Q&A with Roberta & Ken Williams, developers of reimagined Colossal Cave, out today

Ken and Roberta Williams need little introduction among adventure game fans. The duo, who founded legendary developer Sierra On-Line in the earliest days of gaming, has been responsible for some of the genre’s most innovative, daring, and memorable titles. The two have been away from game development for quite some time, but they haven’t been out of the spotlight–in recent years, the pair has been honored with a Gaming Icon Award from The Game Awards, and Roberta received a Pioneer Award at the 2019 Game Developers Conference. 


Q&A with Roberta & Ken Williams, developers of reimagined Colossal Cave, out today

Now, the accomplished tag team is returning to the world of adventure games after 25 years with a new development team, Cygnus Entertainment. The team’s first outing is a full remake of a true classic: Colossal Cave. Originally a pioneering text adventure game released back in 1976 and called Colossal Cave Adventure, Colossal Cave transforms the lime-green-on-black text of the original into a visually captivating graphic adventure. The original game was a huge influence on many of the designers of the era, including Ken and Roberta, who are funding this ambitious remake. We sat down with the power duo to discuss their return to the world of game development and what players can expect from their return to game development. 

This interview has been edited and condensed for brevity and clarity.

PlayStation.Blog: Roberta, can you tell us about your experiences with the original text-based Colossal Cave Adventure back in 1976 or 1977?

Roberta: I had never played a computer game ever. I think Colossal Cave may be the first or, if not, then very very close to the first computer game ever. And it certainly was the first adventure game — I mean, it basically invented the concept of an adventure game. So I played it, and I loved it, and I wanted to play more, but there weren’t really any more games quite like it at the time. So I was inspired to sit down and design my own game, which ultimately became Mystery House. 

PSB: How did the original Colossal Cave Adventure influence the games you made, Roberta?

Roberta: Colossal Cave invented most of the things that many of us who do game design [rely on], especially in the adventure game genre. It developed the idea of mapping a world. Mazes, getting lost, going down a passage one way, coming in somewhere, but then getting confused.… plus levels, puzzles, and inventory objects, and creatures you can meet that might kill you. Colossal Cave put in all these elements that had never been done before, and that sort of formed the basis for adventure gaming. And maybe computer gaming. I took some of those elements for Mystery House, and I added more of a storytelling element to it. That was my process for making my first game.

With Mystery House, I had no idea where to start. I mean, I had no idea. “Why knows?” But I thought, I’ve always liked Clue, the board game. And I liked murder mysteries and detective stories and Agatha Christie books. So I thought it would be fun to do a whodunnit, that would be fun to do. But how do I turn it into a game? And I thought, well, I’m going to think about how I would play the game Clue. I put it together, write the game, and made it more story-like.

The thing I loved about [the original] Colossal Cave was the exploratory nature of it. I wanted to know where it went and how far I could get into this cave. I discovered that I loved exploring, and a cave is a perfect place to explore. So when I first started designing [Mystery House], I thought “I need to make it exploratory,” but I added the mystery story elements. I wanted to keep that sense of exploration in my games. 

PSB: What made you decide to return to game development? 

Roberta: So we were literally 25 years out of the business…. And we made the decision to do this with the pandemic and the lockdowns. We talked about it at the end of 2020 or the beginning of 2021. We were nicely retired here in Palm Desert, California, and sitting out in our cantina one morning having our coffee, looking out over the Coachella Valley… We were thinking about how bored we were and what we wanted to be doing. 

Ken wanted to do a project and get back into programming. I suggested Colossal Cave, and I don’t know why — It just came out of my mouth. Kind of like when I first played the original game, and I didn’t know why but I just had to sit down and write a game…I had never done that. It was weird. 

Wouldn’t you know, later that day, Ken told me he got done talking to Don Woods (one of the original Colossal Cave developers). I said, “what? How did you do that!?” And Ken says, “Well, I have my ways. I guess we’re doing it.” But that started us on this. And it’s been about a year and a half since.

