Ahead of Dying Light 2: Stay Human‘s launch, developer Techland boasted that the first-person parkour game set in a zombie apocalypse would take players roughly 500 hours to complete. That number indicates how long it will take players to see absolutely everything that Dying Light 2 has to offer, including the outcome of dozens of story choices (requiring multiple playthroughs). So assuming you’re only going to play through Dying Light 2 once, how long is it going to take you?

How long does it take to beat Dying Light 2?

Honestly, it really depends on how much you want to pull out of it. GameSpot guides editor Mark Delaney played through Dying Light 2’s campaign for review, finishing the story in about 48 hours. Though he strayed from the main path in order to complete side quests that he ran across, he didn’t go out of his way to chase everything down–only pursuing whatever happened to catch his fancy.

Mark estimates that, all told, the critical path missions in Dying Light 2 took him 20-25 hours, so you can expect that level of commitment if you only want to play the main campaign. Looking at the map, he predicts he still has a couple dozen hours of content left over, estimating his final playtime would be over 80 hours if he decided to go back and do everything.

To compare that to its predecessor, How Long To Beat lists the original Dying Light‘s campaign at 17ish hours. To complete the campaign and do a little extra pushes you closer to 35 hours, and seeing everything the game’s open world has to offer puts you at 55 hours. So Dying Light 2 is a fair bit longer.

In GameSpot’s Dying Light 2: Stay Human review, Mark writes, “Dying Light 2 is a perplexing game. Its story and characters are headache-inducing, and it appears to lack polish in many areas. But even a dozen hours after I rolled credits, I’ve found myself going back to the game to do another parkour challenge, rummage through another abandoned science lab, or just see if I can get from Point A to Point B without ever hitting the ground. It’s rough around the edges and it asks players to invest a lot in its weakest element, but once you realize the story, like gravity, is only going to pull you down, you can begin to defy it and enjoy the things Dying Light 2 actually does well.”

Read MoreGameSpot – Game News

EA Sports is marking NFL legend Tom Brady’s retirement by boosting the Madden NFL 22 cover star’s rating to the game’s highest possible, 99. This is the second time this NFL season that Brady will have a 99 OVR, as he was initially boosted to 99 back in October when he set the all-time career passing record.

Brady started in the NFL back in 2001 with a 57 OVR, and his rating improved over the years in connection with her performance on the field mostly with the New England Patriots and eventually the Tampa Bay Buccaneers. Brady also reached a 99 OVR in Madden 09, Madden 12, Madden 18, Madden 19, and Madden 22.

Celebrate 22 years of playing Madden with the GOAT 🐐
Welcome back to the #99Club: @TomBrady #ThankYouTom | #Madden22 pic.twitter.com/gaXdSkFvAU

— Madden NFL 22 (@EAMaddenNFL) February 3, 2022

Brady’s final season with the Buccaneers was one of his best in terms of passing stats. He led the NFL in touchdown passes (43) and total passing yards (5316).

In addition to boosting Brady’s OVR to 99, EA is honoring the QB by featuring him in a new Madden Ultimate Team pack–check it out below. For more, have a look at GameSpot’s look into Tom Brady’s storied career, as told through his Madden ratings.

GOAT Tribute – @TomBrady 🐐
7x Super Bowl Champion
5x Super Bowl MVP
3x NFL MVP
Available Tomorrow.#ThankYouTom | #Madden22 pic.twitter.com/pIGLhsc7rJ

— Madden Ultimate Team (@EASPORTS_MUT) February 2, 2022

In other Madden news, EA is once against hosting a virtual Pro Bowl event this coming weekend, and the company is trying to set a world record by playing the game on a massive screen on the Las Vegas strip. Additionally, we’re expecting EA to release the results of its annual Super Bowl simulation in the days ahead, leading up to Super Bowl LVI on February 13.

