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The Drifter might be the most chilling point-and-click of the year

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With the narrative snap of a LucasArts game, the foreboding mood of the Black Mirror trilogy, and the complex pixel art of last year’s Arco (a personal GOTY), the new point-and-click game The Drifter feels like the collision of what a certain subset of players are always looking for. After playing the demo, released ahead of the June Steam Next Fest, I can say I’ll be continuing on through this stylish noir when it rolls around later in the summer.

At the center of The Drifter is Mick Carter, whom we meet looking ragged and tired as he steals a ride in the cargo car of a freight train. But when he and a fellow vagabond are caught, Mick witnesses a brutal murder, then escapes into an encampment under a bridge, where he learns this was part of a pattern of recent attacks and disappearances. By the end of the demo, I was fighting for my life as Mick got a taste for what was really going on.

Australian indie duo Powerhoof, the team behind 2017’s Crawl, describe The Drifter as a mix of “King, Crichton, and Carpenter, with a dash of ’70s Ozploitation.” The 20-30 minute demo leans much more on the John Carpenter side of things for me, exuding a Lovecraftian aura that puts it on the wavelength of the horror master’s In the Mouth of Madness in terms of tone. But there’s plenty of reason to think that what lies ahead could become even more supernatural in nature. (The trailer will spoil a bit of it, if you need the sell.)

The Drifter plays like a typical point-and-click, where players investigate their surroundings, collect key objects, and piece together puzzles to progress further in the story, which in this case, is gripping. Voice actor Adrian Vaughn stars as Mick, and his performance is as textured as the art style. Powerhoof is right to invoke Stephen King, too; while there might be horrific turns to come as the reluctant investigator peels back the layers of his mysterious kidnappers and what it might have to do with his estranged marriage, the internal monologuing is sharp enough to stand up to King’s own first-person writing.

Adding to the intrigue is frictionless play. While it might make sense to do some actual pointing and clicking using a PC and a mouse, I demoed the game on my Steam Deck, using the game’s wheel of interactions to navigate the opening chapter’s dimly lit alleyways. (Which is good news, because after the Windows, Mac, and Linux launch in July, Powerhoof intends to port the game over to Nintendo Switch later this year.)

Mick sits by a barrel as a fire rages under a bridge in The Drifter

And at least 20 minutes in, everything I needed to find was intuitive enough that I did not run into my #1 biggest point-and-click problem: being too stupid/blind to see the thing I am supposed to point-and-click on. The Drifter presents a few welcome challenges without too many tall hurdles.

The Drifter arrives on July 17, which is when I will be eager to find out more of what Mick is dealing with in this chilling mystery.

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Jagmas
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New Splinter Cell remake could be revealed soon as Ubisoft posts cryptic image

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Chaos Theory is the best one. It has the bank mission, the Amon Tobin soundtrack, and a just-about-perfect mixture of stealth and aggression. But Pandora Tomorrow has that section on the train, and that shocking moment during the Jerusalem level (no spoilers). There’s also the original, with the CIA infiltration, and Double Agent, which plays more directly with the push and pull of Sam’s loyalty. What I’m saying is that the classic Splinter Cell games are all good. I’m not so keen on Conviction and Blacklist - they’re too slick, and skim over the murky morality of espionage and warfare - but after 12 years, I’d welcome the stealth game’s return. Turns out, that might be on the horizon. Based on a mysterious new post from Ubisoft, the long-whispered Splinter Cell remake could be about to break cover.



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Clair Obscur: Expedition 33 didn’t invent Final Frenchtasy or the J'RPG: the newly dubbed subgenre has a long and complicated history

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Sometimes all it takes to make a new subgenre is an apostrophe. With just one hardworking punctuation mark, the newly christened J'RPG describes a refreshingly French spin on Japanese turn-based roleplaying games, and players can't get enough of its irresistible je ne sais quoi.

J'RPG is a particularly brilliant fit for Clair Obscur: Expedition 33. Sandfall Interactive's tale of saving dark-fantasy Paris from a series of increasingly unhappy birthdays boasts whimsical mimes, gilded Belle Epoque architecture, and an English voice cast able to drop merde and putain like they're in a Marseille rap battle. But Sandfall's debut—undeniably, spectacularly, proudly French—is just the latest title to deserve the name J'RPG.

