Überblick

Esoteric Ebb is the D&Disco Elysium I never knew I needed, but more i…

Esoteric Ebb is the D&Disco Elysium I never knew I needed, but more importantly it's proof I'll never be cut out for political canvassing

Which way are you voting in the election?

There’s an election coming, could I trouble you to ask which way you’re voting? orlando-books.blog

ELECTION. YOU. VOTING? WHICH WAY?

The time to place the great slip of paper into the holy box of ballots is almost nigh, my honoured friend, wherefore will thou be placing thine vote and whom will it be in favour of?

There are a lot of ways you can ask someone which way they plan to vote. All of them are awkward. The awkwardness isn’t helped by the fact that, in these situations, you might be standing on a doorstep having just interrupted their dinner or be butting into a chat they were having in the street with someone they actually like. Esoteric Ebb revels in that awkwardness.

Read more

Raids just landed in solo 'simulated MMO' Erenshor

If hell is other people, heaven might just be Erenshor—assuming you like old-school MMOs in the style of EverQuest, anyway. It's very much that style of game, but in a simulated solo world where other 'players' are just computer-controlled NPCs called simplayers. You can even party up and form a guild with them, which will come in handy now that raids are live.

They arrived last Monday in the Planar March patch, and solo developer Brian of Burgee Media called it "the biggest day for Erenshor since its launch" in the Steam community release blog.

"When I promised raids I had no idea how the heck I was going to implement it. It sort of hung over my head like an intimidating shadow until I finally dove into it," he wrote. "With the help of the amazing community of testers, all of your feedback, and a few really late nights, it's here!"

There are four raid zones, as well as 21 new bosses to kill in exchange for fat loots. You can create raid teams in the guild menu and they'll automatically join when you start the instance—no stopping to wait for someone to pay the pizza guy or head back to a capital city so they can repair all their broken gear, I imagine.

As a lifelong MMO casual who struggles to make time for raid night, this sounds like a dream come true simply for the convenience factor. I do wonder how Erenshor will retain the difficulty and sense of scale you get in an online raid without making you wrangle several dozen real people's schedules and manually ensure they all know what their class does, but considering this is based on the pre-World of Warcraft world of MMOs, I'm sure there's plenty of glorious grinding and dying in store anyway.

It seems like Erenshor has found a hungry audience for its simulated world. You can buy it on Steam, where it sits at a "very positive" rating with 94% of user reviews recommending the game.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

I'm not worried about Fallout: New Vegas 2, because Obsidian knows how to make the best out of a bad situation

Dungeon Master

The Dungeon Master column logo

(Image credit: Future)

Welcome to Dungeon Master, PC Gamer's regular RPG column, where Online Editor Fraser Brown delves into PC gaming's most beloved and enduring genre. Grab a seat in our badly-lit tavern and please ignore the goblin puke.

I have occasionally been accused of cynicism. And by occasionally, I mean every damn day of my life. For this week's Dungeon Master column, however, I am choosing the path of optimism. Specifically, when it comes to Obsidian and its ability to make a great follow up to Fallout: New Vegas, despite everything.

Since 2004, the studio has crafted a litany of exceptional RPGs. Knights of the Old Republic 2, Neverwinter Nights 2, Alpha Protocol, Fallout: New Vegas, South Park: The Stick of Truth, Pillars of Eternity, Tyranny, Pillars of Eternity 2—what an incredible run.

Sure, sandwiched between that lot we got games like Armored Warfare and Skyforge—forgettable detours that kept the lights on—and I'm less enamoured with its later offerings, but Obsidian still has an enviable track record, and for 14 years it felt like it couldn't miss.

Over this period, Obsidian worked with a lot of different publishers, and it never seemed able to find its forever partner. Right from the get-go, things were rocky. LucasArts gave the KotOR 2 team a mere 15 months to develop the highly-anticipated sequel, which seems shocking now, but less so in the early 2000s. Unsurprisingly, it wasn't long enough. The game was delayed, cuts were made, and the game launched in a messy state.

