The joy of working with indies is never knowing what you’ll stumble upon next. Every year brings something unexpected and delightful, no matter what your genre of preference is. The indie-focused teams here at Sony Interactive Entertainment have bundled up some of their personal favorite indie games from the past year. Here are some of the games that surprised, enchanted, and tickled us in 2025.
Baby Steps
Developer: Gabe Cuzzillo, Maxi Boch, Bennett Foddy Publisher: Devolver Digital
Why we love it: We had a hard time really explaining the elevator pitch to our colleagues after we played it — this is one of those games you simply have to feel to understand. When we handed a controller to SIE’s Sid Shuman and his character immediately slid helplessly down a mountain in the most dramatic way possible, he broke into that tears-in-your-eyes kind of laugh. And it went on for a while. That’s when it clicked for us: the chaos, the tenderness, the humor — it all makes sense the second you take that first clumsy step.
Why we love it: A few of us got an early look at this one from Devolver, and we knew it was sticky when several folks on our team found themselves compelled to keep playing it long after they’d already finished writing up the review. It’s pure, joyful chaos — the kind of game that grabs you immediately and refuses to let go. And for me personally, seeing Kenny Sun behind this made it even better. I’ve followed his work since my early editorial days and loved his 2016 platformer Circa Infinity. Watching his evolution from those minimalist, mind-bending roots to something this loud, playful, and polished — all as a single developer — is incredibly cool.
Blue Prince
Developer: Banana Bird Studios Publisher: Raw Fury
Why we love it: There’s nothing better than a hypnotic, mysterious puzzle game that refuses to play by the rules, and Blue Prince nails that feeling. Several of us ended up having the same unexpected experience with it — even though it’s a single-player game, it became something we played alongside our partners or friends at home. We’d compare notes, swap theories, and brainstorm puzzle solutions together like we were part of some shared secret. That sense of quiet discovery, of unraveling something strange and elegant piece by piece, is exactly what makes this one so special. It’s stylish, clever, and lingers with you long after you stop playing.
A striking, painterly RPG about breaking a prophecy and claiming a future that was never supposed to be yours.
Why we love it: The art direction grabbed us immediately, and the combat hits that sweet spot between thoughtful and cinematic. Such a beautiful game with tremendous acting, tight gameplay, and possibly the greatest gaming soundtrack ever. Montpellier-based team Sandfall Interactive wears their inspirations on their sleeve — from European illustration traditions to the emotional arc and iconic gameplay of your favorite RPGs. You can feel those influences in every character, creature, and brushstroke. It’s bold, beautiful, and exactly the kind of creative vision we love.
Despelote
Developer: Julián Cordero and Sebastian Valbuena Publisher: Panic
Why we love it: Despelote captures a cultural moment that meant so much to so many Ecuadorians, and it does it through small, everyday details that feel incredibly personal. We were struck by how intimate it felt. The narrative is a step back in time drawn from the creators’ childhood memories in Quito. The art style adds to that effect with a gentle, dreamlike quality that makes the world feel both real and surreal. It’s warm, human, and a heartfelt celebration of their people.
Why we love it: From the get-go, Dispatch had us hooked: it draws you in with its vibrant art style, razor-sharp writing, and versatile mechanics that fluidly shift from thoughtful narrative choices to challenging puzzles and the chaos of superhero dispatch management. What sets it apart, though, is how quickly these larger-than-life characters develop as you play. Beneath the capes and theatrics, they’re full of surprising warmth, messy emotions, and a delightful streak of pettiness that fuels hilarious office drama. It’s a refreshing twist on the narrative-driven adventure games and super hero content we’ve all grown accustomed to. Dispatch finds its own unique voice in that space, which is a superhuman feat in itself, and focuses on unmasking the larger-than-life personalities to study the flawed people behind the costumes. AdHoc reminds us why this genre continues to be so compelling.
Why we love it: Few modern indies have had the cultural impact of Hollow Knight — it became a touchstone for precision platforming, atmosphere, and handcrafted design. Silksong builds on that legacy with the same meticulous attention to detail that made the original so beloved. Team Cherry’s craftsmanship is extraordinary for a studio of their size, and once again, we found ourselves completely lost in their world. It’s elegant, ambitious, and a reminder of just how far great artistry can go.
Why we love it: Enhance has been behind some of the most transcendent puzzle experiences ever made — from Rez Infinite to Tetris Effect — and Lumines Arise carries that same lineage of arcadey, synesthetic brilliance. They’re simply the best at what they do. When the visuals, music, and patterns lock together, it drops you into that unmistakable flow state where your brain finally exhales. It’s stylish, soothing, and one of those games we keep “accidentally” playing for an hour.
