Solution to Resident Evil Requiem’s Final Puzzle Revealed by Accident
The chillingly named ‘Final Puzzle’ in Resident Evil Requiem filled much of the action-horror game’s launch week with cheevo-hunting intrigue. What began as a simple search, a box-checking exercise to complete the last of Requiem’s optional challenges, has since shredded nerves (and driven at least two RPS guides writers into frazzled despair) as the puzzle revealed itself an almost sadistically opaque game of Simon Says, where Simon doesn’t actually say anything. He wants you to do something with that severed arm, though.
Earlier this week, however, the code was cracked, seemingly after a Pokemon card YouTuber stumbled into the solution by accident. Gengar Collects, whose videos typically involve showing off colourful paper rectangles rather than borrowing creepy dolls from flesh monsters, is now widely credited with ‘discovering’ the requisite steps through sheer luck, with the precise details confirmed hours later by dataminers. Here’s Jeremy and Callum’s Final Puzzle guide, if you want to see them for yourself.
US Governor Promotes Misleading US-Iran Conflict Video Misidentified as Combat Footage, Actually From War Thunder Game Featuring WWII Weapons
The entanglement of war with simulation continues with the discovery that a video of a US battleship shooting down an Iranian fighter jet is very likely a clip from videogame War Thunder, depicting ordnance from the World War 2 era. The clip in question has circulated on social media to the tune of millions of views. It has also been shared around by at least one sitting US Republican statesman, Texas governor Greg Abbott, who reposted it with the caption “Bye bye”. The tweet in question has since been deleted.
Colonialism Examined: Whiskerwood Highlights Its Deceptive Nature Beyond Violence
Whiskerwood has made it undeniable: I have the opposite of a speedrunning problem. Give me a stretch of land, a supply of loyal builders, and a free hand to go nuts building some impressive metropolis, and I will, within mere dozens of hours, produce a small, haphazard hamlet reluctantly beginning to flirt with ironmaking. Rome was not built in a day. If I’d had my way, it still wouldn’t be.
Whiskerwood, to my pleasant surprise, does not hold this against me. It’s most obviously reminiscent of Timberborn, and its premise recalls Colonization, of all things, as your “Whiskers” build a colony for the “Claws”, who are largely absentee (there are no cats in America) but extract a regular toll of goods as taxation. You’d assume they quickly ramp up the pressure and force the issue because games are Like That. The real pressure, though, is a much more interesting model of colonialism, and how even absent of political context, that kind of economic arrangement can constrain and shape a town.
Microsoft’s Upcoming Console, Codename Project Helix, Will Support PC Games
Microsoft have moved quickly to shut down the speculation that Asha Sharma’s recent appointment as Xbox boss might be a harbinger of the company moving out of the console hardware for good. Sharma has announced that Xbox’s next-gen console is codenamed Project Helix and, much more intriguingly, will play PC games as well as Xbox ones.
Marvel Rivals Developers Explain Purpose Behind ‘Gooner’ Skins: “We Did Not Intend to Create That Content”

**Marvel Rivals: A Year of Development and Community Participation**
It has been more than a year since NetEase introduced the hero shooter *Marvel Rivals*, and the game has experienced a rise in popularity, drawing in a loyal fanbase. Recently, NetEase held a fan gathering at the El Capitan Theater in Los Angeles, CA, showcasing new skins and limited-time modes inspired by the Marvel Cinematic Universe (MCU), especially the forthcoming film *Avengers Doomsday*.
In a group discussion, Yachen Bian, the lead for publishing and marketing, alongside Guangguang, the creative director, talked about the lively community, the present condition of the game, and insights into their creative workflows. Guangguang has become the unofficial face of the game, well-known for his signature greeting, “Hello everyone, Guangguang here,” which appears in development videos on the official *Marvel Rivals* YouTube channel. Notably, this memorable phrase surfaced unexpectedly during the initial development talks meant to present their work to the community.
Since its launch, *Marvel Rivals* has steadily increased its content, unveiling at least two new heroes and one map each season. To keep up this momentum, the development team frequently plans a year in advance, with much of the roadmap for 2027 already finalized. As a result, new gameplay dynamics have emerged, such as a community conspiracy theory suggesting that some characters are intentionally overpowered for enhanced engagement. Bian explained that such balancing challenges occur organically and are not the result of any intentional design choice.
One effective technique for evaluating new mechanics is through the launch of limited-time modes. The *Marvel Zombies* mode previously enabled players to experience the game from a different perspective, featuring characters like Blade and Jeff the Land Shark. Building on this framework, the upcoming *Path To Doomsday* events will recreate iconic moments from the *Avengers* films, starting with a scenario from the first *Avengers* movie, where players will have the opportunity to face off against Loki, equipped with distinct abilities.
