Phantom Blade Zero will include several combat styles, the study of the half -open world and much more

A recent interview with S-Game developers tells about the gameplay features of Phantom Blade Zero.

The founder of S-Game Soulframe and the senior vice president of publishing Mike Peng in an interview with IGN told several interesting details about the action of action in the Hack N ‘Slash genre.

Here is a multiple squeeze from the interview:

  • Universe Phantom Blade – Soulframe describes the Phantom Blade setting as China from the Min dynasty, but with all kinds of effects "Steampan, cyberpunk, dark fantasy and horror films". This is a gloomy place where you will have to fight for survival.
  • Combat styles – Phantom Blade Zero will not encourage players to certain game styles in the process of passing. Instead, players can use instruments such as murders and combo to secretly pass the game, or completely immerse themselves in the Kung fu combat system, in which much attention is paid to the use of the environment in their interests.
  • Basic and additional weapons – Throughout the passage of the game, the player will have the main and additional weapon. The main weapons are all kinds of blades that move differently depending on the length and weight of each of them. Double blades are also available. Minor weapons, or Shachi, varies from fast weapons, such as spears, to heavy guns, such as axes and hammers.
  • Improvements and equipment – Exploring the half -open cards between combat clashes, the player will find equipment that can be modernized to increase general strength. In addition, in the process of passing each zone, the player will be able to get skills.
  • The upcoming demo – Although a 30-minute demonstration will be available next year, Mike Peng said that this time it will be "Only by invitation". Which means that representatives of the press and the creators of the content will have to contact the studio in order to get a demo version.

Everything we hear about Phantom Blade Zero sounds promising. While we saw only one gameplay trailer, so whether the game will justify the increased hype, it remains to be found out. Nevertheless, the developer team is clearly passionate about their project, and this says a lot when it comes to the development of the game.

Metal Gear Solid Delta: Snake Eater will return David Heyiter as a Snake

Although the rumors went for a long time, it was pleasant to finally get official confirmation that Konami would really make a Metal Gear Solid 3 remake. The remake was called Metal Gear Solid Delta: Snake Eater.

In the era of remakes of classical games, fans can expect complete graphic processing, as well as improved and modern gameplay elements, while the original plot and narrative will remain untouched. In the official press release, Konami also confirmed that all the actors of the voice actors of the original game, including David Hater as Snake, will return to the remake.

Quite a lot of time has passed since we enjoyed the cult performance of Hater the role of a lover of Stlas, since Kifer Sassenda appeared in the role of a Snake, and since then has not been a single new game Metal Gear. Here is a brief description of what we can expect from Delta:

The new generation of players and loyal fans will be able to find out the history of the origin of the famous Big Boss and see how his legend was pierced in the maiden of the operation "Snake eater". The remake will represent original voice actors, a rich storyline and the wide possibilities of combat survival in harsh conditions, supplemented by unprecedented graphics and exciting sound.

If all the well -known actors of the game will return, then the following voices will be associated with their characters.

As the main character Snake Eater, to this former "Green Beret", The CIA has become an operative, several members of the Fox unit help. Among them, Major Zero, voiced by Jim Piddok and Banjo Ging, who gives advice on performing tasks and tactics of battle; Para-Medik voiced by Heather Halls and Hawko Kuvashima, offering medical and environmental knowledge; And the sigint voiced by James with. Matis III and Cage Fujavara, providing valuable information about weapons and equipment.

Two main antagonists of the game also return. Colonel Volgin, voiced by Nile Ross and Kenzi Utsumi, Colonel GRU with electrical abilities, plotting a political revolution, and the boss voiced by Lori Alan and Kikuko Inoue, a former mentor of Snake, again play their roles. The boss also leads a special forces detachment "Cobra", consisting of fighters "End", "Fear", "Rage", "Pain" And "Sadness", each of which brings its unique abilities to the game.

