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The Brief
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Vol. I … No. 1 Monday, October 5, 2026 Price: Nothing

Remakes, AI Suspicion and Unfinished Launches Shape the Day

“This means richness is not only an aesthetic choice. It can also be a matter of resilience. A sound with depth has a better chance of surviving both difficult acoustic environments and poor reproduction technologies.” — Asbjoern Andersen, in When More Is More in Sound Design

Gaming Editorial

Learning to like the Ocarina of Time remake's Link

James Wood · This Week In Videogames · Oct 5

James Wood of This Week in Videogames writes about his reaction to the art direction of the Ocarina of Time remake, shown in a roughly fifteen-minute Nintendo demo on 8 September 2026 for the Zelda franchise's 40th anniversary. His first response was revulsion at the glassy, heavily detailed Link. He ties it to two things: the resemblance to generative AI imagery, which developer Dan Pearce had pointed to as a driver of the backlash, and years of Unreal Engine fan renders with the 'Nintendo should hire this guy' refrain.

Wood says both reactions come with ready-made intellectual defences that let a viewer dismiss the work without examining it. He recalls the SpaceWorld 2000 GameCube demo as proof that Zelda art direction has always divided fans. A second viewing on a 4K screen changed his mind. The dancing couple in Castle Town and the adult NPCs, with their angular faces rendered in high fidelity, read to him as deliberate choices he had missed. His broader argument is that reflexive cynicism can crowd out the pleasure of being astonished.

CounterpointCritics of the remake's look, including those who share the generative-AI comparison Wood cites, would say the discomfort is a legitimate aesthetic judgment rather than cynicism. They would add that a second viewing does not change what the character models look like at first glance.

Read at This Week In Videogames →

AAA developers leave publishers to go independent

Lewis Packwood · GamesIndustry.biz · Oct 5

GamesIndustry.biz's Lewis Packwood profiles developers who moved from large studios to independent work. The lead example is Justin Fischer and Brock Feldman, who lost their jobs in 2025 when Warner Bros shut Player First Games, the studio behind Multiversus. The piece's headline quote frames independence as the lower-risk path: being 'the masters of our own fate.' The excerpt available here covers only the setup, so the detailed accounts of how these teams funded and structured new studios are not summarised.

CounterpointIndependent studios carry their own funding and survival risks, which a publisher-backed budget normally absorbs. Anyone who sees a studio closure as a reason to avoid going alone would also point out that Player First's fate shows how fragile large-studio jobs are, but not that independence is safer.

Read at GamesIndustry.biz →

Warhorse co-founder: many RPGs are still 'games for teenagers'

Justin Wagner · PC Gamer · Oct 4

In an interview with PC Gamer's Joshua Wolens, Warhorse Studios co-founder Martin Klima says Kingdom Come: Deliverance grew out of boredom with RPGs built on a 'chosen one' saving the universe. He compares the typical RPG to Progress Quest, the satire of EverQuest-style Skinner boxes. He argues that such power fantasies suit 16- and 17-year-olds, while the audience is now much older. He adds a disclaimer that he is not attacking Expedition 33.

Klima blames publishers' habit of recycling proven formulas, citing Ubisoft's Assassin's Creed, Far Cry and Watch Dogs as games that grow stale by the tenth iteration. He praises Ubisoft's polish and near bug-free craftsmanship and says it would be better spent on innovation. He concedes the financial risk of experimenting at that scale and says he has no easy answers.

CounterpointPublishers and the many players who enjoy power fantasies would say the genre endures because it sells and satisfies adults as well as teenagers. Klima himself says there is nothing wrong with a good power fantasy and admits the risks of departing from a proven formula.

Read at PC Gamer →

Modders push back on Claude-powered 'vibe-coded' mashup mods

Vikki Blake · Eurogamer · Oct 4

Eurogamer's Vikki Blake reports that long-time mod makers are angry about a wave of AI-generated, or 'vibe-coded', mashup mods spreading on social media. The summary quotes modders calling it a 'bullshit trend' that has taken over their corner of the internet. The article text was not available beyond the summary, so specific mods, creators and figures are not covered here.

CounterpointSupporters of AI coding tools would argue they lower the barrier for people who have never modded before. They would say that is a way into the hobby rather than a threat to it, though established modders in the piece clearly see it differently.

Read at Eurogamer →

s&box creator says launch was 'shit' and burned bridges

Jamie Hore · This Week In Videogames · Oct 5

Garry Newman, founder of Facepunch Studios, acknowledged in a YouTube comment on 4 October 2026 that the April launch of s&box, the successor to Garry's Mod, went badly. He said the launch and free weekend turned the Garry's Mod community against it. According to the game's finances dashboard, s&box made about $1 million in its launch month and $199,000 in May, then lost money every month since. Peak daily concurrent players have stayed under 1,000 since early June.

