Marvel Rivals Dev Says They’re Not Trolling Dataminers – ‘We’d Rather Spend Our Time Developing the Game’

Marvel Rivals dataminers think the developers are trolling them with lists of potential future characters hidden in the game’s code. But NetEase and Marvel say they have better things to do…like actually make the game.

Last month, dataminers began sharing names of potential future heroes hidden in the code of Marvel Rivals, a few of whom seemed to be confirmed pretty quickly as real when the Fantastic Four were officially announced. However, as the list of datamined heroes grew, a different rumor began to circulate in the community: some of the names were fake, planted there by developers to mislead dataminers.

Even now, there’s disagreement in the community as to which, if any of the datamined characters are really being seriously considered for the game.

We recently had the opportunity to directly ask Marvel Rivals producer Weicong Wu and Marvel Games executive producer Danny Koo if they’re secretly performing an elaborate troll. And while it sounds like there are no pranks being pulled here, we should still take all the names being found in the code with a grain of salt. Here’s what Wu had to say:

“So firstly we want to say that we don’t recommend anybody to make adjustments to the files [of the game],” he began. “Also, you can see that for each character’s design actually we come through a very complicated process and we make a lot of concepts, trials, prototypes, development, et cetera. So there could be some information left in the code, and it might mean that we have tried those directions and they may appear or may not appear in our future plans. And whether or not they will appear in our future pipeline is highly depending on what kind of gameplay experience our players would expect in our game.”

Koo added, “If I could have a ten-year plan, it’d be great. But the team experimented with a lot of play styles, heroes. It was like there’s someone doing scratch paperwork and then just left a notebook there, and someone [a dataminer] decided to open it with no context.”

I pushed a little, asking them point-blank if they were deliberately trolling people. Koo replied, “No. We would rather spend our time developing the actual game.”

In the same conversation, we also discussed how a character gets chosen to be added into Marvel Rivals in the first place. The two told me that the team plans updates roughly a year in advance, and is committed to keeping its current pace of adding new characters every month and a half. For each update, NetEase first looks at what type of character and skillset is needed to balance out the rest of the game and add variety to the roster, and come up with a list of several different possible additions. Wu told me that part of NetEase’s strategy for achieving game balance is to focus less on aggressively tweaking existing characters to be perfectly fine-tuned, and more on adding new characters and experiences to keep things fresh, fill gaps, support characters that are a bit weak with new team abilities, or counter characters that might be a little too strong.

Once they have a list of possibilities, NetEase then takes these suggestions to Marvel Games, and begin working on initial designs. From there, they look at what the community is currently excited about, as well as what’s planned a year in advance in other Marvel divisions, such as if a big film or comic arc is coming that they can tie a character in with. That helps them come to a final decision on who’s going in. All this explains why there might be a lot of different heroes listed in the code – NetEase just has a lot of ideas it’s tossing around all the time.

Marvel Rivals was great at launch, and each new character only seems to make it more powerful, with the Human Torch and The Thing set to be the latest heroes joining the game on February 21. We also spoke to Wu and Koo about the possibility of a Nintendo Switch 2 release for Marvel Rivals, which you can read about here.

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

The Last of Us Creator Neil Druckmann Says He Never Plans for Sequels: ‘That Requires a Level of Confidence I Don’t Have’

Earlier this week at the DICE Summit in Las Vegas, Nevada, Naughty Dog head Neil Druckmann and Sony Santa Monica head Cory Barlog sat down in front of an audience for a chat about a very personal topic: doubt.

The two bantered back and forth for roughly an hour on a series of subjects that were clearly very close to both of them, ranging from their own doubts about themselves as creators to how they knew an idea was “right” or not. The two also answered a few pre-submitted audience questions, including one that Barlog read to Druckmann about sequels: “How do you and your teams approach character development over multiple games?

Druckmann’s answer, though, was surprising for someone who’s made quite a few sequels in his day: he doesn’t think about multiple games.