Additional characters, such as Dr. Sokolov, a racing scientist, voiced by Brian Cammings and Naoki Tatsuta, and Alexander Granin, a competent scientist, voiced by Jim Ward and Takeshi Aono, contribute to the complexity of the plot line. Snake’s love interest, Eve, voiced by Suzetta Ming and Misa Vatanab. An additional depth is given by the acting staff, voiced by Josh Keaton and Takumi Yamadzaki, who heads the elite unit "Ocelot" In GRU Volgin.

Avatar: Frontiers of Pandora offers a full version of RT on consoles – Digital Foundry analyzed the game

Avatar: Frontiers of Pandora – looks rather impressive on a PC with the highest “Unobtanium” settings, challenging even the most powerful graphic processors, but how the game feels on consoles? Fortunately, the answer: “damn good!»Journalists from Digital Foundry conducted a full analysis of the game on Xbox Series X/S and PS5, and the results are very impressive.

The good news is that the versions of Avatar: Frontiers of Pandora for Xbox Series X and PS5 offer most of the details and environmental density of the game for PCs, as well as a complete set of functions of ray trace, including global lighting and reflection with rays tracing. Of course, the trace of rays of not such high quality as on the highest class PC, but the fact that it is in a large open world is a pleasant surprise.

Both Xbox Series X and PS5 offer performance modes of 60 frames per second and quality of 30 frames per second. Both of these modes are dynamic: performance operates in the range from 864p to 1260p, and the quality in the range from 1296p to 1800p. Both are then scaled to 4K using FSR 2. According to DF, PS5, it often works with a slightly lower resolution in the dynamic range, but the Xbox Series Xs has much more noticeable reconstruction artifacts, possibly due to error in the implementation of FSR.

As for the personnel frequency, the Xbox Series X and PS5 “performance” mode is mostly fluctuating in the range from 50 to 60 frames per second, although they can fall to the mid -40 frames per second. It seems that none of the consoles has a big advantage in the “performance” mode, although the Xbox Series X has some malfunctions when passing: the game sometimes stutters or even pauses for a second when the world is loaded in the background. As for the “Quality” mode, which becomes the norm for the AAA-class games, it is much more stable than the “performance” mode, providing stable 30 frames per second on both consoles with proper synchronization of personnel.

As for the Xbox Series S, you get only one mode of 30 frames per second, which initially operates in the range from 720p to 1080p, but at least these 30 frames per second are stable.

The version of the remake of Resident Evil 4 for iPhone, iPad and Mac will be released on December 20

Shortly after the resident Evil Village on compatible platforms, Capcom has officially announced that on December 20 the compatible iPhone, iPad and Mac will be widely recognized by the game Resident Evil 4. Like the previous game, the 2005 horror remark with a third -person view will support Apple Metalfx performance technology, which works similarly from NVIDIA and FSR from AMD.

Today, Capcom has announced that the Game of Resident Evil ™ 4 will appear on the latest Apple devices on December 20, 2023. Get ready to experience fear from this ultramodern game in the horror genre of survival right in your palm with the iPhone 15 Pro and iPhone 15 Pro Max. The famous rethinking of the 2005 classic game will also be available on the iPad and Mac with the M1 chip or later version. Separate Ways addition will be released simultaneously with the main game saturated with events. This is the plot of DLC, in which Ada Wong goes on a secret task, expands the adventure scope and offers new exciting gaming mechanics".

As in the case of Resident Evil Village, the Resident Evil 4 on a limited time may be given a discount, which will make the early customers immerse themselves in the same impressions and atmosphere, but on a smaller display. As already mentioned in a press release, it will be possible to launch the game only on the iPhone 15 Pro and iPhone 15 Pro Max equipped with the Apple A17 Pro processor. As for the compatible iPad, the game can be launched on any model equipped with M1 and M2 processors.

