Reading List
The most recent articles from a list of feeds I subscribe to.
Ken Levine Shares Judas Key Art And Details About The Game's Villains
Judas was formally revealed during The Game Awards 2022 as the next game from BioShock creator Ken Levine and his studio, Ghost Story Games. Since then, the team has remained mostly silent, save for a gameplay trailer last year, on what it's been up to with this sci-fi shooter (that looks a lot like BioShock). However, Levine took to the PlayStation Blog to share new details about the game's Big 3, villainy system, and the Judas key art.
Taking inspiration from famed Star Wars poster illustrator Drew Struzan, the Judas key art features the protagonist up front and center, seemingly overshadowing what I think is a variant of her (presumably alluding to the way choices can affect the narrative of the game, though it could just be a totally different character), above the Big 3: Queen Nefertiti, Sheriff Tom Austin, and Hope Jimenez. Levine teases there's more to glean from this key art, so I'll leave you to it:

Alongside this key art, Levine has shared that Ghost Story Games has just finished a major milestone it calls "Villainy." The director writes that villainy is a central feature of Judas, and that your actions will attract members of the Big 3 to you as friends, or turn them into foes. "When you play BioShock or BioShock Infinite, the villain is always going to be the villain," Levine writes in the blog. "Fontaine, Comstock – they're always going to be the bad guys. In Judas, your actions will attract members of the Big 3 to you as friends. But ignore one of them enough, and they become the villain. From there, they will get access to a new suite of powers to subvert your actions and goals."
The included clip in the blog post shows a Rent-a-Deputy robotic horse, which can attack enemies for you once rented, turning against you at the hands of Big 3 member, Sheriff Tom Austin. Levine says this is just a small way a Big 3 friend-turned-foe can make your life on the Mayflower, the spaceship setting of Judas, harder.
In the blog, Levine continues, explaining Ghost Story Games wants players to get to know the Big 3 intimately, and wants losing one of them to feel like losing a friend. The Big 3 will be competing for your favor and attention through Judas – they can bribe you, save you in battle, badmouth the other two Big 3 members, and share with you their deepest secrets. But, as Levine points out, eventually, you have to decide who you trust and who you don't... and that's going to cause problems.
"In BioShock Infinite, there was a lot of energy invested into developing your relationship with Elizabeth," Levine writes. "By the end of the game, you knew everything about her, her abilities, her hopes, and dreams. But the truth is she knew almost nothing about you, the gamer playing Booker. In Judas, the Big 3 observe you as you play, and they have feelings not only about how you approach combat, hacking, and crafting, but most importantly, your interactions with the other two characters."
Unfortunately, today's blog doesn't include a release date or window for Judas as Ghost Story Games doesn't want to say when its game will launch until it's confident in a date it can hold. Considering Levine's release track record, Judas could still be years away (but hopefully it isn't).
In the meantime, watch the Judas reveal trailer, and then check out the Judas gameplay trailer shown last year. After that, read about what we want from BioShock 4, which isn't being developed by Ken Levine but is in the works at newcomer studio Cloud Chamber.
What do you think of Judas' Big 3 villainy system? Let us know in the comments below!
Dungeons & Dragons: The Fallbacks – Get An Exclusive Look At New Art And Character Sketches
Earlier this Summer, Dark Horse Comics and Hasbro's Wizards of the Coast revealed "Dungeons & Dragons: The Fallbacks", an all-new Forgotten Realms D&D adventure comic series written by Greg Pak, penciled by Wilton Santos, inked by Advan Alves, colored by Raul Angulo, and lettered by Nate Piekos. This four-issue miniseries begins when Issue #1 arrives this October, but ahead of its release, Game Informer can exclusively reveal a look at a special new art piece and never-before-seen character sketches.
The four issues will feature art by Marguerite Sauvage, Uzuri, Stephen Segovia, and Dan Panosian, but all four issues will include back cover art by Julie Dillon which, when collected, connect in an homage to J.C. Leyendecker. For the first time ever, you can get a look at what those four back cover art pieces look like when connected here at Game Informer – check it out below:

That's not all, though, because we also have a first look at never-before-seen character sketches for "Dungeons & Dragons: The Fallbacks" from artist Wilton Santos that you can view below:

Alongside these character sketches, we have some details for each:
Tessalynde (Tess) Halendria: The Rogue – Elf
Tess is a professional young infiltrator who always has a plan.