“That’s a very easy question for me to answer, because I never think about multiple games, because I’m the game in front of us is so all consuming,” he responded. “I think you’re jinxing yourself if you’re starting to think about the sequel when you’re working on the first game. So when I was making The Last of Us 2, yeah, sure. Every once in a while an idea pops in your head of where it might go if we get the chance to do another one. But I just approach it as, ‘what if I never get to do another one?’…I’m not saving some idea for the future. If there’s a cool idea, I’m doing my best to get it into here.”

Ten-year payoffs

Druckmann went on to explain that this is how he approaches everything, with perhaps the exception of the The Last of Us TV show since he already knows it’s going to have multiple seasons. So when sequels come around, instead of having a plan already in mind, Druckmann says he looks back on what he’s already done and asks himself what elements are unresolved and where the characters can go. “And if I feel like the answer is, they can’t go anywhere, then I go, ‘I think we’ll just kill them off.’

“I’m half joking, but we just find the next game. When we made Uncharted 1, we had no idea we would do the train sequence of Uncharted 2, or where Nathan Drake would be. We figured it out when we made Uncharted 2. And eventually, the same when we worked on Uncharted 3, same when we worked on Uncharted 4, where we look back and say, “How do we not repeat ourselves? Where else could this character go? What else could get him back into the adventure?” And we have to come up with a new answer. And if we don’t have a new answer then we should ask ourselves, is this the right character? Is this the right game for us to work on? Or is it time to find something new?”

When we made Uncharted 1, we had no idea we would do the train sequence of Uncharted 2.

Barlog responded, saying he doesn’t work that way at all. Barlog says he has “way too much of the Charlie Day crazy conspiracy board of trying to connect and plan with all of these pieces,” and especially likes when he’s able to connect something he’s working on now with something he planned ten years ago.

“It’s just so magical, but it is absolutely, unequivocally the most unhealthy thing ever, because it is insanely stressful to try to fold and connect each of these pieces,” Barlog continued. “Because give or take five years, there’s hundreds of people involved, and then a whole new group of people often are moved in on the next project. That’s a bunch of different, and perspectives, and likes and dislikes that are going to negatively impact you setting something up that early. And they’re going to be like, ‘Let’s talk about this, because that was kind of the dumb. I don’t know if I want to do that.’”

“I think for me that requires a level of confidence I just don’t have,” Druckmann later responded. “Like this is going to be so successful, I know where this is going next. I’m like, I just want to focus on the next five days in front of me, let alone 10 years down the line.”

The reason to wake up

The fireside chat spanned a number of topics, with Druckmann and Barlog discussing their own experiences with doubt, and their respective creative processes for determining when an idea is “correct.” Later in the talk, they alluded to their feelings on their careers as they currently stand. Druckmann spoke on how he doesn’t want to go into TV or movies permanently, sharing this anecdote about his love for games:

“Since we’re talking about TV, one time I gave some direction on Pedro Pascal. And I think he was frustrated by my direction, but he said it jokingly. He’s like, ‘Do you like art?’ And I said, defensively, ‘Yeah, do you like art?’ And without missing a beat, he goes, ‘It’s the reason to wake up in the morning. It’s why I live and breathe.’ And to me, that’s why we do it.

“…At times, I’ve had panic attacks. It’s just so much stress, but you do it, because you love it so much. I love games so much. I love the stories we tell in games so much. It’s the reason to wake up in the morning. It’s why we do what we do, and despite all the negatives that come with it, sometimes the death threats and all the negativity and all those things, you just kind of dismiss those things and say, ‘Yeah, but I get to make games with the most talented people. How lucky are we?’”

Druckmann then turned a question on Barlog, pointing out Barlog’s storied career in light of the recent retirement of his colleague Ted Price. “When is it enough?…When is this compulsion enough? When have you proven yourself enough?”

