New League Of Legends Champion Akshan Arriving In Patch 11.15

Akshan is the brand-new South Asian-inspired League of Legends champion arriving in patch 11.15 as part of the Sentinel of Light event. This Rogue Sentinel has a similar story to Viego, The Ruined King. They seek vengeance for their loved ones, but Akshan’s choices are focused on saving the world, not destroying it.

He has a unique ability never seen before in League of Legends where he can revive his teammates. If enemy champions kill Akshan’s teammates, the enemy gets marked as a Scoundrel. Defeating the Scoundrel gives him extra gold and resurrects those fallen teammates at the base.

Now Playing: League of Legends – Akshan: The Rogue Sentinel Champion Trailer

He’s an assassin which requires stealth. While camouflaged, he can follow paths that lead to the Scoundrels. He also gains speed and mana regeneration when moving closer towards the Scoundrels.

Akshan is a marksman with an action-packed kit. Avengerang deals damage when it’s thrown at the target and when it comes back. Also, while swinging with his hookshot, he can fire bullets at the closest enemy; this ability is called Heroic Swing. Another ability is Comeuppance, where Akshan channels bullet power into his gun while locking onto an enemy. He then releases all the acquired bullets towards a target. Players can use this ability with Heroic Swing.

Additionally, Akshan has a passive three-hit burst of physical damage. If the target is a champion, then Akshan gains a shield. He fires a second attack right after, but canceling the second shot gives the player a burst of speed.

Players can start swinging as Akshan on July 22.

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The Simpsons’ Al Jean on The Good, The Bart, and The Loki

“The Good, The Bart, and The Loki” is the latest Simpsons short to arrive on Disney+, this time roping in Loki star Tom Hiddleston to voice his villainous Marvel alter ego as he squares off against Springfield’s most famous family. 

Longtime Simpsons executive producer Al Jean spoke with IGN about the benefits of working on these shorts, how The Simpsons has survived for three decades, and more:

IGN: This is now the third short you’ve done for Disney+, and other than the obvious benefits of corporate synergy, what is the appeal of working in the short format?

Al Jean: There’s a few things for me. Starting with the first short we did –– “The Longest Daycare” in 2012 –– I just love the medium. An episode is nine months, and that’s great, I’ve worked on 700 of them, pretty much, but it’s great to be doing something where it’s a little shorter, and a little more on the fly. The Star Wars one, we got the go-ahead in January for May the 4th. 

This one, we were finishing that in April, and we said, “Well, Loki comes out in June, early-July, we’ll be able to hit that too.” So we really, we’re doing them as they went along, and with this one we actually parodied the first episode of the miniseries in one of our many post-credit sequences. Probably the most ever post-credit sequences in a four-minute short.

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IGN: The short starts and there’s the voice of Tom Hiddleston (as Loki). With the show having been around so long and being able to get any guest you want, do you have any white whale where you’re like, “Oh, I’d really love this person to be on the show”?

Al Jean: We never have had a U.S. President on the show. We’ve tried pretty hard –– we got a nice rejection letter from Reagan when he was alive, and Bill Clinton considered it. But we finally gave up and used an actual recording of Theodore Roosevelt. He was a good president, so that was our default. (laughs)

So, we never had them, and I would say that’s the biggest –– we did have Tony Blair when he was Prime Minister. But with Tom Hiddleston, I believe he was a fan. He definitely seemed really happy. Really nice, incredible actor, but genuinely happy to be on The Simpsons and hear his voice next to Homer’s. I think that was the biggest aspect of it for him. That always blows me away, when someone you think is talented is a big fan of The Simpsons. 

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IGN: When The Simpsons started (in 1989), you guys were the young rebels. Now you’re a cherished institution. When you look at the way comedy has changed, what do you see as the impact of the show over the last thirty years in shaping the comedy discourse? 

