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Planet Coaster Dev Announces New Game With Disney, And That’s Very Exciting

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Frontier Developments, the UK-based game studio known for a great many creative management sims like Planet Coaster, Zoo Tycoon, and Jurassic World Evolution, has announced a deal with Disney--and it's gotten people excited about the possibilities.

In a news release, Frontier said the game is based on "Disney's iconic portfolio of IP" and will be "fully funded" by Frontier itself. Frontier will also publish it.

Frontier CEO Jo Cooke said in a statement, “We are delighted to announce this collaboration with Disney, which further reinforces our clearly defined strategy of developing and nurturing world-class creative management simulation game franchises."

Cooke added: "Our mission with this game is to connect a passionate creative community of players with one of the world's most iconic and beloved brands, and I can’t wait to see what our talented teams will create with this amazing opportunity.” 

Frontier's announcement was very light on specifics, so there is no word yet on what this game actually is. Despite that, people are buzzing with excitement over the possibilities of what Frontier could create with the Disney IP.

After all, Frontier makes some of the most-celebrated management sims out there, and Disney operates some of the biggest and best theme parks in the world. People are naturally theorizing that the new game could allow people to create their own digital Disneyland or Walt Disney World.

Disney's new CEO, Josh D'Amaro, is a big believer in video games as a new method to reach more people and has pledged to do more in gaming.

There have been Disney theme park games before. All the way back in 1990, Capcom released the NES game Adventures in the Magic Kingdom. This game allowed players to visit a virtual park based on Disney's real parks and collect keys to enter the Cinderella Castle.

There was also 2011's Kinect Disneyland Adventures, which was also made by Frontier, allowing players to explore a virtual Disneyland. Then there was 2016's city-builder Disney Magic Kingdoms for mobile, which had players seeking to restore a theme park based on Disneyland after Maleficent casts an evil spell on it. Additionally, there was 2009's Toy Story Mania, a game based on the Disney theme park ride Toy Story Midway Mania.

Disney's video game business is booming, as the company now has nine franchises that have generated more than $1 billion at retail. Gaming will be a "key part of Disney's storytelling strategy in the present and the future," the company has said.



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Jagmas
2 minutes ago
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Round Rock, Texas
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Alien: Isolation 2's Gamescom demo kept its cards close to its chest, but I'm definitely ready to be terrified again

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It's like seeing an old friend: the clanking in the vents over your head, the way the ribbed tail passes over objects with a thunk-ka-thunk-ka-thunk-ka-thunk, the head-within-a-head, the screaming. You are here, you are back, you have been impaled through the abdomen and killed.

I have played perhaps 20 minutes of Alien: Isolation 2 at Gamescom 2026 and I can tell you this: it is certainly Alien: Isolation. There are some new wrinkles, though—where the first game was a strictly inside affair, stranding you on the space station Sevastopol, the second game sets you down planetside in an entirely new character's shoes. Fewer air vents, fewer vital systems shuddering to a halt; a lot more weather, a lot more space.

You are Blake. Here are the two things to know about Blake: she is not Amanda Ripley—the first game's protagonist who did not feature at all in my time with Alien: Isolation 2—but she is Weyland-Yutani. Specifically, she's Weyland-Yutani management, and isn't that interesting? You're no working class hero. You're now in the shoes of a character who, in any Alien movie worth its salt, would likely reveal themselves as a villain and end up decapitated about 70% of the way through the film.

Planetside, too

The demo Sega and Creative Assembly put together for Gamescom was a little odd. It consisted of (what I must assume are) the game's opening scenes. Blake and a couple of Weyland-Yutani flunkies are on the surface of a planet and checking out a crash site. In practice, this divides the demo into two: the part where you're wandering outside and the bit where you've penetrated the crashed ship.

Why is this weird? Because the crashed ship was, quite literally, an area from the first Alien: Isolation—one of the units Ripley jettisoned from the Sevastopol in her adventures on the cursed station. It's also the only part of the demo that actually featured the xenomorph. That means I never got a chance to experience the alien in the new, outdoor environments, only in one I had already played before.

(Image credit: Sega)

I'm happy to predict that being pursued by the xenomorph outside is going to feature whole new dimensions of stress and disorientation over the previous game. In their search for the crash site, Blake and co have to deal with a rising storm on the planet's surface. Rain builds and wind roars, cutting off your senses as you try to navigate the map. I found it stressful, and I wasn't even being chased by a monster at that point.

"You can be in an exterior, and you have the wind and it's really strong, and you throw a flare and it just flies back in your face," says Ana Sopikova, the game's art director, as she describes the new threats you face in the outside world. "What do you do now, right? Or the rain starts and it's really loud and you can't hear the alien's footsteps. So it's basically taken everything that people love, but just adding new layers on top of it… with everything being unscripted, it just creates much more depth in the experience."

Hello, you

After a lot of time getting rained on and lost, I made my way into the crashed ship, and the xenomorph wasted absolutely no time in oozing out of an overhead vent.