Barlog gave a lengthy answer that got real real:

“Is it ever enough? The short answer’s, no, it’s never enough. It is the voice in your head driving you more, and more, and more, and more…You struggle, you struggle, you work, you work. And it feels thankless, and you’re not being heard. Or the thing you’re doing doesn’t resonate. Then you reach that point where this mountain you’ve been looking at it, you’ve been dreaming about, you’ve been aspiring to. Finally, you reach the summit of this mountain. And it’s like the most amazing and horrible thing all at the exact same time.

Is it ever enough? The short answer’s, no, it’s never enough.

“Because when you get to the top, this demon of obsession inside of your head doesn’t shut up and let you appreciate the moment, the smell of the air, the sound of this sort of successful silence, that you’ve persevered, you’ve struggled, you’ve worked so hard to get all this. And so many people came together, and used this collective creative brain space to give birth to something that was only an idea, or a concept. And just enjoy, and revel, and see that you accomplished this thing, and you are at the top of the mountain. No. The demon just looks and goes, ‘There’s another mountain over there that’s a lot taller.’ Okay, well what next? You don’t even often take that time. And I don’t want to believe that it is intentional. It is this weird, I think silent, not so silent part of your individual makeup. The reason you’re in this is because you can’t stop. You’re driving yourself forward, and to your detriment, to everyone else giving you the advice to stop, and pace, and you don’t.”

Druckmann echoed this sentiment, but softer, ending on an anecdote about Naughty Dog’s Jason Rubin. Upon his departure from the company, Druckmann remembers Rubin telling him that him leaving would create a space for everyone else to rise up behind him. “I think about those opportunities. Eventually when I am done doing this, it will create a bunch of opportunities for people. So for me, it’s like I’m slowly rising up. I’m getting less involved on the day-to-day stuff, like on this project that I’m on…And eventually I think I’ll just be able to remove myself. I don’t know how long that will take, but I think about it. And I think about the opportunities I will create for next people to take on this stress, and take on their ideas, and be vulnerable and do all those things.”

Barlog quipped back, concluding the talk: “Very convincing. I’m going to retire.”

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.

Out today: Afterlove EP, the visual novel about grief and rock music from the creator of Coffee Talk

Afterlove EP is the new visual novel and/or broken hearts album from Indonesian developers Pikselnesia. It’s the sad, sleepy tale of a musician, Rama, who is trying to put his life back together and reconnect with his old bandmates in Jakarta a year after the death of his girlfriend, Cinta. The complicating factor is that Cinta isn’t entirely gone: she is a voice in Rama’s head, chatting to him throughout the game’s 28-day storyline as though sitting next to the player on the other side of the screen.

Read more

Sorry Okamiden Fans, It Sounds Like The Okami Sequel Will Basically Ignore The DS Follow-Up

Howl could they do this to Chibiterasu?

We were more than a little surprised when Hideki Kamiya and Capcom popped up at The Game Awards to announce an Okami sequel. Surprised, but excited. The title is still in early development and we know very little about it, but in a recent interview with IGN, some of its creatives began to explain what we can expect from the sequel and how it’ll fit with the series’ previous entries.

Throughout the interview with Kamiya, Capcom producer Yoshiaki Hirabayashi, and Machine Head Works producer Kiyohiko Sakata, the trio refer to the upcoming sequel as “a continuation of the story that we saw in the original game”. But, as any Okami fan will be able to tell you, we’ve already seen a follow-up (of sorts) in the 2011 DS follow-up, Okamiden.

Read the full article on nintendolife.com

The Cult Classic Shmup X-Out Surfaces Back after Slumbering in the Depths for 35 Years

Summary

  • X-Out Resurfaced comes out February 20, 2025.
  • Digital pre-orders are currently available.
  • Remake of the classic C64 shoot’em up.

Some people say old legends never die. We fully agree with them, as we’re willing to give a helping hand to those that wish to rise again.

X-Out Resurfaced is a full-blown, high-definition remake of the old Commodore 64 classic X-Out. Featuring gorgeous visuals and a reworked control scheme, this new version is the perfect way to experience this incredible shoot’em up in all its glory.