And we started out with the idea that it would be kind of simple. We knew we wanted it to be in 3D. He had secretly been studying Unity and try to get his…. programming chops. And he hired an artist, and the two of them started working on it. I came in a little bit later… at first I said, “I don’t mind helping out. But I don’t want to get really involved.” I looked over their shoulder and gave them some advice from time to time.

Before I knew it, the word got out, apparently. [laughs] People wanted to interview me about Colossal Cave and King’s Quest and all that. You know, “what are you doing, are you back?!” And at first, I was like, “Well, I wasn’t really planning on that… [laughs]. But I don’t know, maybe I am?” 

Before I knew it, I was kind of pulled into a couple of meetings with Unity, and all of a sudden it’s about me being back. And I’m not trying to be egotistical or anything. It was weird, it was like everybody expected it. And I said, “well, it looks to me like I’m not going to get out of this.” And if I was going to be a part of this, then I needed to be very serious about it.

And once I made that decision that I was going to be a part of designing Colossal Cave, that I couldn’t get out of it, here we are. Since then, I’ve jumped in with both feet, arms, head, hair, everything else… but it changed the game completely. I said to Ken, “you wanted me in, I’m in.” It’s a big project, and I’m proud of it. 

PSB: What can longtime adventure game players expect from Colossal Cave?

Roberta: It is different [from our old games]. It’s not King’s Quest. First of all, it’s a first-person experience. There’s no character that you guide around. I thought about creating a player avatar creator, but I decided that I wanted to keep Colossal Cave as true to itself as it could be. Not to try to put myself into it and make it my game. It’s Will Crowther and Don Woods’ game…I am trying to bring it to modern players so that it’s fun and immersive, in the world that Will Crowther and Patricia Crowther and Don Woods had in their minds. I wanted it to come across as what I imagined it to be when I played it.

Secondly, Colossal Cave is much more pure exploring [compared to the narrative focus on my older games]. I kind of confined people to a certain extent in my older works…. You’d be in an area until you got to the next part of the story, which sends you off into the next exploratory region with new goals and other things you must do. 

But in Colossal Cave, you can go wherever you want. That doesn’t mean you won’t encounter obstacles. You can figure out how to get around them, but you can also turn around and go elsewhere. You’ll find treasures, but you might not be sure what to do with them — but then someone can steal your treasure! And that starts a strategy for dealing with the thief and the treasure. There are mazes; they’re fun, quite complex, and very interesting. And there are dwarves! They’re nasty little creatures.

PSB: How has game development changed over the past 40 years?

Ken: Well, it’s gotten better and worse. There’s a lot more competition, that’s the first thing you notice. But there are the tools, too. All those years ago, we had to write our own text editor, graphics editor, animation editor, invent how to do sound and how to get color graphics. Now for this project, we can immediately be effective because the Unity engine is free, with wonderful training materials. You can go on Unity’s site and buy assets affordably. You can go to Adobe’s site and you can choose from thousands of animations.

It allows you to focus on the art and the game design. A lot of the low-level stuff is lifted off your shoulders. 

PSB: Was it challenging to develop during the pandemic? 

Ken: We couldn’t have done it without the emergence of working at home. We needed to assemble a team quickly when Roberta came on the project, whereas I was treating it like a hobby project to kill time during COVID. Once Roberta got involved, she said, “this has got to be Sierra quality. I need artists and programmers.”  It kept growing.  And suddenly, I had to assemble a team of 30 good people quickly….being able to assemble a team and not care where they live. It’s better than working in an office, in some ways.

Colossal Cave comes to PS5 starting today, with versions for PS VR2 and PS4 also under development.

Sony Confirms List of 30+ Games Coming to PlayStation VR2 During Its Launch Window

Sony has officially confirmed the launch window lineup for PlayStation VR2 through March 2023, and it includes 13 new titles that haven’t been announced for the platform before, including Tetris Effect: Connected and Rez Infinite.

