Skip to main content
Join The Community
- Join our community
11
Premium Benefits
24/7
Access Available
21K+
Active Members
Commenting
Join the discussion
Exclusive Articles Coming Soon
Member-only articles
Weekly Newsletters
Weekly gaming & entertainment news
Member Badges
Earn badges as you go
Exclusive Competitions
Members-only prize draws
Curated Deals Coming Soon
Tech and gaming deals worth grabbing
GET COMMUNITY ACCESS QUICK
For the quickest way to join, simply enter your email below and get access. We will send a confirmation and sign you up to our newsletter to keep you updated on all your gaming news.
By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.
FIND OUT ABOUT OUR MAGAZINE
Want to subscribe to the magazine? Click the button below to find out more information.
Find out more
GET Community ACCESS QUICK

Join the GamesRadar community for quick access. Enter your email below and we'll send confirmation, and sign you up to our newsletter.

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

Background
Welcome to GamesRADAR+ Community !
Hi ,

Your membership journey starts here.

Keep exploring and earning more as a member.

MY ACCOUNT

Badge picture
Earn your first badge
Read 1 article to unlock your first badge.
Keep earning badges
Explore ways to get more involved as a member.
Latest Games News

Latest Games News

Breaking gaming news and updates

Read Now
Latest Games Reviews

Latest Games Reviews

Expert verdicts on the newest releases

Read Now

See what you’ve unlocked.

Explore your membership benefits.

Explore
Member Exclusives

Stay Ahead with GamesRadar+

Get the biggest gaming news, reviews, and releases straight to your inbox.

Explore

Sign Out
GamesRadar+ GamesRadar+
US EditionUS CA EditionCanada UK EditionUK AU EditionAustralia
Sign in
  • View Profile
  • Sign out
  • Games
    • Game Insights
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • Big Preview
      • Future Games Show
      • Golden Joystick Awards
    • Genres
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
    • Franchises
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • Marvel Comics
      • DC Comics
  • Hardware
    • Insights
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Buying Guides
    • Computing
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
    • Accessories & Tech
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Video
    • Video
    • GR+ Replay - Submit Your Clips
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
  • home
  • Games
    • View Games
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • Big Preview
      • Future Games Show
      • Golden Joystick Awards
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • View Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • View Entertainment
    • TV Shows
      • View TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • View Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • View Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • View Comics
      • Marvel Comics
      • DC Comics
  • Hardware
    • View Hardware
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Buying Guides
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • View Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Video
    • View Video
    • Video
    • GR+ Replay - Submit Your Clips
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
Trending
  • Best gaming gadgets
  • New Games 2026
  • Arc Raiders
  • Summer Game Fest 2026 schedule
  • Submit your clips. Win prizes
Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more


By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

You are now subscribed

Your newsletter sign-up was successful


Want to add more newsletters?

GamesRadar+

Every Friday

GamesRadar+

Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.

GTA 6 O'clock

Every Thursday

GTA 6 O'clock

Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.

Knowledge

Every Friday

Knowledge

From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.

The Setup

Every Thursday

The Setup

Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.

Switch 2 Spotlight

Every Wednesday

Switch 2 Spotlight

Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.

The Watchlist

Every Saturday

The Watchlist

Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.

SFX

Once a month

SFX

Get sneak previews, exclusive competitions and details of special events each month!


Join the club

Get full access to premium articles, exclusive features and a growing list of member rewards.


An account already exists for this email address, please log in.
  1. Games
  2. Action Games

After The Evil Within and GhostWire: Tokyo, here's how Ikumi Nakamura is breaking boundaries in a games studio "driven by passionate artists"

Features
By Alan Wen published 1 April 2024

Interview | Edge sits down with artist-turned-studio head Ikumi Nakamura, CEO of Unseen Inc.