Al Jean: As you say, in the beginning, we were considered a bad role model. The President of the United States spoke out against us. But we were popular from the start. I think somebody pointed out there was a campaign to get The Simpsons off the air, that’s one of the least successful campaigns ever. (laughs)

With us, the bigger change was that there was no primetime animation existing when we started. There had been a couple of shows that had succeeded before us, but now it’s an overwhelming explosion. It’s funny because in comedy there are certain things you can’t do, which you used to be able to do, and there are certain things that were –– sex jokes that you’d never be able to make in the ‘90s that are now totally commonplace. And we’ve just tried to take our own path, to be the same thing that we’ve always been, not really trying to be dependent on the standards.

I’ll give you an example: When the Janet Jackson incident –– or I would call it the Justin Timberlake incident –– happened at the [2004] Superbowl, they said you can’t show Homer’s naked behind anymore on the show, and I was like, “I don’t see the connection.” The reruns would still have it, so you could see it Sunday at 6, but not Sunday at 8? That’s the kind of silly thing that happens in terms of standards and mores. You just try not to overreact to it or lose your sense of who you are. 

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IGN: Conan O’Brien just ended his late-night tenure, and you’ve been on record saying Conan is the funniest guy you’ve ever met [from his time writing for The Simpsons’ early seasons]. What do you think is the legacy of Conan O’Brien when we look at the late-night landscape? 

Al Jean: The thing I would say for people to see what we always saw in Conan: When he was hired, and everybody was going, “Who is this guy?” I said, “No you’re going to be surprised how great he is.” And he was for all of his shows. But one thing is, when I was not feeling great in the pandemic I would look at his TBS things –– like his trip to the American Girl store, or he visited the Israeli army, or went on Grindr and Tinder –– those things are as fall-down funny as anything anybody has ever done. Funny as any late-night host, but funny as anybody anywhere. And you can watch one after another –– there’s one where he goes to see Magic Mike XXL with his staff –– and he’s a genius. He lasted 28 years in late-night, which is only exceeded by the two best: Carson and Letterman. 

The Simpsons’ short “The Good, The Bart, and The Loki” is streaming now on Disney+.

The Boys Launches Vought News Network Digital Series

Prime Video’s gloriously pulpy superhero satire The Boys has launched a similarly satirical digital series on YouTube from the in-world’s Vought News Network. In a statement to Entertainment Weekly, showrunner Eric Kripke explains that the next season will “dig deeper into [the media’s] fair and balanced patriots.”

Episodes of VNN are intended both as content to hold fans over until Season 3 of The Boys–which doesn’t yet have a release date–while also dropping strong hints about where the next batch of episodes are likely to head. New episodes of VNN will drop on YouTube on the 7th of every month, featuring seven news items and one commercial. Kripke previously revealed that the comics story arc known as “Herogasm” will be adapted in the new season. This story involves the “supes” in The Seven traveling to a resort to engage in a week-long superhero orgy.

Laurie Holden (The Walking Dead, The Americans) was recently added to cast in a recurring role, as the supe known as Crimson Countess. Holden joins other recently announced recurring cast members including Sean Patrick Flanery as Gunpowder, Miles Gaston Villanueva as Supersonic, and Nick Wechsler as Blue Hawk.

The Boys also has a still-untitled spin-off in the works, which was fast-tracked last year on the strength of the Prime Video series. It’s expected to take place in a college for young superheroes run by the ominous Vought International–the evil corporation that controls The Seven.

Rainbow Six Siege Y6S2.2 Balance Changes Detailed

Ubisoft has announced the planned balancing changes for Rainbow Six Siege Y6S2.2, which are coming to the test servers today and the main game later this month. The changes provide a number of balances to specific operators and the current top ban rates.

One of the biggest changes for Y6S2.2 is that the map Favela is being added into both the ranked and unranked playlists, no longer limiting the map only to casual playlists. Another big change is that the Nokk balancing rework, which has been live in the test servers, will not be put into the main game just yet. The developer said that it wanted to give Nokk immunity to some of the newer operators’ gadgets to capitalize on her invisibility, but couldn’t do so in a way that felt balanced. With the immunity, Nokk was able to get to the objective completely undetected, and removing any of her other abilities resulted in players not being happy.