Read MoreGameSpot – Game News

Apex Legends Season 12: Defiance introduces Mad Maggie, an offensive legend with an explosive close-quarters skill set. During a preview event, Apex Legends game engineer Chris Winder went into the origins and design goals of Mad Maggie, as well as where in the in-game meta Respawn predicts she’ll fit.

“Maggie is–first and foremost–an aggressive playmaker,” Winder said. “She really likes to break up enemy defenses and push other characters.”

Apex Legends already has a few legends that can technically fit such a description, with characters like Octane and Revenant excelling at aggressive close-range playstyles. Maggie differs, however, in how she’s able to disorient an enemy and get up in their face. Mad Maggie’s abilities make her somewhat of a breacher–so unlike Octane and Revenant, who are geared towards rushing an enemy before they have a chance to get situated, Maggie can safely get to her foe even if they’ve already managed to hide themselves behind cover.

This is most evident with her tactical ability, Riot Drill, a mining tool that Maggie has modified into a weapon. When fired, the Riot Drill burns through obstacles, ejecting burning flames out the other side. Maggie’s Riot Drill can even burn through Rampart’s Amped Walls or Gibraltar’s Dome Shield. Basically, if you’re taking cover behind something, the Riot Drill can reach you–the only way to deal with it is to sit there and take the damage or abandon your position. In either case, Maggie and her allies can potentially turn that to her advantage.

“We’re always looking for that open space [in the meta]–new problems to solve, new play styles,” Winder said.

Winder went on to explain why the more recent legends have fit far more specific roles than the characters seen earlier in Apex Legends’ roster. “Early on, we were thinking about Apex with no characters–there was a lot of open design space for the kind of gameplay spaces that legends could take over,” he said. “There’s the smoke character, toxic gas character, grappling [character]–all these different kinds of spaces that we could explore, we did with those early characters. And naturally this design space sort of closes over time.”

He continued: “[Apex Legends] has changed and it’s changing all the time with how players are playing different characters and how the meta shifts from season to season, and the types of gameplay that we want to encourage and players want to see more of. So that’s definitely been an interesting challenge, and one of the fun, surprising things is being able to adapt a breacher character like Maggie from when we were thinking about her to what types of breaching that she’ll need to do by the time she needs to come out and how she needs to evolve.”

Intriguingly, Winder explained that Maggie’s abilities weren’t always hers. Originally, her kit belonged to another character. “We started with the inspiration of a Polish winged hussar–it’s like a mounted soldier with plumage as decoration for some really awesome imagery–named Husaria,” Winder said.

Husaria is an old name in the Apex Legends’ community–it first appeared in files datamined during the early weeks of Apex Legends’ launch. The name appeared in a list of 10 upcoming legends, which included Octane, Wattson, Crypto, and Rampart, as well as legends that fans theorize may have gone on to become the inspirational template for Year 2-4 characters, like Rosie (who players believe is the basis for Season 5’s Loba).

“The [Husaria] kit began as a breacher character, a one-woman SWAT team, a character that could really take some of the defensive legends and their abilities to lock down a building and really bust in there and help breach that situation for her and her team,” Winder said. This kit evolved in numerous ways as Respawn adapted this breacher character to fit Apex Legends’ changing meta. Winder said that the team tried a riot shield and flashbang grenades, and for a while, Husaria had “a shotgun attached to her leg which could blow down doors in one kick.”

Though this trait ultimately didn’t stick around, this affinity for shotguns did, becoming the inspiration for Maggie’s passive ability, Warlord’s Ire, which highlights enemies through walls that Maggie has damaged and allows her to move faster while holding shotguns.

Rounding out Mad Maggie’s skill set is her ultimate ability, Wrecking Ball. When used, Maggie tosses out a giant metallic ball that slowly breaks apart as it bounces forward. The pieces left behind will offer a speed boost to whomever steps on them, allowing Maggie and her allies to quickly cover a lot of ground by trailing after the ball. Once set in motion, the ball will keep moving forward, only changing direction if it bounces off a wall. The Wrecking Ball stops when it’s either completely broken apart or runs into an enemy, which causes it to explode. According to Winder, the explosion knocks players back, temporarily stuns them, and deals 20 damage. Wrecking Ball isn’t designed to bring the pain; it instead introduces a chaotic force to the battlefield (especially when indoors) that’s meant to both distract an entrenched enemy team and help Maggie and her allies close the distance on said team.

