State of Play, KONAMI PRESS START and the run-up to Tokyo Game Show all landed in one week. Final Fantasy VII Revelation, Gundam Rogue Orbit and Rev. NOiR all got release windows, and every one of them falls in 2027.
Godot has moved on Japan with a CRI Middleware partnership. Why an engine at 5% in GDC's 2026 survey gets called the third engine, why its MIT licence stops at the console door, and what Unity and Unreal actually cost.
CAVE built an assist mode that slows bullets instead of removing them, plus a 10-player Royale mode. Steam's overall rating came back Mostly Negative. The complaints are about missing content and price, not difficulty.
Some 21 years after launch, the developer of the 2005 arcade fighter Fist of the North Star explains where the basket bug came from. The code meant to stop infinite combos is what created them.
A dissolution notice in Japan's Official Gazette wound up SNK Entertainment, the subsidiary once behind KOF and Metal Slug licensing. It handed that work to parent SNK in 2022. So why did an empty shell make headlines?
Kohei Ikeda, game director on Tekken 7 and 8, has joined Katsuhiro Harada's SNK-backed VS Studio, putting the three men who ran Tekken 7 under one roof. The response is less unanimous than it looks.
At Disney's D23, Tetsuya Nomura and Tai Yasue promised Kingdom Hearts IV arrives in 2027 with absolutely no delay. Given the studio's history, that is an unusual thing to say out loud.
At CEDEC 2026, Nintendo explained how Donkey Kong Bananza's QA team kept fun exploits as features, planned for sequence breaks, and embedded testers in the dev team.
Famitsu's 40th-anniversary Miyamoto interview, read whole: Nintendo has been feeling like a preservation society, and film scripts now drive the release calendar.
Japan's Patent Office has issued a final rejection of Nintendo and The Pokemon Company's application for a touchscreen creature-capture patent. The decisive prior art was a 2013 fan-made 3D Pokemon video, and the examiner dismissed Nintendo's argument that a copyright-infringing video cannot count. Here is what it means for the Palworld lawsuit, fact separated from speculation.
Sony will stop producing discs for new PlayStation games from January 2028, going download-only. Here's what it means for physical culture, the used-game market, ownership, and how it compares to Xbox, PC and Nintendo.
Shueisha, the publisher behind ONE PIECE, revealed Wild Wild Eden, an original game that uses none of its manga IP. Co-developed with a Malaysian studio, this open-world survival RPG treats monsters as family, not tools. Steam Early Access is planned for spring 2027. Here's what sets it apart in the crowded post-Palworld field.
Breaking down Game*Spark's interview with director Naoki Hamaguchi: postgame bosses tougher than the final boss, Knights of the Round, an auto-leveling story-focus option, the Wear system, Vincent and Cid in combat, and the snowboard going canon.
Fumito Ueda, the creator of ICO and Shadow of the Colossus, revealed gen ATLAS at Summer Game Fest 2026: a sci-fi action game about piloting a giant robot on a ruined planet, his first title in a decade and his first ever to leave PlayStation.
Tekken 8 game director Kohei Ikeda has left Bandai Namco after 20 years, the third series lead to exit in roughly nine months after Katsuhiro Harada. We unpack his career, what his statement does and doesn't say, the backdrop of fan backlash, and whether he'll reunite with Harada at VS Studio SNK.
SNK has told 4Gamer that its Metal Slug 30th Anniversary Project is not a one-year celebration but the start of a long-term franchise rebuild. Three staff, led by chief producer Naoto Abe, opened up about the new game's direction (home consoles and PC), behind-the-scenes development lore (the tank was originally the player character), and how they plan to turn a beloved arcade icon into SNK's number-one brand. Here is what overseas fans need to know.
Katsuhiro Harada launched VS Studio under SNK. Shinji Mikami's Unbound was absorbed by Korea's SHIFT UP. Daisuke Taka burned through his savings to go solo. As Japan's most celebrated game creators strike out on their own, the capital keeping them afloat is overwhelmingly Saudi and Korean. Here's why Japan's own giants can't fund their stars, and why foreign money can.
Japanese Unreal Engine studio Historia has unveiled REAL MOON Studio, a lunar digital twin recreating a 240km by 240km stretch of the Moon's south pole. Built on joint research with JAXA, it lets engineers rehearse rover routes, preview camera shots, and plan lunar bases - a look at how game-engine technology is quietly joining the global Moon race.
M2, the studio beloved by retro shoot 'em up fans, has cancelled Ubusuna, a shmup it spent 12 years building. The reason: the departure of Hiroshi Iuchi, the creator of Ikaruga and Radiant Silvergun. Here is what the cancellation means, and what it says about Japan's shrinking shmup scene.
Two key Capcom executives explained their AI strategy to 4Gamer: 3,000 hours of QA collapsed to 72 hours by AI, 30,000+ hours of monthly autonomous playtesting, and a three-layer architecture combining Google's Gemini with Capcom's own art-director models. As the DLSS 5 backlash and ResetEra debates continue, here's why Capcom insists AI is for releasing creator potential, not making art, and why its no-AI-assets pledge predates the Nvidia row rather than answering it.