If you are worried about the productivity of the Resident Evil 4 on the iPhone, iPad and Mac, then there were already reports that the Resident Evil Village works great on the iPhone 15 Pro and iPhone 15 Pro Max, while offering the same graphics settings as on the PC. It is even better that the game works with a frequency of 60 frames per second in the resolution of Full HD+, but at the same time you can not twist all visual options to the maximum and expect a smooth gameplay. However, on the M2 iPad Pro, the game worked exclusively in a resolution of 2732 x 2048, while all graphic settings were installed on the maximum allowable value.

Focus Entertainment and the authors of the A Plague Tale series resumed cooperation for “another exciting project”

After the releases A Plague Tale: Innocence and A Plague Tale: Requiem, publisher Focus Entertainment announced the resumption of cooperation with the developer of Asobo Studio within the framework "Another exciting project". It is currently unclear whether it will be a new part of the A Plague Tale series or a completely new game.

A Plague Tale: Requiem came out for the PlayStation 5, Xbox Series, Switch and PC via Steam October 18, 2022. The game is also available through Xbox Game Pass. Switch version is available only through a cloud.

I am extremely happy, I hope there will be a sequel, both parts were gorgeous

What a sequel? If you have passed both parts, you know why there will be no continuation.

I am afraid, as it were, amias after her lesbo haircut at the end in Requiem in continuation was not in a relationship with Sofia. )))

You understood what I wrote about, but at the same time wrote what I wrote, I meant in the present T.K at the end there was clearly a hint, and why this is not a continuation.

Very good ! I hope this will still be a new game and not a continuation of a Plague tale despite the fact that this game is cool..

So there is nothing to continue. The story is over. introduce new characters and pull the plot from the finger. I doubt that they will go for it.

That’s the total, and therefore, and therefore I really do not want to continue it.Honestly, I didn’t really catch me a requiem, though not better than the first part, but at least the same but not.The first part is just the poison for her even Vidyakha then updated.

Actually, in the second part, an open finale. The third part will probably be in our time

I doubt it very much.
Rather, this scene demonstrates that humanity has not been devoured with rats and has survived to this day. As actually a macule disease.

What does such categories like "humanity" And "Gouched"? The outbreak of producing a makula is not a global phenomenon, this is all within the region, and the epicenter and trigar starting the flash is the next "child and defender" – So it was in the days of Hugo and Amicitia and their predecessors from the time of the Roman Empire (from the famous). And the scene and the end of the third part that the next manifestation of the prison of the macula will occur today – in the hospital "child" And we understand somewhere and "Defender". And if you pretend to be the prerequisites of a possible plot – I did not go out to interrupt the absorption of her brother with a makula, her predecessor, although Amicia got information about past events (albeit late for making more faithful decisions), hence she could be in the way that she could devote herself to herself for preparation for the future arrival through centuries Prima Makula. At the end of the second part, we were shown that after amication after psychological rehabilitation in a single place and the adoption of loss, it was also in the search for the meanings of further existence. The appearance of a smugglers with news and the reason to move on hints that amicia has chosen its further life path. And within the framework of the general plot and Laura, the story of a certain order would organically fit into our days that monitor the outbreaks of the prison of the macula and the search for a child and its defender to help and protect, in order to give a head start in the next cycle, and of course at the origins of this order The amias, which at one time with the help of contabandlers and other unanimous people, and also favorably leaning on its noble origin, took up the search and collection of additional information for the future, it could also be beaten to the joy of fans in the third part of a small prologue for amication at the beginning, showing her adventures as a food -downtrous event in modernity. This would be a convenient introductory for those who did not play in both previous parts.

Great, over the past few years, the only game that has been held 2 times.

All two parts according to the picture are bombically beautiful! I would say not so many such beauties in today’s games as in the series A Plague Tale.

I hope they will make a mock -up, that’s right, like in Last of OP 2

If it is a Plague Tale 3 – I will be very glad, if not, I will touch it anyway! I hope they make a good game about which positive emotions will remain!