All the old fear hormones kicked in. By the end of my time with the first Alien: Isolation, the xenomorph had lost all terror for me. It was just a game mechanic—an obstacle like any other to be circumvented and handled. I guess that immunity wore off, because sneaking about the wreckage of this ship as the alien clanked about over, under, and beside me had my heart rate spiking.

(Image credit: Sega)

Creative Assembly's still up to its old tricks. The studio makes ample use of Alien's analogue, mechanical world to force you to zoom in on cranks, valves, computer screens, and save points in ways that kneecap your awareness of the room around you and send your imagination into overdrive. It worked in the first game. It works here.

But it was all quite familiar. Without being able to take the alien outside, my experience of dodging it in the new Isolation felt much like it did in the old one. A lot of throwing objects to distract it, ducking under desks, and fervently praying that it wouldn't turn to walk down the path that would lead it directly to me. All good fun, but I'm ready to see how the xenomorph handles touching grass.

(Image credit: Sega)

To hear Creative Assembly tell it, heading planetside will change the game when it comes time for Alien: Isolation 2's release. "In the first game, and in the sequel as well, [the alien] learns and it adapts," says Sopikova. "This is something that we're putting a lot of focus on, because we don't want the player to just pick their favorite tool and keep using it… And obviously, now with more elements, with exteriors, with the weather, with more variables at play, we can really expand on that depth of how the alien learns. What exactly does it learn about you? How does it affect the way it hunts, and how does it affect you ultimately?" Well, I'm eager to find out.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



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Jagmas
5 minutes ago
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Round Rock, Texas
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Guild Wars 3's approach to combat and movement is like nothing I've ever seen in an MMO before: 'One of our big goals when we make a new game in the Guild Wars franchise is to set out and try new things'

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There are few things as exciting as the prospect of a new MMO. And when that new MMO is from ArenaNet, the studio that's been focused on Guild Wars for more than two decades, the excitement is even greater. Having seen Guild Wars 3 in action at Gamescom, and spoken to game director Colin Johanson and lead combat designer Kevin Stocker, my excitement has been justified.

Just as Guild Wars 2 was dramatically different from its predecessor, Guild Wars 3 is not a simple sequel. It's distinct from GW2, a very different kind of MMO, and one that even in the short space of time I spent watching it being played is full of novel ideas.

(Image credit: ArenaNet)

The first big change is in its setting. The clock has been turned back 1,000 years, and we're heading to Orr—a land that in GW2's era is a post-apocalyptic hellscape, but at this earlier point is a verdant wilderness teeming with spirits.

"The origins of the Guild Wars franchise originate out of Orr," says Johanson. "This is a time before the gods have left the world, very shortly after Grenth has usurped Dhuum and become the god of death. This is a time where the first guilds are starting to rise across the world, and before the very first Guild War takes place. And there is 21 years of Guild Wars history, and so much of it originates out of this timeline and this setting."

As someone who's been playing Guild Wars since I was still in university, a trip back in time to see what led up to all the events I've played through is an exciting prospect. So the choice in setting offers a lot to veterans, but ArenaNet also picked this era because it's a great starting point for new players. You don't need any foreknowledge, because nothing that happened in the previous games has come to pass in Guild Wars 3. We're all going in pretty fresh.

The joy of movement

(Image credit: Arenanet)

The focus of this first hands-off demo is movement and combat, and it doesn't disappoint. Stocker takes control of a Warrior as Johanson talks me through what's happening. The Warrior jumps off a cliff, and immediately brings out her glider—a familiar mode of transport for Guild Wars 2 players. But then something new happens. Stocker spots some creatures below, so he attacks them from above, seamlessly swapping from gliding to a drop attack. This is all part of the new momentum system, and it's awesome.

One of our big goals when we make a new game in the Guild Wars franchise is to set out and try new things.

Colin Johanson

"One of our big goals when we make a new game in the Guild Wars franchise is to set out and try new things, and to innovate and to push the genre forward," says Johanson. Early on, the team identified movement as one of the places where it could shake MMOs up, building on the work it did in Guild Wars 2 with gliding, jumping puzzles and mounts.

"One of the things that you constantly see [in MMOs] is that there's this really stop-start nature to movement," he continues. "You're running, then you stop and then you jump, then you stop and then you glide. Everything feels very clunky."

(Image credit: ArenaNet)

ArenaNet wanted to evoke action games, where there's no stopping and starting, just seamless switching between different styles of movement. Thus momentum became a "core component" to Guild Wars 3. The result is that there's now mantling, wall running, gliding in all directions, and your speed actually matters. The faster you're moving, the more force you're building up. This is how it affects combat.

"It ended up being a really natural development to bring the two systems together," Stocker tells me. "As soon as we got to the point where you could wall run into this leap and slam sequence, it was a huge hit in the studio, and so we took a step back and went through all of the combat—we're we're going for a much more visceral like kind of action combat—and did a bunch of work to tie everything together. So everything you're doing in movement, whether it's dashing or wall running or gliding, seamlessly goes into your combat skills and actually pays off."