“Wrecking Ball was definitely one of our biggest development challenges,” Winder said. “Finding a good fantasy for explaining what this ball was and how it worked and what it exactly looked like took a number of tries. Our team, I would say, was initially a little bit skeptical of the idea and how it might fit in our somewhat grounded world. But despite it being a little bit ridiculous, the sort of intuition of how it plays and the fun really won out in the end.”

And if all that sounds like Mad Maggie may launch a bit on the strong side, then you’re right. That’s a bit of what Respawn is going for with Mad Maggie–purposively launching a new hero shooter character in an overpowered state. It’s a strategy Respawn has used before to encourage players to pick a new legend more often at the start of a season, allowing the developer to gather a large pool of data about said legend right from the get-go.

“You heard Chris [Winder] talking about Mad Maggie’s kit, and if you look at the last few seasons, I think it’s very clear that we don’t shy away from launching legends strong and really shaking up the meta,” Apex Legends game director Steven Ferreira said. “I think the same is going to be true of Maggie and I’m looking forward to seeing how her aggressive nature and her kit that flows out of that is going to change things up this season.”

Apex Legends Season 12: Defiance begins February 8. Alongside adding Mad Maggie, the new season introduces a nice buff to Crypto, a nerf to Caustic, and map changes to Olympus. Season 12 also marks the start of Apex Legends’ in-game celebration of its three-year anniversary. A roadmap of Season 12 teases two new events as well.

Read MoreGameSpot – Game News

The Fortnite Icon Series gets a little more groovy today with the inclusion of Bruno Mars and Anderson .Paak, the duo known as Silk Sonic.

The Silk Sonic set will drop in the item shop February 10 at 4 PM PT / 7 PM ET, and it will include a skin, pickaxe, and back bling for each half of the dynamic musical duo, Bruno Mars’s kit includes a Sound Scepter pickaxe that doubles as a back bling, while Anderson .Paak wields the Sonic Snare back bling and Boom Bap pickaxe.

Silk Sonic rolls onto the Fortnite island on February 10.

The item shop will include other items outside of the Silk Sonic Set to commemorate the duo’s debut in Fortnite, including the Somebody This Fly lobby track, Freedom Wheels emote, and the returning Leave The Door Open emote.

Finally, the Silk Sonic Cup on February 7 will let teams of two compete for a chance to unlock the Silk Sonic set early without having to use their precious V-Bucks. Playing 10 matches within a designated three-hour window will earn each member of the team points, with the highest scorers accessing the skins early. Times for each region can be found in the Compete tab on the Fortnite dashboard, while scoring for the tournament is as follows:

Match Placement Victory Royale: 25 Points2nd: 22 Points3rd: 20 Points4th: 18 Points5th: 17 Points6th: 16 Points7th: 15 Points8th: 14 Points9th: 13 Points10th: 12 Points11th: 11 Points12th: 10 Points13th: 9 Points14th: 8 Points15th: 7 Points16th: 6 Points17th: 5 Points18th – 19th: 4 Points20th – 21st: 3 Points22nd – 23rd: 2 Points24th – 25th: 1 PointEliminations 1 Point each

While you wait for Silk Sonic to drop in, Dwayne “The Rock” Johnson has finally made his debut as The Foundation, while a brand new location has just opened up for exploration as part of the Fortnite 19.20 patch.

Read MoreGameSpot – Game News

Pokemon Legends Arceus is off to a very good start, as Nintendo has announced the game sold 1.425 million copies during its first week. That is a huge result, and it’s second only to Animal Crossing: New Horizons, which sold 1.881 million copies during its first week in 2020.