Why we love it: This is one of those games that feels instantly good the second you touch it. The movement is expressive, the combat has real snap, and the whole thing radiates personality. We were impressed by how they took such a simple mechanic and stretched it into something with real depth and momentum.
Why we love it: Watching Nava’s artistic evolution over the years has been such a joy, and Sword of the Sea feels like a culmination of everything he does best — movement, atmosphere, emotional quiet. It’s already gorgeous and calming on its own, but what really elevated the experience for us were the subtle, innovative touches he layered in. The DualSense haptics in particular add this gentle, tactile dimension to surfing across the dunes — you feel the world in a way that’s impossible to describe until the controller is in your hands. It’s thoughtful, immersive, and one of those experiences that stays with you long after you sign off.
Honorable Mentions
Citizen Sleeper 2
Demonschool
Ender Magnolia: Bloom in the Mist
Hotel Infinity
Lonely Mountains: Snow Riders
Lost Records Bloom & Rage
Ninja Gaiden Ragebound
Promise Mascot Agency
Rematch
The Alters
The Midnight Walk
To a T
Wanderstop
Wheel World
These games represent just a fraction of the incredible creativity happening across the indie landscape. We’re thrilled to support such creative, genre-defying work and we can’t wait to see what’s next.
2025 has given us plenty of entertainment worth celebrating, but it’s also gone and brought us consoles that cost more now than when they were first released, a Tron movie featuring Jared Leto, and an even bigger hole in our lives where Grand Theft Auto 6 was supposed to be.
From price hikes to lowlights, and missed expectations to cruel cancellations, these are the biggest disappointments of 2025.
Box Office Blunders
Marvel may have kicked off 2025 by sending a brand new Cap into a Brave New World, but audiences clearly had more than a few gripes with Anthony Mackie’s turn in the Stars and Stripes. Despite what pre-release trailers had suggested, Captain America: Brave New World held back Harrison Ford’s transformation from President Thaddeus ‘Thunderbolt’ Ross into a scarlet shade of Hulk until the final few minutes of the film, which certainly had fans seeing red – just not in the way the filmmakers had intended. All told, Captain America: Brave New World suffered a 68% drop-off at the box office in its second weekend and is yet to break even on its estimated $425 million budget, making it closer to a Hulk shrug than a Hulk smash.
Meanwhile Tron: Ares turned out to be yet another lacklustre system reboot for a franchise that should have probably been shut down, boxed up, and sent to an e-waste disposal center by now. The latest instalment in Disney’s videogame-inspired sci-fi series may have featured a certifiably banging soundtrack from Nine Inch Nails, but audiences weren’t exactly burning doing the new Tron dance. Not since Jared Leto’s Morbius had a Jared Leto-led movie performed so poorly at the box office, with Tron: Ares’ mustering up just $60.5 million worldwide in its opening weekend. Despite its disastrous reception, Tron: Ares features a mid-credits scene that seemingly sets up a potential fourth film. Just don’t expect it for at least another 15 or so years, which appears to be the typical Tron cycle. (Not to be confused with one of those bitchin’ motorbikes.)
Heigh-ho, heigh-ho, it’s off live-action Disney remakes that audiences seem to have gone, or at least that’s how it appeared after the middling performance of 2025’s Snow White. To be fair, a tick over $200 million in global box office revenue is nothing for Sneezy to, well, sneeze at. However, there was clearly only one live-action adaptation about short people carrying pickaxes and singing catchy songs that most families wanted to see this year, and that was A Minecraft Movie, which hit theaters just two weeks after Snow White and completely dwarfed its performance at the box office. Disney would live to live-action again, though, since its Lilo & Stitch reboot would crack a billion dollars just a couple of months later, possibly due to the fact it was actually a good film. So who’s the fairest of them all? Moviegoers, it would seem.
The bombs weren’t confined to the big screen, though, and there was certainly no shortage of disappointment conveniently streamed directly to our televisions, tablets, and toilet televisions (that’s what we call our phones). Anyone who made the mistake of watching Star Trek: Section 31 must have been begging Scotty to beam that stream back up to Paramount+’s servers, because this intergalactic block of generic sci-fi schlock was so surprisingly awful it left audience faces set to stunned. IGN handed it a rare 2/10, stating that “Section 31 will infuriate Star Trek fans and bore everyone else.” Star Michelle Yeoh, coming off an Oscar win in 2023 for Everything, Everywhere, All at Once, was forced to concede that “it’s very hard to please all of your audience all of the time.” We’d argue that Section 31 didn’t even manage to please some of its audience any of the time, and that this particular Star Trek would have been better off lost in space.