Newman says Facepunch will replace the cylindrical 'citizen' character models with more human-like ones over the next month. He admits a sunk-cost element in having kept them so long. He agrees that discovery is a problem, with good games buried among '500 tech demos and clickers,' and says changes to discovery and the Play Fund for creators are in progress. He also says AI makes it either the worst or the best time to launch a UGC platform, and he doesn't know which.

CounterpointPlayers alienated by the launch, particularly in the Garry's Mod community, would likely say the problems go beyond art style to discovery and monetisation. Newman concedes both, and his view that the models would pass unremarked in an indie debut is one critics have rejected.

Read at This Week In Videogames →

Capcom's remake pipeline heads toward Resident Evil 5 and 6

Elie Gould · PC Gamer · Oct 5

PC Gamer's Elie Gould reacts to remarks from Resident Evil executive producer Jun Takeuchi, made around the series' 30th anniversary. Takeuchi describes two tracks: numbered games for the ongoing story and remakes for the past. He says the remakes will eventually catch up with the numbered era, and that Capcom has been preparing for a 'crossover' since Village, citing the returning Umbrella and Spencer names and Raccoon City in Requiem.

Gould speculates that remakes of Resident Evil 0, the original game, Revelations and Revelations 2 could follow, along with the unloved 5 and 6. At one remake every two years, she estimates about 12 years of material. She is wary of remaking those last two and says she would rather see new twists, plot threads and characters than more remakes.

CounterpointCapcom's own view, per Takeuchi, is that fans responded warmly to the series' callbacks and wanted more of them, which suggests demand for the remake and crossover approach. Fans who welcome the chance to redeem Resident Evil 5 and 6 would also dispute that those games are best left alone.

Read at PC Gamer →

AI & Industry

Import AI · Oct 5

Import AI 475 on swarm scaling and watermarked biology

Jack Clark's newsletter covers swarm scaling, Google DeepMind's watermarking of biological outputs, and the emerging AI science economy, framed around the question of who decides what AI gets to do.

GamesIndustry.biz · Oct 5

Jagex responds to generative AI in RuneScape trailer

Jagex has responded after generative AI was found in a trailer for RuneScape 3's Dragon Slayer 2 quest shown at RuneFest. It said the trailer was made by a trusted external partner.

GamesIndustry.biz · Oct 5

Capcom plans an AI-enhanced RE Engine

Capcom has announced a multi-phase project to turn its proprietary RE Engine into an 'AI-generation engine'. The aim is to speed up QA, debugging and data processing and to improve performance.

Blooloop · Oct 5

Disney lays off nearly 300 more staff

Disney cut nearly 300 jobs last week, mostly in human resources and technology, and offered early retirement to older employees, the Los Angeles Times reports via Blooloop. It follows about 1,000 cuts announced in April under CEO Josh D'Amaro, who succeeded Bob Iger in March.

Blooloop · Oct 5

Six Flags surveys passholders on renaming Cedar Point

Six Flags is polling select passholders about renaming Cedar Point in Sandusky, Ohio, with 'Six Flags Over North Ohio' among the options. The survey follows the 2024 Cedar Fair merger and would drop the Cedar Point name entirely.

Blooloop · Oct 5

Hololabs Studio shows Atrium, a location-based VR format

Hololabs Studio debuted Atrium at IAAPA Expo Europe in London, and founder Mike Wozniewski is now explaining the format at the LEXRA summit in Dallas. It targets larger groups in premium venues as VR moves beyond dark arcades.

Science & Archaeology

Ars Technica · Oct 5

Skull trauma supports Egyptian 'retainer sacrifice'

A new analysis of First Dynasty mass burials found signs of fatal blunt force trauma on 39 percent of skulls, Ars Technica reports. The authors read this as supporting the theory that attendants were killed to accompany a royal.

Live Science · Oct 5

Maya urn shows a ruler's journey to the underworld

A 1,400-year-old Maya burial urn depicts skulls, underworld gods and a dead ancestor dressed as a jaguar, according to Live Science. It is read as showing a deceased ruler arriving in the underworld.

ScienceDaily · Oct 5

NASA backs probe of Moon's Marius Hills pit

NASA has selected the GIMLI project to test whether the Marius Hills Pit opens into a large cave or lava tube, using radar, seismic sensors, gravity measurements and cameras. Such voids could hold clues to lunar volcanism and shelter future astronauts.

Sound & Music Tech