Let’s already have the 3rd part in the modern setting, otherwise this ancient time causes vomiting.

Why does she have her head? She climbed with her fists at her husband?

it would be better to fix the bugs because of which it is impossible to play the game literally!

There are no such bugs

What are the bugs there. The game has perfect optimization at the start ☝️ passed that the first one, the second part is threshold.

Yes? tell this game in which the camera does not move from the very beginning from the word at all!!

Yes? Well, go look at the topics in the discussions of the same steam! and you will understand that there are bugs darkness! https: // Steamcommunity.COM/App/1182900/Discussions/

Do not drive fast! I am two parts in the muddy. Pirate game from Khattab. Maybe the hands of the pendos of bugs and lags, I have everything perfect in the game☝️

So, moreover, I will say, I did not wait for patches if they were, of course, but began to go through the game at the start. There was only one flight when the river was transported to the raft. This was due to the reassignment of the RAM. It will be necessary, I can make a huge proof.

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Sven Vinka: After Baldur’s Gate 3, Larian “must” continue Divinity: Original Sin

Baldur’s Gate 3 is one of the most anticipated role -playing games of 2023, but fans of the previous, very beloved developers of the Larian series Divinity: Original Sin are wondering if its history will continue. Answer: Continuation of Divinity: Original Sin will definitely take place, but you should not hold your breath in anticipation of the announcement.

In an interview with IGN Boss, Larian, Swen Vincke, confirmed that the studio will return to the world of Divinity: Original Sin and will continue its history, but not earlier than the employees take a well -deserved break after the release of Baldur’s Gate 3 next month.

This is our own universe, which we created, so we will definitely return there at some point. We will definitely return there at some point. First we finish this game Baldur’s Gate 3, and then take a break, because we will need to be creatively updated. You see how 400 developers put their heart and soul into this game. And I can say that it’s very cool.

Larian Belgian Studio began its series Divinity in 2002 with Divine Divinity. In 2004, the game Beyond Divinity was released, and in 2009 – Divinity 2. Divinity: Original Sin in 2014, but it was Divinity: Original Sin 2 brought Larian to the leaders, providing millionth sales and general recognition of critics. It was followed by ports and Definitive Edition, in which thousands of people continue to play years.

Baldur’s Gate 3, which Larian is developing under the license of the owner of Dungeons & Wizards of the Coast Dragons will be released in August 2023, six years after Divinity: Original Sin 2. If Larian continues to work on Divinity: Original Sin 3, it is quite possible that years will pass before we see or hear anything about it, not to mention playing it.

Baldur’s Gate 3 is a large -scale role -playing game with the creators of the Divinity series: Original Sin. Larian announced the postponement of the release date of the version for the PC for a month in advance, from August 31 to August 3 to avoid a collision with Bethesda Starfield in early September. The version for PlayStation 5, meanwhile, is slightly delayed until September 6, and the versions for Xbox Series X and S are left without the release date (more about the delay of Baldur’s Gate 3 on Xbox here).

In an interview, Winka said that, according to the developers, the standard passage of Baldur’s Gate 3 takes from 75 to 100 hours. However, players who want "to do everything", should count on doubling this figure.

Insomniac Games once really worked on the Sunset Overdrive sequel

Sunset Overdrive, perhaps, did not enjoy such universal success among critics and users as games about Spider-Man from Insomniac Games, but, despite the relatively low popularity, she had her own loyal fans, which have not lost hope for almost ten years now to the sequel. And, as it turned out, the sequel was really once developed in Insomniac.

This follows from internal documents that allegedly leaked to the network after hacking, which the studio had recently been subjected to. One of the 2016 documents published by the Reddit user said that Sunset Overdrive 2 was in development in the studio since October 2015, and by October 2016 it was planned to begin the pre -production of Sunset Overdrive 3, while continuing to work on the second part.