But it was astonishing. Obsidian eschewed the well-trodden path to tell a story that completely recontextualised core Star Wars elements like the Force. If KotOR was Baldur's Gate, KotOR 2 was Planescape: Torment—philosophical, tragic, beautifully written.

It was a challenging beginning for the young studio, and the challenges just kept on coming.

(Image credit: Obsidian)

Obsidian seemed to have an easier go of things with Atari and Neverwinter Nights 2. Atari pushed back the deadline to give the team more time, and there was support from BioWare as well. But at the same time it had a project canned by Disney, and then Sega, who Obsidian worked with again on Alpha Protocol, a game that struggled to come together thanks to both the studio and publisher.

Fallout: New Vegas, arguably Obsidian's most celebrated game, had its fair share of troubles.

Despite this, Alpha Protocol still ended up being pretty special. Sales were poor, but it still maintains a cult following—particularly among game journalists. Every year, when we're figuring out the Top 100, Alpha Protocol is in that discussion.

Fallout: New Vegas, arguably Obsidian's most celebrated game, had its fair share of troubles, too. Bethesda gave Obsidian only 18 months to develop the RPG—the studio's largest and most ambitious project to date. The tight deadline and the team's inexperience with Bethesda's tech, specifically the Gamebryo engine, led to an extremely janky game at launch—to the point where it was fundamentally broken in parts. There was also a significant amount of cut content.

Its success, then, was impressive. It's often touted as the best of the Bethesda-era Fallouts, or the best Fallout ever, which feels like a fair assessment. Its glaring flaws, however, could not be overlooked by everyone, netting the game a Metacritic score that wasn't quite high enough to earn the developers a bonus from Bethesda.

(Image credit: Bethesda)

After failing to talk Atari into giving it enough money to make Baldur's Gate 3, Obsidian took matters into its own hands and Kickstarted Pillars of Eternity—an Infinity Engine love letter. It was make or break for the studio, which was close to bankruptcy. It pulled through. The campaign was a huge success, and Pillars lived up to the studio's promises.

Paradox Interactive was the publisher this time, and the pair would work on one more project together, Tyranny, before they had a slightly awkward breakup. Sadly, Tyranny's story remains incomplete. It wasn't designed to stand alone, but hopes of a sequel were swiftly crushed. Then we got Pillars of Eternity 2: Deadfire, another crowdfunded CRPG. It's Obsidian's best CRPG, hands down, but it sold poorly.

This led to some soul searching at Obsidian. Because both games in the series were crowdfunded, Obsidian was determined to give players what they said they wanted. Indeed, Josh Sawyer called Pillars of Eternity and its sequel "the most compromised games" he'd ever worked on, because backers wanted an Infinity Engine-style game, which meant he had to accept "bad designed decisions" in the name of nostalgia. And it worked for Pillars 1, so why not Deadfire?

Basically, Obsidian couldn't figure out what went wrong. Were CRPGs dead again? Did people just not care about sequels? The imminent arrival and astronomical success of Disco Elysium and Baldur's Gate 3 suggested this wasn't the case. One thing was clear, though: Obsidian needed to "re-examine the entire format" of the series.

(Image credit: Obsidian Entertainment)

Now we've arrived in the Microsoft era. Obsidian was acquired by Xbox—an incredibly weird fit—at the end of 2018. And then we got The Outer Worlds—a game that, despite its polish, felt a lot more stuck in the past than its isometric CRPGs. It was fine. It had all the ingredients one would expect from an Obsidian RPG. But it seemed to be missing the secret sauce. It didn't feel ambitious or weird, and storytelling-wise it was a massive step back.

Something had definitely changed.

Most of the people who made Obsidian this great studio were still around. Microsoft's massacre was still years away. But something had definitely changed. Avowed followed, and we finally got to see the product of Obsidian's re-examination of Pillars of Eternity.