Tess was such a proficient thief as a child—and caused so much havoc in her small town—that her overwhelmed parents sent her to the city to train with an elderly halfling rogue famed for her good deeds. Now, with the skills of a master burglar, tempered by the conscience to use them for good, she pursues high-stakes jobs and big-time coin, always striving to keep her party safe.
Anson Iro: The Fighter – Human
Anson always gets back up when he’s knocked down, even if staying down is smarter.
Orphaned at a young age, Anson and his brother were polarized by their boyhood trauma. While Anson chose the path of a righteous warrior, his brother embraced a life of crime. Still, Anson refuses to give up on his only surviving family member. Having lost so much, Anson clings to what’s his, even if it’s broken.
Cazrin Varaith: The Wizard – Human
Cazrin is a walking reference library who enthusiastically shares her knowledge whether you want it or not.
Cazrin’s long-ago ancestress was a wizard who launched devastating attacks on elite institutions of magical learning in the belief that magic should be accessible to all. The horror of these actions prevents the Varaith family from using magic to this day. But Cazrin has taught herself the fundamentals of spellcasting by recovering scraps of her ancestress’s knowledge. A fearless experimenter, she will test any theory in the name of learning.
Lark Silverstring: The Bard – Tiefling
A born showman who attracts attention and trouble in equal measure.
Lark lives to perform. But that’s a problem when he’s being hounded by dangerous bounty hunters and a small but dedicated fanbase. Consumed by the need to entertain, he routinely blows his own cover and must scramble out of the spotlight. As his old band enjoys widespread fame, Lark evades pursuers and questions about who wants him and why.
Baldric Goodhand: The Cleric – Dwarf
A smooth talker who negotiates for spells with a variety of gods.
Baldric’s certain he can talk his way out of anything. Though a man of the cloth, he refuses to pledge service to a single god, preferring to bargain for spells and favors from the entire pantheon. His unconventional relationship with the gods gives him a freewheeling confidence. But while he’s jaded with the divine, his faith in fellow mortals runs deep.
"In a time of fickle dogs and feckless governors, the world yearns for heroes," a press release about this comic series reads. "What it gets are the Fallbacks – a party of daring, dubious, and dysfunctional adventurers who arrive in the city of Loudwater in search of gold and glory. But an encounter with kobold thieves puts the Fallbacks in the crosshairs of a rival team of deeply annoying local heroes. Will the Fallbacks pull off a heist for the ages? Or will they sacrifice it all to put these 'heroes' in their place?"
Here's a look at the different covers for Issue #1:
The Fallbacks begins this October with Issue #1 from Dark Horse Comics.
Are you going to be checking out Dungeons & Dragons: The Fallbacks in October? Let us know in the comments below!
Scott Pilgrim EX Adds Lucas Lee And Roxie Richter As Playable Characters
Scott Pilgrim EX, the beat-em-up inspired by the popular graphic novel series, is getting two more playable characters. Roxie Richter and Lucas Lee, two of the series' iconic Evil Exes, join Scott and Ramona Flowers in their fight against the vegans, robots, and demons that have taken over the city. You can see them in action in the gameplay trailer below:
As you'd expect, both playable exes use abilities seen in their past appearances. Lucas Lee uses a skateboard as a weapon and summons his crew of stunt doubles, while Roxie Richter wields a katana with ninja-like agility. Their announcement brings Scott Pilgrim EX's playable roster up to four, but developer Tribute Games has previously announced the game would have seven total playable options, so there are still three fighters we don't know about yet.
Scott Pilgrim EX was announced at Summer Game Fest 2025. While it's not a direct sequel, it continues the legacy of 2010's Scott Pilgrim vs. The World: The Game, which was infamously de-listed from digital marketplaces in 2014, but was re-released in 2021. Scott Pilgrim EX features a soundtrack by Anamanaguchi (who composed for this game's predecessor) and an original story written by Bryan Lee O'Malley, the series' original creator. EX's developer Tribute Games is also known for its work on TMNT: Shredder's Revenge and the upcoming Marvel Cosmic Invasion.