Ubisoft shared the data it uses to make adjustments to the game, including the presence vs. win delta and ban rate for all operators in PC ranked play in Platinum or above. Zofia, the operator with the highest presence is getting the recoil reworked for her M762 in order to make the weapon harder to control to lower her capabilities as an attacker.

For the full list of changes, you can check Rainbow Six Siege’s official site or below:

OPERATOR BALANCING

ALIBI

  • Added 2.0x scope to ACS12 (removed 1.5x scope)
  • Added 1.5x scope to MX4 Storm

Population targeted by this change: Casual, Top Ranked, and Pros.

Despite having a solid mix of utility, including a solid primary weapon and secondary shotgun, deployable shield and impacts, and high speed, her presence in the Balancing Matrix is still low. By changing up her scopes, the intention is to open up new role opportunities for her.

In particular, this should make Alibi more viable in roaming scenarios and appeal to players who are more frag-focused.

FROST

  • Removed 1.5x scope from C1

Population targeted by this change: Casual, Top Ranked, and Pros.

In her current state, Frost has the highest win delta of all the Defenders and possesses a very high kill/death ratio when compared against other Defenders. To prevent her from holding longer angles as comfortably and bring her more in line with other operators, we have removed the 1.5x scope from her C1.

This isn’t the only piece to the Frost puzzle, though. We know that her Welcome Mats play a role in her overall strength, but want to first understand the role her gun plays before deciding if it will be necessary to shift focus to this utility. As such, we will be keeping a close eye on her updated performance over time.

TACHANKA

  • Added Deployable Shield (removed Proximity Alarm)
  • Increased Shumikha Launcher total ammunition to 14 (from 10)
  • Improved DP-27 destruction:
    • 0 to 4.99m: 0.3 radius hole per shot
    • 5 to 7.99m: 0.2 radius hole per shot
    • Beyond 8m: 0.2 radius hole after three shots

Population targeted by this change: Casual, Top Ranked, and Pros.

Playing Tachanka should be a blast, but as it stands he has a very low presence in the Balancing Matrix. One of the reasons for this is that his Shumikha Launcher tends to be quite situational and can be unsafe to fire since it renders him defenseless. In addition to increasing its total ammunition to encourage more active usage, Tachanka now has a Deployable Shield which will offer him more protection when using the launcher.

That’s not the only improvement Tachanka’s received to his destructive capabilities. His DP-27 is also capable of making larger holes per shot at mid-range which, when combined with the added protection of his Deployable Shield, should make him a more fearsome anchor.

ZOFIA

  • Modified M762 recoil, harder to control.
    • Vertical recoil increased
    • Horizontal spread will be stronger to the left
    • Long burst recoil will start on the 8th bullet (was 12th)

Population targeted by this change: Casual, Top Ranked, and Pros.

Looking at the Balancing Matrix, Zofia continues to have a very high presence, which is due in part to the high fragging potential and ease of use of her M762. In order to bring her more in line with other operators, her M762’s recoil has been increased making it harder to control. This comes in the form of increased vertical recoil and more of a horizontal spread to the left.

What’s new about this approach (and something we’d love your feedback on), is that while the horizontal spread will be stronger than other guns, it will be more predictable and with much less randomness. This means that while it will initially be harder to control, it should be possible to master the recoil pattern over time.

Since this will require a greater degree of control over her shots to secure frags, we expect Zofia to be less of an all-around pick who has both a strong, easy-to-use primary weapon and useful gadget. Her gadget will continue to be a draw, but those looking for a more easy to use frag-focused Attacker will find Ace, Sledge, and Iana more enticing options.

NØKK

Following experimentation on the Test Server, we’ve made the decision to put Nøkk’s balancing rework on hold.

Our initial objective with this idea was to expand on the player experience of being invisible, making her more useful in a wider range of situations by addressing how her utility interacts with recent gadget and ability additions.