The numbers came from industry analyst David Gibson, as shared on social media. Legends Arceus was released on January 28, so in fact it’s been out for less than a week.

Nintendo Switch JP data – “Pokémon LEGENDS Arceus”, has sold 1,425,000 copies, making it the 2nd best-selling Switch title of all time in its first week, behind “Animal Crossing”, which sold 1,881,000 copies. “Pokémon Brilliant Diamond Shining Pearl” sold 1,396,000 units.

— David Gibson (@gibbogame) February 3, 2022

GameSpot’s Pokemon Legends Arceus review scored the game an 8/10. “It’s the most daring and inventive the series has been in years, breaking apart the staid core and creating something new and exciting from its pieces,” Steve Watts said.

In other news about Switch game sales, Nintendo updated its list of the best-selling Switch games, with Mario Kart 8 Deluxe topping the list with a whopping 43.35 million sold.

As for hardware, the Nintendo Switch has now soldmore than 103 million units, surpassing the Wii.

Read MoreGameSpot – Game News

Gearbox Software has completed work on Tiny Tina’s Wonderlands, its upcoming Borderlands spin-off that stars the fan-favorite explosives expert voiced by Ashly Burch. While the game is complete, there’ll still be some fine-tuning to do ahead of its March 25 release, which will likely include the usual updates and optimizations.

don’t look now 👀
Tiny Tina’s Wonderlands JUST WENT GOLD baybay!!! 🏆🥇 pic.twitter.com/Esxsv5qI0e

— Tiny Tina’s Wonderlands 🦄 (@PlayWonderlands) February 2, 2022

In a separate tweet, Wonderlands creative director Matt Cox commented on the challenge of developing the game in the current pandemic era of the world.

“Shipping games is hard, and significantly harder during a pandemic. I am overwhelmingly proud of every part of our Tiny Tina’s Wonderlands teams,” Cox said. “We dug deep and poured our hearts into something special. I love our team, and love our fans. March 25th is so close!”

WE ARE GOLD! Shipping games is hard, and significantly harder during a pandemic. I am overwhelmingly proud of every part of our Tiny Tina’s Wonderlands teams. We dug deep and poured our hearts into something special. I love our team, and love our fans. March 25th is so close! https://t.co/42r3dPsLPA

— Matt Cox (@findmattcox) February 2, 2022

Similar to the Borderlands series, Wonderlands will cast you as one of several classes—Brr-Zerker, Clawbringer, Graveborn, Spellshot, Spore Warden, or Stabbomancer–who all wield unique abilities.

Wonderlands also features a multi-class system that allows for any of those two roles to be combined, which should make for some interesting character builds. Guns are of course an option for dealing with all manner of assorted fantasy enemies when action skills and various other passive abilities aren’t enough.

For an idea of just how Gearbox handles the fantasy genre, you can check out Tiny Tina’s Assault on Dragonkeep for PC, PlayStation, and Xbox. The Borderlands 2 DLC is now a standalone adventure, and if your PS Plus subscription is up to date, you can add it to your PlayStation library as part of February’s offerings through the online service.

Read MoreGameSpot – Game News

In a world where bigger games with “better” graphics are seemingly in constant demand, demakes are an intriguing counterpoint. Such is the case with a recent Persona 4 Game Boy “demake,” created by SeanSS (@SeanSS_twt), that just released on itch.io.

the hit JRPG classic Persona 4… Is now coming to the Gameboy! Introducing Persona 4 GB: A Persona 4 Gameboy demake that works on actual gameboy hardware
(this game is just a demo, and not the full game on gameboy)#Persona4 #Gameboy #PERSONA #gamedevelopment pic.twitter.com/qExeuGzGTt

— SeanSS (gamer ver.) (@SeanSS_twt) February 2, 2022

SeanSS built the demake on the free GB Studio engine and it is one of their “very first projects using the engine.” To play it, you can open it directly on your browser or you can download the file and use an emulator.

