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Clive Barker, John Woo unite

To form Woo Barker, and work on Demonik.

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Image credit: Eurogamer

Horror legend Clive Barker has signed up to oversee the making of Demonik, a new third-person action-adventure game for next-generation consoles.

It's being developed by BloodRayne creator Terminal Reality and co-published by Majesco together with Tiger Hill Entertainment, John Woo's games company. A Demonik film is also in the works, and a graphic novel and "limited-edition statue" are under discussion. All are due for release in 2006.

"Barker is set to oversee the story, character designs, cinematics and voice talent for the game," Majesco confirmed.

"He also has the option to write and direct the film," the publisher added. Word has it he's already started a treatment that's being touted around Hollywood.

Little is known about the details of the game other than the fact that you get to control "the ultimate bad guy", according to Majesco - "wreaking havoc with a variety of innovative and spectacular powers and abilities."

But Barker seems pretty excited about it, anyway: "Demonik will be an intense gaming experience," he commented.

"I’m having a lot of fun enriching the game’s mythology and polishing the characters till they shine. And, of course, adding a little bit of Barker darkness. Demonik promises to be a game that you will play with clammy palms."

This isn't the first time Woo and Barker have been involved with games. A film version of Spy Hunter is currently in production, starring The Rock and directed by Woo, who has also secured the big screen rights to Metroid. Barker was involved with EA's 2001 action effort Undying.

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"We've really done a good job... with Starfield, we struggled" -  Bethesda boss Todd Howard offers brief The Elder Scrolls 6 update, hints at more efficient development this time

Try not to scream too loudly.

Todd Howard overlaid on an image from The Elder Scrolls 6 reveal which shows a fortress surrounded by mountains
Image credit: Eurogamer

Sound the alarms, Bethesda boss Todd Howard has spoken a bit about The Elder Scrolls 6 in a recent interview. While he's keeping a lot close to his chest, a few details about the game's lengthy development were revealed that should soothe the eager RPG fan out there.

Speaking to IGN, Howard was first asked about what he wants and needs from the next generation of console hardware, given the fact Bethesda is developing its big new RPG The Elder Scrolls 6 for it.

To this, Howard responded: "We've been fortunate that we see that stuff really, really early and it's tricky for, let's say console manufacturers - whoever they are - they have to take a very long view of development when you sort of tape out on a chip, how you make that call with timing and cost, and then what does it look like five or 10 years after that? So it's a really, really tricky kind of thing to maneuver both technically and business-wise when anyone is making a system like that where you're going to lock it down."

"Our approach has always been - and because fortunately we've had such a PC audience… to cast a wide net technically, to both take advantage of the very high end, but allow the game to scale down and handle [low-spec]," Howard expanded. "You look at handhelds now, you look at how popular those are becoming, and I think you're going to see more lower-powered devices where, say, you're traveling and you want to underclock that thing in a certain way; we want our games to be able to handle that."

Howard also spoke about his newfound consciousness around the timing of game reveals, to which IGN appropriately asked about the 2018 Elder Scrolls 6 reveal. To this Howard remarked: "Just pretend we didn't announce it. Doesn't exist".

When prompted to elaborate on the matter, Howard mused on the ongoing challenge of keeping fans of multiple projects informed: "If you look back at the Fallout 76/Starfield/Elder Scrolls 6 announcements [from Bethesda's E3 2018 showcase], that was really about informing our audience, because when you're going to do something new, everyone's going to ask, 'What about Elder Scrolls 6? What about a single-player game?' And we did it that way, but it's not my preference," Howard said.

"And I will say, we struggle with the balance because our fans want to know. They're amazing, and are asking like, 'Well, what are you doing?' And, well, we're working on a lot of stuff. I think if you look at the scale of our studio, we could have 10 times the amount of people to do all this. We're doing so much and it's just finding the right times to tell everybody about it. Look at Starfield today; I feel like the Starfield audience has been like, 'What about us?' And we had sort of a balance with, like, 'Hey, the end of the Fall was for Fallout the TV show,' with everything we were doing. And we knew that we were just going to save the Starfield stuff to give it its spotlight during this time. But yeah, it's a balance.

Howard was also asked about the progress on Elder Scrolls 6's development, to which he joked "nothing" and "never heard of it". As a follow up, the Bethesda director was prompted on what lessons learned from Starfield's development have been brought over to The Elder Scrolls 6.

This, it turns out, Howard was keen to answer. "I want to be careful with what I say about The Elder Scrolls 6, too, because I think everybody wants to know and we want to find a time that we'll obviously talk about that in depth. But the one thing I'd say is really in the tech as we're going to Creation Engine 3, again, the team has done a really incredible job at not just pushing what it is, but how it's integrated into our development cycle." He added that the studio is "in a fortunate position where the builds of the game are really consistently working every day," before catching himself. "Well, not every day, but we've had more days than we've ever had where the build is good, there's new stuff in it, and we can play it.