Unfortunately, Star Trek wasn’t the only legendary sci-fi property to be completely mishandled in 2025. In July, Prime Video went back to the well – or specifically, H.G. Wells – to produce a modern-day adaptation of The War of the Worlds. The century-old classic novel has previously inspired radio plays, feature films, comic books, and video games, but in the hands of director Rich Lee, The War of the Worlds was reimagined as… a 90-minute-long Ice Cube reaction GIF. To be fair, we can’t say that this braindead disaster didn’t deliver on its promise – at least if you took the “It’s much worse than you think” tagline from its trailer as an honest appraisal of the movie’s quality rather than a reference to the alien invasion in its plot. War of the Worlds debuted with a rare 0% rating on Rotten Tomatoes, although has since skyrocketed to a whopping 4%. Meanwhile its producer insisted that there wasn’t any product placement in the film, despite the fact that it’s a movie on Amazon’s streaming service that makes a hero out of an Amazon delivery driver and hinges its climax upon the daring piloting of an Amazon drone. You couldn’t get product placement more intentional than that if it was a package left on your doorstep.
Dropping a US president into Die Hard-style scenarios is nothing new, see Harrison Ford in Air Force One or Morgan Freeman in the Has Fallen films, but despite its lack of originality, Amazon’s G20 still had a couple of big positives going for it – namely Viola Davis as the arse-kicking commander-in-chief, and The Boys’ Antony Starr as Homelander turned hammy Hans Gruber. Sadly neither had an approval rating high enough to elevate the dopey dialogue and choppy action sequences of this formulaic action flick. IGN awarded the film a 3/10, stating that “G20 isn’t just another streaming movie that feels designed to be half-watched; at times, it only feels half-made, too.”
The Electric State could also be accused of being half-made, at least by human hands, given that it was seemingly a co-production between the Russo Brothers and Netflix’s machine-learning algorithm along with help from some AI-based post-production tweaks. The controversial practice of using AI in film is widely assumed to be a way to keep production costs down, yet despite that the budget for this thoroughly disposable hodgepodge of superior sci-fi stories still spiralled to a reported $320 million, making it the most expensive film Netflix has ever made. IGN handed it a 4/10, stating that The Electric State “feels calculated to remind you of something you’ve already enjoyed.” For all that money and in spite of the star power of Chris Pratt and Millie Bobbie Brown, The Electric State failed to really spark.
Game and Shame
Any year in video games is invariably going to be a bit like a Guns N’ Roses album. That is, chock full of absolute bangers but, shortly after you’ve worn out your neck headbanging to You Could Be Mine, My World arrives and promptly ruins the good times. Like the infamously terrible final track on Use Your Illusion II, 2025 has had us leaping for the eject button faster than a flaming fighter jet pilot on more than one occasion.
With a pile of performance issues and a complete lack of freedom, substance, and… an ending, MindsEye was far and away one of 2025’s most disappointing games. Unfortunately, its June launch went so badly that more than 90 staff at its developer Build a Rocket Boy later referred to it as “one of the worst video game launches this decade” in an open letter to company management. The letter called for change at the studio, apologies for not listening to staff concerns about the game, and “proper compensation for laid-off employees.”
Of course, just because a game is free, doesn’t mean it’s good. For evidence of that, look no further than EA’s reboot of the much-loved Skate series. 2025’s early access, free-to-play Skate is just like the old Skate games, only without the style, the atmosphere, the pros, the customisation, the campaign, the music, the varied maps, the humour, or the intro movies. It did, however, have a cardboard costume inspired by the Isaac Clarke’s Dead Space exosuit that cost around $35 to secure.
Call of Duty went back-to-back Black Ops in 2024 and 2025, but the only thing to come out of the decision is backlash. Containing what’s quickly becoming regarded as the worst Call of Duty campaign in the long history of the series, Black Ops 7 has been widely shredded to pieces following its November release for its unwelcome reinvention of campaign mode. Now always-online and co-op focused, Black Ops 7’s campaign mode has none of the rollercoaster-like pacing of a cinematic Call of Duty story, and opts instead for multiplayer-inspired maps and progression, with no checkpoints, and no ability to pause (even when you’re playing alone). The result is quite baffling, which is some result considering the fact Black Ops 7 is intended to be a direct sequel to Black Ops 2 despite releasing immediately after Black Ops 6 is already confusing enough. In the weeks that have followed, the Call of Duty team has promised no more back-to-back releases of sub-series like Modern Warfare or Black Ops, but this guarantee feels unlikely to help Black Ops 7 at this stage. Sales figures or player counts are still yet to be discussed, which strongly suggests Black Ops 7 is deep in the red.