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

Ikumi Nakamura's Kemuri
(Image credit: Unseen Inc)
  • Facebook
  • X
  • Pinterest
  • Flipboard
  • Email
Share this article
Join the conversation
Follow us
Add us as a preferred source on Google
Subscribe to our newsletter

Located in an old warehouse in Tsukishima, a working-class neighborhood of Tokyo, Unseen Inc makes for quite the contrast to the corporate offices where Ikumi Nakamura started her career. She joined Capcom in 2004 as an environment artist, before following two of the publisher's brightest creative minds to their own video game studios: first Hideki Kamiya’s PlatinumGames, then Shinji Mikami's Tango Gameworks. It was at the latter company that she first caught the public’s attention, after taking to Bethesda's E3 conference stage in 2019 to announce Ghostwire: Tokyo. However, she left the project and Tango later that year, due in part to health problems. 

Taking the opportunity to form her own game company, Nakamura's aim – as she first told us in Edge issue 371 – was to create a 'borderless' studio. In part, that refers to Unseen's hybrid mode of working. "Before [the pandemic], I had already been thinking for several years about the possibility of making video games remotely as a studio," Nakamura tells us, "where team members didn’t have to come to Japan." Accordingly, it also means a multicultural studio, with 90 per cent of its employees coming from overseas, leveraging AI "to help translate and streamline communication" between Japanese and English speakers. 

While we can’t help but notice the bonsai tree and traditional paper lantern decorating its entrance, Unseen is not what Nakamura would call a Japanese company – certainly not in terms of the strict corporate hierarchy for which they are typically renowned. Indeed, to illustrate this, she casually calls two overseas staff members over to our meeting for their input. "[Unseen] is obviously not very corporate at all – we just try to be mutually respectful while also trying to make a good game," one team member says. Their colleague, having worked at a major Japanese publisher previously, is more to the point: "We’re treated like adults here." 

Latest Videos From
You may like
  • Nioh 3 female warriors Should Japanese game devs focus on a Japanese style? Nioh 3 leads say it's "one of our strengths"
  • James holds the Alice stuffie in concept art by Jean Walter Alice Madness Returns creator American McGee is making a spiritual successor, and he's not worried about EA
  • Arc Raiders character grimacing Arc Raiders boss promoted to Nexon chief backs AI push for "redesigning game development"

That difference becomes clear as we sit down with Nakamura on floor cushions, in a central meeting room that feels more like a festival tent, or perhaps an artists' studio in the mode of Warhol's Factory. Indeed, Nakamura refers to the studio's developers, regardless of discipline, as artists. "A lot of companies are publisher-driven but I don’t like that," she says. "This place is driven by passionate artists."

An artist's touch

The Evil Within

(Image credit: Bethesda)
Subscribe

The latest cover of Edge, which features Star Wars: Outlaws

(Image credit: Future PLC)

This feature originally appeared in Edge Magazine. For more fantastic in-depth interviews, features, reviews, and more delivered straight to your door or device, subscribe to Edge. 

Has running a videogame studio always been an ambition of yours? 

Since I was in middle school, I wanted to be a game developer. That's what I had in my mind to pursue, and it hasn’t changed since. But when you're actually hired, you don’t even know what you're going to be doing – you're just hired by a game company, and they tell you what you need to do. So I was told to become an environment artist, and that's how I started. During that time, I always wanted to be a concept artist. 2D art was something I was most interested in, so I was a full-on artist back then. 

I had never dreamed of running my own studio as a CEO. But it was while I was actually a creative director back in 2019 that the idea and opportunity of creating a new studio [emerged]. It was from meeting people after E3 and visiting other game studios, where people were telling me, "Ikumi, if you gather and put together a team and create a great environment, it's going to be a great game company that makes a really great game". So that’s what I decided to do. Creating and running a game company was what I became focused on. 

Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

Having started out as an artist, how did the opportunity emerge to transition to the position of creative director at Tango Gameworks? 

