<?xml version="1.0" encoding="UTF-8"?><feed
	xmlns="http://www.w3.org/2005/Atom"
	xmlns:thr="http://purl.org/syndication/thread/1.0"
	xml:lang="en-US"
	>
	<title type="text">Andrew Webster | The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2026-08-23T14:27:01+00:00</updated>

	<link rel="alternate" type="text/html" href="https://www.theverge.com/author/andrew-webster-3-2-2-2-2-2-2-2-2-2-2-2-2-2-2-2-2-2" />
	<id>https://www.theverge.com/authors/andrew-webster-3-2-2-2-2-2-2-2-2-2-2-2-2-2-2-2-2-2/rss</id>
	<link rel="self" type="application/atom+xml" href="https://www.theverge.com/authors/andrew-webster-3-2-2-2-2-2-2-2-2-2-2-2-2-2-2-2-2-2/rss" />

	<icon>https://platform.theverge.com/wp-content/uploads/sites/2/2025/01/verge-rss-large_80b47e.png?w=150&amp;h=150&amp;crop=1</icon>
		<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Apple TV’s sci-fi thriller Dark Matter gets even trippier in season 2]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/983263/dark-matter-season-2-review-apple-tv" />
			<id>https://www.theverge.com/?p=983263</id>
			<updated>2026-08-21T13:45:25-04:00</updated>
			<published>2026-08-28T08:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Apple" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Tech" /><category scheme="https://www.theverge.com" term="TV Show Reviews" /><category scheme="https://www.theverge.com" term="TV Shows" />
							<summary type="html"><![CDATA[Confusion is a generally accepted side effect of mystery box shows. They slather on secrets with the promise of a satisfying payoff in the end, and sometimes the cast and crew even have a hard time following what’s going on. But even by the standards of the genre, Dark Matter is extreme. Its multiversal premise, [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="A still photo from season 2 of Dark Matter." data-caption="" data-portal-copyright="Image: Apple" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/Dark_Mater_Photo_020101.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="wp-block-paragraph">Confusion is <a href="https://www.theverge.com/entertainment/957707/from-season-4-finale-tv-show-endings">a generally accepted side effect of mystery box shows</a>. They slather on secrets with the promise of a satisfying payoff in the end, and <a href="https://www.theverge.com/entertainment/960265/silo-season-3-apple-tv-interview-mystery-box">sometimes the cast and crew even have a hard time following what’s going on</a>. But even by the standards of the genre, <em>Dark Matter</em> is extreme. Its multiversal premise, which involves a man kidnapping a version of himself from another world, can be hard to wrap your head around, and as <a href="https://www.theverge.com/24150193/apple-tv-plus-sci-fi-streaming-dark-matter-constellation">the first season</a> went on, things only got harder to follow. With the return of the show for season 2, I have both good and bad news: The show is more dramatic and thrilling than ever, while also being ever so much harder to follow.</p>

<p class="wp-block-paragraph">Spoilers <em>follow for the first season of Dark Matter.</em></p>

<p class="wp-block-paragraph">First, a reminder of where the story left us. Based on <a href="https://www.theverge.com/2016/7/26/12287060/dark-matter-book-review-blake-crouch">the novel of the same name</a>, <em>Dark Matter</em> follows Jason Dessen (Joel Edgerton), a physics professor in Chicago who is living a relatively normal and contented life with his artist wife Daniela (Jennifer Connelly) and teenage son Charlie (Oakes Fegley). In another world, a different version of Jason decided to forgo that family life in pursuit of his dream, which was apparently to build a gigantic box that allowed people to travel to other parallel universes. But that alt version of Jason ultimately wasn’t satisfied with the life he had, and used the box to travel to a world where he and Daniela were together. He then kidnapped himself, abandoned that version in another world, and proceeded to take over his life.</p>

<p class="wp-block-paragraph">Things did not go as planned for alt Jason. Daniela eventually realized that something was wrong, Jason prime fought his way through multiple worlds to get back home, and by the end of the season, an army of Jason variants had descended on the same version of Chicago in hopes of reuniting with Daniela. At the end of the finale, the original Jason, Daniela, and Charlie had made their way into the box in hopes of finding a new world where they could live out a normal life in peace.</p>

<p class="wp-block-paragraph">Still with me? Well, good, because things only get more complex from here. <em>Dark Matter</em> is obviously a high-concept sci-fi thriller, but in season 2, it really pushes further into its premise, exploring all of the wild possibilities. Jason and his family are living like multiversal nomads, traveling to different worlds in search of a home, and this lets the show get into the nitty-gritty of how the box works and the rules for traveling between worlds. It’s an inexact science: You can’t just go wherever you want. Instead, your destination is dependent on your mindset when you open the door. So if you’re scared or stressed out, get ready for a postapocalyptic version of Chicago.</p>
<div class="youtube-embed"><iframe title="Dark Matter — Season 2 Official Trailer | Apple TV" src="https://www.youtube.com/embed/zhB6_1UbR7s?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="wp-block-paragraph">This premise leads to some really great moments. The Dessens, for instance, are going through a situation that no family has ever gone through, which puts all kinds of strain on their relationships. But the show is often at its best when it moves away from the main story. One episode explores several years in the life of a random Jason variant who simply tries to build a life for himself in a quiet world. It’s a melancholy short story that reminds me of <a href="https://www.theverge.com/2023/1/30/23577959/the-last-of-us-hbo-episode-3-bill-frank-kathleen">the “Long, Long Time” episode of <em>The Last of Us</em></a>. It doesn’t try to push the story forward or inundate you with revelations; instead, it shows you the human impact of this technology. There’s a similar episode that introduces a sort of waystation that various multiverse travelers visit over the years, and one that involves Charlie seeking out a long-lost family member in another world.</p>

<p class="wp-block-paragraph">But getting to these moments means being okay with being confused, and that’s because season 2 really ratchets up the complexity primarily by introducing a whole bunch of new characters, most of whom are variants of existing ones. That means a lot of Jasons, Danielas, and Charlies, of course — the original alt Jason who started this mess features prominently — but also their friends and coworkers like chemist Ryan (Jimmi Simpson), psychologist Amanda (Alice Braga), and the well-off Leighton (Dayo Okeniyi) who is bankrolling the whole thing. There are multiple versions of each, spread across different worlds, all of which are involved to some degree in the larger story. It’s a lot to keep track of, and the show often doesn’t help much in differentiating the variants so that it’s clear who you’re actually watching. At one point, the main Jason and Daniela get tattoos so they can clearly identify each other. On top of this, season 2 jumps around in time quite a bit, further putting a strain on your ability to follow narrative threads.</p>

<p class="wp-block-paragraph">That kind of knotty storytelling is perhaps unavoidable with a premise as convoluted as <em>Dark Matter</em>’s, but season 2 shows that series can also do a lot when it slows down and explores human-level stories, as opposed to racing toward the next big set piece. The second season attempts to balance both kinds of storytelling — it even ends with what feels like some Christopher Nolan–inspired action — which means that in order to experience the show at its best, you’ll have to resign yourself to not understanding everything.</p>

<p class="wp-block-paragraph"><sub>Dark Matter <em>season 2 is streaming on Apple TV on August 28th.</em></sub></p>

<p class="wp-block-paragraph"></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Elden Ring on the Switch 2 isn&#8217;t tarnished]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/983307/elden-ring-nintendo-switch-2-review" />
			<id>https://www.theverge.com/?p=983307</id>
			<updated>2026-08-21T13:43:17-04:00</updated>
			<published>2026-08-26T10:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Games Review" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" />
							<summary type="html"><![CDATA[FromSoftware is hoping to make a splash on the Switch 2 later this year when it launches The Duskbloods, a gothic competitive multiplayer game that’s unlike anything the studio has made before. But before that, Switch 2 owners have a chance to experience the studio’s biggest hit for the first time thanks to a port [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="A screenshot from the video game Elden Ring." data-caption="" data-portal-copyright="Image: Bandai Namco" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/assets_2026_06_1780581492_Torrent.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="wp-block-paragraph">FromSoftware is hoping to make a splash on the Switch 2 later this year when it launches <a href="https://www.theverge.com/entertainment/981990/the-duskbloods-hands-on-nintendo-switch-2-fromsoftware"><em>The Duskbloods</em></a>, a gothic competitive multiplayer game that’s <a href="https://www.theverge.com/entertainment/981970/fromsoftware-duskbloods-nintendo-hidetaka-miyazaki">unlike anything the studio has made before</a>. But before that, Switch 2 owners have a chance to experience the studio’s biggest hit for the first time thanks to a port of <em>Elden Ring</em> and its expansion, <em>Shadow of the Erdtree</em>. For the most part, the new version — called the “Tarnished Edition” — is <a href="https://www.theverge.com/2022/2/23/22946279/elden-ring-review-ps5-xbox-pc">the same game that captivated players in 2022</a>. But the shift in platform also makes it a particularly compelling way to explore the Lands Between.</p>

<p class="wp-block-paragraph"><em>Elden Ring</em> differentiated itself from past FromSoft games by introducing a large open world shrouded in mystery and brimming with danger. And as we’ve learned over the years, open-world games work especially well on Nintendo’s hybrid console, letting you play in small bursts while in portable mode before settling in for grander adventures on your television. Nintendo made this point crystal clear launching the original Switch alongside <a href="https://www.theverge.com/2017/3/2/14787082/the-legend-of-zelda-breath-of-the-wild-review"><em>The Legend of Zelda: Breath of the Wild</em></a>, and the extra horsepower of the Switch 2 has been put to use for ports of gigantic games like <em>Cyberpunk 2077</em>.</p>