This is by no means an exhaustive list of all the games that disappointed in 2025, and we haven’t even touched on FBC Firebreak, Game of Thrones: Kingsroad, Football Manager 26, Project Motor Racing, or the grammatically abhorrent Tales of the Shire: A The Lord of the Rings Game. Have we missed any? Let us know in the comments.
Meanwhile, Microsoft made the call to hold back its Fable reboot for another year. The fantasy RPG series that hasn’t been seen since the Xbox 360 era is currently being reimagined by the talented team at Playground Games, best known for its Forza Horizon open-world racing series. We’re keen to find out how the developer makes the adjustment from speed racers to chicken chasers, but for now Fable is a tale that won’t be told until sometime in 2026.
At least Fable was only delayed just once, though, unlike Marvel 1943: Rise of Hydra. In May, the planned release of the narrative-driven adventure featuring Captain America, Azzuri, and the Black Panther of the 1940s, was pushed out of 2025 and into early 2026. Then in November, Marvel 1943: Rise of Hydra was delayed again, this time to the somewhat vague sounding window of “beyond early 2026.” Considering we haven’t seen anything new from the single-player superhero story since an Unreal Engine 5.4 tech demo way back in early 2024, we’re inclined to assume that this one is still a ways off. Will it be worth the wait? Well, the fact that it’s being directed by the creator of the Uncharted series fills us with more optimism than a pep talk from Steve Rogers.
Of course, the most devastating delay – and arguably the most predictable – was that of Grand Theft Auto 6. Rockstar Games proved with Red Dead Redemption 2 that it was prepared to take its time in order to produce the best game possible, and that steadfast approach clearly paid off. Still, given that we’ve been waiting for a new GTA game since Ben Affleck was Batman, Game of Thrones didn’t yet suck, and everyone was still doing the Harlem Shake, it certainly left a lot of fans crying in their Pißwassers when the series’ long awaited return to Vice City was pushed back from Fall 2025 to May 26, 2026.
While game delays are frustrating, they’re typically a considerably more tolerable option to the alternative: cancellation. That is, being postponed is better than never arriving at all. One is steaming into New York a day or two late, the other is hitting an iceberg and becoming James Cameron’s favourite holiday destination, two-and-a-half miles below the surface of the North Atlantic Ocean.
Legendary UK studio Rare’s Everwild was also cancelled by Microsoft during this same period. Everwild was announced way back in November 2019 during Xbox’s X019 presentation, but little concrete information about how the end product was going to play was ultimately revealed over the nearly six years that followed. These cancellations were associated with mass layoffs at Rare and elsewhere around Microsoft as the company grappled with… record financial performance levels in 2025 and a 15% increase in revenue, at $281.7 billion. These layoffs also hit Forza Motorsport developer Turn 10, with some reports claiming that the Forza Motorsport team was essentially “no more.” It’s since been clarified that Forza Motorsport will apparently continue to see support in spite of the staff cuts, but whether the racing series will have any future after 2025 remains to be seen.
Sadly, one racing game with no future is EA Sports WRC, with Codemasters confirming in May that there will be no follow-up to its official WRC game and that the team has “reached the end of the road” working on the series after just one game. Unfortunately, alongside this news came the additional confirmation that the EA-owned studio is also “pausing development plans on future rally titles,” which is a big dose of dirt to cop in the face from a team that’s been at the forefront of rallying video games for almost three decades, dating back to 1998’s iconic Colin McRae Rally.
WRC wasn’t the only victim at EA, either; the company was swinging the axe quite liberally in 2025. In March it was reported that EA had quietly cancelled an unannounced, multiplayer first-person shooter from Apex Legends developer Respawn Entertainment, although the game in question was apparently only in extremely early development. It’s not at all uncommon for things like this to happen, however, and if you poured one out for every unannounced, unnamed project that didn’t make it out of incubation you’d die of thirst. That said, a month later it came to light that EA had also reportedly cancelled an unannounced Titanfall game, which does hurt slightly more than usual considering Titanfall 2 contains what’s widely considered to be one of the very best FPS campaigns in the history of the genre. We’re officially living in a world where Bubsy 3D can have a sequel announced in 2025, while Titanfall 2 has one cancelled. Nothing makes sense anymore. This unknown Titanfall game appears to have been a victim of EA layoffs that hit 300 workers, around 100 of which came from Respawn Entertainment. No other details regarding what this Titanfall project was are known.