X-Out R screenshot

The game starts with a unique loadout screen, revolutionary for its time, allowing you to choose your craft, weaponry and option types, before submersing yourself in frantic, underwater shmup action.

X-Out R screenshot

The challenge will be tough and the enemies numerous, but Captain Granger and his faithful craft Trilobite are definitely up to the task. He is after all the last line of defense against the alien horrors that are trying to invade Earth through the ocean depths.

X-Out R screenshot

These cosmic horrors sound like they might be too much for you to handle alone? Nothing to worry about, as X-Out Resurfaced features a brand new two-player mode. Sharing the underwater terror is caring after all.

Last but not least, the banger of a soundtrack got a complete makeover by the original composer himself, the great Chris Huelsbeck. Worth a good listen or two if you’re an enjoyer of fantastic retro tunes.

X-Out Resurfaced is still currently available for pre-order, with a full release on February 20, 2025.

We’re counting on you captain. Good luck!

X-Out: Resurfaced

ININ Games

$19.99

You thought they’d come from space? Wrong!
It’s up to you alone to stop an alien invasion from the depths of the ocean in this legendary, home computer era shoot ‘em up, dredged up and faithfully rebuilt for modern platforms – X-Out: Resurfaced!

Resurfaced:
In 1990, the year of X-Out’s initial release on Amiga, it stood out as a breath of fresh seaside air in the stale shoot ’em-up space.

It didn’t take place in “space” as so many games of its genre did (and still do) but instead went for a dive through underwater worlds.
But what really pushed it further than its side-scrolling competitors was its shop system, allowing players to mix and match from a wide variety of ships, weapons, and other accessories to build their fleet. This made every playthrough (attempt) feel different and unique.

In 2024 the highly challenging underwater shoot ‘em up from the game development legends at Rainbow Arts is finally returning.
ININ and Ziggurat have collaborated to bring you a faithful remake completely rebuilt from the ground up and greatly improved.

Redrawn:
The impressive sprite work of yesteryear has not only been remade into even more impressive modern high-resolution sprites but also greatly expanded upon with particle and lighting effects. 8 varied stages, the enemies, the bosses, the ships, the projectiles—everything shines in a brand-new light!

Remixed:
Apart from the visual journey of each playthrough, you’ll embark on a musical one as well: epic synth soundscapes that drive you forward by the magnificent Chris Hülsbeck. In addition to him remastering his original works, we have created three entirely new tracks as well.

Remembered:
And it’s not just Chris Hülsbeck who has returned for this remake: Ogan Kandemiroglu, the brother and co-artist of Celal Kandemiroglu who created the original iconic key art of X-Out, took on that task for the remake as a tribute.

Re-equipped:
The shop system is back and thoroughly improved as well: new preconfigured load-outs allow you to jump straight into the action, added item descriptions help new cadets configure and build their fleet, and we’ve FINALLY marked the available slots for your weaponry.

Reinforced:
Should you still feel overwhelmed by X-Out’s challenge, then maybe it’s time for a co-captain. Enlist a friend and face the terrors from the ocean deep together in the local 2-player co-op mode!

Reversed:
If you think you’ve seen everything there is to the game already, then prepare to have your bearing changed and your gyro twisted in the Mirror Mode with its reverse-scrolling levels!

Recapped:
• Experience a fresh but faithful take on a real shoot-’em-up classic!
• Get dazzled by the new and beautiful sprite work mixed with shiny particle and lighting effects!
• Take a journey through new and old synth soundscapes courtesy of composer legend Chris Hülsbeck!
• Choose one of three load-outs or build your own fleet in the improved shop system!
• Grab a trusty ally and face the depths together in a 2-player couch co-op dive!
• Get your world flipped, turned upside down in the Mirror Mode!
• Too challenging? Don’t fret we got some cheats for you to breeze through the game with ease!

The post The Cult Classic Shmup X-Out Surfaces Back after Slumbering in the Depths for 35 Years appeared first on Xbox Wire.