<p class="wp-block-paragraph">In many ways <em>Elden Ring</em> is an ideal test case for the Switch 2. It may be a few years old, but it’s a big and demanding game, one where every element matters. Wonky frame rates could mean death in battle, while dark or fuzzy graphics could allow a cave-dwelling creature to get the jump on you. I spent dozens of hours exploring and dying in the PS5 version of the game when it first launched, and I’ve since spent around 10 hours dabbling with the Switch 2 port. And while the Switch 2 edition isn’t the most technically impressive version of the game, it is one that runs just well enough to possibly be my favorite way to play.</p>
<div class="youtube-embed"><iframe title="ELDEN RING Tarnished Edition | Gameplay Showcase" src="https://www.youtube.com/embed/S-Zb8dDP22w?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="wp-block-paragraph">Replaying the opening hours of <em>Elden Ring</em> is an interesting experience. It’s easy to forget just how unforgiving the game can be early on. You play as a weak little wretch known as a Tarnished, thrust into an expansive fantasy realm full of things that want to kill you. One of the first things you see is a giant gladiator riding a horse, and if you try to attack it you’ll die from a single swipe of its sword. It’s a powerful learning experience, and much of my time with the Switch 2 version of the game has been spent cowering in bushes and slaying flocks of giant bats in order to slowly level up my fledgling astrologer. I’ve made some progress — I finally took down Margit, the Fell Omen, the game’s first major boss, and I made it to the Roundtable to get a comforting hug from Fia — but mostly I’ve just been puttering around, cautiously poking at the edges of the world, slowly growing in both strength and confidence.</p>

<p class="wp-block-paragraph">The most important thing about my experience so far is that the limitations of the hardware never had a negative impact. There are some Switch 2 drawbacks, like less detailed characters and some textures that look muddy or washed out. But these are all superficial things, and I found myself largely forgetting about them the more that I explored. I haven’t come across any issues of stuttering or frame rate drops, either in portable or TV mode. Which is all to say that <em>Elden Ring</em> performs well enough on the Switch 2 that, aside from the occasional long load, I haven’t spent much time thinking about the game’s performance at all.</p>

<p class="wp-block-paragraph">Instead, I’ve found myself once again lost in the Lands Between, spending many of my waking moments reliving adventures or dreaming up where I want to go next. As with other big games on the Switch or its successor, the nature of the platform makes it easier to fit an adventure of this scale into my life. Sometimes, I grab the tablet and just spend 20 minutes clearing out a camp full of soldiers or seeking out the next Site of Grace, making incremental progress that will make life easier when I tuck in to explore for hours in TV mode.</p>

<p class="wp-block-paragraph">This isn’t a new revelation about the Switch&nbsp;by any stretch. But with <em>Elden Ring</em>’s sprawling landscape and unforgiving combat, it’s an ideal example of the type for how well this kind of open world can work on the Switch 2. And with <a href="https://www.theverge.com/games/983178/fromsoftware-closes-its-first-network-test-of-the-duskbloods-early-due-to-server-issues"><em>The Duskbloods</em> lurking in the shadows</a>, it’s a great way to scratch that FromSoft itch while waiting for the studio’s next game.</p>

<p class="wp-block-paragraph"><sub>Elden Ring: Tarnished Edition <em>launches on the Nintendo Switch 2 on August 28th.</em></sub></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Grand Theft Auto VI exists in its own universe]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/column/983410/grand-theft-auto-vi-exists-in-its-own-universe" />
			<id>https://www.theverge.com/?p=983410</id>
			<updated>2026-08-23T10:27:01-04:00</updated>
			<published>2026-08-23T08:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Column" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Tech" /><category scheme="https://www.theverge.com" term="The Stepback" />
							<summary type="html"><![CDATA[This is&#160;The Stepback, a weekly newsletter breaking down one essential story from the tech world. For more on GTA VI and the state of the video game industry, follow Andrew Webster.&#160;The Stepback&#160;arrives in our subscribers’ inboxes at 8AM ET. Opt in for&#160;The Stepback&#160;here. How it started Four years ago, fans got a long-awaited look at [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="Still from Grand Theft Auto VI" data-caption="" data-portal-copyright="Image: Rockstar Games" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/Lucia_Caminos_01.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="wp-block-paragraph"><em>This is&nbsp;</em><a href="https://www.theverge.com/the-stepback-newsletter">The Stepback</a><em>, a weekly newsletter breaking down one essential story from the tech world. For more on <em>GTA VI</em> and the state of the video game industry, <a href="https://www.theverge.com/authors/andrew-webster" data-type="link" data-id="https://www.theverge.com/authors/andrew-webster">follow Andrew Webster</a>.&nbsp;</em>The Stepback&nbsp;<em>arrives in our subscribers’ inboxes at 8AM ET. Opt in for&nbsp;</em>The Stepback<em>&nbsp;<a href="https://www.theverge.com/newsletters">here</a>.</em></p>

<h2 class="wp-block-heading">How it started</h2>

<p class="wp-block-paragraph">Four years ago, fans got a long-awaited look at <em>Grand Theft Auto VI</em> with <a href="https://www.theverge.com/2022/9/18/23359156/gta-6-leak-gameplay-footage-90-videos">a huge cache of videos</a> that showed off Rockstar’s latest open-world epic. There were 90 videos in total, providing a glimpse at the next-generation take on Vice City, introducing the game’s new dual protagonists, and generally showing off the crime-fueled mayhem the series is known for. The twist? This wasn’t some official reveal. The videos were part of a massive leak in September 2022 that ultimately ended with <a href="https://www.theverge.com/2023/12/21/24011153/gta-vi-hacker-lapsus-sentencing-hospital-prison">a life sentence in a secure hospital for the hacker</a>, and they dropped months before Rockstar properly unveiled <em>GTA VI</em> to the world <a href="https://www.theverge.com/2023/12/4/23988446/gta-vi-trailer-leaked-vice-city">with its debut trailer</a>.</p>

<p class="wp-block-paragraph">For many video game studios, a leak of that magnitude would be devastating. But not Rockstar: Following the unprecedented success of <em>GTA V</em>, which has sold more than 230 million copies across PC and three generations of consoles, it seems like there is little that can impact the studio in the lead-up to the sequel’s much-hyped launch. <em>GTA VI</em>’s first trailer was leaked less than a day before it was set to premiere in December 2023, and yet the official video went on to garner nearly 290 million views on YouTube.&nbsp;</p>

<p class="wp-block-paragraph">That’s not all that has happened on the long road to launch. Outside of the leaks, <a href="https://www.theverge.com/news/811999/gta-vi-rockstar-games-union-busting">the studio has also been accused of union busting</a>, <a href="https://www.theverge.com/news/816005/grand-theft-auto-vi-gta-g-delayed-november-2026"><em>GTA VI</em> has been delayed multiple times</a>, and the game, which won’t be available on a disc, <a href="https://www.theverge.com/games/956389/grand-theft-auto-6-gta-digital-code-in-box-physical-games">has been viewed as a worrying sign for the future of physical media</a>. But none of that has done much to slow down Rockstar or the relentless force that is its next game. And next week the hype is poised to reach a new level: <a href="https://www.theverge.com/entertainment/976073/gta-6-trailer-3-date-time-netflix-youtube">A gameplay trailer for <em>GTA VI</em> will premiere on Netflix</a>, available to subscribers six hours before everyone else can watch it on YouTube. It’s a huge marketing coup, and the type of thing only <em>GTA VI</em> can get away with.</p>

<h2 class="wp-block-heading">How it’s going</h2>

<p class="wp-block-paragraph">The lead-up to the Netflix premiere hasn’t exactly been smooth. Over the last week <a href="https://www.theverge.com/games/982338/grand-theft-auto-vi-gta-leaks-videos">further leaks have spread unofficial gameplay clips across platforms like Discord and X</a>, and Rockstar has flexed its legal muscles, <a href="https://www.theverge.com/games/983323/grand-theft-auto-vi-gta-leaks-microsoft-discord-subpoenaed">subpoenaing both Microsoft and Discord in hopes of finding the culprit</a>. This had led to some frustration internally, and potentially changes to how Rockstar approaches security, according to <a href="https://bloomberg.com/news/newsletters/2026-08-21/rockstar-rattled-as-grand-theft-auto-vi-leaks-again?accessToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzb3VyY2UiOiJTdWJzY3JpYmVyR2lmdGVkQXJ0aWNsZSIsImlhdCI6MTc4NzMzNzk2MCwiZXhwIjoxNzg3OTQyNzYwLCJhcnRpY2xlSWQiOiJUSzRVT1pLR0NUTk0wMCIsImJjb25uZWN0SWQiOiJCMUVBQkI5NjQ2QUM0REZFQTJBRkI4MjI1MzgyQTJFQSJ9.mFa2BPhWvlk8n9fmVxBbQLXMRjETehWbGzwbz854Uco" data-type="link" data-id="bloomberg.com/news/newsletters/2026-08-21/rockstar-rattled-as-grand-theft-auto-vi-leaks-again?accessToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzb3VyY2UiOiJTdWJzY3JpYmVyR2lmdGVkQXJ0aWNsZSIsImlhdCI6MTc4NzMzNzk2MCwiZXhwIjoxNzg3OTQyNzYwLCJhcnRpY2xlSWQiOiJUSzRVT1pLR0NUTk0wMCIsImJjb25uZWN0SWQiOiJCMUVBQkI5NjQ2QUM0REZFQTJBRkI4MjI1MzgyQTJFQSJ9.mFa2BPhWvlk8n9fmVxBbQLXMRjETehWbGzwbz854Uco">a <em>Bloomberg</em> report</a>. But, once again, it doesn’t seem to have put a dent in the fervor around the game. <em>GTA VI</em> is so big that even small updates, like a cover art reveal, <a href="https://www.youtube.com/watch?v=EiQEBYDox_k">rack up millions of views</a>. And this has allowed Rockstar to do things no one else can. It can reveal gameplay through a mainstream platform like Netflix, and maintain sustained interest in the game despite only releasing two trailers over the span of several years.</p>