But wait, because EA wasn’t done: in May it cancelled its Black Panther game and shuttered Cliffhanger Games, which was producing Black Panther as its debut project. Black Panther, which was announced back in July 2023, was set to be a single-player open-world game. EA claimed at the time that the decision to ditch the project was made in order to “sharpen” the company’s focus and put its “creative energy behind the most significant growth opportunities.” We’re guessing EA’s spreadsheet squad were unenthused by this single-player game’s lack of a Wakanda Ultimate Team mode.
Black Panther isn’t the only superhero to have the rug pulled out from beneath them in 2025, either. In February 2025 it was confirmed that Warner Bros.’ Wonder Woman game was cancelled and developer Monolith would be shut down. In a horrible twist, Wonder Woman would have been Monolith’s follow-up to its much-loved Middle-earth series and was expected to feature Shadow of Mordor and Shadow of War’s excellent and patented Nemesis system.
First announced at the 2021 Game Awards, Wonder Woman was a victim of a Warner Bros. decision to restructure its operations around “building the best games possible” with its “key franchises.” Of course, despite an overt focus on more Warner Bros. franchises than you could poke a carrot at, this restructure also didn’t involve the survival of WB brawler MultiVersus, either. The free-to-play fighting game was taken offline permanently and delisted in May.
A Price To Play
Rising prices are impacting plenty more than just video games. Hell, if supermarkets get any more expensive, groceries better start coming gold-plated. In the context of video games, however, 2025 has been like Quentin Tarantino sitting down and watching back-to-back Paul Dano movies: it’s just one massive disappointment after another.
Not to be outtrumped, Nintendo also announced a range of price increases in August – for the eight-year-old original Switch and its proceeding Lite and OLED models. Pricing for the Switch 2 was left alone, but Nintendo’s move did come with a warning that price adjustments to things like the Switch 2, physical and digital Switch and Switch 2 games, and Nintendo Switch Online memberships “may be necessary in the future.” Nintendo is likely trying to prepare us for the worst here, but there’s no escaping the fact it sounds like the kind of ultimatum you typically get from two heavyset guys carrying baseball bats, driving a 1979 Cadillac Coupe DeVille.
That said, Nintendo president Shuntaru Furukawa recently indicated Switch 2 pricing should stay put for now, saying Nintendo believes it can “maintain the current level of profitability for hardware for the time being unless there are significant changes in external factors, such as a shift in tariff assumptions, or other unexpected events.”
It’s already been widely discussed how US tariffs have resulted in significant adjustments to how companies balance the books, with increased costs unsurprisingly being passed onto consumers. Inflation pressure is also a contributing factor; after a long period of stability since the global financial crisis in 2008, global inflation surged dramatically in the wake of the pandemic and Russia’s invasion of Ukraine. The frustrating part, however, is that this remains all quite unprecedented. That is, this generation Sony, Nintendo, and Microsoft have completely flipped the script on console pricing trends that date all the way back to the ’70s and ’80s. Over many decades, consoles have reliably and traditionally dropped in price over their lifespans – first via slow but natural erosion in value caused by the effects of standard inflation, and then by overt price cuts that bring the price of entry right down. This current crop of consoles, however, is not dropping in price – in fact, they’re going the complete opposite way.
Unfortunately, if people keep buying them at these prices, console price drops may go the way of old-timey bicycles and the funniest two-digit number between 60 and 70 being 69: a thing of the past.
Tristan Ogilvie is a senior video editor at IGN’s Sydney office. Luke is a Senior Editor on the IGN reviews team.
Battlefield 6 fans have accused EA of selling an AI-generated image after spotting a sticker of what looks like an M4A1 with two barrels in the in-game store.
Following a similar generative AI controversy for rival shooter Call of Duty: Black Ops 7, Battlefield 6 has come under fire for selling what some fans have called “low quality AI generated garbage.”
The sticker in question comes as part of the Windchill cosmetic pack for Battlefield 6, which costs 900 Battlefield Coins. It includes six items, one of which is a player card sticker called Winter Warning. The red flag here are two barrels on the M4A1, but the hand position of the soldier as well as the scope do not look properly aligned.
“Remove this AI s**t from the store,” said redditor Willcario in a thread upvoted 4,600 times. “Two barrels on the M4A1, sure. I would literally prefer to have no sticker than some low quality AI generated garbage. You can look at BO7 and see how many favors AI generated rewards won with them.”
