and wipe down the floors there.” So I said, “If you ever want to make another game, please contact me. I come from a farming family, so let’s make games in your free time outside of planting and harvesting rice. I might not be able to pay you a salary, but I can at least send you some rice!”

Kamiya: I was happy when Koyama told me he’d send me rice. I mean, I was thinking, “How could there possibly be a company that’d take in an industry troublemaker who’s constantly spewing venom on X like me?” But maybe this unemployable guy would still be able to make ends meet if Koyama sent me rice. Of course, it wasn’t rice he ended up making for me, but rather a company!

How could there possibly be a company that’d take in an industry troublemaker who’s constantly spewing venom on X like me?

IGN: Mr Koyama, will you mainly be working as a manager as the CEO of Clovers, or will you still be involved in game development?

Koyama: Yes, I will be working as the company’s president, but I’ll continue to be a game designer as well. While I am new to being a company president, I feel like I’ve been able to do a good job thanks to the help of the other members of the company around me.

Kamiya: I don’t know what I’d do without Koyama’s ability to handle that kind of work. I’m clueless when it comes to the management side, so my primary job will be creating games. I’m able to let him handle the parts of running a business that I’m not capable of doing myself. I’ve never once felt concerned. I’m very grateful to have someone like him with talents that even stretch outside of game development. I’d like to rely on him as the company’s president, and I also highly value his abilities as a creator, so I have high hopes for his future as a game designer.

IGN: Your studio’s name, Clovers, brings to mind Clover Studio, which was responsible for the original Okami and other titles and where Kmaiya used to work. Can you tell us how you decided on this name?

Koyama: As I mentioned earlier, I come from a family of farmers, so I first thought about a company name that had to do with agriculture. It seemed that Kamiya had some concerns about my ability to come up with a good name, though.

Kamiya: His sense for names is rather unique, you see… That’s when I proposed that we name the company Clovers.

Koyama: We ended up going with his very first suggestion as-is. At first, I couldn’t help but be reminded of Clover Studio, which Kamiya was previously a part of. We were going out of our way to create a new company, so I was reluctant to have a company name that looked back to the past.

Kamiya: I may have some fond feelings for Clover Studio because of titles like Okami, but Koyama doesn’t have that history.

Koyama: I was able to empathize with Kamiya’s explanation for the name, though. If you break down the name Clovers you get “C” and “lovers.” The C in Clovers stands in part for “creativity,” something that all of us love. Also, when thinking about the company’s philosophy, in reference to a four-leaf clover, we began to talk about being a group with four guiding Cs, as in “C-lovers.” Our company’s logo is four interconnected Cs in the shape of a clover, as I think you can tell by looking at it.

Kamiya: We decided on three of the four Cs right away: Challenge, Creativity and Craftsmanship.

Kamiya: While things went smoothly up to here, we had trouble figuring out the fourth and last C. Too many positive words that begin with the letter C, so we didn’t know which to pick. That’s when Koyama had the idea, “How about we don’t decide on the fourth C, and leave it up to each of our new members to decide what the final C means to them personally?”

Koyama: That’s why we share three of the Cs as a company, while the fourth is thought up by each of our employees when they join the company, and we have them write down their reasons. Clovers now has a system where new hires choose their own fourth C the day they join the company. [The fourth C is also discussed in this way on Clovers’ website.]

IGN: What words did the two of you choose for that fourth C?

Kamiya: I’ve made my fourth C “Curiosity.” It’s always been what has driven me forward in my game design.

Koyama: I made my fourth C “Cleanness,” to show my desire to always be sincere in my work and towards business partners. Within the company, you have everything from people who make their fourth C “Century,” striving to create titles that will last for a hundred years, to stylish types who made theirs “Coffee Break.”

Kamiya: By having everyone choose their own fourth C, it makes them even more aware of themselves as creators. I think Clovers is a good name for the company we want to become, as it stands for our desire to be a group that loves that fourth C.

IGN: Resident Evil creator Shinji Mikami often talks about wanting to focus on helping young talent to bloom. Mr Kamiya, as someone who came up under Mikami, how do you feel about that idea?

Kamiya: I was able to work as a director for the first time on Resident Evil 2 thanks to Mr Mikami’s guidance. The offer shocked me because it was only my second year after joining Capcom, but within a fraction of a second I told him I’d do it. There’s no question that I’ve also inherited what you might call this kind of “Mikami-ism,” and at PlatinumGames I’d actively give direction work to promising young employees even if they didn’t have experience as a director. That’s why I’d like to continue to give opportunities to young talent at Clovers.

IGN: Your new website mentions that you are recruiting, but what kind of staff are you looking for?

Koyama: We believe that people who can relate to our three Cs – Challenge, Creativity and Craftsmanship – will be a good fit for Clovers.

Kamiya: I think that things like taking on a challenge, being creative or having a craftsmanlike mentality are not things you only do because you’re told to do them. I feel that people who naturally have that kind of mindset and passion for creativity are the ones who fit in with us. In fact, the members who have joined Clovers so far are exactly like that. I hope to maintain that concentration and expand it even further.

I can’t do anything alone. We have team members who draw artwork, others who turn it into 3D models, or who add movement, or who add sound and music, and people who program and finalize the output. Thanks to this combination of people, a game can grow into a wonderful work that exceeds my imagination; miracles are born, and players can enjoy the end result. Just like with game development, as we start a company from scratch this time, I really feel the importance of people’s support. The current staff also came to Clovers without knowing what would happen, and I am so grateful to them for that. I wanted to leave that feeling of gratitude in a tangible form, so we took a group photo of all the Clovers staff. It was a sobering feeling once again. I’m sure they are not without anxiety, but they seem to be enjoying the process of building something from scratch, and that makes me feel really confident. I would be happy to create something with people who can enjoy taking on this challenge together.

This interview was conducted by Daniel Robson, Chief Editor of IGN Japan, and the article was written by Ryuchi Kataoka, a freelance writer for IGN Japan. It was translated by Ko Ransom.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.