As the game continues to introduce new heroes — now totaling 47 — Guangguang believes that adding characters will not become excessive. The community actively desires more heroes, ensuring that the game remains in line with the comic-book experience that players yearn for.
For live-service games, consistent content delivery is vital. A lack of this can lead to player dissatisfaction and, ultimately, a game’s downfall. Bian stressed that the team prioritizes the community’s wishes over competitive metrics, aiming to cultivate meaningful connections with players.
Another element strengthening community bonds is the playful nature of the game’s skins. Characters like Emma Frost and Mantis showcase skins that highlight their charm, which has also led to the rise of a certain type of adult content. Regarding this, Bian humorously acknowledged the presence of “gooner content,” clarifying that while certain designs cater to niche audiences, the primary focus remains on providing an authentic Marvel experience. The team endeavors to balance creative freedom with player feedback, staying true to their philosophy of engagement.
However, the enthusiasm of the fans can sometimes lead to controversy, as evidenced by a recent uproar regarding a $40,000 content creator tournament. Bian noted that the emotional investment players have in the game can yield both positive and negative outcomes. The team’s dedication revolves around serving all players while maintaining health within the community, stepping in only when needed to uphold a respectful atmosphere.
*Marvel Rivals* has undeniably established a distinct presence within the gaming sphere. With ongoing content updates and thrilling community events, it captures the interest of players, both newcomers and returning fans. For those looking to explore or reconnect with the game, the ongoing MCU tie-in events offer a timely opportunity. The game remains free-to-play and is accessible on PC, PlayStation 4, PlayStation 5, and Xbox Series X|S, appealing to a wide audience.
Konami Holds PlayStation Store Discount Following Silent Hill 2 Remake Reaching 5 Million Sales
The Silent Hill 2 Remake, developed by Bloober Team in collaboration with Konami, has recently exceeded five million sales globally. A significant achievement for what was once a relatively niche horror series.
Launched in late October 2024, the game returned us to James Sunderland’s iconic green jacket and worn-out Pontiac Ventura. While this faithful reimagining of the survival horror classic did change some elements from the original, it largely stayed true to the original storyline.
To commemorate this remarkable milestone, Konami is offering a spring sale on a selection of Silent Hill titles in the PlayStation store. This means you can currently snag the Silent Hill 2 remake at a reduced price, as well as the excellent Silent Hill f if you’re interested.
Silent Hill 2 has recently been transformed into a film, thanks to Return to Silent Hill. Reviews from critics and audiences have been… mixed. Nevertheless, the director expresses a desire to adapt more, remarking: “plenty of people are thinking I’m doing a pretty good job.” Regarding future games, we know that a Silent Hill 1 remake is underway at Bloober Team, although when we will get our first official look at that game remains largely uncertain.
If you haven’t tried the Silent Hill 2 Remake yet, consider checking out Eurogamer’s review. In it, Vikki Blade noted: “Against the odds, Bloober Team has delivered a remake that both expands Silent Hill 2 in just the right places, and gives careful attention to what it preserves.”
“Highlights of Zero Parades’ Comedy Boost Confidence in the Potential of Disco Elysium’s Successor”

**Zero Parades: ZA/UM’s Bold Continuation of Disco Elysium**
ZA/UM, the studio responsible for the lauded RPG Disco Elysium, faces a significant challenge with their next project, Zero Parades. Renowned for its groundbreaking narrative and intricate character dynamics, Disco Elysium set a high standard, and Zero Parades aspires to fulfill expectations while forging its own identity. Situated in a realm of espionage, this game aims to provide a novel storytelling experience without simply mimicking previous achievements.
In Zero Parades, players embody Hershel, a disgraced spy offered a final chance at redemption. Against the backdrop of Portofiro city, Hershel must maneuver through a maze of intrigue to find a vanished fellow agent. The demonstration at the Game Developers Conference showcased ZA/UM’s endeavor to merge familiar aspects of elaborate dialogue with the unexpected twists typical of a spy thriller.
PC Gamer’s Joshua Wolens remarked that portions of Zero Parades feel remarkably akin to Disco Elysium, particularly in its elaborate dialogue format. Nevertheless, the game intends to set itself apart through its tone and environment. The Steam demo suggested comedic and serious tones that fans of Disco Elysium would enjoy, while a more extended build unveiled further insights into the game’s aspirations through intricate scenarios and choices.