What is a demake? Demakes do the opposite of remasters, essentially, transporting a game into the past and what it might’ve looked like on an older platform. Game Boy has been a popular platform of choice for demake artists (though arguably there are more PlayStation demakes on the internet). Some cool ones to check out are a Demon Soul’s demake by Christopher Pariano and a Sea of Thieves’ demake by Voxy.

Earlier this week, Lilith Walter’s Bloodborne PSX demake went viral online. With CRTV grain and faithful (but creative) adaptation of the game, Bloodborne’s PSX’s demake is a delightful spin on the original bloody combat game.

We’ve reached out to SeanSS for quotes about their Persona 4 demo project, and will update if there’s a response.

Read MoreGameSpot – Game News

New World’s latest public test realm build is being released into the wild February 3, and includes a number of combat updates, balance changes, and bug fixes for players to put through their paces before the update finds its way to the live version of Amazon’s MMO.

As previously detailed by Amazon Game Studios, February won’t see the release of any new content for New World, with the team instead focusing on bug fixes and improvements.

“Deciding when to align resources to provide new content or to focus on improving what’s already there is a delicate balancing act for a live game, and New World is no different,” the February PTR announcement reads. “For our February game update, we’ve taken a moment of pause on feature development in favor of improving the state of the live game.”

Most notable among those improvements are updates to combat responsiveness. Weapon swapping should feel more fluid, with players now able to swap during dodges, reactions, using consumables, and traversing the environment. Swapping to a weapon and then queuing an attack or ability is also now possible, allowing player to immediately perform an action after swapping. In addition, the recovery period after dodging has also been reduced.

Though the PTR notes don’t dive into specific details, a number of weapon abilities have received “significant reworks.” These include the Great Axe’s powerful Gravity Well ability, and potent Musket skills like Stopping Power, Sticky Bomb, and Shooter’s Stance.

February’s PTR update also adds a dedicated trade chat channel for players to sell their wares, as well as a number of adjustments to the game’s Outpost Rush PvP mode, including changes to how the mode’s scoring works and updates to rewards, which now include faction tokens.

You can read the full PTR notes here. New World recently introduced the Mutator system to its endgame dungeons while also providing ways to raise the maximum gear score of items, giving max-level players more content to engage with.

Read MoreGameSpot – Game News

Gran Turismo is 25 years old. Over a quarter of a century, and more than 80 million copies sold, longtime producer Kazunori Yamauchi has strived to create a virtual driving experience as close to the real thing as possible. A month before the seventh numbered entry in the series drops, Yamauchi has revealed how he and his team are attempting to bring realism to Gran Turismo 7 and how he intends to bring car culture to the masses.

After Gran Turismo Sport had a somewhat bumpy beginning, GT7 will launch with a number of ways to enjoy single-player racing. Starting from a new world map (cross your fingers for a return of GT’s signature smooth jazz menu music to go with it), players can leap to Licence Tests, Missions, World Circuits (34 to choose from, and over 90 layouts–including the legendary Trial Mountain), a tuning shop, custom modes, multiplayer, a used car lot, Brand Central (to buy and read about most cars), a Legendary Cars store for the iconic stuff, Sport, Scapes, Showcase (for sharing and downloading content), your garage, and, most interestingly the Café.

…players can, just like the old days, leap to the game’s core features from there.

License tests – to hone your driving skillsMissions – Events and situations beyond the usual racing, for example drag racing.World Circuits – 34 to choose from with over 90 layouts, some real-life, some GT originals (including the legendary Trial Mountain)Tuning ShopCustom – for your own race setupsMultiplayerSport – Gran Turismo’s competitive online modeShowcase – for sharing and downloading UGCScapes – a place to position cars in specific spots and create beautiful pictures (or terrible ones, talent depending)Your GarageThe Café – Perhaps the most interesting new addition to the game

Plenty of features are carried over from previous games, and the basic premise remains the same: buy a car, do your license tests, race, buy better cars, race more, win more, keep driving until GT8 is a thing. But Yamauchi seems to be thinking more about the wider world than simply of racing. He said in a pre-recorded video: “Today you won’t find as many people talking about car culture anymore. Less people are talking about the beauty of cars, or focused on the fun of driving.”