<p class="wp-block-paragraph">“<em>Grand Theft Auto</em> reveals have become cultural moments in their own right,” Netflix exec Brandon Riegg said when announcing the gameplay reveal. “The anticipation and fandom around <em>Grand Theft Auto VI</em> is unprecedented, and we’re honored that Rockstar Games has partnered with us to debut the next part of the <em>Grand Theft Auto</em> story with Netflix members first.”</p>

<p class="wp-block-paragraph">This mentality isn’t entirely new for Rockstar, but the success of <em>GTA V</em> has allowed the studio to be more confident with how it reveals and launches games, eschewing the traditional news cycle in favor of, well, whatever it wants. Back in 2016, <a href="https://www.theguardian.com/technology/2016/oct/17/red-dead-redemption-2-teasing-image-rockstar">on a random Sunday afternoon</a>, the studio released an image that was simply its logo on a red background. The internet promptly went into a craze, correctly surmising that Rockstar was teasing the next <em>Red Dead Redemption</em>, an open-world Western series that had been dormant for several years. That game, <a href="https://www.theverge.com/2018/10/25/18021082/red-dead-redemption-2-review-xbox-one-ps4"><em>Red Dead Redemption 2</em></a>, went on to sell nearly 90 million copies, giving Rockstar another blockbuster to fill the gap between <em>GTA</em>s.</p>

<p class="wp-block-paragraph">Open-world games have become widespread over the last decade or so, but there’s still no developer that renders its virtual worlds with the level of detail and realism that Rockstar does. That’s true whether we’re talking about a fictional version of modern California or the Wild West at the turn of the century. It’s also probably why the studio can get away with taking so long with <em>GTA VI</em>; fans have been given plenty of reason to believe that it’ll be worth the wait.</p>

<p class="wp-block-paragraph">And that’s why the steady stream of leaks has done little to diminish the hype around the game. In fact, they’re almost serving as a form of marketing; Rockstar may be content with a drip feed of news and details, but anxious fans are eager to soak up every new detail about the game, whether it’s official or not.</p>

<h2 class="wp-block-heading">What happens next</h2>

<p class="wp-block-paragraph"><em>Grand Theft Auto VI</em> launches on November 19th, and it’s coming at a challenging time for the games industry. For basically everyone not named Nintendo, things are not looking good: <a href="https://www.theverge.com/entertainment/957288/gta-6-xbox-ps5-price-hikes">Hardware is getting prohibitively expensive</a>, <a href="https://www.theverge.com/games/960212/sony-playstation-killing-discs-digital-preservation">physical media is dying</a>, <a href="https://www.theverge.com/column/960600/xbox-is-a-disaster">major platforms are in a state of upheaval</a>, and <a href="https://www.theverge.com/games/900389/live-service-games-mess-fortnite-layoffs">ill-placed bets on live-service games have left the industry reeling</a>. There are few signs that things will improve anytime soon. Amid all of that, <em>GTA VI</em> stands apart. It’s a launch so big that <a href="https://www.theverge.com/entertainment/944229/grand-theft-auto-6-release-calendar-summer-game-fest">nearly every other major publisher and developer is getting out of its way</a>, a game on a scale that has the potential to boost <a href="https://www.theverge.com/news/926609/sonys-ps5-sales-plummet-memory-costs-price-hikes">flagging console sales</a>.</p>

<p class="wp-block-paragraph"><em>GTA VI</em> isn’t a fix for everything ailing the industry, and most of its benefits will be temporary for everyone but Rockstar and its parent company, Take-Two Interactive. There are also still plenty of questions ahead of its release, like what the future for the enduring multiplayer spinoff <em>GTA Online</em> looks like, or whether <em>GTA VI</em>’s satirical slant on Florida will still feel relevant after such a long development cycle. But for at least a few weeks later this year, players can pretend everything is normal while they lay waste to Vice City once again.</p>

<h2 class="wp-block-heading">By the way</h2>

<ul class="wp-block-list">
<li>Despite exploring new territory with the <em>GTA VI</em> gameplay reveal, Netflix appears to be slowly retreating from games. <a href="https://www.theverge.com/games/979855/netflix-shut-down-night-school-studio-moonloot-games">It recently closed two more internal studios</a>, including the team behind <a href="https://www.theverge.com/entertainment/953933/unhinged-netflix-horror-tv-game">the interactive horror story <em>Unhinged</em></a>.</li>



<li>Fired Rockstar workers are mired in a legal battle with Rockstar, but <a href="https://www.rockpapershotgun.com/rather-than-calling-for-gta-6-boycott-fired-rockstar-workers-urge-players-to-support-them-in-their-legal-battle-against-the-studio-by-buying-union-merch">they say they currently aren’t calling for a boycott of <em>GTA VI</em></a>.</li>



<li>November is mostly quiet for non-<em>GTA</em> releases, but there’s one game that isn’t afraid to go up against the behemoth: <a href="https://www.youtube.com/watch?v=d-xVnzs-b6Y"><em>The Binding of Isaac: Repentance + Online</em></a><em>.</em></li>
</ul>

<h2 class="wp-block-heading">Read this</h2>

<ul class="wp-block-list">
<li><a href="https://www.theguardian.com/games/2026/aug/04/pushing-buttons-xbox-asha-sharma-games-industry-hyperrealism"><em>The Guardian</em>’s “Pushing Buttons” newsletter</a> looks at the challenges presented by hyperrealistic games like <em>GTA VI</em>.</li>



<li>Friend of <em>The Verge</em> Joshua Rivera has <a href="https://aftermath.site/grand-theft-auto-vi-games-industry/">a great piece in <em>Aftermath</em></a><em> </em>looking at how <em>GTA VI</em>’s outsize importance is a terrible thing for the industry at large. </li>



<li><a href="https://www.bloomberg.com/news/newsletters/2026-08-07/why-take-two-won-t-share-grand-theft-auto-vi-pre-order-numbers?srnd=undefined"><em>Bloomberg</em> has an interview</a> with Take-Two CEO Strauss Zelnick about <em>GTA VI</em>’s “unprecedented” preorder numbers.</li>
</ul>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[FromSoftware can do anything]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/981970/fromsoftware-duskbloods-nintendo-hidetaka-miyazaki" />
			<id>https://www.theverge.com/?p=981970</id>
			<updated>2026-08-20T10:01:46-04:00</updated>
			<published>2026-08-20T10:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Interview" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[There’s something just a little bit different about FromSoftware’s office in Tokyo. Like with any other successful video game studio, there’s extensive security to get in the door, a minimalist lobby with framed posters from the studio’s most recent releases, and a large glass display case filled with statues from ceremonies ranging from the BAFTAs [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="A screenshot from the video game The Duskbloods." data-caption="" data-portal-copyright="Image: Nintendo" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/The_Duskbloods_12.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="has-drop-cap wp-block-paragraph">There’s something just a little bit different about FromSoftware’s office in Tokyo. Like with any other successful video game studio, there’s extensive security to get in the door, a minimalist lobby with framed posters from the studio’s most recent releases, and a large glass display case filled with statues from ceremonies ranging from the BAFTAs to The Game Awards. But the hallways are painted black, a fitting theme for a developer known for crafting dark, gothic worlds and a hint at what new creations are lurking inside.</p>

<p class="wp-block-paragraph">While it has largely become known for a singular style of action game — dubbed “Soulslike,” after the massively influential <em>Dark Souls</em> series — FromSoft has steadily continued to try new things, pushing its signature style into new genres. Perhaps the most extreme example of this is the studio’s next release: <em>The Duskbloods</em>, a competitive multiplayer game set in a world of vampires that will be exclusive to the Switch 2 and published by Nintendo when it launches later this year. It’s a new genre, new setting, new platform, and new publisher all rolled into one game. But after <em>Elden Ring</em>, which has sold more than 30 million copies <a href="https://www.theverge.com/2022/2/23/22946279/elden-ring-review-ps5-xbox-pc">since it launched in 2022</a>, the team at FromSoft now also feels more assured in expanding their horizons.</p>

<p class="wp-block-paragraph">“With the success of <em>Elden Ring</em>, as a company it has definitely allowed us to explore, I wouldn’t say risky ideas, but things that we might not have had the confidence for,” FromSoftware president Hidetaka Miyazaki, who also directed both <em>Elden Ring</em> and <em>The Duskbloods</em>, told me during a recent hands-on event at the studio’s office.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/Mr.-Miyazaki-Headshot_Vertical-copy.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A photo of game designer Hidetaka Miyazaki." title="A photo of game designer Hidetaka Miyazaki." data-has-syndication-rights="1" data-caption="Hidetaka Miyazaki. | Image: Nintendo" data-portal-copyright="Image: Nintendo" />
<p class="wp-block-paragraph">The studio’s rise to this point has been slow and steady. FromSoft’s first release was the dungeon crawling RPG <em>King’s Field</em> in 1994, and while it launched a consistent stream of titles after that — including the cult-hit mech battling <em>Armored Core</em> series — it was more than a decade later when the studio really started making its mark with the release of <em>Demon’s Souls</em> in 2009. Directed by Miyazaki, the game thrust players into a harsh fantasy world, one where death was a constant and the combat was punishing. It was an experience that demanded a lot from players, but also rewarded their patience with thrilling victories and a story that gradually revealed itself.</p>