Resident Evil Requiem: Everything We Learned From Our Interview With Its Director And Producer
Last week, I traveled to Cologne, Germany, to attend Gamescom and play more than two dozen games. One of those games was Resident Evil Requiem, the ninth mainline installment in Capcom's long-running survival horror series. Although it was the same demo from June's Summer Games Fest event in Los Angeles, featuring Grace Ashcroft in a decrepit care center attempting to escape from a monstrous creature stalking the halls, it was still my first time playing it.
You can read my hands-on preview thoughts on that demo in my Gamescom preview round-up here, but it was only half of my Requiem experience last week. I also sat down to interview Requiem director Koshi Nakanishi and producer Masato Kumazawa. In our 30-minute interview, we discussed the type of horror the team is aiming for in Requiem, why it was time to return to Raccoon City and zombies, the differences between the game's third-person and first-person gameplay, and more. Enjoy!
Interviewing The Director And Producer Of Resident Evil Requiem

Game Informer editor Wesley LeBlanc: Every Resident Evil has a theme. Biohazard was about a southern backwoods family, and Village was Resident Evil's take on classic Universal monsters. How would you describe the horror theme of Requiem?
Director Koshi Nakanishi: We've been emphasizing in marketing materials, "Return to Raccoon City," and that we're returning to the main storyline of the series and looking to push it forward with horror. And you'll see, if you've played the demo, using characters like Grace and the creature you saw, we introduce this storyline and theme, and they're quite unique as an approach for Resident Evil.
Producer Masato Kumazawa: One of the elements that you can expect to return is zombies; they are back. We are focusing more on the monsters, a variety of different enemies from the creature you saw in the demo to the next level, the next version of our zombies.
You trip as Grace in third-person but not in first-person. Why is that?
Nakanishi: We originally planned to just switch the camera hud, but we realized that if you take the camera out from first to third, because of the way Grace is animated – as a first-person model – it looks like she's just walking around straight, with no reaction. It was unnatural. First-person is already more immersive, but that immersion has to be represented in other ways in third-person, which is why we have extra reactions like tripping. If we added tripping to first-person, moving the camera like that would make you motion sick. In third-person, it's about seeing her fear and reaction to the scenario, and going through the rest of the game, we start building in more reactions. There's no point in adding these in first-person because you wouldn't see them.
Kumazawa: There are surprise reactions she does in the demo. In third-person, something might happen, and you see her jump, whereas in first-person, there's a bit of a camera move instead. When she takes damage or gets hit, there's no need to do much in first-person, but there are specific animations in third-person to let you feel and show how much she got hurt.
With tripping and other animations that theoretically slow down gameplay, is it fair to say third-person is harder?
Nakanishi: We don't want to be unfair, so we'll give you a little peek behind the curtain: when you trip, you can't see it, but the creature doesn't move. Third-person never feels like an unfair advantage.
Why return to the Ashcroft family now, and why pick a family from the Outbreak series?
Nakanishi: Alyssa Ashcroft was actually the perfect character for our needs in this game; there really was no other character in mind. Returning to Raccoon City after all this time meant looking back on the incident itself and Umbrella and the themes we haven't visited in a while. Alyssa is a survivor of the incident, and she goes on to journalistically investigate and find the truth and expose the cover-up. But she pays the price for curiosity, presumably gets too close to the truth, and someone or some entity has her killed to silence her. Grace, being the character to take up the torch from her mother after all these years, wants to find the truth after the incident and the murder of her mother. Two generations of Ashcrofts are the perfect choice for our storytelling and moving the main series forward.
Can you talk to me a bit about the hulking creature design in the demo? What are some of the inspirations behind it?
Nakanishi: We had a lot of different concepts through the design phase. So, to be honest, there's not any one particular inspiration from other works. The main objective has been, with quite a few games with stalker enemies and different variations, for her to stand out from the pack. The main single-sentence summary of her: As soon as you lay your eyes on her, you know this isn't right; you need to get away from this.