Official PlayStation Podcast Episode 508: Come Back Stronger

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Tim and Kristen discuss all the big news for this week’s State of Play, including Saros, the upcoming new game from Housemarque, and some of their other favorite moments from the show.

Stuff We Talked About

  • Next week’s release highlights:
    • Tomb Raider IV-VI Remastered | PS5, PS4
    • Afterlove EP | PS5, PS4
    • Like a Dragon: Pirate Yakuza in Hawaii | PS5
    • Lost Records: Bloom & Rage – Tape 1 | PS5
  • Astro Bot’s five new levels
  • Announcing Saros
  • Days Gone Remastered announced for PS5
  • Borderlands 4 arrives on September 23, with a special State of Play deep dive coming this spring
  • PlayStation Plus February Game Catalog
    • Star Wars Jedi: Survivor
    • TopSpin 2K25
    • Lost Records: Bloom & Rage – Tape 1
    • SaGa Frontier Remastered
    • Somerville
    • Tin Hearts
    • Mordhau 
    • Patapon 3
    • Dropship: United Peace Force
  • Resident Evil 4 VR Mode
  • Metaphor ReFantazio

The Cast

Kristen Zitani –  Senior Content Communications Specialist, SIE

Tim Turi – Content Communications Manager, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Avowed Has a Little Bit of Romance In It After All

Obsidian’s Avowed just went live in advanced access for those willing to spend more, sending new adventurers out across the Living Lands. While they’re out there, they might discover some magical items and dangers, and apparently, a little bit of love after all.

During the pre-release run-up for Avowed, Obsidian said the game wouldn’t feature a dedicated romance system, and would instead focus on building “thoughtful relationships” with companions. Here’s a quote from an IGN interview with Avowed game director Carrie Patel, explaining the thought process:

“We are building thoughtful relationships with our companion characters,” Patel said at the time. “Ultimately, I personally am a fan of making that an option, but I feel like if you’re going to do it, you really, really have to commit and make sure that you’re giving all to fulfilling that in a way that feels both true to the character, but also creates an engaging player experience. So not something we’re doing for Avowed, but I wouldn’t say never.”

Early players and reviewers of Avowed are reporting that, actually, at least one companion has eyes for your player character. Spoilers ensue for specific interactions with the companion Kai, so if you’re looking to avoid that, turn back now.

Warning! Avowed spoilers follow:

GamesRadar reports that Kai, voiced by Brandon Keener (also the voice of Mass Effect’s Garrus Vakarian), can wind up in a romance with the player. Complete his own personal quest line, confess your feelings, and apparently you’ll get a confirmation of your happily-ever-after in the credits roll.

I’m not far enough in my personal Avowed playthrough to confirm as much, but PC Gamer encountered similar dialogue in their playthrough. The romance seems gender-agnostic too, as PC Gamer played as a male character, and GamesRadar’s reported success was with a female character.

It’s a nice little treat, especially for all the Garrus fans. It does make one wonder what shifted in development, but if love wins in the end, that’s all that really matters.

Avowed is out now in early access, so if you’re looking for a take on it, be sure to check out our Avowed review. Once you’re done with that, check out IGN’s guide to Things Avowed Doesn’t Tell You.

Eric is a freelance writer for IGN.

Ten PC games I could have played, in full, during the time I spent failing to connect to Elden Ring: Nightreign on PS5

In an ultimately failed attempt at cobbling some Elden Ring: Nightreign impressions together, I spent a little over three hours of my Valentine’s Day fruitlessly trying to get a match going in the roguelike spinoff’s doomed PS5 network test. I hope said test provided FromSoft with some helpful data, considering Nightreign releases in May, though it would have been a lot easier for everyone if I could’ve just sent Hidetaka Miyazaki an email saying “Sir, your server infrastructure is made of biscuits.”

In the interests of a more productive outcome, here are some lovely/interesting/terrifying little PC games that I could have started and finished while waiting for the closed beta to sort itself out, and that you might enjoy regardless of whether you’ve just spaffed away a perfectly good afternoon.