With her existing kit, Nøkk is already a difficult operator the detect. She is invisible to cameras, and she doesn’t make noise. If we were to add another invulnerability to detection, it would require removing something from her kit. No operator should be able to reach the bombsite totally undetected, after all.

Most recently, we tried removing the HEL Presence Reduction’s ability to muffle sounds, but found players missed this noise reduction more than they liked the immunity to proximity detectors that replaced it. This makes sense, as muffled sounds have more universal utility, whereas proximity immunity’s usefulness depends on the Defenders’ team composition.

On top of this, we feel that players should always be able to trust their gadgets. By adding this experimental immunity to proximity detection, it made a wide range of additional utility feel unreliable, which we want to avoid.

As a result, we’ve decided to put these experimental changes on hold and stick with the Nøkk you know and love as we explore other possibilities for the future.

Thank you to everyone who took the time to test out this change on the TS and shared constructive feedback with us. It’s hugely appreciated and helps guide future changes that you will truly enjoy playing with!

WEAPON BALANCING

ACS12

  • Increased damage to 69 (from 59)

Population targeted by this change: Casual, Top Ranked, and Pros.

In its current state, the ACS12 has a very low pick rate. Especially when compared with the ALDA and Mx4, the ACS12’s fragging potential was more limited, so we have increased the damage of its shots. This should help to bring it more in line with its contemporaries and make it a more viable option.

Note, this change does not affect damage drop-off values, which will remain the same.

TCSG-12

  • Increased damage to 63 (from 57)

Population targeted by this change: Casual, Top Ranked, and Pros.

Similar to the ACS12, the TCSG-12 has a very low pick rate. In order to make it a more viable option, its damage has been increased.

With Goyo and Kaid already being viable operators, this is not intended to further increase their fragging potential. The increase to damage, while a step up from where it was previously, brings the TCSG-12 to a state that is still weaker than it was at release. This should help keep it in balance while still offering options when it comes to selecting their loadouts.

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EA Play Live 2021: The Future of FPS – How to Watch and What to Expect

EA has announced that its EA Play Live 2021: The Future of FPS stream will be airing on Thursday, July 8, 2021, and that it will give fans a new look at both Battlefield 2042 and Apex Legends.

IGN is carrying the stream and, as usual, this watch guide will provide you with everything you need to know to watch the show, including when it starts, a list of places you can watch it with us, and what you can expect to see at the show.

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EA Play Live 2021: The Future of FPS Start Time

The upcoming EA Play Live 2021: The Future of FPS stream takes place on Thursday, July 8, and will start at 10am PDT, 1pm EDT, 6pm BST. If you’re tuning in from Australia, that translates to Friday, July 9 at 3am AEST.

Where to Watch EA Play Live 2021: The Future of FPS

If you’re interested in watching EA Play Live 2021: The Future of FPS, we’ll be hosting the stream here and across our many channels on platforms like YouTube, Twitch, Twitter, Facebook, and more. Here’s the full list of places you can watch EA Play Live 2021: The Future of FPS:

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What to Expect at the Upcoming EA Play Live 2021: The Future of FPS

EA Play Live 2021: The Future of FPS, which will be hosted by IGN’s own Stella Chung, will kick off EA Play’s Spotlight Series with an extensive discussion of both Battlefield 2042 and Apex Legends.

Joining Stella will be DICE’s general manager Oskar Gabrielson, DICE LA’s Christian Grass, Apex Legends’ game director Chad Grenier, and co-founder and CEO of Respawn Entertainment Vince Zampella.

EA teased that fans will be treated to an in-depth discussion of Battlefield 2042’s reveal, a look at what to expect from both games at the EA Play Live Showcase on July 22, and a chat about “the future of FPS games as a whole.”

While the EA Play Live Showcase will most likely feature the biggest announcements, there should be plenty to look forward to in this discussion with key members of the teams who bring these games to life.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Sony State of Play July 2021: How to Watch and What to Expect

Sony has announced that a new State of Play will air on Thursday, July 8, 2021, and that it will give us an extended look at Deathloop and updates on indies and third-party titles.

