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Xbox Developer_Direct Dives Deep into Fable's Open World & Comedic Elements

Today at Developer_Direct, we got our first in-depth look at Fable, the open world, action-RPG "new beginning" for a truly legendary Xbox series—and learned that it will arrive this Autumn. From a specially created new team at Playground Games (Forza Horizon), this huge, ambitious, hilarious game aims to bring what you love about Fable, and provide a fresh perspective on this legendary franchise.

During Developer_Direct, we learned how the story begins, saw combat in action, had character customization confirmed, discovered how Fable's classic morality system is being reintroduced in a whole new way, found out about the game's Living Population of unique NPCs, and so, so much more. But there are always more questions to be answered, which is why I tracked down Fable's GM and Game Director, Ralph Fulton to dig deeper into some of the big topics we just learned about.

The Outer Worlds 2 Game Director Balks At Generative AI in Game Dev

There is no short supply of game studios and gaming industry executives embracing generative AI in pursuit of promised efficiency and profit, and there seems to be a rift forming between game developers and gamers as a result, with some game studios vehemently rejecting the idea of using AI on their creative output. As it turns out, Brandon Adler, the game director behind The Outer Worlds 2, falls into the latter category, with Obsidian Entertainment following suit. In a recent interview on the My Perfect Console podcast, Adler was asked about the use of AI in development and game design, he rejected the idea completely, saying that Obsidian does not use AI in its creative processes, and that it was not even on the table for Obsidian. Adler added that the studio "should never outsource the things its amazing at."

The director goes on to say that "We pride ourselves on our characters, in our world building, and it would be a damned shame for that to go away." Adler admits that there is generative AI present at Obsidian, but only for menial tasks, like summarizing meeting notes and as a research aid. Adler's comments come after news broke that EA has spent over a year integrating AI into its workflows, sometimes to disastrous effect. Meanwhile, the CEO of Take-Two has expressed a desire to train AI systems on voice data from actors to avoid having to record lines for every NPC interaction. The CEO of Epic Games, on the other hand, is adamant that AI disclosures, like the ones Valve makes developers use, are useless.

Ravine Games to Demo Ghibli-Inspired Kingdom in City Builder RAEV at Gamescom 2025

Unlock the keys to your kingdom for the first time at Gamescom 2025! RAEV: Kingdom on the Distant Shores will debut its first playable demo at the Ravine Games booth, located at hall 10-1, booth B060 from August 20th - 24th!

Developed by Ravine Games and published by V Publishing, RAEV provides players with a strategic adventure spanning an entire continent. RAEV is an innovative city builder that combines large-scale world building, strategic resource management, and dynamic storytelling that is largely impacted by your decisions.

505 Games Previews Wuchang: Fallen Feathers - Describes "Soulslike" Combat System

From the first moment you step into the brutal lands of Shu, Wuchang: Fallen Feathers makes one thing clear: survival isn't gifted, it's earned. Throughout your journey, you'll need to master an arsenal of weapons, spells, and abilities to overcome the harrowing challenges of this Soulslike action-RPG set in the waning years of the Ming dynasty. With the July 24 launch fast approaching, we're giving PlayStation players a closer look at some of the game's most defining tools of survival, power, and identity. We'll highlight just a few of the devastating weapons, arcane spells, and unique abilities you'll wield as you carve your legacy through ruin and revelation. These tools don't just shape your playstyle, they shape the legend of Wuchang herself.

A diverse arsenal of blades and brutality
Each weapon in Wuchang is tied to a piece of the game's world building, from sacred relics to myth-imbued prototypes. Every blade tells a story, and every strike leaves a mark. The Dragoncoil Lance, a Deluxe Edition spear, is a striking silver-white weapon featuring a traditional design. A coiled dragon motif wraps around the junction of the shaft and spearhead, symbolizing the wielder's courage and valor. Weapons in Wuchang each have their own unique skills, and with the Vortex Thrust skill for the Dragoncoil Lance, you can unleash shockwaves with devastating force, making it ideal for punishing multiple enemies at once.

Ubisoft Built an Authentic City within Assassin's Creed Mirage

Launching on October 5, Assassin's Creed Mirage takes place in ninth-century Baghdad during the Abbasid Caliphate, a golden age not only for Islam, but for art, science, culture, poetry, architecture, and so much more. To help the development team at Ubisoft Bordeaux make Mirage as culturally, religiously, and historically authentic as possible, three Ubisoft employees brought their local and global expertise: Mohammed Alemam, localization and social media manager at Ubisoft MENA (Middle East and North Africa); Malek Teffaha, Diversity, Inclusion, and Accessibility Senior Manager of Project Management; and Maya Loréal, Senior Manager, Inclusive Games and Content.

The three joined forces with Ubisoft's Humanities & Inspiration taskforce, led by Thierry Noël, in-house historians Dr. Raphaël Weyland and Maxime Durand, and Strategic Alliances director Amy Jenkins. Loréal managed relationships, and Alemam and Teffaha served as cultural, religious, and linguistic consultants. The three were integral to helping build the game from the ground up.
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