In my previous workplace, I faced challenging interpersonal dynamics where there was a culture of hierarchy and rigidity. It often felt like standing out would lead to being pushed down, even if you excelled. During that time, I had the opportunity to contribute to a spinoff project from The Evil Within, featuring a new story with Joseph Oda as the protagonist. I was responsible for art direction in a relatively small team. However, our director had to take leave due to some health matters, and the team navigated without direction for about a month. When he returned, he candidly shared his lack of confidence in resuming the director role, due to his health. That's when I saw an opportunity and stepped up, offering to take on the role myself.

I saw it as a chance to create a project with a forward-looking perspective. I didn't hesitate to volunteer because I believed I could craft a game for the next generation. From there, I began conceptualizing not another installment of The Evil Within but the inception of Ghostwire: Tokyo. Crafting pitch decks and presenting to Bethesda was an incredibly exciting journey. It was where I learned the art of securing budgets and resources. I seized opportunities, displayed leadership, and took initiative when the situation demanded it. What I did was perhaps unconventional and it led to some complications that put a constraint on my creative freedom. That's when I began to realise that I was not in the right environment to achieve personal growth.

You may like
  • Nioh 3 female warriors Should Japanese game devs focus on a Japanese style? Nioh 3 leads say it's "one of our strengths"
  • James holds the Alice stuffie in concept art by Jean Walter Alice Madness Returns creator American McGee is making a spiritual successor, and he's not worried about EA
  • Arc Raiders character grimacing Arc Raiders boss promoted to Nexon chief backs AI push for "redesigning game development"

Ghostwire: Tokyo

(Image credit: Bethesda)

Given how different Unseen is from the studios you’ve worked at previously in your career, where did you look for inspiration?

After I left Tango Gameworks, I went to many game studios all over the world, including in Montreal, the States, and England. I experienced the kind of environment in which other big studios make games. It made me question why in Japan we have to be stuck in this concrete box with bright white fluorescent lights – to me, that's not creative at all! When you think of other creative artists, they have a tendency to retreat to the mountains or the middle of nowhere to make their art. It's kind of similar for game making where, as a creator, to be creative, the place needs to be inspiring and fun. So that's why I built this studio from the ground up, to suit that need. I have taken inspiration from many cool studios, including Riot and Sony Santa Monica, but that being said, I have a very clear idea about what kind of environment I want to make games in. At the same time as I was making this particular space, I had a couple of the game creators already with me, so we talked about things we would like to include. It was designed as our vision together. There were a lot of things moving at once: building a new IP, building a new company, and building this space. So there were all kinds of influences in how this place looks. This place is, as we speak, still evolving. Things are constantly changing, but it starts from here.

On the topic of growing, Unseen's current headcount is smaller than the teams you've previously worked with – how does that affect the scope of the games you plan to make? 

I think this is the part of this company that has grown the most, and the part that has been a challenge. In terms of scale, it is quite small' but [it's] a small group of elite artists. We're actually attracting more generalist developers instead of specialists, so there is more flexibility there. Based on that, we are actually building a team where 50 people can perform like 100. We don't really envision our company growing much larger than what we currently are. 

Instead, we want to have a very focused team. We'll outsource, too, but even outsourcing is very selective. I'm quite picky about who I work with – not just in the studio we use, but the individual person or freelancer. I don't like the term 'outsourcing', actually. I want us as a unit and a team, so when I have worked with outsourcing artists, they are treated like actual members of the team. I guess that's just a characteristic of my development style! Presumably generalists tend to have more experience and also opportunities for branching out, just as you have, so does that mean you're reticent to hire more junior developers? To be honest, it's quite difficult to find generalist talent, but we do find them. As far as hiring junior talents go, I've seen younger developers who can also be generalists too. But for us to actually be able to hire a junior, we as senior artists or managers have to make sure we're growing properly too. That's really important, because you want your lead to be awesome, right? In some companies, juniors are brought in but it doesn’t lead to growth at all. Especially in Japan, anything that sticks out gets hammered down, which I really hate. So we are still in the process of being ready, as a mature team, so that we can actually welcome junior talent and then actually provide them with a good environment to grow. 