Read more

Hideki Kamiya Wants Nintendo To Reboot Virtual Console For Switch 2

Not a fan of Switch Online, huh?

Before Nintendo Switch Online, there was Virtual Console. Available on the Wii, 3DS, and Wii U, the Virtual Console was effectively a line of purchasable retro games available via the Wii Shop Channel and eShop.

Unlike Nintendo Switch Online, which offers up a range of playable games for an annual or monthly cost, Virtual Console allowed you pay for games ad-hoc, enabling you to download whichever title you wanted and keep it indefinitely. While we certainly love what Nintendo has been doing with Switch Online over the years, it’s no secret that lots of fans would rather the firm revert back to the Virtual Console model.

Read the full article on nintendolife.com

Fahmi’s Swan Song: Afterlove EP – Life, Love, and Music in Jakarta

Fahmi’s Swan Song: Afterlove EP – Life, Love, and Music in Jakarta

Summary

  • Afterlove EP is a new slice-of-life adventure from the creator of Coffee Talk and What Comes After.
  • Pikselnesia shares how the team navigated its own grief alongside the game’s emotional beats after its founder unexpectedly passed away.
    Afterlove EP is out today on Xbox Series X|S.

When we, Pikselnesia, first heard the pitch for Afterlove EP from one of Indonesia’s greatest narrative minds, Fahmi Hasni, we knew it would be something special. But we never expected everything to unfold the way it did.

I first met Fahmi, funnily enough, through a dating app. After a very brief entangling, it quickly became clear that we were meant to create something far greater than just a fleeting companionship. Even before What Comes After took shape, he was already dreaming about what at that time was called Project Heartbreak. Back then, he didn’t even have a story – just a feeling he wanted to capture. The ache of trying to move on while the voice of lost love still lingers in your head.

Then, just as we were stepping into full production, Fahmi passed away. I remember spending a lot of horrible months in my grief wondering what went wrong – if anything could have gone differently. Fahmi’s passing was sudden, tragic, and utterly shocking.

When our team and publisher eventually chose me to be the Narrative Lead, I knew exactly what to do. Our protagonist would feel what I felt.

I was going to put him through hell.

As the team hurled itself into continuing production in the dark, I knew each of us struggled to fill the giant hole Fahmi had left. Our producer, Ivor, had known Fahmi since before his days as a gaming journalist. Now, he had to shoulder the impossible – leading a studio without its heart. He managed Pikselnesia, coordinated with our publisher Fellow Traveler, and kept Fahmi’s family updated. I knew he was skilled – his years in the AAA mobile game industry proved that – but guiding a grieving team while mourning a friend must have been gut-wrenching.

Our other co-lead, Damas, was a pillar of the Indonesian gaming industry. His Bandung-based studio – Rolling Glory Jam – had been our backbone when we released What Comes After years before. Then there was Giri, who I had worked with on What Comes After. Seeing him again as Lead Programmer for Afterlove EP felt like reuniting with an old ally. Our other programmer, Dany, took on even more – stepping into the role of Creative Director while still managing the back-end of our PC and Nintendo Switch builds. I had seen all these men stand beside Fahmi before. Though I perhaps would never fully grasp the depth of their grief, I could feel their determination to complete Fahmi’s final masterpiece, the swan song of his dying breath.

Even when Afterlove EP was just a conversation I had with Fahmi over coffee, Fahmi already knew he wanted Soyatu to lead the art direction. I remember being in awe – Soyatu’s unmistakable style, in an artful game about death? It would surely be a head-turner. I was relieved when Fahmi also found Pinga to create background arts that perfectly complement Soyatu’s lively characters. Together, their work felt seamless. And when Maxi joined the team, everything clicked into place. Watching Soyatu’s characters come to life – actually walking, actually talking – was surreal. It made sense, though. Maxi had worked with Giri before at Thinker Studio, and I never doubted his talent for a second.