(Image credit: Sabotage)

Last year's Sea of Stars, which just released its free DLC Throes of the Watchmaker, was made by French-Canadian Sabotage Studios in Quebec. While you won't spot Québécois famous landmarks like the Château Frontenac hotel recreated in pixel art to answer Clair Obscur's crumpled Eiffel Tower, you will find Gaëtan Piment, a character who speaks entirely in the regional French dialect (there's even a French Canadian language option), phoenix down replaced by poutine as must-have revives, and groan-worthy French puns whenever you discover a new enemy.

These J'RPGs may share Francophone origins, but they're two sides of the same coin. Clair Obscur's influences are 3D JRPGs: its combat systems, environment design and kaleidoscopic UI effects infused with the DNA of Final Fantasy 7–10, Lost Odyssey, and Persona's PlayStation 2 and later entries. Sea of Stars looks further back to the 16-bit era, evoking the lush pixel art of Chrono Trigger and timed attacks of Super Mario RPG, with thoughtful modernisations to take the sting from bugbears like MP management and level grinding.

There's a simple reason for that crucial difference: The Great JRPG Divide. Sabotage Studios' Canadians grew up immersed in the SNES JRPG golden age. Due to the cost of translating text-heavy scripts to multiple languages, Sandfall Interactive didn't. Europe, and other PAL regions like Australia, existed in a parallel timeline.

If you didn’t have a chipped console and an import-savvy retailer you were out of luck. We didn't play Chrono Trigger and Earthbound on the SNES, we got them a decade later on the DS and Wii U. Our first Final Fantasy was number 7. Our first Dragon Quest was the cel-shaded eighth instalment on the PS2. Thanks to magazines, enthusiasts knew about these fabled videogames, but broader awareness was non-existent. Culturally we were cut adrift—like Clair Obscur's city of Lumiere, tragically separated from the mainland.

(Image credit: Kepler)

Of course this meant when a wave of indie developers made nostalgic 16-bit JRPG homages, they came from North Americans inspired by the SNES JRPG canon we Europeans mostly missed. Californian Zeboyd Games made some pretty excellent retro JRPGs like Lovecraft parody Cthulhu Saves the World and space opera Cosmic Star Heroine in the 2010s. Shadows of Adam in 2016 played Conan-esque fantasy reasonably straight, but some like Omocat's 2020 hikikomori horror RPG Omori pushed the genre towards its conceptual limits. With Threads of Time in the works from a Toronto-based team, the North American 2D JRPG homages are far from over.

French-speaking Europeans still left a mark on the 2D RPG scene, though. Thanks to its impressively easy-to-use nature, the 2D game engine RPG Maker had a strong Francophone community across both Canada and Europe in the mid 2000s. It's just that without the formative impact of 16-bit classics Chrono Trigger, Earthbound, Dragon Quest, and Final Fantasy 1–6, European 2D games followed a different evolutionary path.

OFF, from the French-speaking Belgian team Unproductive Fun Time, became one of the French RPG Maker scene's biggest successes in 2008, even admired by Undertale’s Toby Fox. This fever dream of an RPG has an unusual cooldown-driven combat system, plus an eclectic set of influences including Killer 7's lurid fluorescent colour palette and Silent Hill 2's disturbing monster designs. With a remaster due later in 2025, it's another J'RPG to watch out for this year.

A JRPG-style battle in which

(Image credit: Armor Games)

A more recent RPG Maker example came out in 2023. Black-and-white timeloop RPG In Stars and Time was made by creator Adrienne Bazir, whose French upbringing shows. Chrono Trigger would usually be the obvious reference point for a 2D timeloop RPG, but Bazir's influences are instead Gamecube classic Tales of Symphonia, Undertale, and a game Nintendo denied both PAL and NTSC regions: Mother 3. The result, like OFF, is a true original, a moving and inventive experience, remixing the age-old ATB combat system devised by Mr Final Fantasy Hironobu Sakaguchi with an equipment system using memories from past runs.