My experience as an artist, then becoming a creative director, did actually have an influence on learning to be more of a generalist. [A specialist] doesn't go across to a different department as much, and that’s fine too – that's one way to actually make a game. But in my team I want the artist to go beyond their boundaries and into different departments, which allows for more collaboration. That's why a more generalist artist is a better fit for this team. I'm learning new things every day from team members – that's something I actually look forward to every day.

New beginnings

Kemuri

(Image credit: Unseen Inc)

Were there any lessons you took from working with Kamiya and Mikami that have fed into how you’re running your own studio? 

Both Mikami and Kamiya have been more game directors than CEOs, strictly speaking, so it's a different kind of job category here. The things I'm doing at Unseen are quite opposite from what they were doing at the companies I was working at before. That said, I do get told I have a very similar personality to Kamiya. We're both quite childish and mischievous in our own ways. We're just a bit wild and do what we want to do – but I won't be putting down other gamers on Twitter! 

Kamiya-san actually told me, "Be wild!" Basically, get noticed. Whether you're a director or concept artist, make sure you're being wild, active and energetic. So that's something he taught me that I guess I'm doing. While those former bosses are generally thought of as auteurs, you've named this studio Unseen, which implies a degree of anonymity. 

How do you feel about being a studio figurehead? 

I am creating a studio environment where women actually feel comfortable and considered, especially in the Japanese games industry where women are still a small minority.

Ikumi Nakamura

I definitely want the game [Kemuri] to be Unseen's game, not Ikumi Nakamura's game – it's not I but us, the team, who made this game. I don't like having my name attached to the game and that's why my name is not in the company's name. 

We've actually been doing spotlights of our developers working on the game on the company's website, where each person has been interviewed one by one to talk about their role. So I'm intending that the whole team has visibility, and the focus is on everyone, not just me. 

On the note of proper credit, there was some discussion at the time of Ghostwire: Tokyo's release about you receiving a 'special thanks' when most people were aware that you were the game's original creative director. How did you feel about that? 

I did leave the team in the middle, so I think the spotlight should go to people who actually finished the game and really committed to it. However, if there is a game that people have been involved in making, then ideally all those members should be actually credited with the proper title of what they’ve actually done as a sign of respect, as the bare minimum. So that's how I feel about that. But it's still very common for many publishers that, if you leave, your name is not credited [at all], so a 'special thanks' is still a special thanks! 

You’re one of very few female studio heads in Japan, certainly at this kind of scale and visibility. Does that bring extra pressure? And do you feel more conscious responsibility for helping other women or minority groups to thrive in the industry? 

Being female certainly does have some influence on how you run a company. There's things that you only understand fully because you're female – for instance, being a mother and managing your physical and mental health. So I want to make sure that, as a female CEO, I am creating a studio environment where women actually feel comfortable and considered, especially in the Japanese games industry where women are still a small minority. That being said, there's plenty of talented people here, so I'm trying to attract talented artists regardless of whether they're male or female. 

Working in this industry around the clock as a woman, sometimes you get your period and you find out you need a product. I've always thought that a company should take care of that inconvenience, but you just don't have that – I'd always have to run out to a convenience store to pick some up. I've always experienced this type of thing, so I want to make sure that this studio is comfortable for women to work in. In some companies out there, you can't actually bring your child to the office. I really can't comprehend that, so at Unseen we're very open if you bring your child here. Whether you're a mother or father, if you need to take care of your baby, we provide a space for them while they work. You might have also noticed the floor of this studio is also all slopes. We have no steps, and it's been designed so that if someone has a wheelchair then they can come to work here as well. We haven't actually hired anyone who uses a wheelchair yet, but we are ready for them in the future. We are ready for everybody!