Avowed's journey to launch is fascinating, and in hindsight feels like pretty clear evidence that Obsidian had lost confidence after Deadfire. Avowed was initially pitched as a multiplayer game: a first-person, open-world fantasy romp like The Elder Scrolls, but with a Destiny-style multiplayer component. Microsoft seemed to like it so much they bought the entire studio, but the multiplayer element was ditched.

If you cast your mind back to 2024, you might recall how worried Obsidian had become about the Skyrim comparisons. Basically, every single time someone from Obsidian discussed Avowed, they tried to make it very clear that it wasn't doing its own take on The Elder Scrolls (despite that being the initial pitch). Which was reasonable, in that Obsidian definitely did not make something that felt like Skyrim. But it was also hard not to read this as nervousness.

(Image credit: Obsidian Entertainment)

Instead, Obsidian said, it was a fantasy take on The Outer Worlds. Which probably seemed like a safe bet. The Outer Worlds has never garnered the love enjoyed by a lot of its earlier games, but it was a commercial success. Trying to fit a Pillars game into that mould probably sounded sensible, if conservative. Unfortunately, Avowed was neither a commercial success or a big hit critically—though it wasn't particularly badly received either. It did OK.

The Outer Worlds was popular enough to receive a sequel, and while Obsidian's second outing in that universe improved on the first, the writing, the characters, the world building—it all felt like a studio trying to copy Obsidian, and more specifically Fallout, but failing to capture what made its previous games special.

Somehow, a survival game, Grounded, and a narrative adventure, Pentiment, have ended up being the best games of the Microsoft era so far. Despite the genres not being in Obsidian's traditional wheelhouse, they still seemed to capture the old magic.

With Grounded, it was the world building, and the setting in general—not only was it fun and inventive, it tied everything together beautifully. And with Pentiment, it was all about the characters and writing. Sharp, funny, starting from a point where there's an assumption that players are smart enough to vibe with a wordy ecclesiastical mystery.

(Image credit: Microsoft)

These games were evidence that Obsidian was still full of talented designers. So what went wrong with the RPGs? The Outer Worlds in particular should have been an unmitigated slam dunk. Tim Cain and Leonard Boyarsky had returned, and there'd been this hope that RPG fans would be dining on something just as brilliant as Fallout. But it never happened.

These games were evidence that Obsidian was still full of talented designers.

Is Microsoft to blame? That would be an easy answer, but one that doesn't hold up to much scrutiny. The Outer Worlds was already in development when the acquisition began. Was it the team's lack of familiarity with Unreal Engine 4? Probably not. Obsidian's last few RPGs have been a lot more polished than its usual fare, and by Avowed and The Outer Worlds 2, both Unreal Engine 5 games, it had plenty of experience.

I'm increasingly convinced that it's a rut brought on by the studio's inability to figure out why Deadfire didn't set the world ablaze. It's certainly what led to Avowed, but it sure seems like The Outer Worlds is a product of the studio's growing doubts. There's also the hint of a midlife crisis. Obsidian is pretty old, remember. It was founded 23 years ago, but really it's even older than that, spawning as it did out of Black Isle.

So how does it get out of this rut? Condensing its 23-year-history into an article like this, it does look a bit like bouncing from project to project, skirting bankruptcy, and navigating the weird demands and expectations of myriad publishers pushed Obsidian into making its best games. But this explanation—that Obsidian does its best work when everything is on fire—leaves a bad taste in the mouth.

(Image credit: Obsidian)

I want to make one thing very clear: Microsoft's apocalyptic ravaging of the videogame industry is reprehensible. It swallowed up a bunch of studios it had no idea what to do with, and now the devs are being punished for Microsoft's mismanagement. I hate that Obsidian staff got a tiny taste of job security and then had it mercilessly snatched away. It absolutely sucks.

If this was any other studio, I'm not sure it could survive losing a quarter of its employees before being tasked with developing a sequel to its most ambitious and celebrated RPG. But this is Obsidian. For 23 years, it's been relentlessly screwed over by publishers and still managed to put out some of the best RPGs ever made.