As detailed on PlayStation.Blog, PlayStation VR2 will launch on February 22, 2023, and more than 30 games will be available on the platform before March comes to an end, barring any unforeseen circumstances.

Alongside big hitters like Horizon Call of the Mountain, Resident Evil Village, No Man’s Sky, and Gran Turismo 7, PS VR2 owners will also be able to look forward to these 13 newly announced titles, which include Before Your Eyes, Kayak VR: Mirage, Pavlov VR, Puzzling Places, Song in the Smoke: Rekindled, Synth Riders: Remastered Edition, Thumper, NFL Pro Era, What the Bat?, Rez Infinite, Tetris Effect: Connected, Creed: Rise to Glory – Championship Edition, and The Last Clockwinder.

The full list of games in PlayStation VR2’s launch window lineup are as follows;

  • After the Fall (Vertigo Games)
  • Altair Breaker (Thirdverse)
  • Before Your Eyes (Skybound Interactive, launch window)
  • Cities VR (Fast Travel Games)
  • Cosmonious High (Owlchemy)
  • Creed: Rise to Glory – Championship Edition (Survios, launch window)
  • The Dark Pictures: Switchback (Supermassive, launch window)
  • Demeo (Resolution Games)
  • Dyschronia: Chronos Alternate (MyDearest Inc., Perp Games)
  • Fantavision 202X (Cosmo Machia, Inc.)
  • Gran Turismo 7 (via free update to PS5 version of GT7)
  • Horizon Call of the Mountain (Firesprite, Guerrilla)
  • Job Simulator (Owlchemy)
  • Jurassic World Aftermath (Coatsink)
  • Kayak VR: Mirage (Better Than Life)
  • Kizuna AI – Touch the Beat! (Gemdrops, Inc.)
  • The Last Clockwinder (Pontoco/Cyan Worlds)
  • The Light Brigade (Funktronic Labs, purchase includes PS VR and PS VR2 versions)
  • Moss 1 & 2 Remaster (Polyarc)
  • NFL Pro Era (StatusPro, Inc., free PS VR2 upgrade)
  • No Man’s Sky (Hello Games, launch window)
  • Pavlov VR (Vankrupt)
  • Pistol Whip (Cloudhead, free upgrade)
  • Puzzling Places (Realities.io, free upgrade)
  • Resident Evil Village (Capcom, via free update to PS5 version of RE Village)
  • Rez Infinite (Enhance)
  • Song in the Smoke (17 Bit)
  • STAR WARS: Tales from the Galaxy’s Edge (ILMxLab)
  • Synth Riders (Kluge Interactive, free upgrade)
  • The Tale of Onogoro (Amata K.K)
  • Tentacular (Devolver)
  • Tetris Effect: Connected (Enhance)
  • Thumper (Drool LLC)
  • The Walking Dead: Saints & Sinners: Ch. 2: Retribution (Skydance, launch window)
  • Vacation Simulator (Owlchemy)
  • What the Bat (Triband)
  • Zenith: The Last City (Ramen VR, free upgrade)

Kazunori Yamauchi, the president off Polyphony Digital, shared a few words in the blogpost about the upcoming free VR update for owners of Gran Turismo 7 and teases a bit as to what fans can expect.

“We’re thrilled that Gran Turismo 7 will be a PS VR2 launch title! Through a free upgrade, for those who have already purchased Gran Turismo 7, players will experience all cars and tracks in VR like never before,” Yamauchi said. “GT7 in VR takes full advantage of PS VR2’s next gen features. With eye tracking and foveated rendering, players will experience stunning visual fidelity while racing in any of the 450+ cars. While 2-player splitscreen races are not supported in VR, all other races, including online races, will be available. From the Nürburgring to Tsukuba, tracks can be experienced exactly as they are in real life.”