Kemuri

(Image credit: Unseen Inc.)

Having left projects before completion – or, in the case of Scalebound, working on a project that was cancelled – do you feel there's anything you learned from those times in particular, or is it more about regrets from which you just have to move forward? 

The grisly greats

The Evil Within 2

(Image credit: Tango Gameworks)

Nakamura worked on The Evil Within games, two of the best horror games ever.

Scalebound actually got cancelled a few years after I had left the team. So during my career I haven't experienced a game getting cancelled while I was working on it. Even so, it's still not a good feeling to have invested in a project that gets cancelled by the publisher. It is also a learning experience, because it's a game that the publisher decided is not going to be the right product to release. I definitely think there's a reason that decisions like that are made.

As for Ghostwire: Tokyo, it's something that I did actually have to leave in the middle. It felt like giving birth to a child and then entrusting another person to actually raise the child, which is a hard situation. My true feeling was that I also wanted to raise the child as well, but there were certain situations that didn't allow me to do that. Though this child was just four years old, their personality and individuality were already taking shape. So, even without a parent like me around, I could entrust them to the team and consider the outcome as the adult they'll become. I've come to understand that by delegating my responsibilities and moving on to the next step, I mitigated the risk of my passion as an artist stagnating. It was time to embrace change and keep moving forward. 

In the spirit of moving forward, Unseen's debut, Kemuri, is another supernatural action game, yet it also appears to have a different kind of energy and atmosphere from what you've done in this genre before. Is that a fair observation? 

The concept for a project like this has been brewing in my mind since my middle-school days. Scratch that, even earlier. To be honest, it’s like the culmination of dreams from my otaku era, an initiative that breathes life into those long-held aspirations. While my fascination with the mysterious and supernatural may have influenced my work, Kemuri presents a unique opportunity in my career, diverging from my past endeavours. 

We are actually building a team where 50 people can perform like 100.

Ikumi Nakamura

Okami remains one of the most memorable experiences in my career, and I had always set out to challenge stylized depictions. My intention is to craft a game within my expertise [that's] mysterious and otherworldly. Somehow, we have forgotten old tales, lost our beliefs, and misplaced the sense of mystery. Imagine a blend of absurdity, grandiosity and cheerful comedy colliding with seriousness, all wrapped up in a package of both positivity and negativity. Within this chaotic mix, there's always room for jokes and heartfelt moments that push the boundaries of the unexpected. Nevertheless, in this world, they persist as an unending presence among us. 

Obviously it's still early days for the studio, but what do you envision for Kemuri and also Unseen as a whole over the next few years? 

The brilliance of the unknown intensifies as it gradually unveils itself. The inherent nature of the unknown, shrouded in mystery, captivates human curiosity, giving rise to novel mysteries in turn. It is an infinite process, and attempting to quantify its extent is a formidable undertaking.


This feature originally appeared in Edge magazine. For more fantastic features, you can subscribe to Edge right here or pick up a single issue today. 

TOPICS
Capcom
CATEGORIES
Xbox Series X PS5 PC Gaming Platforms Xbox PlayStation
Alan Wen
Alan Wen
Social Links Navigation
Freelance Writer

I'm a freelance games journalist who covers a bit of everything from reviews to features, and also writes gaming news for NME. I'm a regular contributor in print magazines, including Edge, Play, and Retro Gamer. Japanese games are one of my biggest passions and I'll always somehow find time to fit in a 60+ hour JRPG. While I cover games from all platforms, I'm very much a Switch lover, though also at heart a Sega shill. Favourite games include Bloodborne, Persona 5, Resident Evil 4, Ico, and Breath of the Wild.