So it would be ghoulish to suggest that the layoffs and instability will improve Obsidian. And bullshit, too. You don't make a good game by firing a bunch of talent. But Obsidian is a survivor. It takes shitty situations and makes gold.

And I'm pretty sure New Vegas 2 is its best chance of doing that. It's got the talent and the experience, and for most of the last decade it's essentially been trying to do its own Fallout with The Outer Worlds. And while there are a lot of things I dislike about The Outer Worlds and its sequel, I think it really boils down to one thing: these games want to be Fallout, but they're not. It's like the uncanny valley effect—their proximity to Fallout showed up all the ways in which they weren't as good as Fallout.

(Image credit: Wizards of the Coast, Bethesda)

Obsidian has earned grace and faith. As critical as I am regarding its last trio of RPGs, how can I not feel at least somewhat confident that it can knock New Vegas 2 out of the park?

So I truly think the studio will rise to the occasion. Obsidian knows how to make a good Fallout, Josh Sawyer knows how to make a good Fallout. It's trapped in a relationship with one of the scummiest publishers around, it's lost a lot of talent, and after this month's massacre I think everything Xbox-related will be irrevocably tainted. But Obsidian has been set up to fail several times before, and it frequently manages to surprise us.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

Massiva London Games Festival återvänder i april 2027

London Games Festival har vuxit i imponerande takt under de senaste åren. Efter sammanslagningen av EGX och MCM Comic Con har Storbritannien saknat ett riktigt stort spelevenemang, och London Games Festival håller alltmer på att fylla den rollen.

En stor del av framgången bygger på att festivalen samlar flera olika spelevenemang runt om i London under samma vecka. Där ingår föreläsningar och paneldiskussioner vid Screen Play, bransch- och B2B-evenemang som Games Finance Market och Ensemble, publika och branschinriktade satsningar som New Game Plus samt BAFTA Games Awards.

Efter att 2026 års upplaga blev den mest framgångsrika hittills har det nu bekräftats att London Games Festival återvänder även 2027, den här gången med en större evenemangsplats för att möta det växande intresset.

Festivalen äger rum den 12-19 april 2027, medan huvudevenemangen hålls den 15-17 april på Business Design Centre, som ligger mer centralt i London. Där arrangeras bland annat New Game Plus och Games Finance Market. Dessutom återvänder följande programpunkter:


  • BAFTA Games Awards i Queen Elizabeth Hall i Southbank (troligen den 16 april)

  • Screen Play på BFI Southbank den 14 april

  • Friday Late: Videogames på V&A i South Kensington den 16 april

  • Ensemble den 16-17 april (på flera olika platser)



En mer komplett lista över aktiviteter och talare väntas presenteras närmare festivalstarten.


Det går återigen att besöka en stor spelfestival i London.

In brief

Christopher Nolans The Odyssey ser ut att segla mot en rekordöppning Det mesta pekar på att Christopher Nolans senaste storfilm The Odyssey får en av årets allra starkaste biopremiärer. Detta enligt de senaste uppgifterna som skvallrar om att filmen redan dragit in 120 miljoner dollar bara i USA, plus 51 miljoner dollar i tidiga previews. Globalt ser den dessutom ut att

Max Verstappen unkt nach Spa-Quali: "Formel-3-Auto mit Formel-1-Abtrieb" Schon vor dem Rennwochenende in Spa-Francorchamps wurde erwartet, dass der Kurs in den Ardennen eine der anspruchsvollsten Strecken in Bezug auf das Energiemanagement sein würde. Laut vielen Fahrern im Grid hat das Qualifying, das Kimi Antonelli die Poleposition einbrachte, genau das bestätigt.Fernando Alonso hatte be…

Såhär bra är Super Nintendo World i Osaka Under min semester passade jag på att besöka Japan i två veckor och har tidigare berättat om mitt besök på det suveräna Nintendo Museum, något jag verkligen kan rekommendera. Bara dagen efter passade jag och följet på att åka till Universal Studios i Osaka, där Super Nintendo World var det