<p class="wp-block-paragraph">It was an unlikely hit that spawned a new genre of action games, and was followed up by a number of successors, including a trilogy of <em>Dark Souls</em> titles and <a href="https://www.theverge.com/2015/4/3/8339241/bloodborne-is-a-blood-soaked-bone-splintering-masterpiece-on-ps4">the Victorian-era-inspired <em>Bloodborne</em> in 2015</a>. Those games were all successes, selling millions of copies, but it wasn’t until <em>Elden Ring</em> that the studio had its first blockbuster hit. The game not only sold well, but spawned a large-scale expansion, <a href="https://www.theverge.com/games/676805/elden-ring-nightreign-review-fromsoftware-elden-ring">a co-op spinoff called <em>Nightreign</em></a>, and an upcoming film adaptation from A24 and director Alex Garland. Part of what made <em>Elden Ring</em> a hit was that it took what FromSoft had become known for — relentless action, subtle storytelling, and immersive worlds — and translated it into an open-world adventure and gave players more freedom to explore its bleak and beautiful fantastical realm.</p>

<p class="wp-block-paragraph">Even with its signature game style cemented, FromSoft was continuously experimenting. Sandwiched in between the launches of <em>Dark Souls 3</em> (2016) and <em>Elden Ring </em>(2022) were a pair of one-off games — <a href="https://www.theverge.com/2018/11/6/18067862/deracine-review-ps4-psvr-from-software-dark-souls">a solemn VR story called <em>Déraciné</em></a> in 2018, and a ninja action game called <a href="https://www.theverge.com/2019/3/22/18277376/sekiro-shadows-die-twice-review-xbox-ps4-pc"><em>Sekiro: Shadows Die Twice</em></a> a year later — that showed the studio expanding its range. At the time, Miyazaki, who directed both games, explained FromSoft&#8217;s approach to taking on new projects.</p>

<p class="wp-block-paragraph">“I think one of the studio’s characteristics is to embrace wholeheartedly what we feel is interesting; what we perceive to be worthwhile, cool, or beautiful; and to place these ideals at the foundation of the games we make,” <a href="https://www.theverge.com/2019/3/21/18272238/hsekiro-shadows-die-twice-idetaka-miyazaki-interview-dark-souls">he told me in 2019</a>. “Part of those things we feel may deviate slightly from what is considered to have mass appeal. This ‘unorthodox’ nature could well be what ties our games and our culture together.”</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/The_Duskbloods_16.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from the video game The Duskbloods." title="A screenshot from the video game The Duskbloods." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Nintendo" />
<p class="wp-block-paragraph"><em>The Duskbloods</em> may seem like a big departure, but it also fits neatly into this philosophy. Over the years, FromSoft had steadily been injecting multiplayer elements into its largely single-player games; in <em>Elden Ring</em>, for instance, you can summon other players to help you in battle. As the studio experimented in this realm, a number of multiplayer-centric ideas were filed away. “There are a lot of ideas that we had wanted to try that didn’t necessarily fit in that context of a single-player game,” Miyazaki said during the <em>Duskbloods</em> preview in Tokyo. “Those pile up over the years.” That eventually culminated into <em>The Duskbloods</em>.</p>

<p class="wp-block-paragraph">Development on <em>The Duskbloods</em> began in 2021 and originated on the first Switch before eventually migrating to its successor. The game consists of matches where eight players, each controlling a vampiric fighter, have to both fight against the monsters prowling the level as well as compete with each other. The combat is faster than a traditional FromSoft game, and the exploration is much more vertical — you can triple-jump your way up large towers — but it also has many of the studio’s telltale characteristics, from its dark, haunting world to the fact that players will die repeatedly. (For more on how <em>The Duskbloods</em> plays, <a href="https://www.theverge.com/entertainment/981990/the-duskbloods-hands-on-nintendo-switch-2-fromsoftware" data-type="link" data-id="https://www.theverge.com/entertainment/981990/the-duskbloods-hands-on-nintendo-switch-2-fromsoftware">check out my hands-on right here</a>.)</p>

<figure class="wp-block-pullquote"><blockquote><p>“We really just want as many players to enjoy our games as possible.”</p></blockquote></figure>

<p class="wp-block-paragraph">But all of those new elements also made the development process difficult, and Miyazaki says that working with Nintendo has been extremely helpful in this regard. “<em>The Duskbloods</em> is a challenging game for us,” he says. “There are a lot of new things in terms of designing the systems and the rules, and it requires a lot of fine-tuning and adjustments, and Nintendo has provided a lot of support in that regard. Things like onboarding and tutorials for players are something that we are historically not great at, so the support they’ve provided in that regard has been very, very good and we think that it&#8217;s been a great relationship in that sense.”</p>

<p class="wp-block-paragraph">On a technical level, Miyazaki notes that the team initially struggled with getting <em>The Duskbloods</em> to work on Nintendo’s previous console, so the reveal of the Switch 2 came as something of a relief. “We were definitely very happy when we heard about the Switch 2, because we were thinking, ‘How are we going to do this?’” Miyazaki says. “The Switch 2 came along and all of those problems were solved.”</p>

<p class="wp-block-paragraph">The game is being designed in part to appeal to players who might not traditionally be interested in competitive multiplayer, a genre that can be intimidating to a lot of people. While <em>The Duskbloods</em> does involve fighting against other players, it also gives them other things to do, whether it’s killing minor enemies to gain experience or exploring the landscape in search of helpful items or sidekicks that can aid in battle.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/The_Duskbloods_18.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from the video game The Duskbloods." title="A screenshot from the video game The Duskbloods." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Nintendo" />
<p class="wp-block-paragraph">“We really just want as many players to enjoy our games as possible,” Miyazaki says. “Not just having it be solely [player vs. player], but having more indirect ways that you can compete in the match and enjoy it, is definitely something that we wanted to implement to accommodate players. From a role-playing and story aspect as well, we didn’t want it to be something where you had to always win every single match to enjoy the game. We wanted you to be able to unlock aspects of the story and enjoy it at your own pace, even if you’re not necessarily doing great in every match. And if [players] go in wanting to know more about the story and that’s what interests them, that’s great. And as they reveal that and play more of the game, they might find that they do like the PvP more than they thought. We’re hoping that is an entryway.”</p>

<p class="wp-block-paragraph">It might look like a shift in strategy, particularly as the studio’s last two releases have both focused on multiplayer play. But <em>The Duskbloods</em> is actually an extension of how the studio has worked for years: a big departure that builds off of the developer’s previous work in natural ways. It’s still set in a dark fantasy world, it still stars a cast of eclectic weirdos, and it still thrusts players into a space where they have to master complex systems in order to survive. It just puts these ideas in a new, multiplayer-specific context.</p>

<p class="wp-block-paragraph">Because of this, Miyazaki says that <em>The Duskbloods</em> doesn’t necessarily represent any kind of change in how the studio operates. FromSoft has always made whatever it wanted, and <em>Elden Ring</em>’s success has only made it bolder. “We’re not super rigid,” he says. “It’s more just, if we find something that we want to make and we think it’s a great idea, we’ll make it.”</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[We played The Duskbloods, the Switch 2&#8217;s wildest new exclusive]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/981990/the-duskbloods-hands-on-nintendo-switch-2-fromsoftware" />
			<id>https://www.theverge.com/?p=981990</id>
			<updated>2026-08-20T10:15:14-04:00</updated>
			<published>2026-08-20T10:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Analysis" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[The Duskbloods is a world away from the approachable games Nintendo is known for. But for its next Switch 2 exclusive, the company has partnered with Elden Ring developer FromSoftware on a hardcore multiplayer game about vampires. And after spending a few hours playing through its gothic world at FromSoft’s offices in Tokyo, I’m convinced [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="A screenshot from the video game The Duskbloods." data-caption="" data-portal-copyright="Image: Nintendo" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/The_Duskbloods_14.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="has-drop-cap wp-block-paragraph"><em>The Duskbloods</em> is a world away from the approachable games Nintendo is known for. But for its next Switch 2 exclusive, the company has partnered with <em>Elden Ring</em> developer FromSoftware on a hardcore multiplayer game about vampires. And after spending a few hours playing through its gothic world at FromSoft’s offices in Tokyo, I’m convinced that <em>The Duskbloods</em> could end up being one of the most important exclusives for Nintendo’s latest console.</p>

<p class="wp-block-paragraph">It’s a notable change for the company. People buy Nintendo consoles for Nintendo games. That’s a generally accepted truth, and also one that’s backed up by data — a quick glance at <a href="https://www.nintendo.co.jp/ir/en/finance/software/index.html">the bestselling games</a> across platforms like the Switch and Nintendo 3DS reveals expected names like <em>Mario Kart</em>, <em>Pokémon</em>, and <em>Animal Crossing</em>. Titles from outside developers can be an integral part of broadening a platform’s appeal, but that’s something that Nintendo has historically struggled with. Which is what makes <em>The Duskbloods</em> so intriguing.</p>

<p class="wp-block-paragraph"><em>The Duskbloods</em> is not an easy game to describe. In a universe of vampires that spans multiple time periods, eight players, controlling vampiric characters known as the Bloodsworn, descend on a level filled with enemies and gigantic boss creatures. Over the course of several phases the group is whittled down until only a few remain, who must then fight until only one is left. This isn’t a <em>Fortnite</em>-style battle royale, however. Instead, <em>The Duskbloods</em> is designed to mix the thrill of competitive play with the roleplaying fantasy that FromSoft has become known for through games like <em>Dark Souls</em> and <em>Bloodborne</em>.</p>

<div class="wp-block-vox-media-highlight vox-media-highlight"><img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/The_Duskbloods_12.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from the video game The Duskbloods." title="A screenshot from the video game The Duskbloods." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Nintendo" />