So the more momentum you have, the greater the impact you make when you're attacking. Doing a drop attack from a great height increases both the damage of your attack and the radius.

Knockabout

(Image credit: ArenaNet)

This ties nicely into combat's increased physicality. You can knock enemies around—and be knocked around yourself—netting you extra damage. Kicking a monster into a wall will do more damage than just kicking it. And you can knock enemies off cliffs, doing even more damage, or killing them outright. Guild Wars 3 also takes into account the size of your opponent. So you'll need more momentum to knock back larger enemies.

Even in a hands-off demo, it was clear how different this is going to feel compared to other MMOs. Knockbacks are a common tool in countless MMO arsenals, sure, but they are usually designed to stun or to give players breathing room. And on the rare occasion when you can knock an enemy off a ledge, like in Star Wars: The Old Republic, it often breaks the encounter. It's usually far from a combat pillar.

Guild Wars 3's classes also feature different skills that enhance these abilities—basically multiplayer combos. When Johanson and Stocker teamed up to explore a ruined temple, Johanson was able to use Stocker's shield as a springboard, increasing their momentum and allowing them to get behind the enemy, to target a weak point.

(Image credit: ArenaNet)

While I didn't see the Ranger class, Stocker tells me it has a particularly cool ability that creates a vortex that sends all their allies up into the air, where they can comfortably pull off their aerial attacks.

Customising your build and bringing the right skills to defeat enemies is another huge part of combat.

Colin Johanson

We eventually get to my least favourite part of MMOs and RPGs: the spider section. Stocker is taking his warrior through an arachnid-infested den that's covered in sticky webs. My phobia flares up. "These are really difficult to kill," says Johanson. "It takes a long time because of their webs." Their webs can target players, slowing down both attacks and movement, but they can also spread across the ground, affecting everyone in the area.

But there's good news for my fellow arachnophobes—they can be handled deftly with the right build. "Customising your build and bringing the right skills to defeat enemies is another huge part of combat," says Johanson. And conveniently, Stocker has an ability that modifies his attacks, and those of his allies, by adding fire damage. This tears through webs, so you can quickly set your allies free. Spiders are particularly weak to fire damage, too, so they go down rapidly.

Feed your spirit

(Image credit: ArenaNet)

Earlier I mentioned that Orr is teeming with nature spirits. They weren't the focus of this first demo, but I did get ArenaNet to share a little bit about what role they'll play. Because the gods haven't yet seen fit to share magic with mortals—despite the region being rife with it—the denizens of Orr have needed to find other ways to take advantage of it. The Vaelwardens have access to crafted signets that give them access to magic, but much of the magic in Guild Wars 3 comes from befriending spirits.

Back in the ruined temple, Stocker uses a spirit to illuminate the darkness. "You can actually befriend it and eventually summon it so that you can see in dark places," says Johanson. And your mounts, both flying and ground-based, will be spirits as well, which you'll need to befriend before you can take advantage of their movement capabilities.

Your enemies can use spirits as well. We meet a fire-spewing foe in the temple who has captured a spirit and stuck it in a backpack—this is what's fuelling their fire attacks. What's cool, though, is this makes them vulnerable. So you can use momentum to get behind them, damage the backpack, free the spirit, and then easily take out the defanged enemy.

(Image credit: Arenanet)

In a relatively short space of time I got to see so many things that Guild Wars 3 is doing differently, and it's properly exciting to see an upcoming MMO that isn't content with just doing the same thing over and over again, or trying to drum up nostalgia for old sandbox MMOs. Guild Wars 3 seems to be confidently charting its own course—which in turn has given me a lot more confidence in its ability to have some real staying power.

Of course, there's still a lot of questions. How is it handling PvP, for instance? PvP has always been central to the series, so expectations are high. Magic, spirits, mounts, dungeons, character progression, character customisation—there's a lot to dig into between now and its beta, due in autumn 2027.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



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Jagmas
9 minutes ago
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Round Rock, Texas
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Guild Wars 3 is embracing more freedom of movement

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ArenaNet wants to change how MMORPGs work by reimagining movement for Guild Wars 3.
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Jagmas
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ArenaNet says Guild Wars 3 will make you "fall in love with MMOs." Here's why I think it could

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"The MMO space is desperately crying for someone to do something new; something innovative," ArenaNet studio head, Colin Johansen says during our live Guild Wars 3 Gamescom demo. "There's not been a lot in the last decade that's meaningfully moved the genre forward," he continues. "There weren't a lot of new ideas; it felt like [...]



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Jagmas
18 minutes ago
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Flameseeker Chronicles: A first look at combat and the joy of movement in Guild Wars 3

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Has anyone else been itching for more information on Guild Wars 3? I know it’s not just me. So of course when we were invited to see the game in action and talk to game director and studio head Colin Johanson, we jumped at the chance. Sadly, the game isn’t ready enough for even press […]
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Jagmas
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