Presumably, these plans were canceled in favor of Marvel’s Spider-Man, which was also supposed to be in development at about this time. However, the game about the superhero is not mentioned anywhere on this particular slide.

As a result of Insomniac data leakage, it became known that Sunset Overdrive dispersed 1.9 million copies with a circulation, and the studio itself earned only $ 567 in the game. Given this, it is easy to understand why the sequel was not in the list of priorities. It is interesting that the rights to the publication of the next two potential sequels seem to still belong to Microsoft.

On the other hand, a series of games about Spider-Man turned out to be incredibly successful. Information leaks showed that Marvel’s Spider-Man: Miles Morales was sold with a circulation of more than 10.2 million copies, and Marvel’s Spider-Man 2-6.1 million copies in a little more than three weeks. Earlier this year, it was officially confirmed that the Spider-Man series was sold by a total circulation of more than 33 million copies.

According to leaks, Insomniac is currently also working on Marvel’s Venom and Marvel’s Spider-Man 3, as well as on Marvel’s Wolverine, which will be the first part in the ICS Games series. The new Ratchet and Clank game is also mentioned, as well as the new IP at some point after 2030.

City Car Driving 2.0 – Developer Diaries #4

You will have to continuously evaluate the road situation and constantly make decisions on the road.
A characteristic feature of the City Car Driving series is the constant tracking of traffic rules. In CCD 2.0. We make a special emphasis on all the accompanying elements of this idea, for example: compliance with high -speed mode, distances between cars, signals during maneuvering. We have made significant changes to the system of monitoring compliance with the rules, but so far we do not want to disclose all the details.

Realistic situations on the road will be recreated for you, where you interact with traffic. In early access, we are a great emphasis on interaction with all road users.

One of the main changes for the City Car Driving is the departure from fixed weather and the time of day selected before the start of driving, to their dynamic change during the ride. Now you will have to take into account the change of road conditions – a deterioration in visibility, a change in adhesion to the road and adjust the driving style "on the run", which will improve safe driving skills.

Since our game is a simulator, we pay close attention to the fact that the controls and the reaction of the machine to them correspond to reality as much as possible. For example, to start driving in a car with a mechanical gearbox, you will need to use a clutch and get used to the area of ​​it "Grabbing".

We try to test our game on all popular input devices, at each one to achieve good accuracy and responsiveness of management so that you can feel at the wheel of a real car.

One of our main tasks, along with safe driving, is the study of various types of roads: CCD 2.0 will provide you with a dense movement, highways, roads with turns and intersections, a suburban zone, and a one -way road.

We have already shown the urban environment with lively streets and skyscrapers, and now we are creating a forest area – we highlight the vegetation of special attention. Added water surfaces, mountains, rocks, bridges and other objects characteristic of the area in which the game will take place. The variety of environment elements enriches the game world and makes each location of a unique.

In addition, we added various historical and cultural features to the game. Different areas of the city will have its architectural styles and art objects. This will allow each location to be felt in a new way.

We will analyze on the example of one of the locations how to create a big city with its history.

It all starts with a concept, but instead of paper and napkins, we use graphic editors. We begin by drawing small sections, which, as the details of the puzzle, then structure and connect together.
If the task is not to repeat some real corner of our planet, then at the initial stage it works mainly the imagination. A network of roads, squares and areas "From the head", so that the result corresponds to the meaning of the future location.

Further along the assembled puzzle creates a location-prototype, the so-called "Black blockout". Black, because of the color of the objects of the losers that symbolize in it at home and roads.
In that "Blockout", Changes are made by wide strokes. We watch how the locations are connected, what is the dimension and silhouette of the future city.
In Unreal Engine, we use BSP geometry to build a location blockout, which allows you to easily and quickly set the approximate shape of future houses and road network.