<h2 class="wp-block-heading">Read next: <a href="https://www.theverge.com/entertainment/981970/fromsoftware-duskbloods-nintendo-hidetaka-miyazaki" data-type="link" data-id="https://www.theverge.com/entertainment/981970/fromsoftware-duskbloods-nintendo-hidetaka-miyazaki">FromSoftware can do anything</a></h2>
</div>

<p class="wp-block-paragraph">Key to this is something that the game calls “virtue.” Essentially, it’s a system that allows you accumulate points over the course of a match by doing just about everything. You can get virtue by collecting the most items, or by killing the most minor enemies, or by taking down boss creatures like a gigantic frog with far too many humanlike teeth. There are virtue points for exploration — the levels are littered with hidden corpses you can discover — and in the later rounds you can get a huge burst of virtue points by defeating other players on specific points of the map, or making a pledge at an altar before another player stops you.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/The_Duskbloods_17.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from the video game The Duskbloods." title="A screenshot from the video game The Duskbloods." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Nintendo" />
<p class="wp-block-paragraph">Each match is divided into four phases, and the player count slowly shrinks through what’s known as “the culling.” Basically, if you don’t have enough virtue points by the time a round ends then you’re out. How many points you need depends entirely on how much virtue other players have collected. The idea is that, even if you maybe aren’t the best one-on-one fighter, you can still progress through the game and make it to the final phase, since there are so many different ways to earn points. And aside from the final round, you’ll respawn immediately after dying with your virtue intact, which makes it easier to try things and explore without fear of the game ending.</p>

<p class="wp-block-paragraph">In practice, <em>The Duskbloods</em> can be an overwhelming experience, at least initially. It took me some time to wrap my head around the points system; in most competitive multiplayer games, killing other players is the clearest path to victory. Here, though, that’s not the case, particularly at the beginning. Instead, the early rounds are best spent exploring the map, defeating weaker enemies, and generally strengthening your character by acquiring items and experience.</p>

<p class="wp-block-paragraph">And there’s a lot more to <em>The Duskbloods</em>’ complexity than just the points system. For starters, there are multiple vampiric characters to play as, each of whom has a very different playstyle. In the early version of the game I played — which is the same as <a href="https://www.theverge.com/games/966000/the-duskbloods-fromsoftwares-nintendo-switch-2-exclusive-is-getting-a-network-test-in-august">the network test that will run later in August</a> — there are six characters to choose from. There’s an aging senator who wields a rapier that doubles as a cane, and who can both summon a prehistoric bird as a ranged attack and temporarily transform into a bloodthirsty dinosaur. There’s a ninja with circular blades, a mysterious man who can shoot columns of fire from a stone embedded in his hand, and an armor-clad weirdo named Zork who carries around an electrified chunk of undersea cable.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/The_Duskbloods_19.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from the video game The Duskbloods." title="A screenshot from the video game The Duskbloods." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Nintendo" />
<p class="wp-block-paragraph">Each character plays differently — some are quick and nimble, others lumbering yet powerful — with their own distinct abilities. During each game you can also find and summon companion characters, called kin, which lend help in battle and can also be leveled up over the course of a match. These can be everything from sword-wielding samurai to gigantic wolves. My favorite was a soprano who was also a wrestler, suplexing enemies while singing a song that helped improve my defensive capabilities. You can also turn certain enemies into your minions by sucking their blood and exerting your influence over them.</p>

<p class="wp-block-paragraph">There are random events that can happen — a zeppelin that barrages the level with bombs, a lightning storm that zaps players to random points on the map — as well as “sigils” you can equip that give you a specific and sometimes strange task to perform that can earn you lots of virtue. For instance, a sigil might be based on revenge, and task you with finding a specific player and killing them. Or it might ask you to find the other player who is your character’s lost love and… propose to them in the middle of the match. These are designed to give you both an additional way to earn points in a match and a role to play in the story.</p>

<p class="wp-block-paragraph">I should note that what I played is missing some key features that will be in the final game, most notably the majority of the character customization and story elements, which will be a major part of the appeal for existing FromSoft fans. Similarly, while all of the games I played ended in a fight to the death, there will be other possible win conditions, like the last group of players teaming up to defeat a boss.</p>

<p class="wp-block-paragraph">And all of that is just scratching the surface. There is <em>a lot</em> going on in <em>The Duskbloods</em>. After spending several hours playing the game with other members of the press over the course of two days, I felt like I had just begun to grasp how everything worked. That’s a far cry from the pick-up-and-play nature that has made Nintendo’s online games like <em>Splatoon</em> and <em>Mario Kart</em> such major successes. Those are games that are easy to grasp from the moment you pick up the controller.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/The_Duskbloods_15.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from the video game The Duskbloods." title="A screenshot from the video game The Duskbloods." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Nintendo" />
<p class="wp-block-paragraph">But at the same time, <em>The Duskbloods</em> has the potential to do something very significant. With <em>Elden Ring</em>, FromSoft took an extremely intimidating genre of action RPG and opened it up to a new audience by fusing that style of game onto an open world that gave players more choice for how they approached challenges. The result was a massive hit: <a href="https://www.bandainamcoent.com/news/elden-ring-games-surpass-10m-and-5m-milestones"><em>Elden Ring</em> has sold more than 30 million copies</a>, its expansion <a href="https://www.theverge.com/24180536/shadow-of-the-erdtree-review-elden-ring-dlc"><em>Shadow of the Erdtree</em></a> sold 10 million, and the game is <a href="https://www.theverge.com/entertainment/914818/elden-ring-movie-date-cast">being made into a Hollywood movie</a>. <em>The Duskbloods</em>, meanwhile, is tackling the similarly intimidating field of competitive multiplayer. And while <em>The Duskbloods</em> is still pretty hardcore, it’s designed in a way that attempts to give players things to do even if they can’t win a match.</p>

<p class="wp-block-paragraph"><a href="https://www.theverge.com/column/893294/live-service-games-mess">The live-service space may be a disaster right now</a>, but online multiplayer games still make up <a href="https://bsky.app/profile/matpiscatella.bsky.social/post/3msqduqhrts2n">the bulk of time people spend playing games</a>. And the combination of online play and FromSoft’s renowned fantasy worldbuilding could eventually lure a new type of player to the Switch 2, at a time when <a href="https://www.theverge.com/games/926772/nintendo-switch-2-price-hike-console-gaming-future">dedicated video game platforms are largely struggling</a>. There’s a lot of risk inherent to a game like this. <a href="https://www.theverge.com/games/691964/remedy-entertainment-profile-alan-wake-control-fbc-firebreak"><em>Control</em> developer Remedy Entertainment</a>, for instance, tried something similar with <a href="https://www.theverge.com/games-review/689333/fbc-firebreak-review-xbox-ps5-steam">the co-op shooter <em>FBC: Firebreak</em></a>, and <a href="https://www.theverge.com/entertainment/896278/fbc-firebreak-last-update-remedy">that didn’t end so well</a>. <em>The Duskbloods</em> has the added challenge of launching exclusively on the Switch 2, a platform that’s not yet known for these kinds of multiplayer experiences.</p>

<p class="wp-block-paragraph">But the same things that make the game a risk are also what make it so fascinating. <em>The Duskbloods</em> is unlike anything else in the Switch 2’s lineup — and it could help Nintendo reach players beyond <em>Zelda</em> and <em>Mario</em> fans.</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Wordle meets Clippy in this new word game]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/981014/dartwords-clippy-word-game" />
			<id>https://www.theverge.com/?p=981014</id>
			<updated>2026-08-17T15:03:41-04:00</updated>
			<published>2026-08-17T15:03:41-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Like many of us, Sam Rosenthal plays games like Wordle every day, chasing after good scores and sharing the results with friends and family. But he’s also a game designer, the creative director at Blaseball developer The Game Band, and so this regular habit got him thinking about what else could be done in the [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="A screenshot from the video game Dartwords." data-caption="" data-portal-copyright="Image: The Game Band" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/screen03.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="wp-block-paragraph">Like many of us, Sam Rosenthal plays games like <em>Wordle</em> every day, chasing after good scores and sharing the results with friends and family. But he’s also a game designer, the creative director at <a href="https://www.theverge.com/2023/6/3/23744507/blaseball-shutdown-fantasy-baseball-horror-simulation"><em>Blaseball</em></a> developer The Game Band, and so this regular habit got him thinking about what else could be done in the space. “When I was a kid and I played word games with my family, they weren’t the <em>New York Times</em> puzzle games,” Rosenthal explains. “We were sitting in a car on a road trip playing these really loose games that couldn’t be made digitally before. Things like the alphabet game or our own riffs on 20 questions. That felt like a really interesting space to explore.”</p>

<p class="wp-block-paragraph">This led to <em><a href="https://www.dartwords.com/" data-type="link" data-id="https://www.dartwords.com/">Dartwords</a></em>, a new daily word game that launches today on the web. <em>Dartwords</em> is a word guessing game: Each day there’s a secret word, and you have 10 chances to figure out what it is. To start, you have no hints. You simply type in a word — any word — and from there a little Clippy-like character named Darty will respond with clues based on your guess. For instance, you might guess a type of animal, and Darty might respond saying that the answer is bigger, or maybe that it’s manmade. With each guess a dart hits a board on the screen, getting closer to the bullseye as you get closer to the right answer.</p>

<p class="wp-block-paragraph">The success of <em>Wordle</em> has led to a deluge of <a href="https://www.theverge.com/2024/10/25/24279439/news-games-crossword-wordle">daily puzzle games</a>, particularly in the word game space, and Rosenthal says the goal of <em>Dartwords</em> was to create an experience that was “more conversational” compared to its contemporaries. In order to make it work, he says that the studio built a bespoke hint engine utilizing a local LLM trained on the English dictionary. He explains that Darty’s clues are a combination of broader hints generated by the LLM and, as you get closer to the correct response, clues written by the developers. “It’s this interesting mixture of using hand-authored work and local models to get us to where we want to be,” he says.</p>