Sony noted that this final launch software lineup is “subject to change without notice.” Furthermore, IGN is confirming with certain developers whose games are not on this list but stated intention to launch alongside PS VR2 like Among Us 2, and will update this as we hear back.

For more on PlayStation VR2, be sure to check out our hands-on preview of Sony’s new VR headset and of Horizon Call of the Mountain.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Strategy sequel Age Of Wonders 4 hops out of a magic portal onto PC in May

Age Of Wonders 4 arrives on Steam on May 2nd, devs Triumph Studios have revealed. The 4X game was announced during a livestream today hosted by publishers Paradox Interactive. It’ll be the first Age Of Wonders in nine years that hasn’t veered into sci-fi territory, and introduces a new custom faction system. You can watch a short teaser video for Age Of Wonders 4 below.

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Dead Space Remake: The Final Preview

A few days ahead of visiting EA Motive for our Dead Space-focused IGN First, I played the original game for the first time since 2008. I only intended to play the first hour or so, but seven hours later I found myself still battling through the rusted corpse of the USG Ishimura. I always knew Dead Space was a modern classic, but I was surprised just how well it stood up all these years later. And so I headed to meet the developers with a slightly cynical mindset: what was the point of remaking something that remains so brilliant?

After playing the same seven hours of the remake, I think I may have been convinced. In many ways Dead Space is a purist’s remake; I’d estimate that around 85% of what I experienced was identical to the original game, just with vastly superior visuals. But it’s the other 15% that has me quietly wondering… could this remake genuinely be better than its progenitor?

Many of these changes are gameplay improvements, several of which are drawn directly from Dead Space 2. The zero gravity sequences now allow you to move freely in all directions, rather than hop from surface to surface. This obviously allows for a better sense of freedom, but segments redesigned around this ability are notably more interesting than their original counterpart. The centrifuge generator puzzle in chapter three is now a genuine spectacle, while the ADS cannon repair job has been completely changed to be a dangerous space walk that amps up the tension.

The 2011 sequel’s influence can be found in your weapons, too, which can now be fitted with a variety of special upgrades that alter their function. The Plasma Cutter, for instance, can be modded with an extended magazine and the ability to set foes alight for damage-over-time. The Ripper, meanwhile, can fire blades that ricochet around the room, allowing for trick shots.

I found the new secondary abilities to be much more useful than those in the original game.

Such modifications are found hidden around the ship, and so they act as encouragement to explore every room and store cupboard. But thanks to a new Security Clearance system, you’re initially locked out of many side locations you discover. As the story progresses you’re granted increasing levels of clearance, and so you can then backtrack through the now-seamless spaceship to open doors that were once forbidden. This interconnected design and backtracking turns the Ishimura into something closer to the Talos-1 station from Prey; a huge structure that feels like a genuine place rather than a series of video game levels. It’s an admirable direction, but I’ve yet to see exactly how well it’s used across the full campaign. My hope is that Motive has smartly weaved backtracking into the main missions and the newly-added side quests to allow for organic revisits of prior areas, rather than making backtracking a segregated chore.

Regardless of if you’re backtracking or making forward progress, Dead Space is full of horrifying necromorphs that threaten to rip you limb from limb. Much has already been made of the new ‘peeling system’ that rips the skin, fat, and muscle layers away from enemies with each new wound, but there’s more to this grotesque idea than just visceral visuals. Much like how protagonist Isaac Clarke has a health bar built directly into his suit, the necromorphs’ own bodies are now a visual representation of their health. This is never more obvious than when using the Force Gun, a weapon that has been completely overhauled for the remake. What was once simply a push-back weapon now rips the flesh off of enemies with a thunderous blast. The stripped down necromorphs can then be finished off with a more conventional weapon; their exposed bones ready to be snapped with just a round or two.