IGN is carrying the stream and, as usual, this watch guide will provide you with everything you need to know to watch the show, including when it starts, a list of places you can watch it with us, and what you can expect to see.

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Sony State of Play July 2021 Start Time

The upcoming State of Play takes place on Thursday, July 8, and will start at 2pm PDT, 5pm EDT, 10pm BST. If you’re tuning in from Australia, that translates to Friday, July 9, at 7am AEST.

The State of Play is set to be about 30 minutes, with nine minutes of the show focused entirely on Deathloop.

Where to Watch the PlayStation State of Play July 2021

If you’re interested in watching the upcoming State of Play, we’ll be hosting the stream here and across our many channels on platforms like YouTube, Twitch, Twitter, Facebook, and more. Here’s the full list of places you can watch the State of Play July 2021:

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What to Expect at the Upcoming Sony State of Play July 2021

Sony has already revealed that we will be getting a “nine-minute look at Deathloop’s time-twisted world,” where players will see “Cole use his abilities to stealthily skulk across rooftops… or go in guns blazing to create a whole lot of mayhem. Lots of options available on Blackreef Island.”

Those expecting news on the sequel to 2018’s God of War, Horizon Forbidden West, or the next generation PlayStation VR should know that Sony specifically said that these will not be part of the show. However, it did tease that there will be more updates soon and that fans should “stay tuned throughout the summer.”

As for these potential indies and third-party titles, the sky is the limit. However, if we look at some past State of Plays, there is a chance we could see more of games like Final Fantasy XVI, Kena: Bridge of Spirits, Sifu, GhostWire: Tokyo, Pragmata, Forspoken, Stray, Jett: The Far Shore, and many more.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Best Xbox Games For Kids: 17 Picks For Xbox Series X And Xbox One

If you’re a parent looking for age-appropriate Xbox games for your kids, you’ve come to the right place. While many of the most-discussed games for Xbox One and Xbox Series X|S tend to feature mature themes and violence, there are still plenty of noteworthy experiences that are perfect for kids. We’ve rounded up the best Xbox games for kids, all of which are playable on both the Xbox One and Xbox Series X|S. From cute platformers that are ideal for young kids just starting out on their gaming journeys to action games with lighthearted tones, we think there’s something on this list for kids of all ages and skill levels.

For more Xbox game recommendations, check out our roundups of the best Xbox Series X games, best Xbox One games, best Xbox co-op games, and best Xbox Game Pass games.

Konami Drops Soccer Star Antoine Griezmann As Yu-Gi-Oh Ambassador After Controversial Video

Konami has ended its contract with soccer player Antoine Griezmann after a controversial video appeared to show him and his teammate Ousmane Dembele mocking an Asian staff member while in Japan. As reported by ESPN, Griezmann, who plays for Barcelona, was an ambassador for Yu-Gi-Oh–both the card game and the anime for Konami.

The video was recorded by Dembele in 2019 during Barcelona’s tour of Japan and appears to show both players laughing at technicians attempting to fix a hotel TV. Griezmann does not speak in the video but Dembele makes racist comments about the hotel staff to him. Both are laughing during the video.

Konami said in an official statement, “Konami Digital Entertainment believes, as is the philosophy of sports, that discrimination of any kind is unacceptable. We had announced Griezmann as our Yu-Gi-Oh! content ambassador, however in light of recent events we have decided to cancel the contract.”

The CEO of Rakuten Hiroshi Mikitani, one of the club’s main sponsors, also demanded a full explanation from the club for the video. Both Griezmann and Dembele have made public apologies but have denied any racist intent. Griezmann also has personally apologized to Mikitani.

In his statement, Griezmann said he is “completely against all forms of discrimination” and that he “refuted the accusations made against me and I’m sorry if I have offended any of my Japanese friends.”

Dembele was less apologetic in his statement, saying, “It all took place in Japan, but it could have taken place anywhere on the planet and I would have used the same expression. I was therefore not targeting any community. I just happened to use this type of expression with my friends regardless of their origins.”