After that, you can think over what the city quarters look like and clarify the shape of the road network. So "black" Blockout turns into "white".
Interactive objects, attractions are also installed on the blockout, and the routes of the player, traffic and pedestrians are laid.
The stage of the white blockout is considered completed when Leoel-designers, surrounding artists and a game designer have a complete understanding of what the location will be and that it will contain in itself.

After that, the white blockout is transferred to a special editor of the road network and logic, in which the final version is built. We had to create this editor ourselves, since no gaming engine can provide the capabilities of the road network required by us.

Also, at this stage, we think through the traffic rules in the city, determine the adjustable and unregulated intersections, unilateral traffic, movement along the lanes, the main and secondary roads, the speed mode, set the marking, set up the intensity and type of traffic, create a pedestrian network and pedestrian crossings, bus stops, and tram rails.

It is possible to list the volume of work in the editor of the road network almost endlessly: from building a common grid of roads to regulation of the height of the curbs (borders).
After setting the logical network, it is necessary to generate its geometry in the editor, which will represent the landscape in the game.

Intermediate, black landscape generations we try to start doing as soon as possible, since after them you can see the shape of the landscape with your own eyes, with all the changes in heights.
After the main work on the road network is completed, when all the shortcomings were identified and landscape artifacts were corrected, we perform finishing generation.

On the finished landscape, when the final version of the road network is already visible, we begin to design the location. Level designers, together with artists from the environment, perform architectural filling of the location in large objects.
At this stage, the visual image of the architecture of the new city arises. When all large objects are placed, interactive objects are installed, when the architecture and style of the city are completely built – the design stage can be considered completed.

After that, the final stage begins: we fill the location with objects and traffic rules, install traffic lights, signs, decals of complex marking, arrows in the lane of movement.

Then we install small objects, for example: fences, pillars, benches and other objects of urban environment. And proceed to the last group of objects – vegetation on locations. After installing all objects, the location can "paint" small details – apply cracks and hatches on the roads, garbage, paving slabs.

The development of the location is completed on this.

Will there be trailers in CCD2?

There will be no trailers in the early access, but after the release of the game we plan to add them.

Will there be trucks and buses available to manage the player?

The player will not have large -sized transport in the early access, but there will be vans, we will tell you more in a diary dedicated to traffic and transport.

And trucks and buses in traffic?

There is no early access, but we have an alternative, which we will also talk about in a diary dedicated to transport in the game.

Will play physics make elements of extreme driving, such as drift?

Our project is primarily training, and we do not encourage extreme driving in the conditions of urban movement. But this does not mean that the player’s transport will not be physically capable of this.

It is planned to support telemetry, eye tracking, and so on?

In early access is not planned.

In the next issue, we will talk about the technical side of the gaming mechanic, which we mentioned in previous diaries: gas station / hundred / car wash / garage, and show how exactly you can interact with them.

Development diaries come out every two weeks. Do not miss!

Black Desert will receive an extension in which there will be no mobs, only bosses

Black Desert Online has existed since 2014 and captivates players with its boundless progress, fighting style battles and a huge list of playable classes. The game has no level restrictions – after reaching "soft bar" In level 62, an increase in experience slows down, but it is still. Over the past decade, the studio has released updates focused on PVP, PVE and PVT (this is a player against a tree. There is so much crafting here).

But what the studio has not yet done is an extension, concentrated more on the plot than on tons of mobs for grind. Still.

Land of the Morning Light is a new update for BDO, which goes on June 14. It presents a completely new continent located far in the north-west of the lands, which are now occupied by the heroes. It is inspired by Korean myths and medieval culture, and the Pearl Abyss developer hopes that players who have met Korean media, such as Squid Game, The Glory and BTS, will find it at the same time familiar and intriguing.

On the island you will find a lot of new, for example, Korean goblins called Dokkaebi and new estates for decoration. What you will not find is zones filled with monsters, at least in the above -ground world. The expansion consists of eight quest lines that you can pass in any order, each of which is connected with the new boss with which you have to fight. Instead of going in search of 15 caresses and 10 goblins, you will follow every task, exploring the island and a little Korean folklore. After you reveal the secrets of the fox spirit Gumikho or the king of golden pigs, you can fight with them in the battle, and then go to the next task.

