🎙 Content Creator 🦖 90s Nostalgia Diehard 🎸 Musician 🎮 Gamer 🥑 Vegan Foodie 🎬 AV Nerd 🧞♂️ I Do Voices 🗿 Jr. Power Ranger Since ‘94 📧 [email protected]
Trauma isn’t guaranteed to heal. No predetermined amount of time. No certainty that therapy or medication will “fix” it or make you forget. It’s not all packaged up neat and tidy like scrape, bruise, or broken bone. While physical scars can heal, not all emotional scars fade.
Tom Kenny will officially return to voice Spyro the Dragon in Spyro A Realm Beyond
Releasing Spring 2027 on Playstation 5, Xbox Series S, Nintendo Switch 2 and Steam
Join us on June 9 at 7am PT for a #NintendoDirect followed by Nintendo Treehouse: Live!
The Nintendo Direct will be roughly 50 minutes and Nintendo Treehouse: Live will be 95 minutes.
Watch here: https://t.co/Zp54IsS30q
My wife and I were talking last night about groceries.
I went back into my Walmart app and pulled up an order from January 2020.
30 items. $70.20.
I added every single one back to the cart today.
$165.42.
Same 30 items. Same store. Same cart.
$95 more, In six years.
They told us inflation was temporary. They told us it was under control. They told us the economy was recovering.
My grocery bill didn’t get the memo.
135% increase in six years and nobody in Washington has missed a single meal.
'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