One notable highlight in the demo involved trying to access a warehouse through a captivating conversation on an intercom. This scenario provided players with unforeseen comedic situations and required strategic thinking, showcasing the intricate dialogue and skill checks characteristic of Disco Elysium.
The demo also included a locked door puzzle, where players needed to figure out a keypad code. Even upon failure, Zero Parades retained its humorous touch and unpredictability, transforming each wrong attempt into a lighthearted moment. This method resonates with Disco Elysium’s approach to failure, ensuring it remains engaging and funny rather than discouraging.
Zero Parades challenges players to influence Hershel’s personality through their dialogue selections. Whether keeping her cool as a spy or letting moments of fragility emerge, these choices shape the narrative flow and provide unique glimpses into the character’s mind.
The tone of Zero Parades is still finding its footing. While some dialogues may appear out of character for a spy, the game’s writing promises an enjoyable and unpredictable adventure through the espionage landscape. As a spiritual successor to Disco Elysium, Zero Parades holds promise as a fresh entry in the RPG landscape, potentially offering the unexpected excitement and humor reminiscent of a MacGruber-style spy comedy. With Zero Parades, ZA/UM seeks to delve into new narrative territories, upholding the legacy of Disco Elysium while creating an experience that stands out on its own.
Bungie Requests Marathon Critics to Postpone Full Reviews Until Release of Endgame Zone, Evoking Memories of Vault of Glass
Bungie’s Marathon reboot released yesterday, but you might not get that impression from the developer’s coverage embargo guidelines, which request that critics delay their “full review and impressions” until the launch of a “pinnacle endgame zone and experience” later in March.
It’s a “request/suggestion”, not a demand, but it rubs me up the wrong way regardless. The Marathon reboot is not an early access launch that is marketed to buyers as unfinished.
Former Overwatch Director Jeff Kaplan Declares AI Cannot Replace the Human Essence

**Jeff Kaplan’s Perspectives on Game Creation and AI in Gaming**
Jeff Kaplan, renowned as the previous director of the celebrated game *Overwatch*, recently engaged in a comprehensive interview with Lex Fridman. The dialogue, lasting five hours, explores Kaplan’s professional journey, his exit from Blizzard Entertainment in 2021, and his forthcoming project, *The Legend of California*. This new venture is an ambitious western survival simulation set against the backdrop of the Gold Rush period.
During the interview, Kaplan openly addressed the significant stress he encountered from Activision Blizzard’s executives throughout the development of *Overwatch*. This stress greatly impacted his creative workflow and the progression of the game. When the discussion turned to the future of video gaming, particularly in relation to the incorporation of artificial intelligence (AI), Kaplan conveyed skepticism about the present applications of AI in game design.
Fridman presented various potential applications of AI in gaming, such as NPCs (non-player characters) enhanced with AI-generated dialogue. Despite these advancements being often touted by AI companies as groundbreaking, Kaplan dismissed such scenarios as unrealistic and devoid of true emotional richness. He argues that AI outputs, including those from models like ChatGPT, cannot match the essence and intricacy of dialogue crafted by humans.
Kaplan noted that while he acknowledges AI’s ability to aid with mundane aspects of game development, he perceives the confidence that entrepreneurs hold in AI’s potential as misguided. He recounted a personal experience attempting to utilize ChatGPT to solve a user interface issue, only to find that the AI provided incorrect information with unwarranted assurance. This incident reinforced his view that AI applications are presently “mostly a hot mess.”
The ethical considerations surrounding AI’s role in the creative fields also emerged during Kaplan’s conversation. He raised alarms about AI models that employ the creations of artists and voice actors without their permission, labeling this behavior as “immoral.” Kaplan stated his focus on the more tedious facets of game development that AI could render more efficient, rather than envisioning a future where AI completely assumes game creation for cost-reduction purposes.
He stressed, “no matter how advanced AI becomes, [it’s] never gonna draw a picture like [*Overwatch* artist] Arnold Tsang, it’s never gonna tell a story like [*Warcraft*, *Diablo*, *Starcraft* writer] Christ Metzen. The human spirit is irreplaceable.” This assertion encapsulates his belief that genuine creative expression is fundamentally a human characteristic that AI cannot duplicate.
Kaplan is currently concentrating on his new studio, Kintsugiyama, where his team is working on *The Legend of California*. This multiplayer, action-survival RPG pledges to embody the spirit of a significant historical era, providing players with a unique gaming experience rooted in the Gold Rush period.
As the gaming ecosystem continues to transform, Kaplan’s perspectives act as a vital reminder of the unmatched importance of human creativity in a world increasingly influenced by AI.