Konami has also requested that Barcelona, one of its partners for the PES game series, gives a full briefing about the case and any future actions the club might take against the two players. Barcelona released a statement saying, “FC Barcelona deeply regret the displeasure amongst Japanese and Asian fans and partners of our Club caused by a video that appeared a few days ago on social media in which two first-team players (Ousmane Dembele and Antoine Griezmann) displayed a lack of respect in their attitude towards several employees in the hotel in which they were staying.”

Barcelona continued to say that while both players have already publicly apologized, the club reserves the right to take internal disciplinary action against them.

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Black Widow Projected To Make $140 Million Globally This Weekend

Marvel’s Black Widow will finally hit theaters and Disney+ via Premier Access on July 9, and analysts are predicting the movie will take in $140 million over the release weekend. According to Deadline, that number represents a global audience that’s been forced to wait nearly 15 months for the movie to finally come out.

Conservatively, also according to Deadline, Disney itself is “only” projecting a $75 million take from a stateside audience alone. While nobody knows yet whether moviegoing as we knew it before the pandemic will quite rebound, one strong point of comparison is the latest Fast and Furious–F9, which had a staggered theatrical release around the globe, internationally took in $250 million in roughly three weeks.

But these numbers hardly make for direct or even easy comparisons–they’re just proof that people are going back to the movies. The big difference between Black Widow and F9 is that $203 million of the latter’s revenue stated above was from China, alone. As of this writing, China–the biggest Marvel market in the world–doesn’t have a release date for Black Widow.

Really, though, the main headline here is in a few days Black Widow will finally be out. First reactions to the movie from critics recently hit social media, along with reviews, it seems to have been worth the wait. Here’s our run down of how to watch Black Widow on Disney Plus, if you’re so inclined or heading to the theater isn’t yet plausible.

The Melancholic Atmosphere Of Death’s Door Is My Favorite Part Of The Game So Far

Death’s Door is just oozing with atmosphere, its visuals, soundtrack, and storytelling all working in tandem to construct an experience that I enjoy so far. There’s a distinctive melancholic stagnation to Death’s Door and every piece of the game seemingly upholds that feeling, creating an experience that feels very complete. It reminds me a lot of last year’s Hades (and not just because both games present death through the lens of a business office), in that everything in the game is working towards producing a specific vibe.

An isometric action game, Death’s Door sees you play as a young crow whose job to collect the souls of the dead hits a bit of a snag when an elderly crow steals the giant soul you were charged with collecting. In order to complete your assignment, you’ll need to find a way to get the giant soul back, sending you on an adventure across a world filled with folks seeking a means to avoid death.

Death’s Door has an enjoyable combat loop of slashing, dodging, and firing off magical arrows. Despite its appearance, Death’s Door is neither a roguelike nor Souls-like–when you die, you respawn at the last checkpoint with all your currency intact. So there’s no frustrating reset of your progress or tense journey back to where you died. Instead I fought my way through Death’s Door’s opening levels at a pretty steady pace, ensuring each environment or enemy I encountered didn’t become stale over time.

And I think all of that supports my original point: Death’s Door is an atmospheric adventure. And that atmosphere is preserved and appreciated because you’re constantly pushing forward–you’re seeing the world twist on itself and hearing the music from one area flow into the next. Plus, venturing into optional areas to find pieces of lore is more enticing when you know that dying isn’t a huge reset to your progress.

It’s a pretty intimate cast of characters in the opening hours too. Each stands out in their own unique way–my favorite is Pothead, a man cursed by a witch to have a pot of soup for a head. (He gives me major Dark Souls’ Siegmeyer vibes.) There’s not much dialogue in Death’s Door and the main character is a silent protagonist, but a remarkable amount of each character’s personality is conveyed via their body language. So even though I know very little about these characters’ histories, I love many of them. I can’t wait to see what else Death’s Door has in store.