This all-star team was exactly what Fahmi’s vision needed – anything less simply wouldn’t have sufficed. His love for Jakarta ran deep. The chaotic sprawl of the streets, the hidden gems tucked away in hole-in-the-wall eateries, the city’s thriving music and art culture – all of it shaped him, and his hopeless romantic tendencies. That was why he brought L’Alphalpha into the project so early. The shoegaze band has a unique, distinctive sound that is somewhat cinematic, exceptional lyrics written in Bahasa Indonesia that are melancholic without being maudlin, the type of songs that recognized pain but never let it consume you. It was everything Fahmi wanted Afterlove EP to express.

In Afterlove EP, you step into the life of Rama, a deadpan young musician grieving the loss of his girlfriend, Cinta, who died from a fatal heart disease. Coping with the weight of her absence is already overwhelming – sorrow, trauma, and guilt twist together in a relentless storm. But what makes it even harder is that Cinta’s voice never truly leaves him. She lingers in his mind, speaking to him, questioning him, making moving on feel impossible.

As Rama stumbles toward a new chapter in his life, he faces choices that shape his future – including three potential love interests: Mira, Regina, and Satria. Yet, Cinta remains. She watches. She comments on his decisions. She even occasionally disagrees with how he tries to move forward, a presence that refuses to fade into memory. Meanwhile, his band, Sigmund Feud, is barely holding together. His absence during his deepest grief took its toll, and when he finally returns, he somehow manages to make things worse. Anyone who has tried to start a band with friends in a garage will understand – sometimes it’s tangled in personal drama, other times it’s clashing ambitions. But in every indie band, there’s always that moment when everything feels like it could fall apart.

As you navigate Rama’s life in the most eventful month of his new life, you’ll be immersed in Soyatu’s signature art style – not just in character sprites you’re controlling and interacting with, but also in beautifully crafted comics woven throughout the game.

You’ll also be able to control how well Rama plays with the band in both practice sessions and live performances, as you jam out to L’Alphalpha’s incredible shoegaze post-rock soundtrack.

Jakarta itself plays a crucial role in Afterlove EP, with real-life locations that meant the world to Fahmi and our team. Who knows? Maybe one day, you’ll find yourself wandering these same streets, seeing the city through his eyes, and understanding why he fell in love with it.

There’s so much more to discover, but I don’t want to spoil the wonder of experiencing Afterlove EP for yourself. So, I’ll end here – with my deepest gratitude to everyone who has supported us on this journey. We’re finally at the finish line, and it’s because of you that we were able to bring Fahmi’s final masterpiece to life. Until later when we meet again, friends.

Afterlove EP

Fellow Traveller

Taking place in the vibrant city of Jakarta, capital of Indonesia, Afterlove EP is a blend of visual novel, narrative adventure and rhythm game from the creator of Coffee Talk and What Comes After.

Step into the shoes of Rama, a young musician struggling to move on with life after the death of their girlfriend, Cinta.

Whilst his close friends and bandmates are all determined to help him move on, Rama has been stuck for more than a year. He’s neglecting his music, his mental health and his relationships.

Making things harder, he’s hearing Cinta’s voice inside his head, unsure if she is a spirit or part of his imagination.

Now he has just one month to get it together!

Rama’s band has a critical gig in one month’s time. Either he gets serious about his music and delivers the new songs he has been promising or the band will move on without him.

KEY FEATURES
• An emotional new story from the creator of Coffee Talk and What Comes After.
• Set in a vibrant and authentic recreation of modern day Jakarta, Indonesia
• A blend of narrative adventure, visual novel and rhythm game elements – explore, talk, jam out!
• Multiple endings and story paths – over 28 days and nights, it will be your choices that determine the path Rama takes.
• Featuring the distinctive art of renowned Indonesian indie-manga artist, Soyatu.
• Featuring an original soundtrack from popular Indonesian band, L’alphalpha.

The post Fahmi’s Swan Song: Afterlove EP – Life, Love, and Music in Jakarta appeared first on Xbox Wire.