While EA has yet to issue a statement on the Battlefield 6 allegations, fans are digging up past comments from Rebecka Coutaz, general manager of original series developer DICE in Sweden, and Criterion, the UK studio now also a part of what’s collectively called Battlefield Studios, who in October said players wouldn’t see anything made by generative AI in Battlefield 6.
Coutaz said that while generative AI “is very seducing,” currently there is no way to work it into the developers’ daily work. However, Coutaz clarified that generative AI is used in preparatory stages “to allow more time and more space to be creative.”
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Our personal picks for the best Switch (2) games of the year.
Every year in December, Team Nintendo Life puts our heads together and we combine our personal Top 5s into an uber, unranked GOTY list encompassing all the Switch games that got us hottest under the collar throughout the year.
2025 brought us Switch 2, of course, but it’s been a very strong year across the board, with exceptional games of all sizes on all platforms – and an absolute ton of them. Perhaps the knock-on effects of layoffs taking out huge swathes of the industry haven’t quite hit the pipeline, but this year we’ve once again had more brilliant games than time to play them all.
Hello everyone! I’m Takashi Ishihara, the Game Director and Art Director for Lumines Arise at Enhance. It’s been a little over a month since we released Lumines Arise, a reimagining of the Lumines puzzle game series originally introduced in 2004, on PlayStation 5 with optional PS VR2 support. Hopefully, you’ve been enjoying playing through the Journey mode, exploring the Mission mode and its Training missions and Challenges, battling other players around the world in Burst Battle, or taking part in Weekend Loomii Live events.
I’d like to give you more insight into the development of Lumines Arise and how the team at Enhance brought this project to life.
Defining next-generation Lumines
We already knew that after Tetris Effect: Connected, we wanted to revisit Lumines. The big question in our heads at that time was, “What defines the next Lumines?” An image began brewing in my head, and I spent time thinking about key words and colors that would represent the new game. It was all very abstract at first, but slowly the main idea took shape. This is when I sat down with Executive Producer Tetsuya Mizuguchi to align on the core concept and where we’d like this iteration to go. Once that was agreed upon, I went full tilt in designing individual stages, picking out moments or feelings I wanted to see visualized, including the UI/UX, getting an idea of the musical styles that might pair with each.
As it came together, I made a pre-visualization video. That’s when a real team was starting to take shape so I shared it with them. We started talking about how to make the concept even better and improve on the foundation. After this initial shaping and polishing process, that’s when we really started building out the game.
Developing Stages over time
A common question that we get is how long does it take you to create a full stage from start to finish. Well, that’s a bit of a difficult one to answer, since during development we continually polish, improve, and tweak little things throughout. It’s become a bit of our house style at Enhance! At no point do we say, “OK, we’re done with that stage time to move to the next!”
The initial design for a single stage is quite broad—its visuals, music, and sound, and the feeling that we want it to evoke. Then, as we work, each person on the team, be it a visual designer or a member of the sound team, contributes tweaks and changes. This back-and-forth process doesn’t stop, but if you laid it all out on a timeline, it might show that it took three or four months per stage from start to finish! At times we would shift focus to certain stages and leave others to “breathe” and come back to them later. Every component of a stage—visuals, sound effects, music—needs to work together in harmony. The design informs the music, the music informs the design, and we change things throughout the process until the very end. When we reach the point where it’s in harmony and feeling good to play, that’s when we know the stage is working and everything is in its most polished, perfected state.
Speaking a little more about matching the music to a stage’s visuals, at the beginning it’s very broad. From what I just described, you could say our development style is very flowy. But at the start, we do a lot of music-related planning, analyzing sound waves, looking at the MIDI, timing and BPM data. However, it’s very similar to making something out of a mountain of clay. You have a plan, but as you’re creating it you take things away, add textures, or maybe you have to add elements back to it. Maybe a shape or curve you added doesn’t work anymore. You’re always perfecting and correcting, and our development style gives some room for that flexibility.
On the cutting room floor
Now, were there any stages we cut from the game? There were a few that we’d started working on very early in development that just didn’t fit thematically. One had an ocean theme, and another was a forest theme—in the end, these didn’t feel cohesive to the Lumines experience we were building. I’d set a high bar for what I wanted out of this new Lumines game. After working on these types of games over the last 20 years, focused on the core synesthesia experience, I had to dig deeper and it turned out that the more darker, cooler feeling tones worked better than the brighter and sometimes softer epic-scale vibes that fit more naturally in a game like Tetris Effect: Connected.