Talking of weapons, each one of Isaac’s lethally repurposed tools has been redesigned to encourage a new level of strategy. Dismemberment is still the main aim of every skirmish, but the flamethrower’s new alternate fire creates a wall of searing flame that can cordon off areas and manage crowds, while the Pulse Rifle’s new proximity mine works as both a trap and a makeshift grenade launcher. These are small changes, but I found the new secondary abilities to be much more useful than those in the original game, and they soon became a regular part of my combat routine.

My favourite change I’ve seen so far, though, are the Circuit Breakers. These occasional puzzles require you to reroute power to different machines, typically to open up locked doors. Each breaker box has a limited number of fuses and so powering up a door is done at the expense of powering down something else. In an early example this involved turning off an elevator I no longer needed, but in chapter three I was confronted with a much more intriguing sacrifice: to power up a refuel station I had to divert energy away from either the engineering deck’s lights or life support systems. It was a choice: should I stumble onwards in pitch-darkness and risk being ambushed by unseen threats, or navigate well-lit corridors while my air supply rapidly ran dry? It’s a smart way to combine challenge with player choice, and I hope this example is the first of many fiendish scenarios rather than a one-off occurrence.

There’s the sense that elements of Dead Space 2 are being retrofitted into the original.

Graphics aside, the most notable change right from minute one is the alterations to the script and storytelling. Once-silent protagonist Isaac can now speak, and while I do think this is largely unnecessary, he thankfully hasn’t been turned into an overly-chatty Sony character. Rather than quipping at everything, Isaac’s ability to respond anchors him into the horrifying situation in a realistic manner. Gunner Wright, the voice actor who brought Isaac to life in the sequels, reprises the role, and so once again there’s the sense that elements of Dead Space 2 are being retrofitted into the original.

Isaac’s new scripting is pretty good, but the best changes have been made to Kendra Daniels. Once an incredibly thorny character, she’s been transformed into a much more empathetic, friendly colleague for Isaac. For anyone who knows the final direction of Dead Space’s story, I think Daniels’ revised personality will work much better with her character arc (provided, of course, the story’s main plot beats remain intact.)

Talking of the story’s pathway, the church of Unitology – a religious sect and major player in the Dead Space universe – is introduced much earlier in this remake and in a far more organic manner. These characters know the church’s reputation and casually discuss it, even before they are aware that it will change their lives forever. It’s an approach I really appreciate, and I think the eventual plot reveals will be much more meaningful because of it.

Motive has made many smart changes to Dead Space, but it never shakes things up to the point of being unrecognisable. The result, at least across the first several chapters, is something that feels similar in philosophy to a director’s cut (albeit a director’s cut that’s completely re-filmed on brand new sets). This experience appears largely the same as the 2008 original, but honed and polished to a beautiful, gory finish. As such, this remake will likely work best for brand new players or the most dedicated Dead Space fans. As someone who loves the original game, I found what I played an absolute thrill. But for less invested fans the value is of a more questionable quantity, since even with the changes this is an incredibly similar experience. As such I don’t think Dead Space will be as essential and transformative as the Resident Evil 2 remake was. As the best possible way to play this landmark survival horror, though? I have near enough no doubt that Dead Space will succeed in that mission.

Matt Purslow is IGN’s UK News and Features Editor.

Today’s Sea Of Thieves mid-season update means you can own a pet rock

Sea Of Thieves is getting a mid-season update today, bringing the chance to catch up on all the pirate gossip with a trusty pet rock pal. The pocket pebble is only an emote that you can buy from the Sea Of Thieves store, but the company might help you keep it together on the long, lonely journeys across the game’s seas. The update also introduces a new time-limited event, The Secret Wilds, and some matchmaking improvements for PvP. Watch the video below for more on what’s coming in the latest Sea Of Thieves update.

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F This Trophy: Final Fantasy 7 Crisis Core’s Most Frustrating Achievement

Trophies may not be for everyone, but for me and many others Trophy hunting is fun method of achieving that sweet, sweet 100% completion on a game. A much-deserved prize for doing everything there is to do. Lots of games have easy requirements for Platinum Trophies, and often certain quests or challenges associated with them will reward you with cool stuff for going the extra mile. But while collecting Trophies is mostly a lot of fun, sometimes one comes along that makes us question our choices in life. To those we say, “F This Trophy”.