<p class="wp-block-paragraph">(On the subject of AI, Rosenthal says that all of the art and UI / UX in the game is handmade, while “we do use tools like Claude Code to speed up day-to-day coding tasks, but we pair them with our taste, judgment, and careful reviews.”)</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/screen04.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from the video game Dartwords." title="A screenshot from the video game Dartwords." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: The Game Band" />
<p class="wp-block-paragraph">For me at least, it took a few rounds to get the hang of it. The open-ended nature of <em>Dartwords</em> can be almost paralyzing, as you have to try to think of a word that will get you a good hint. But eventually I started to have a better feel for how to follow up the game’s hints, and this morning I managed to get the right answer in just three guesses, a personal record. The hope is that if <em>Dartwords</em> becomes a success with a large player base, things will improve based on feedback and data. “Over time, with more people playing the game, our system will get better and better and hopefully serve better clues,” says Rosenthal.</p>

<p class="wp-block-paragraph"><em>Dartwords</em> joins an increasingly eclectic lineup of games from the studio. The Game Band got its start with the narrative puzzler <em>Where Cards Fall</em> before launching the surreal baseball simulator <em>Blaseball</em> that went viral during the pandemic. More recently, the studio released <em>Dead Man’s Party</em>, a <em>Knives Out</em>-themed party game that’s part of <a href="https://www.theverge.com/column/926250/netflix-tv-games-strategy">Netflix’s current push into TV games</a>. But with <em>Dartwords</em>, the studio is entering a particularly challenging and crowded space buoyed by the breakout success of <em>Wordle</em>. Since then, everywhere from LinkedIn to <em>The Atlantic</em> has started launching daily puzzle games, while <a href="https://www.theverge.com/23929222/puzzmo-newspaper-games-crossword-zach-gage">platforms like Puzzmo</a> provide their own alternative.</p>

<p class="wp-block-paragraph">Rosenthal believes that one of the differentiating factors for <em>Dartwords</em> is Darty itself: a goofy sentient dart with big, expressive eyes and tiny hands for clapping. “Darty was literally inspired by Clippy,” he says. “The whole intent is that we wanted it to be a loose word game. It’s more improvisational, it feels more conversational. And because of that, we need something for people to get mad at if it gives you a bad clue. We want this game to feel charming and fun, and have a little more character to it than you traditionally get in word games.”</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[The best classic slasher movie you&#8217;ll never watch]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/975850/teenage-sex-and-death-at-camp-miasma-production-design" />
			<id>https://www.theverge.com/?p=975850</id>
			<updated>2026-08-05T15:54:58-04:00</updated>
			<published>2026-08-07T08:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Film" /><category scheme="https://www.theverge.com" term="Interview" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Starting with the original in Camp Miasma in 1980, the horror franchise went on to have a long life. There were multiple sequels, spinoffs in the form of arcade cabinets and board games, and just about every kind of merchandise you can think of, from alarm clocks and lunch boxes to Halloween costumes and action [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="A still image of a stack of VHS tapes from the film Teenage Sex and Death at Camp Miasma." data-caption="" data-portal-copyright="Image: Mubi" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/CAMP-MIASMA_4K_Still01.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="has-drop-cap wp-block-paragraph">Starting with the original in <em>Camp Miasma</em> in 1980, the horror franchise went on to have a long life. There were multiple sequels, spinoffs in the form of arcade cabinets and board games, and just about every kind of merchandise you can think of, from alarm clocks and lunch boxes to Halloween costumes and action figures. It got so popular there were even knockoff costumes at party stores. For several decades the franchise exerted a powerful, albeit dwindling, impact on the world of horror. But if you haven’t heard of <em>Camp Miasma</em>, that’s okay, because it doesn’t really exist. It’s a fictional franchise at the heart of <em>Teenage Sex and Death at Camp Miasma</em>, the latest film from <a href="https://www.theverge.com/24159054/i-saw-the-tv-glow-jane-schoenbrun-interview"><em>I Saw the TV Glow </em>director Jane Schoenbrun</a>.</p>

<p class="wp-block-paragraph">In order to convince audiences that <em>Camp Miasma</em> — an ongoing saga about a character called Little Death who terrorizes a summer camp — could be real, the production designers had to create a whole lot of objects that detailed the movie franchise’s fake history. “We probably could’ve spent three years only making stuff for <em>Camp Miasma</em> if those were the marching orders,” says production designer Matt Hyland.</p>

<p class="wp-block-paragraph"><em>Teenage Sex and Death at Camp Miasma </em>tells the story of a budding director named Kris (Hannah Einbinder) who has been given the green light to reboot the long-dormant <em>Camp Miasma</em> franchise. Before doing so, she decides to meet up with Billy (Gillian Anderson), the final girl from the first film in the series, who has spent decades isolated in the woods. Kris tries to convince Billy to join the project, and from there the two go on an intimate journey, where they connect over sex, slasher movies, and KFC.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/CAMP-MIASMA_Opening_Screencap_2.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A still image from Teenage Sex and Death at Camp Miasma." title="A still image from Teenage Sex and Death at Camp Miasma." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Mubi" />
<p class="wp-block-paragraph">But before that, there’s <em>Camp Miasma</em>. The film — the real one — wastes no time in quickly telling the history of the franchise during the title sequence. Through old movie posters, VHS tapes, toys, photographs, and even film reviews and news articles, you learn how the series started off strong before steadily dwindling, going from box office success to direct-to-video dreck over the span of around 30 years. Those objects become a powerful and efficient tool — though the process of creating them wasn’t quite so quick and efficient.</p>

<p class="wp-block-paragraph">First, the designers spent a long time doing research, looking at existing slasher series like <em>Friday the 13th</em>, <em>Sleepaway Camp</em>, <em>A Nightmare on Elm Street</em>, and <em>Halloween</em> in order to get a sense of how those films looked and how they permeated culture at large. From there, they made a kind of historical document, informed by Schoenbrun’s script, which outlined the entire existence of <em>Camp Miasma</em>: when each movie came out, who directed it, how it was received, and what kind of merchandise was released. Then they sat down with the director in order to figure out what items they actually needed to tell this story. “We locked ourselves in a room with Jane and the cinematographer and mapped out the sequence beat by beat, and every beat was an object we needed to fabricate,” explains Brandon Tonner-Connolly, the film’s other production designer.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/CAMP-MIASMA_Opening_Screencap_3.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A still photo from the film Teenage Sex and Death at Camp Miasma." title="A still photo from the film Teenage Sex and Death at Camp Miasma." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Mubi" />
<p class="wp-block-paragraph">Most of the items only appear on screen for a brief moment, but the work that went into them was extensive regardless. The <em>Camp Miasma</em> board game, for instance, is fully playable, with a complete set of instructions. Even something seemingly simple, like VHS boxes or movie posters, took a lot of effort: The team had to not only determine how they should look, but also make sure to include information like the production and distribution companies and the film’s tagline. That work was necessary to create a level of believability, even if the object in question only had a fleeting moment on camera.</p>

<p class="wp-block-paragraph">“You can’t make decisions based on screentime,” says Hyland. “If it’s a board game, we’re making a board game, even if it’s on camera for half a second. That’s a resource challenge. It’s part of our process to assign priorities to things. But the truth is that Jane is so full of ideas and very excited, and gets us very excited, so that unlike other movies, this felt like a pencils-down moment. We just wanted to keep making stuff and coming up with ideas, and we only stopped because the camera was ready and we simply ran out of time.”</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/CAMP-MIASMA_Opening_Screencap_4.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A still photo from the film Teenage Sex and Death at Camp Miasma." title="A still photo from the film Teenage Sex and Death at Camp Miasma." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Mubi" />
<p class="wp-block-paragraph">The attention to detail was also in part a nod to fans. “Jane has such an incredible following that you know that people will pause the movie and read the review, or read the instructions for the board game,” adds Tonner-Connolly. That meant ensuring everything was consistent; the team made multiple tie-in lunch boxes, for instance, and made sure the designs were different to reflect if they would’ve been released in 1983 versus 1997.</p>

<p class="wp-block-paragraph">Nailing the details was important, but the duo also say that their goal wasn’t to 100 percent re-create existing designs and slap the<em> Camp Miasma</em> name on them. Instead, the objects “needed to look and feel like the memory of watching” those movies. According to Tonner-Connolly, it’s the same approach that was used on <em>I Saw the TV Glow</em>, which similarly had a story revolving around a <em>Buffy the Vampire Slayer</em>-style ’90s drama. “We know that we’re technically proficient enough to exactly replicate these [classic slasher movies], but what we’re actually interested in is relying on these fragmented memories of childhood, and how things are remembered and misremembered,” he explains. “We wanted to play with those emotions and create this new thing.”</p>

<p class="wp-block-paragraph">It’s that combination of detail and emotional resonance that allows the film to tell <em>Camp Miasma</em>’s multi-decade history with just a handful of snapshots. And that helps make everything in the rest of <em>Teenage Sex and Death at Camp Miasma</em> — which includes a long sequence pulled straight out of the film that started it all — feel grounded in something that seems real before taking more fantastical turns. “It’s hard to convince an audience that for the last 30 years this thing has been in the cultural conversation,” says Hyland. “People can smell a phony pretty quickly.”</p>