"And when you're making those kinds of technical changes as we talked about, often you're pulling the rug out from under the team who's making content. [You don't want] to be like, 'Okay, that doesn't work for this period of time, you're going to have to wait until we get that working again.' And we've done a really good job of managing that on this game. And with Starfield, we struggled there for a number of years in terms of when we went through the engine change."

The Elder Scrolls 6 may still be a long ways off, and is almost certainly not coming out in 2026. But still, one hopes this little bit of insight will keep the carnivorous hordes of Bethesda fans sated for a while. One can hope!

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The new trailer for Sekiro: Shadows Die Twice's anime series is loaded with boss fights and old-fashioned visuals

Sharp edges.

Sekiro: No Defeat - trailer 2
Image credit: Crunchyroll/Qzil.la

Though it was revealed last summer, the Sekiro: Shadows Die Twice anime adaptation, titled Sekiro: No Defeat, has been flying under most folks' radars. It's coming later this year, and its newly released second trailer is a stunner.

As previously announced, the Sekiro anime is airing exclusively on Crunchyroll and has been directed by Kenichi Kutsuna (Puella Magi Madoka Magica), with character designs by Takahiro Kishida (Haikyu!! The Dumpster Battle). Takuya Satou (Otherside Picnic) handled the writing, with Shuta Hasunuma (A New Dawn) working on the original music. Check out the latest trailer below:

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"In adapting the overwhelmingly beautiful Sekiro: Shadows Die Twice into an anime, I have poured every ounce of my 'beauty' into creating this work," Kutsuna said in a statement released alongside the trailer. "Whether you're a longtime fan of the game or experiencing the world of Sekiro for the first time through this anime, we're confident this work will leave you with something to take home. Please look forward to it."

Fans of FromSoftware's game will already find plenty to chew on in the anime adaptation's latest trailer, with bosses like Gyoubu Oniwa and Genichiro Ashina giving Wolf plenty of trouble. Overall, the show seems to be giving Sekiro more of a clear plot, yet it looks and feels extremely faithful to the original adventure and its lyrical tone, so colour me impressed.

Even more impressive is the 2D animation on display, which has a distinct look that takes me back to the 1990s. Shortly after the release of the first trailer, there were claims Sekiro: No Defeat could be using AI in its production pipeline, but the company behind the project quickly shot down those comments and assured fans only hand-drawn animation was being used.

It remains to be seen how the full series fares, but it's encouraging to see one of FromSoftware's more unique works being adapted in a way that feels both fresh and familiar. Dark Souls next, please? (Because Elden Ring is going live-action, in case you forgot.)

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CD Projekt Red's Cyberpunk Trading Card Game is making so much money on Kickstarter the total never stops moving

V impressive.

A tough looking biker leans against their futuristic sports bike, arms crossed, as the sun goes down on the city around them. It's Jackie from Cyberpunk 2077.
Image credit: CD Projekt Red / WeirdCo

CD Projekt Red has announced a Cyberpunk trading card game this afternoon, and the Kickstarter pledges are rising so fast the total never stops growing. The goal was a paltry £75,174. The total was £1.3 million when I started writing this and it's since soared past £2.7m.

The Cyberpunk Trading Card Game is being made by CD Projekt Red in collaboration with WeirdCo, which is a smallish Seattle-based company that apparently specialises in making trading card games, though this looks to be its first one. WeirdCo's website says it doesn't use AI and that its goal is "to make games that remind us what it means to be human".

The game's debut set of cards focuses on characters from Cyberpunk 2077, like Johnny Silverhand, V, and Judy Álvarez, whereas the second set will focus on characters from the Netflix anime Cyberpunk: Edgerunners. That first deck, Welcome to Night City, is due to arrive later in 2026.

Pledges start at $49 for two pre-built starter decks, but scale all the way up to a face-melting $7999 - a mega-bundle that has eight starter decks, 1,944 booster packs, dice, rare cards, metal cards, play mats, a binder, and more.

A how to play video shows an example of the Cyberpunk Trading Card Game in action, and it looks like it uses a blend of dice and cards to create a fairly complex, Magic The Gathering-like experience. You can browse through all of the cards on the Cyberpunk Trading Card Game website; the art is very nice.

Watch on YouTube

Cyberpunk 2077 passed 35m sales late last year, enjoying a lift from a well received Switch 2 release, and the relatively recent Phantom Liberty game expansion and accompanying game overhaul. A sequel is in pre-production at CD Projekt Red's new Cyberpunk headquarters in Boston, and Cyberpunk 2 will feature a second city that we've heard "is like Chicago gone wrong".

CD Projekt Red is also, meanwhile, in full production on The Witcher 4, which we've been told not to expect before 2027 - though CD Projekt Red is bullish about the likelihood of following it with subsequent Witcher games quickly afterwards. We'll apparently get our next look at The Witcher 4 this summer in Unreal's annual showcase.

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