The holy trinity of @maximilian_ reactions to FFVII characters being added to fighting games.
2015: Cloud in Super Smash Bros
2020: Sephiroth in Super Smash Bros Ultimate
2026: Tifa in Street Fighter 6
A new promo trailer for "Godzilla the Ride: Great Clash" from director Takashi Yamazaki has been released. The attraction may eventually be available in North America, but nothing is currently confirmed.
Really wish we could choose these tie in wake up taunts for finishers. Or just even choose a wake up taunt for certain moves. But I’d like for Cardona’s new Rough Ryder to have the correct Wake Up taunt. It’s still tied to his older one
#WWE2K26
'The Lost Wild' director Gary Napper shares new details about the game 🦖
"From the outset, our goal has been to create a world where dinosaurs are not framed as monsters, but as believable animals. They exist within the world with their own instincts, behaviors, and drives. This shift in perspective fundamentally changes the player’s role. You are not the dominant force, the hero or the conqueror, you are the outsider, vulnerable and exposed, trying to navigate a food chain where you no longer sit at the top"
"We emphasize tension through vulnerability. The player is not equipped to kill these creatures, although they can find tools to defend themselves. The experience avoids gamified or arcade-like systems that would undermine that tone. There are no exaggerated weak points or predictable attack patterns designed for exploitation. Instead, survival depends on observation, learning, and reaction. When encounters happen, players evade, hide, create distractions, and use the environment to escape"
"The environments in The Lost Wild are dense, claustrophobic, and unforgiving, with abandoned buildings embedded within an overgrown wilderness. This is not a wide-open safari, it’s a place where visibility is limited, paths are unclear, and the landscape itself can disorient you. Through this, we create the feeling of being lost, both physically and psychologically"
"My experience working on 'Alien: Isolation' has inevitably shaped how I approach horror design and is definitely a lens I view this game’s design through ... In 'Alien: Isolation', the creature was terrifying not just because of what it could do, but because of what players imagined it was going to do. The sense of anticipation and fear built in the unknown. That same principle applies here in a lot of ways. By treating dinosaurs as systemic, unpredictable entities rather than scripted events, we create a more dynamic and personal form of horror. The difference here is not just that you can’t fight back, it’s that you feel like you shouldn’t. Maintaining a respect for the dinosaurs as living creatures, while trying to survive in a world with them"
More broadly, I think there’s a growing appetite for experiences that move away from the power fantasy. Horror becomes far more effective when the player feels exposed, when control is limited, and when success is uncertain. The Lost Wild leans into that approach offering an experience where survival is never guaranteed and dominance is never assumed.
"Ultimately, The Lost Wild is about placing players into a world that feels grounded, real, indifferent, and alive, and then asking them to navigate it not as a hero, but as something far more fragile but relatable. 'If I were there, what would I do?'"
Releasing in 2027
The next few days are gonna be BIG HYPE for gaming and gamers🚀
PlayStation State of Play:
🗓️JUNE 2
⌚️2PM PT/5PM ET
Summer Game Fest:
🗓️June 5
⌚️2PM PT/5PM ET
Future Games Show:
🗓️June 6
⌚️12PM PT/3PM ET
Xbox Games Showcase
🗓️June 7
⌚️10AM PT/1PM ET
What are your dream announcements?😎