Requiem has a few definitions. What does it mean in the context of this game?
Nakanishi: It's along the lines of remembrance for the dead. As we discussed earlier, Alyssa and Grace are a key family relationship that kicks everything off: Alyssa's murder, Grace's grief, her desire to avenge, her desire to solve her mother's murder, and the aftermath of the Raccoon City incident.
Can you expand on the line: "This is merely the overture to our darkest symphony yet?"
Nakanishi: The musical allusions are a call back to the title. Using a musical metaphor to say this is a requiem for the mass of the dead; even when you watch the SGF presentation or if you've played the same section yourself, and think this is dark and scary – this is just the beginning. It's our way of tying together the title and the metaphor and saying, "If you think this is scary, you haven't seen anything yet."
Does that mean Requiem is the scariest Resident Evil yet?
Nakanishi: That's a bit of a tricky question. I directed [Resident Evil 7: Biohazard]. I know for a lot of players, it was too scary, so scary they couldn't finish it. I'm not aiming to make this the scariest Resident Evil ever. It will be very scary, but I want you to get through the whole thing and enjoy it. It's about a release of tension and catharsis and actually surviving it, but it's certainly up there in terms of how scary Requiem is.
Kumazawa: The camera perspective changes are part of this. If you feel it's too scary in first-person, jump out to third-person. But overall, we're aiming to have a rollercoaster ride of a thrilling, well-paced storyline. If we're at max horror the whole time, people can't take it and put the controller down. We want, "Wow, that was scary," and then some exploration and puzzle-solving, then some action combat, and then we bring you back into the fear.
Can you talk about the persistent theme of family across this trilogy?
Nakanishi: We don't really think of [Resident Evil 7: Biohazard, Resident Evil Village, and Resident Evil Requiem] as a trilogy. 7 and 8 are a duology. Ethan's story concludes at the end of Village. Requiem is the ninth mainline title, but it's moving back to the series' mainstream, as it were, [...] to push the storyline forward. In that sense, I don't think family is a main theme of Requiem. It's part of it, but not as emphasized as the past two mainline titles. Part of Grace's motivation is things like finding out what happened to her mother, but that isn't the complete theme of the game.
What's it like within the team, finally returning to Raccoon City in a new way after all these years?
Nakanishi: There are a lot of Resident Evil fans on the team, so naturally, we find it very exciting, and it's fun to finally tackle the idea of what's happening inside the city. The fans, though, they go to the next level, with even more speculation and questions. We do have a lot of expectations to live up to, but we're confident you will love it.
Resident Evil Requiem hits PlayStation 5, Xbox Series X/S, and PC on February 27, 2026.
In the meantime, check out the latest Resident Evil Requiem trailer, and then read about why Leon S. Kennedy was considered a "bad match" for Resident Evil Requiem.
Check Out The Official Teaser Trailer For Silent Hill 2 Movie Adaptation, Return To Silent Hill
It's a great time to be a fan of Konami's Silent Hill series. Between Bloober Team's great Silent Hill 2 remake last year, the upcoming Silent Hill f that launches next month, and Return To Silent Hill, the Silent Hill 2 film adaptation hitting silver screens on January 23, there's plenty of psychological horror to go around. Ahead of the movie's release early next year, Cineverse and Bloody Disgusting have released an official teaser trailer for the film.
"Return To Silent Hill brings the iconic horror franchise back to the screen," the movie's logline reads. "When James receives a mysterious letter from his lost love Mary, he is drawn to Silent Hill—a once-familiar town now consumed by darkness. As he searches for her, James faces monstrous creatures and unravels a terrifying truth that will push him to the edge of his sanity."
Check out the Return To Silent Hill teaser for yourself below:
Return To Silent Hill hits theaters on January 23, 2026. It has a run time of 105 minutes and is directed by Christophe Gans, the director of 2006's Silent Hill.
In the meantime, read Game Informer's Silent Hill 2 remake review, and then check out the latest trailer for Silent Hill f, which hits PlayStation 5, Xbox Series X/S, and PC on September 25.
What do you think of this Return To Silent Hill teaser? Let us know in the comments below!