That VR feeling
This is the first time a Lumines game has been playable in VR, too—have you tried it in PS VR2? We wanted playing Lumines in VR to feel like being in the front row at a concert. The lights, the energy, the stage in front of you. It took quite a bit of tuning to get the camera positioning perfect to elicit these feelings, too. If you’ve played on PS VR2 you may have noticed there are lights and particles and things happening that are not visible when playing on a TV. Those little details, along with the headset vibration, help immerse you in the experience even further.
An Immense Task
The games in the Lumines series up to now were all built in 2D. With Lumines Arise, we’re bringing all this into 3D, which means we’re working with a ton of assets, lots of sound components, and music. Every stage’s visuals, music, sound effects are different across all 36 stages. It was so ambitious in scope that we increased our production schedule by six months to get it all done. The finished project hopefully appears effortless, but the scale and volume of making this happen were immense. It was an absolutely huge effort by our team over three and a half years. In that time, our team grew, we learned a lot of new technology that we hadn’t used before, tuned each stage to painstaking detail, and we shipped a game that plays on your TV, PlayStation Portal, and in VR via PS VR2.
Displate has denied that one of its pieces of official Warhammer 40,000 artwork was the product of generative AI, insisting “red flags” spotted by fans were the result of human error.
The online marketplace for collectible metal posters, which features a range of licensed art from major brands such as Marvel and Star Wars, came under fire last week after fans spotted what looked like signs of generative AI use in a $149 3D-printed Fulgrim Limited Edition artwork.
Fulgrim is one of the most prominent characters in the Warhammer 40,000 setting. As one of the Emperor’s 20 genetically-engineered ‘Primarchs,’ Fulgrim played a key role in The Horus Heresy (the civil war that acts as the foundation of the current setting), and recently returned to the Warhammer 40,000 narrative with a new model and lore as the Daemon Primarch of Chaos god Slaanesh.
The issue was raised after popular Warhammer 40,000 YouTuber Luetin pulled a promotional post for Displate’s limited run Fulgrim art over concerns that part of the image “looked AI generated.” A circled part of the artwork appeared to contain misaligned geometry.
“I have no way of confirming this, so I must underline this remains entirely speculative,” Luetin continued. “But based on just the potential for this, I have removed that post – and until I can get a clear answer one way or the other – I do not currently intend to work with them again in the future.
“Its very disappointing, as their production of official 40K artwork that I own, and still look excellent on my office wall I would absolutely recommend.
“If anyone did purchase that image yesterday, I would recommend you to personally evaluate its detail for yourself – and if you felt it necessary cancel or refund.”
That post ended up doing the rounds within Warhammer 40,000 online communities, where the artwork was analyzed for signs of gen AI use. Now, Displate itself has addressed the concerns, insisting “no AI was used in the creation of this piece.”
In a post on the Displate subreddit, company representative WallOverthePlace said the artwork was digitally painted by “one of our top in-house artists as part of our licensed Warhammer project.” The part of the image that had become the focus of the gen AI debate is “a human error that slipped through during the final stages of production.”
Displate continued: “the piece went through multiple revisions – including repaints, composition changes, and moving elements around – and a small cut-off edge from an earlier adjustment wasn’t fully repainted before final delivery. That’s on us. Designing a Limited Edition is a long and complex process, but this mistake should have been caught during QC.
“We understand why this raised red flags, especially given how strongly fan communities feel about AI, and we take that seriously. Limited Editions are our highest-tier releases and we treat them accordingly. To be completely clear: none of our licensed artworks have been or will be AI-generated. Every Limited Edition we release is created entirely by real artists, either by our internal art team or trusted external collaborators, and held to the highest standards we apply as a company.”
As a result, Displate called on customers who already have their order of the artwork to get in touch to get a replacement. “You will receive a separate product with the same Limited Edition print run number and the same certificate,” Displate said. ”If you choose to keep the original piece, we completely understand and respect that choice of appreciating this unique variant.”
Those who have an order yet to ship will get a corrected version, but it will be sent after the New Year.
“We appreciate the community holding creators to high standards – that same standard is exactly what we expect of ourselves, and we’re sorry for the confusion this caused,” Displate said.
Indeed, Games Workshop sells expensive Warhammer 40,000 ‘codex’ rulebooks that are packed with stunning official art as well as lore. Any suggestion that this art was created either in part or entirely by generative AI tools would likely cause a community uproar.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Here is a list of waste items I can see from my desk, at the time of writing: one piece of mud tracked in from a nearby forest, with a curl of oak leaf poking out of it; two condensed, possibly sentient balls of spiderweb; two fingernails (I know, it’s a terrible habit, I promise I’m not this gross in proper office environments); three screws that really should be part of my bed; one discarded bottle of antivac; ten unidentified somethings.