Clair Obscur's AA western take on the 3D JRPG stands out because it looks expensive in comparison. Recording every one of Gustave's gallic shrugs in motion capture doesn't come cheap, and presumably neither does his voice actor Charlie Cox. Perhaps another factor in its rarity is how Northern American developers gave the western JRPG a mixed reputation, with Ion Storm's enjoyably barmy 2001 effort Anachronox and BioWare's biggest non-live service regret Sonic Chronicles: The Dark Brotherhood both considered failures. For me, it's a point of pride that Europeans, locked out from much of JRPG history, were the ones to finally do the 3D era justice.

(Image credit: Kepler)

Back in the '90s, it sucked being an JRPG fan in PAL regions. It felt like watching North America enjoy a party we weren't invited to. Decades later, those quirks of regional distribution are producing wonderfully distinctive takes on a classic genre. The Great JRPG Divide may be over, but its influence is still with us—even if we're still waiting for Xenogears to get that unbelievably overdue official release.



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Here's a demo for Dispatch, the Invincible-style superhero comedy from former Wolf Among Us writers

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Dispatch is a swanky visual novel with light strategy game elements in which you manage a bunch of reformed supervillains, assigning them to pop-up emergencies around town. So far, I have asked a dancing French assassin to rescue a balloon from a tree, sent a randomly transforming literal batman to thwart a boat robbery, ordered a golem and an invisible woman to break up a barfight between rival vigilantes, and tasked a light-manipulating popstar with cutting a supermarket ribbon.

We managed to retrieve the balloon and open the supermarket with flying colours, but the boat is now at the bottom of the harbour. The golem and the invisible woman tried to resolve the barfight firstly by proposing that the participants form a Dynamic Duo, and then by way of a drinking competition. Now, the bar is in ruins. Also, the team's Human Torch equivalent can't go on break without starting a fire.

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Despite 'mixed' user reviews, Elden Ring Nightreign explodes onto Steam, with 300,000-150,000 players presumably getting wrecked by a big dog

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Elden Ring Nightreign's not debuting to the best of review scores from users—which is hardly surprising. I'm really starting to rather enjoy myself after 19 hours, but it took a minute to get adjusted to the sheer, unrestrained chaos of FromSoftware's most experimental game to date.

That hasn't stopped it from hitting the Steam concurrent charts like Radahn doing his terrifying meteor move, though. Per SteamDB, Elden Ring Nightreign debuted to a massive 300,000 players. It's since dwindled to 150,000, though some fluctuation is to be expected.

Mind, that is a pretty considerable drop. If I'm to compare that to Helldivers 2 at the peak of its heyday, it took over a month for the game's concurrent player count to halve. So what gives?

In our Elden Ring Nightreign review, PC Gamer's Tyler Colp aptly calls it one of FromSoftware's most peculiar and abrasive games since the '90s—and I'd concur with that assessment. Nightreign doesn't permit the slow, patient, methodical digestion of mechanics you'd get in any mainline souls game, where you're given the blessed opportunity to to fight, die, repeat against a mountain until it finally crumbles before you.

Instead it's more of a pressure cooker—especially if you're playing solo, which I don't recommend unless you're a complete masochist. My first few games of Nightreign were infuriating, confusing, and felt like a complete mess. It took me a few goes around on FromSoftware's wild ride before I started to actually get it. I'm not shocked that 150,000 people have (temporarily) bounced off.

It doesn't help that a lot of the things that help the game's progression make sense—new bowls for your relics, remembrance challenges, and so on—are gated behind knocking over the first Nightlord.

Whether they dust themselves off and go in for another round, though, remains to be seen. I reckon the proper soulsian sickos will come back for another chew—I certainly did, and I've been rewarded for my thirst to understand this bizarre, unpredictable, messy, stressful concoction.

I'm not the only one on the PC Gamer team that's been bitten by the bug, either, which is why we have an Elden Ring Nightreign tips article to help you through those growing pains. Don't say we never gave you nothin'.

Elden Ring Nightreign tips - Start your run right
Nightreign tier list - The best nightfarers
Best Nightreign rune farm route - Level up fast
Best Nightreign team comps - Squad goals
Nightreign best relics - The rite stuff
Nightreign bosses list - Every Nightlord



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Halo Will Have a “Big Announcement” Later This Year, It’s Claimed

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A new rumor has surfaced that Halo Studios will make a big announcement for its Halo franchise later this year.

The post Halo Will Have a “Big Announcement” Later This Year, It’s Claimed appeared first on Insider Gaming.

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