All of them end in the final tasks of expansion, including several more secret lines and bosses. Players of any level will be able to take part in this content, since the entire extension is scaled in accordance with your level and equipment indicators – moreover, new players will be able to create a new character and start their experience in BDO here, which is good news for those who wants to start the game for the first time.

However, for the existing players who were engaged in a grind, all their sweat and tears will not be in vain. While 90% AP and DP for your characters will be calculated according to the new system, 10% will be directly related to character statistics. This will allow the existing cool heroes to get an advantage, and the rest of the newcomers – a chance to fight new bosses.

They will also need this support if they want to climb to the top of the weekly leaders. In the Lands of the Morning Light endgpille, each of the eight bosses (and two endbosses) rises to 10 levels of Calamity, with each level of the boss is becoming increasingly complicated. The levels after the fifth are generally inaccessible to the player, until one of the players of the same class with him will win the fifth kalamity, unlocking it for everyone else. The leaders’ tables are also divided into classes to make the competition fair, since it will be easier for some classes to cope with one bosses and harder with others.

To help the players in their desire for the glory of the first unlocking Kalamity or took first place in the leadership table, there is a system of attributes. As you pass the plot tasks on the island, you will receive light balls that can be attributed to the sun, moon or earth, each of which correlates with different bosses. As you collect them, your basic indicators will increase, and it will be easier for you to cope with the boss.

For a game that approaches its 10th anniversary on the Kung Fu Battery formula and the farm of monsters, Land of the Morning Light-a risky rate. Without PVP content and zones with monsters that need to grin, this new extension definitely a little beyond the scope.

Crossover between Marvel’s Spider-Man and Wolverine? The creative director of Insomniac published a mysterious message

Brian Horton, creative director of the Insomniac Games, published on the X mysterious message, in which he shared the cover of the cover "The Amazing Spider-Man Number 592", which depicts wolverine, which is one of the most famous representatives of the X -Men.

In his message, Horton wrote that "Collision of worlds 2", And added the hashtags "#Wolverine" And "#Man", But nothing else said.

Given that Horton was widely known due to his work at the Insomniac Games, this message was regarded as a teaser, which may be a hint of a crossover between Marvel’s Spider-Man and Marvel’s Wolverine, which are independent games. Insomniac Games has already proved that crossovers are possible by uniting Peter Parker and Miles Moles in one game – Marvel’s Spider -Man 2, which will take place on October 20.

Insomniac Studio is still silent about Marvel’s Wolverine – the games that she presented two years ago at the PlayStation Showcase. There was no information about this game for almost two years before the advent of Horton’s tweet. In this regard, users considered him a harbinger of the future crossover from the studio. Moreover, the studio has already proved that crossovers are possible by uniting Peter Parker and Miles Moles in one game – Marvel’s Spider -Man 2, which will take place on October 20.

Marvel’s Wolverine is one of the most anticipated games that Sony and Insomniac Games announced at the end of 2021. Earlier, the assumptions were already expressed that Sony is preparing something grandiose for their Marvel games that will be released on PS5, and first of all, this applies to two current Insomniac projects. Although there was no concrete mention, many claimed that we are talking about a multiplayer franchise game Spider-Man and X-Men, which will be presented in one game and, as expected, will become an exclusive for PS5.

If you take into account the previous hint of a multiplayer game, in the center of which will be Spider-Man and Wolverine, then the new teaser from the creative director of the Marvel’s Wolverine project by Insomniac can become more significant. It is possible, since both games are licensed for Sony PlayStation, and Insomniac is supposed to create one of the largest crossovers in modern game history.

At the moment, this information should be treated with a large degree of skepticism, since no official evidence of the crossover has been received.