<p class="wp-block-paragraph"><sub>Teenage Sex and Death at Camp Miasma<em> is in theaters on August 7th.</em></sub></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[GTA VI is getting an ‘extended look’ at the end of August]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/976073/gta-6-trailer-3-date-time-netflix-youtube" />
			<id>https://www.theverge.com/?p=976073</id>
			<updated>2026-08-06T08:17:56-04:00</updated>
			<published>2026-08-06T08:16:08-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="News" />
							<summary type="html"><![CDATA[We’ll be getting an in-depth preview of Grand Theft Auto VI very soon: Rockstar announced this morning that it will be airing an “extended look” at the game on August 27th. The preview will stream on YouTube at 9PM ET, as per usual, but will also be shown earlier for Netflix subscribers, premiering at 3PM [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="A screenshot from the video game GTA6." data-caption="" data-portal-copyright="Image: Rockstar Games" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/06/Lucia_Caminos_02.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="wp-block-paragraph">We’ll be getting an in-depth preview of <em>Grand Theft Auto VI</em> very soon: Rockstar announced this morning that it will be airing an “extended look” at the game on August 27th. The preview will stream on YouTube at 9PM ET, as per usual, but will also be shown earlier for Netflix subscribers, premiering at 3PM ET. (Netflix and Rockstar previously partnered to <a href="https://www.theverge.com/2023/11/29/23981068/netflix-gta-trilogy-definitive-edition-mobile-release-date">release the original <em>GTA </em>trilogy on mobile</a>.) There are no other details just yet.</p>

<p class="wp-block-paragraph">“The anticipation and fandom around <em>Grand Theft Auto VI </em>is unprecedented, and we’re honored that Rockstar Games has partnered with us to debut the next part of the <em>Grand Theft Auto</em> story with Netflix members first,” Brandon Riegg, Netflix’s VP of Nonfiction Series, <a href="https://www.netflix.com/tudum/articles/grand-theft-auto-6-extended-first-look" data-type="link" data-id="https://www.netflix.com/tudum/articles/grand-theft-auto-6-extended-first-look">said in a statement</a>.</p>

<p class="wp-block-paragraph">Of course, the new <em>GTA</em> has been on the way for quite some time, and is launching well over a decade after <em>GTA V</em>, which went on to become one of the best-selling games of all time, launching across three console generations and PC. As of May, <em>GTA V</em> has sold “nearly” 230 million copies, according to Rockstar Games parent company Take-Two, and it remains a force on Steam and Twitch to this day. <a href="https://www.theverge.com/2022/2/4/22917783/rocstar-games-gta6-active-development-gta5-ps5-xbox-series-x-patch" data-type="link" data-id="https://www.theverge.com/2022/2/4/22917783/rocstar-games-gta6-active-development-gta5-ps5-xbox-series-x-patch">Rockstar confirmed it was working on a successor in 2022</a>, and following <a href="https://www.theverge.com/2022/9/18/23359156/gta-6-leak-gameplay-footage-90-videos" data-type="link" data-id="https://www.theverge.com/2022/9/18/23359156/gta-6-leak-gameplay-footage-90-videos">a massive leak of gameplay videos</a>, the studio <a href="https://www.theverge.com/2023/12/4/23988446/gta-vi-trailer-leaked-vice-city" data-type="link" data-id="https://www.theverge.com/2023/12/4/23988446/gta-vi-trailer-leaked-vice-city">released the first <em>GTA VI</em> trailer in 2023</a>. That was followed by <a href="https://www.theverge.com/news/24235732/gta-6-grand-theft-auto-trailer" data-type="link" data-id="https://www.theverge.com/news/24235732/gta-6-grand-theft-auto-trailer">a second that came out last year</a>.</p>

<p class="has-text-align-none wp-block-paragraph">Here are the previous two trailers for reference:</p>
<div class="youtube-embed"><iframe title="Grand Theft Auto VI Trailer 1" src="https://www.youtube.com/embed/QdBZY2fkU-0?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div><div class="youtube-embed"><iframe title="Grand Theft Auto VI Trailer 2" src="https://www.youtube.com/embed/VQRLujxTm3c?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="wp-block-paragraph">Rockstar hasn&#8217;t been entirely quiet in the years between <em>GTA V</em> and <em>VI</em>, releasing steady updates for <em>GTA Online</em> along with <a href="https://www.theverge.com/2018/10/25/18021082/red-dead-redemption-2-review-xbox-one-ps4" data-type="link" data-id="https://www.theverge.com/2018/10/25/18021082/red-dead-redemption-2-review-xbox-one-ps4">a little game called <em>Red Dead Redemption 2</em></a>. But the anticipation for the next <em>GTA</em> has still had plenty of time to build up. And after a few delays, <em>GTA VI</em> is <a href="https://www.theverge.com/news/816005/grand-theft-auto-vi-gta-g-delayed-november-2026" data-type="link" data-id="https://www.theverge.com/news/816005/grand-theft-auto-vi-gta-g-delayed-november-2026">finally slated to launch on the PS5 and Xbox on November 19th</a>, a release date that has <a href="https://www.theverge.com/entertainment/944229/grand-theft-auto-6-release-calendar-summer-game-fest" data-type="link" data-id="https://www.theverge.com/entertainment/944229/grand-theft-auto-6-release-calendar-summer-game-fest">forced most other developers and publishers to move out of the way</a>.</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Ted Lasso returns at an important time for Apple TV]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/975224/ted-lasso-season-4-apple-tv" />
			<id>https://www.theverge.com/?p=975224</id>
			<updated>2026-08-04T14:11:06-04:00</updated>
			<published>2026-08-05T03:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Analysis" /><category scheme="https://www.theverge.com" term="Apple" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Report" /><category scheme="https://www.theverge.com" term="Streaming" /><category scheme="https://www.theverge.com" term="Tech" /><category scheme="https://www.theverge.com" term="TV Shows" />
							<summary type="html"><![CDATA[2026 is shaping up to be an excellent year for Apple TV. Apple’s streaming service has built out an impressive slate that spans returning favorites like Silo and Sugar to all-new hits including OnlyFans-inspired dramedies, terrifying comedies, and paranoid tech thrillers. But the most important release might be a feel-good sports sitcom. After what seemed [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="A still photo from season 4 of Ted Lasso." data-caption="" data-portal-copyright="Image: Apple" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/Ted_Lasso_Photo_040203.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="wp-block-paragraph">2026 is shaping up to be <a href="https://www.theverge.com/entertainment/960985/apple-tv-hits-2026">an excellent year for Apple TV</a>. Apple’s streaming service has built out an impressive slate that spans returning favorites like <a href="https://www.theverge.com/entertainment/960265/silo-season-3-apple-tv-interview-mystery-box"><em>Silo</em></a> and <a href="https://www.theverge.com/entertainment/951638/sugar-season-2-colin-farrell-interview-apple-tv"><em>Sugar</em></a> to all-new hits including <a href="https://www.theverge.com/tech/934078/apple-tv-onlyfans-margo-maximum-pleasure-guaranteed">OnlyFans-inspired dramedies</a>, <a href="https://www.theverge.com/entertainment/951391/widows-bay-season-1-finale-apple-tv-horror">terrifying comedies</a>, and <a href="https://www.theverge.com/entertainment/973530/apple-tv-cape-fear-finale-technology">paranoid tech thrillers</a>. But the most important release might be a feel-good sports sitcom. After what seemed like <a href="https://www.theverge.com/23743849/ted-lasso-season-3-review-apple-tv-plus">a definitive finale</a>, <em>Ted Lasso</em> is back with a fourth season that doubles as a soft reboot for the show, mixing up familiar characters with a substantially new cast. And <a href="https://www.theverge.com/column/825282/apple-tv-streaming-grow-audience">as Apple TV continues its push for a bigger piece of the streaming market</a>, the return of its most culturally impactful series could go a long way toward solidifying its place against more established competitors.</p>

<p class="wp-block-paragraph">The end of season 3, which happened in 2023, promised a lot of change and what seemed like a happy ending for much of the main cast. Among many other things, Ted (Jason Sudeikis) was heading back to the US to spend time with his son, Roy (Brett Goldstein) had just been promoted to head coach of AFC Richmond, Coach Beard (Brendan Hunt) got married at Stonehenge, and Richmond’s leadership group of Rebecca (Hannah Waddingham), Keeley (Juno Temple), and Higgins (Jeremy Swift) were flirting with the idea of launching a women’s team. It had the energy of a sitcom ending, and the episode was even called “So Long, Farewell.” But it’s that fledgling women’s team that spurs the show’s return.</p>

<p class="wp-block-paragraph">The season 4 premiere almost feels like a different show at first, and that largely comes down to location. At the outset, Ted is working part-time at a grocery store in order to have more time to parent, and Rebecca, Keeley, and Higgins have come to Kansas City in an attempt to convince him to be the inaugural coach of the new team. It’s like a reunion episode of sorts, with old friends catching up for the first time in years, which helps viewers understand what has happened in that time. It also drags out Ted’s inevitable decision to say “yes” across a full episode.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/TedLasso_Photo_040104.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A still photo from season 4 of Ted Lasso." title="A still photo from season 4 of Ted Lasso." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Apple" />
<p class="wp-block-paragraph">The premiere serves as a transitory moment for this new era of <em>Ted Lasso</em>, and from there the show shifts back to England and takes on a much more familiar feel — but with some significant changes. Part of what makes season 4 feel like a reboot is the players. Ted and most of the rest of the coaching staff and club leadership are back, but the actual team itself is all new. That means that favorites like Jamie Tartt (Phil Dunster), Sam Obisanya (Toheeb Jimoh), and Dani Rojas (Cristo Fernández) aren’t in the show at all aside from some brief mentions (or at least they weren’t featured in any of the five episodes Apple provided press ahead of time). In their place is a scrappy squad of up-and-coming players, and an assistant coach named Alice (Tanya Reynolds) who provides a more stern counterpoint to Ted’s relentless optimism.</p>