What do all these objects have in common? Obviously, they would make amazing roguelite protagonists. I know this because I have been playing… Morsels!
Mario Kart once again appears twice in the top ten.
The latest UK Charts data is in, and there’s honestly very little change in the top ten this week, with EA SPORTS FC 26 once again claiming the top spot.
In fact, the top eight games have all played a bit of a switcheroo, while the latter two spots in the top ten are taken up by Battlefield 6 and Just Dance 2026 Edition. Meanwhile, Metroid Prime 4: Beyond continues its descent down the charts to land at number 17, though with sales skewed heavily in favour of the Switch 2, this perhaps suggests that the hardcore crowd are still picking it up in droves.
Fresh from receiving the Game of the Year award at The Game Awards 2025, Clair Obscur: Expedition 33 has been stripped of two awards from the Indie Game Awards after its use of generative AI hit the headlines.
Sandfall Interactive’s record-breaking role-playing game launched with some placeholder textures built with generative AI. The developer patched them out five days after release, insisting they made the cut by mistake. This went under the radar until recently, when comments from Sandfall co-founder and producer François Meurisse reemerged.
Speaking to El País for an article published in July, Meurisse said: “We use some AI, but not much. The key is that we were very clear about what we wanted to do and what to invest in. And, of course, technology has allowed us to do things that were unthinkable a short time ago. Unreal Engine 5’s tools and assets have been very important in improving the graphics, gameplay, and cinematics.”
Vincke later addressed the backlash, and has promised an AMA to answer questions from fans. All the while, a light has been shone on Clair Obscur, which leads us to the Indie Game Awards.
Clair Obscur had won Game of the Year and Debut Game from the Indie Game Awards, but both awards are now retracted. Explaining the decision, the Indie Game Awards said:
The Indie Game Awards have a hard stance on the use of gen AI throughout the nomination process and during the ceremony itself. When it was submitted for consideration, a representative of Sandfall Interactive agreed that no gen AI was used in the development of Clair Obscur: Expedition 33. In light of Sandfall Interactive confirming the use of gen AI art in production on the day of the Indie Game Awards 2025 premiere, this does disqualify Clair Obscur: Expedition 33 from its nomination. While the assets in question were patched out and it is a wonderful game, it does go against the regulations we have in place. As a result, the IGAs nomination committee has agreed to officially retract both the Debut Game and Game of the Year awards.
Each award went to the next highest-ranked game in its respective category; Sorry We’re Closed now has Debut Game, and Blue Prince now has Game of the Year.
Meanwhile, El País has updated its original article to include a statement from Sandfall clarifying its use of generative AI in the making of Clair Obscur:
The studio states that it was in contact with El País on April 25 — three months prior to this publication. During these exchanges, Sandfall Interactive indicated that it had used a limited number of pre-existing assets, notably 3D assets sourced from the Unreal Engine Marketplace. None of these assets were created using artificial intelligence.
Sandfall Interactive further clarifies that there are no generative Al-created assets in the game. When the first Al tools became available in 2022, some members of the team briefly experimented with them to generate temporary placeholder textures. Upon release, instances of a placeholder texture were removed within five days to be replaced with the correct textures that had always been intended for release, but were missed during the Quality Assurance process.
And here’s Vincke’s latest statement in full:
It’s been a week since we announced Divinity, our next RPG, and a lot has become lost in translation.
Larian’s DNA is agency. Everything we work towards is to the benefit of our teams, games, and players. A better work day, and a better game. Our successes come from empowering people to work in their own way and bring the best out of their skill & craft, so that we can make the best RPGs we can possibly make.
In that context, it would be irresponsible for us not to evaluate new technologies. However, our processes are always evolving, and where they are not efficient or fail to align with who we are, we will make changes.
To give you more insight, we’ll do an AMA featuring our different departments after the holiday break, in which you’ll get the opportunity to ask us any questions you have about Divinity and our dev process directly.
We’ll announce the date in the new year. In the meantime, I wish you all happy holidays!
Excellent, the AI generated textures in Clair Obscur were indeed placeholders and were replaced with custom assets. The other AI generated poster that was present in the starting area (don’t have a screenshot of it now) was also removed. https://t.co/UQbfLuyj8epic.twitter.com/5xgqsCmZpC
Valve’s rules mean developers must disclose their use of AI-generated content on a game’s Steam store page. For example, the Steam page for Embark Studios’ Arc Raiders includes a note from the developer on how the game uses AI-generated content: “during the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.”
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.