After my two hours of hands-on playtime with Death’s Door, I reached out to programmer, writer, and animator Mark Foster and producer, designer, composer, and sound designer David Fenn to ask them about how the atmosphere for the game’s world was created. They emailed me back responses. Death’s Door is scheduled to launch for Xbox and PC on July 20.

I noticed the music for certain areas seems to fade into each other; they’re different but similar enough to sound like different parts of the same song–why structure the soundtrack to play out this way as opposed to making harder cuts in the music to further differentiate each individual track/location?

We wanted to give the world of Death’s Door a distinctive vibe throughout, so we went for a more unified soundtrack with a fairly consistent atmosphere, focusing on the feeling of melancholy and tiredness of a world stagnating without death and a lack of new life being born into it. There are also themes which are used for certain characters which are weaved into the areas of the world that those characters have had an impact on, so certain chapters might feel quite blended together for that reason. That said, we’re still pretty confident the soundtrack will take you to plenty of interesting places and bring a few surprises!

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I really like how the world’s colors transition from the grey World of Doors to the more vibrant areas you go to on your adventure–what was the inspiration behind that stylistic choice? Why do something like that (beyond making me go, “Whoa, that’s cool”)?

One element to this is the idea that the crow’s office world is this noir office space, like a 1930s detective film. This felt like it fit well with the crows being black and grey themselves.

The other core reason for this is we wanted there to be a clear juxtaposition between this space, which acts as a hub world, and the outside world where most of the game takes place.

The main game world is set in a land untouched by death, intended to feel bleak yet beautiful, and the dreary office space is a darker greyscale environment, a reflection of the monotony of office work amplified by this grim world that has spent many centuries growing more and more devoid of life.

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Despite the frantic nature of the combat, Death’s Door has–so far anyway–had a rather chill vibe. With one exception: When you die and hear that loud noise and DEATH flashes across the screen. In a game that handles death with a calm atmosphere, why is the player’s death regarded as this obtrusive event?

We wouldn’t say that deaths are handled with a calm atmosphere in the game. The main targets of the player are those who are avoiding Death at all costs, and in a way the crows are no exception–they carry out their jobs knowing that if they don’t, they will die. Failing on the job would not be a pleasant or casual occurrence for a Reaper. Not to mention, dying would involve a lot of paperwork for the other office crows…

Deaths are important moments in games like this. They’re moments to be remembered and reflected upon so next time you tackle the same situation, you have new experience to wield and overcome the obstacles that previously took you down.

I’ve been finding items that detail the history of Death’s Door’s world and characters–does picking them up change how the story plays out and how certain characters may react to me or are they solely there for fleshing out the lore?

There’s no consistent rule for how the items work. Some just flesh out lore, some provide a more direct purpose for exploration and some will impact the player’s interactions with the NPCs of the world. There are also some unique features to some of the shiny collectables you find that we will leave players to discover on their own. Won’t say any more on that to avoid spoilers!

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Why tell so much of the story through optional items as opposed to more traditional cutscenes and expositional dialogue between characters?

We do actually make sure we tell a full and non-ambiguous story through all of the main character interactions and cutscenes in the game, which felt like a bold step for us because as indies it’s often more common to opt for a more open-to-interpretation “story without words” (which is a style we still love and have used before!).

We put a lot of thought into the pacing, making sure you’re never slowed down by having lore dumped on you. For that reason, many of the character interactions and cutscenes are fairly concise. You then have the option of digging deeper into the lore through optional interactions, items and secrets for players who want to unravel more of the mysteries, and find deeper secrets hidden in the world.

Why a silent, unnamed protagonist? We don’t even get to know how they’re feeling or what they’re thinking beyond their body movements.

For the most part, the player can impart their feelings and reactions to the events of the game onto the protagonist like a player avatar, and use this to feel more connected to the game world. That said, we do prescribe a little bit of personality onto the protagonist, in that they are a young and inexperienced Reaper with a sense of innocent curiosity. Having the player character not speak serves this personality further and also plays into the idea that the Crows generally do what they are told without questioning it.

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