<p class="wp-block-paragraph">It’s a risky bet eschewing beloved characters for a bunch of newcomers, but, at least early on, season 4 of <em>Ted Lasso</em> manages to recapture much of what made the show such a success, but in a new context. The players on Richmond’s women’s side aren’t coddled millionaires, but rather athletes trying to find their way in a still underfunded and undersupported field. One thing I appreciate is that it doesn’t gloss over the very real challenges of women’s football, from lackluster media support and facilities to <a href="https://www.cbc.ca/radio/acl-tears-girls-women-athletes-9.7200045">the rash of devastating injuries</a> that plague its players. This provides plenty of opportunities for Ted to learn and impart his folksy wisdom, and for the eclectic new cast to reflect this challenging landscape. There’s an intense goalkeeper who was ignored by bigger clubs because she refuses to wear gloves (Jude Mack), a mom who made the team after spontaneously deciding to attend an open tryout (Faye Marsay), and a star striker who is balancing her athletic career with getting a law degree (Abbie Hern).&nbsp;</p>

<p class="wp-block-paragraph">Recapturing the exact magic that made <em>Ted Lasso</em>’s early seasons such a phenomenon is probably impossible, and the new season is premiering at a very different time for Apple TV. Much has happened since its 2020 debut — service-defining shows like <a href="https://www.theverge.com/streaming-wars/629763/severance-news-trailers-reviews-interviews"><em>Severance</em></a> and <a href="https://www.theverge.com/entertainment/815898/pluribus-apple-tv-vince-gilligan"><em>Pluribus</em></a> didn’t even exist then — but many of those changes also bode well for <em>Ted Lasso</em>. Not only is Apple TV seemingly on an upward trajectory, but a controversial yet <a href="https://www.theverge.com/column/956756/world-cup-streaming">very successful men’s World Cup</a> has reignited interest in the sport (particularly in the US), while <a href="https://www.theverge.com/2024/12/20/24325822/netflix-fifa-womens-world-cup-us-streaming-rights">the next women’s World Cup looms</a> on the horizon. Those seem like prime circumstances for an impactful return for Ted and friends. The show may have changed, but its importance for Apple hasn’t.</p>

<p class="wp-block-paragraph"><sub>Ted Lasso <em>season 4 starts streaming on Apple TV on August 5th.</em></sub></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[The studio behind Pokémon struggles to find its voice in Beast of Reincarnation]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/974505/beast-of-reincarnation-review-ps5-xbox" />
			<id>https://www.theverge.com/?p=974505</id>
			<updated>2026-08-03T12:56:21-04:00</updated>
			<published>2026-08-03T20:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Games Review" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[You have to imagine that the team at Game Freak is bursting with ideas. The studio puts out new mainline Pokémon adventures with a machinelike precision. But every so often it launches a curious experiment, whether it’s an action title about a militarized elephant or turning horse races into a card game, showing that it’s [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="A screenshot of the video game Beast of Reincarnation." data-caption="" data-portal-copyright="Image: Fictions" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/BoR-Screenshot-66.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
		</figcaption>
</figure>
<p class="has-drop-cap wp-block-paragraph">You have to imagine that the team at Game Freak is bursting with ideas. The studio puts out new mainline <em>Pokémon</em> adventures with a machinelike precision. But every so often it launches a curious experiment, whether it’s <a href="https://www.theverge.com/2015/7/21/9008871/tembo-the-badass-elephant-review-xbox-ps4-pc">an action title about a militarized elephant</a> or <a href="https://www.theverge.com/2016/6/30/12071766/nintendo-3ds-best-new-games-kirby-megamix-boxboxboy">turning horse races into a card game</a>, showing that it’s capable of more than the latest generation of pocket monsters. That’s part of what makes the idea of <em>Beast of Reincarnation</em> so enticing. Here is an established studio breaking free of the franchise it has become known for to make its take on a blockbuster action game. Unfortunately new ideas are in short supply in <em>Beast</em>, and aside from its slick action, there’s little that hasn’t been done before.</p>

<p class="wp-block-paragraph"><em>Beast of Reincarnation</em> takes place exactly 2,000 years in the future in a postapocalyptic vision of Japan that blends sci-fi and magic. Humans still exist, though many of them transferred their consciousness to robotic golems in order to survive the calamity that ruined the world. The real problem is that a mysterious blight has infected the landscape, turning wildlife into vicious, mutated monsters. Even worse: This seems to portend the return of the titular beast, a powerful creature that, as its name implies, appears to be immortal. You play as a wandering mercenary-type named Emma who has the ability to absorb the powers of fallen mutants, and soon she’s tasked with traversing the world to power up so that she can take down the beast for good.</p>

<p class="wp-block-paragraph">It’s not a bad setup for an action game, as it gives you a reason to keep moving forward. Emma is constantly on the hunt for the next big creature that she can use to get stronger before taking on her final task. <em>Beast of Reincarnation</em> isn’t an open-world game, but instead is divided into a series of big locations that you travel between as the story progresses.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/BoR-Screenshot-20.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from the video game Beast of Reincarnation." title="A screenshot from the video game Beast of Reincarnation." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Fictions" />
<p class="wp-block-paragraph">The standout feature of the game is its action. Emma is a speedy samurai type, wielding a blade and various bows. At first, <em>Beast</em> seems like <em>Dark Souls</em> or <em>Elden Ring</em>, a game built around dodging and parrying, with little room for error. But as you unlock new powers, it proves to be something a little different. Emma’s signature ability is that vines and plants can grow out of her hair. This sounds weird, but it’s also incredibly useful; she can build bridges to traverse big gaps, or use her hair like a grappling hook to reach locations up high. She also has an adorable and gigantic magical dog companion who follows her everywhere and provides a hand with combat and tedious chores like collecting loot.</p>

<p class="wp-block-paragraph">Emma’s powers are especially helpful in battle. Slowly she gains abilities that let her zip around the battlefield, using her hair to quickly gain ground on an enemy, deliver an attack from above, or team up with her powerful pup for a devastating blow. Her hair can even improve your stealth: At one point I unlocked a skill that caused tall plants to sprout wherever I crouched, temporarily giving me some cover before delivering a silent kill. It takes a few hours for things to open up, but eventually <em>Beast</em>’s combat has plenty of room for freedom and creativity.</p>

<p class="wp-block-paragraph">The same can’t be said for the rest of the experience. Initially, <em>Beast</em>’s postapocalyptic world is compelling because it’s full of mystery. You know almost nothing about the history of the world, but there are hints of interesting dynamics, like the human-infused machines and how they evolved differently from flesh-and-blood people. But <em>Beast</em> pushes the idea of mystery to a frustrating extreme. <em>Everything</em> in this game is mysterious: the landscape, Emma herself, her two human travel companions, her giant dog, the little girl that only Emma can see, the other wandering fighters she encounters in the world. I love a story that is full of secrets and intrigue, but I barely understood what I was even doing in <em>Beast</em> until at least a dozen hours into the game. It doesn’t help that the game hides explanations of many of its key elements in a tutorial menu. And when you do finally get answers to the big mysteries, they’re mostly underwhelming.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/08/BoR-Screenshot-9.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from the video game Beast of Reincarnation." title="A screenshot from the video game Beast of Reincarnation." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Fictions" />
<p class="wp-block-paragraph">The story isn’t the only place that feels underdeveloped or uninspired. There are a number of gameplay elements — like the ability to grow your own food, and a weapon upgrade system — that are so simple that it’s easy to forget about them altogether. Meanwhile, the level design is incredibly straightforward, making exploration a bore, particularly when it comes to the dead-simple platforming sections. The game’s skill tree is even a literal tree.</p>

<p class="wp-block-paragraph">But the real issue with <em>Beast of Reincarnation</em> is that it is full of ideas that already exist elsewhere. The story is like a watered-down version of <a href="https://www.theverge.com/2017/3/10/14875244/nier-automata-review-ps4-steam"><em>Nier: Automata</em></a>’s heartrending postapocalypse, while the boss battles feel ripped out of <em>Monster Hunter</em> (with designs straight from its contemporary <a href="https://www.theverge.com/23599391/wild-hearts-review-ps5-xbox-pc"><em>Wild Hearts</em></a> and one specific creature that looks identical to a <em>Stranger Things</em> demodog). Your mobile home base functions much like the one in <a href="https://www.theverge.com/games-review/690468/death-stranding-2-review-ps5"><em>Death Stranding</em></a> — you can even shower&nbsp;— and it looks just like an AT-ST from <em>Star Wars</em>. Everywhere you go, there’s something from a different game or movie.</p>

<p class="wp-block-paragraph">This is especially disappointing because there is so much potential in <em>Beast of Reincarnation</em>. Not only is the combat thrilling, but, as derivative as it is, the game still manages to create an incredible sense of melancholic moodiness through its sound and visuals. But it never delivers on that; I was excited to learn about the strange religions and customs that were developed by isolated groups of golem, for instance, but the revelations were all surface level and quickly brushed aside.</p>

<p class="wp-block-paragraph">That sums up much of the <em>Beast</em> experience: There are flashes of excitement and intrigue, but mostly you’ve seen all of this before. At least <a href="https://www.theverge.com/games/885321/pokemon-winds-and-waves-trailer-browt-pombom-gecua">there’s more <em>Pokémon</em> on the way</a>.</p>

<p class="wp-block-paragraph">Beast of Reincarnation <em>launches on August 4th on the PS5, Xbox, and PC.</em></p>
						]]>
									</content>
			
					</entry>
	</feed>