Read more
Nioh 3 female warriors
Action RPGs Should Japanese game devs focus on a Japanese style? Nioh 3 leads say it's "one of our strengths"
 
 
James holds the Alice stuffie in concept art by Jean Walter
Adventure Games Alice Madness Returns creator American McGee is making a spiritual successor, and he's not worried about EA
 
 
Arc Raiders character grimacing
Third Person Shooters Arc Raiders boss promoted to Nexon chief backs AI push for "redesigning game development"
 
 
Mesa, a face on a robotic arm, side-eyes the camera in Prove You're Human
Adventure Games Some of the best writers making games today decided to form a publisher "an hour" after a call
 
 
Santana uses CAPTCHA on Mesa's face in Prove You're Human
Adventure Games "The real world is always way more dank than we anticipate," Prove You're Human's creative director tells me
 
 
Forza Horizon 4
Racing Games Creating a new studio with former Forza and Codemasters devs is like "taking the best singers from the best boy bands"
 
 
Latest in Action Games
Assassin's Creed
Assassin's Creed Former Assassin's Creed Hexe lead says no one at Ubisoft lost their job to AI while he was there
 
 
Devil May Cry Devil May Cry and Resident Evil remakes on Switch 2 rumors appear more convincing than we thought
 
 
GTA 6
Grand Theft Auto GTA 6 pre-orders start in a matter of days according to Best Buy affiliate email
 
 
GTA 3 protagonist Claude walks through Liberty City with a shotgun in hand
Grand Theft Auto Dev rewrites GTA 3 source code to reveal what Rockstar was hiding and show how it all fit on a PS2
 
 
Linkle and Midna appear together in a modded version of Dusklight, the Zelda: Twilight Princess PC port
The Legend of Zelda Zelda: Twilight Princess PC port forced to change its name, and Nintendo has nothing to do with it
 
 
A big daddy in Bioshock
Bioshock Killing a main character in Baldur's Gate 3 had a huge impact on BioShock creator's new game
 
 
Latest in Features
Lego Minas Tirith on a wooden surface, with multiple minifigures visible
Toys & Collectibles Lego Minas Tirith may beat a fan favorite, and my number-one Lego set
 
 
A minotaur readies their weapon, from the Heroes of Might and Magic: Olden Era opening cinematic movie
Strategy Games Heroes of Might and Magic: Olden Era hotseat makes me feel like it's 2003 again
 
 
Antony Starr as Homelander  in The Boys season 5 episode 7 trailer
Superhero Shows The Boys season 5, episode 7 recap: Easter eggs, cameos, and who dies
 
 
Brass: Pittsburgh box on a table in front of a window
Board Games Fan-favorite strategy board game sequel Brass: Pittsburgh features the "most innovative mechanisms and dynamics" its designer could imagine
 
 
Final Fantasy 14
Final Fantasy 7,000 hours in, Final Fantasy 14 lost me with Dawntrail – but Evercold's changes might win me back
 
 
Jon Bernthal as Frank Castle in The Punisher: One Last Kill
Marvel TV Shows Does The Punisher: One Last Kill have a post-credits scene?
 
 
LATEST ARTICLES
  1. Nvidia RTX 5090 GPU with green rippled backdrop.
    1
    The RTX 5090 is already out of reach for us mere PC gaming mortals, but board prices could make it a mythical beast
  2. 2
    With just 1 episode left, The Boys season 5, episode 7 is tied for the lowest ranked on IMDb
  3. 3
    GTA 6 pre-orders start in a matter of days according to Best Buy affiliate email
  4. 4
    Subnautica 2 is "bigger and more polished" than anything its devs have put into Steam Early Access
  5. 5
    The Boys showrunner Eric Kripke says fans are in for a "treat" with the series finale as he test screens it

GamesRadar+ is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

Add as a preferred source on Google Add as a preferred source on Google
  • Terms and conditions
  • Contact Future's experts
  • Privacy policy
  • Cookies policy
  • Accessibility statement
  • Careers
  • About us
  • Advertise with us
  • Review guidelines
  • Write for us

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...