This week’s ‘F this Trophy’ is the DMW Master Trophy from Crisis Core: Final Fantasy VII Reunion. The DMW is a strange slot machine-style mechanic that constantly ticks over during battles, its three reels displaying the faces of characters you have met across the story. When those reels align and display three of the same character, it triggers a Limit Break; a powerful ability associated with that character.

The DMW Master Trophy requires you to achieve 100% completion for each of the 18 Limit Breaks in the game. Now you might be saying ‘Hey, Jada, that doesn’t sound so bad – Limit Breaks are awesome! Channeling Sephiroth’s Octaslash, Aerith’s Healing Wave, and all the other character’s special abilities in battle can help turn the tide, so you want to use them whenever possible.’

Yes, this is true. But in the case of this Trophy, I’m not chasing the actual limit breaks. I already have all 18 of them. Instead, I need to unlock each and every flashback memory associated with each Limit Break. These are cutscenes that trigger in the middle of the battle and call back to prior moments in the story. They’re kind of annoying as they slow down the action in a battle, which is a sin on its own, but that’s not what we are talking about today. The issue with this Trophy is that progress, rather than being awarded based on skill, time, or effort, is awarded based on random LUCK.

Each of the 18 Limit Breaks have six unique memories, but there’s no way of triggering specific ones. These memories are pulled from the story you have already witnessed, so you first must put in the work and complete the whole game to ensure that the DMW system can call on every single memory. But after that, it’s entirely out of your hands: the DMW rolls Limit Breaks at random, and then it will choose one of the memories at random. So to hit 100% completion on the DMW, you… just have to keep playing until it happens.

To hit 100% completion on the DMW, you… just have to keep playing until it happens.

You can improve your odds to some degree. The Limit Break system is based on Luck; not just the real-world concept, but the in-game stat, too. Specialized materia and equipment you can equip to boost your Luck does help, but you are still ultimately at the mercy of unpredictable RNG.

Now I know there are a lot of people who may have better luck than me when it comes to this Trophy, but it took me 12 hours (12 hours!) to get it. I hit a point where I only needed two more flashback memories to get the Trophy, and so I left my game running in a level one mission, letting enemies shoot me in the face, in the hope that the right Limit Breaks and the right memories would roll up on the DMW. I left for a birthday party, went out for dinner, came home, played a couple of missions of Mario Rabbids: Sparks of Hope, and then picked Crisis Core back up. I still hadn’t gotten the two final flashbacks I needed. Like, what the hell?

You may ask what made this Trophy worth getting. Well, aside from being one more Trophy closer to the Platinum, DMW Master also unlocks the Genji Armor, which happens to be one of the best pieces of gear ever dispensed by a glorified slot machine.

Before any of you in the comments come for me saying that you got this Trophy faster or easier, I’m happy that you didn’t have as many issues as I did. I love Final Fantasy games and have been asking for a Crisis Core remake since the PS4 released. It is still one of my favorite PSP games of all times. And I’m sure some in the comments will say I just didnt know what I was doing. But this is my second time going through the game, I had maxed out Luck, was optimized with two mastered materias for Cissnei to increase the chances of my slots lining up, and had mastered materias to improve the odds of getting the character Limit Breaks I needed to show up. Just keep in mind the real kicker is that even if the DMW triggers a Limit Break, there is no guarantee you get a flashback, and then if you do get a flashback, there’s no guarantee it’s the one you need.

So F This Trophy, Crisis Core, and F random number generators.

Hose down Croft Manor in PowerWash Simulator’s free Tomb Raider expansion

PowerWash Simulator is heading to the familiar, and apparently very mucky, surroundings of Tomb Raider’s Croft Manor in a free expansion releasing on January 31st. The Tomb Raider Special Pack will go live at 5pm GMT/6pm CET/9am ET, and you’ll be able to take on the Croft Manor job from the new Specials area in the main menu. You can watch Lara’s gaff being cleaned down in the trailer below.

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Surreal Musical Action-Adventure ‘Figment 2: Creed Valley’ Locks In Release Date

Where is my mind.

The sequel to the 2017 action-adventure Figment is coming to Switch later this year, bringing with it a new co-op mode that will encourage players to discuss mental health with their loved ones.

Figment 2: Creed Valley is a surreal action-adventure that takes you deep into the human psyche, in a world shattered by Nightmares. Protagonist Dusty and his sidekick Piper must journey into The Mind to heal it and allow it to function properly once more, by solving puzzles and defeating the Nightmares in musical showdowns.

Read the full article on nintendolife.com

Free Play Days – Tiny Tina’s Wonderlands and Space Crew Legendary Edition

Get ready to loot and shoot or command your very own space crew this weekend during Free Play Days. Tiny Tina’s Wonderlands and Space Crew Legendary Edition are available this weekend for Xbox Live Gold and Xbox Game Pass Ultimate members to play from Thursday, January 19 at 12:01 a.m. PDT until Sunday, January 22 at 11:59 p.m. PDT. 


How to Start Playing


Find and install the games on each of the individual game details page on Xbox.com. Clicking through will send you to the Microsoft Store, where you must be signed in to see the option to install with your Xbox Live Gold or Xbox Game Pass Ultimate membership. To download on console, click on the Subscriptions tab in the Xbox Store and enter the Gold member area to locate the Free Play Days collection on your Xbox One and Xbox Series X|S.


Keep the Fun Going


Purchase the game and other editions at a limited time discount and continue playing while keeping your Gamerscore and earned achievements during the event! Please note that discounts and percentages may vary by title and region.


Game Details


Tiny Tina’s Wonderlands

A world of whimsy, wonder, and high-powered weaponry awaits as the unpredictable Tiny Tina takes you along for the ride across her greatest campaign yet. Forge a highly customizable Fatemaker then embark on a quest to defeat the villainous Dragon Lord. Slay evildoers using a wildly diverse arsenal of guns, spells, and melee weapons, combined with the might of the Multiclass system that lets you harness the power of two unique classes! Xbox Live Gold and Xbox Game Pass Ultimate subscribers can also get 50% off all three editions of Tiny Tina’s Wonderlands from now until January 23.

Space Crew: Legendary Edition

Time for your toughest mission yet! Recruit and train your crew to tackle the growing threat from alien and android armies as you defend Earth to become a Galactic Legend in Space Crew: Legendary Edition. All new content free to existing owners of Space Crew!

Don’t miss out on this exciting Free Play Days for Xbox Live Gold and Xbox Game Pass Ultimate member! Learn more about Free Play Days here and stay tuned to Xbox Wire to find out about future Free Play Days and all the latest Xbox gaming news. 

Related:
Past and Present Collide in ‘The Secret Wilds’, Sea of Thieves’ 11th Adventure, Live Until February 2!
Free Play Days – I Am Fish
Xbox and Bethesda to Present Developer_Direct Livestream on January 25

Tchia’s traversal options are so good I never want to walk in games ever again

Tchia. Revealed at the Game Awards back in 2020, the trailer boasted a whole load of activities: sailing, climbing, ukelele playing, swimming, tree-hopping, slingshot sharpshooting, totem carving, gliding – the list is never ending – and all set on a beautiful island with characters to talk to, quests to complete, and enemies to fight. And on top of all that, you also have the ability to “soul-jump” letting you control any animal or object.

It sounds too good to be true, right? But two years after Awaceb’s trailer debut, I’ve gotten my hands on a preview build to see whether a nine-person dev team’s tropical island exploration game is pie in the sky. Turns out, it’s the opposite; my hands on time suggests Tchia will deliver on everything it promised and more.

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