It’s here that the Café comes in to play. Players are invited to sample 30 ‘menus,’ each featuring a different type of car (Porsche 911s in one, BMC Minis in another, etc), and features their own driving missions. Once you complete a menu, you end up with a few new cars for your collection and will have learned something about the car and its history. The Café will also play host to various guest speakers of sorts–designers will ‘drop by’ to talk about the cars they worked on. Hearing, hypothetically, someone like Ian Callum, the designer of the original Aston Martin Vanquish, wax lyrical about his greatest hits would be something special, wouldn’t it?

During a roundtable interview, Yamauchi revealed that while it’s something of a roadmap to GT7’s systems, the Café’s there to help players form a deeper connection with the culture he holds dear: “The cafe’s a place where you may meet some of the designers or the engineers that were actually involved, or actually created these cars that you’ve collected. So, what that is, it’s a part of the car, or the culture revolving around the cars. And of course, we had the museum first appearing in Gran Turismo Sport. But this takes one step further, where you get to know the people that are involved in creating these cars.” Much like real cars and coffee meets, or events like Monterey Car Week and the Goodwood Festival of Speed, Yamauchi wants to get as many people as close to the thing he loves as possible, to keep car culture alive for the next 25 years of Gran Turismo.

Sharing car culture goes a little further than the Café. There will be ‘meeting places’ and lobbies to congregate with friends, two-player local split-screen for settling sibling rivalries, and the Showcase to share liveries. By the sounds of things, Yamauchi is making it very hard to avoid getting wrapped up in his world.

While the focus of the game remains racing, Yamauchi seems keen to add modes that take the pressure off the player to post ever-decreasing lap times, and just enjoy their cars. In the new Music Rally mode, players are tasked with having a pleasant drive around a track of their choice while listening to one of GT7’s myriad tunes. You start with a number of ‘beats’ on screen that decrease as you drive. Top your beats up by hitting various gates on circuit, and, hopefully, you’ll finish the song. Fail to collect enough beats and it’s game over. You’re still against the clock, but one that gives you room to play and explore.

“The biggest objective of the music rally is that we really wanted people to enjoy the music,” Yamauchi explained. And the other important point is that, we wanted to make it [for] people who are playing this for the first time, who’ve never played a car game before, new kids playing a car game for the first time, we wanted it to be something that they can enjoy.”

It wouldn’t be a Gran Turismo game without tuning options to delight the deeply nerdy and terrify everyone else. In GT7, the list of things to tweak, fettle, and adjust appears to be just as massive and unnerving as ever. Thankfully, the game measures a car’s Performance Points in real time using almost certainly incomprehensible maths. Once you’ve adjusted a setting, hit the big red MEASURE button on the stats screen and you’ll see whether your tweaking has made the right kind of difference. Yamauchi said, “This is like having a minigame inside the settings screen and is one of my favorite screens out of the various features in GT7.” You won’t be able to share your settings via the Showcase though, as, Yamauchi said the different parts on cars might not sit well with another player’s tinkering. The settings screen has been designed to be screengrabbed and shared, though.

Different parts on cars? Tuning is back, of course. With about 60 tuning parts per car, everything from a new air filter to suspension setups are available to turn a tiny hatchback into a surface-to-air missile–or, y’know, make your McLaren even more potent. Performance upgrades are all well and good, but if you’re going to go fast you need to look the part. You can make sure your car’s clean, sure, but you can also paint it in your preferred hue, or go wild in the livery editor. You’re able to do more in the latter now, adding stickers in places you previously couldn’t. What may appeal to the aesthetically minded are the 650 aerodynamic parts and 130 wheel types. You can give your old Beemer box arches now. If you’re in to that kind of thing, that’s unbelievably cool.

On PS5, GT7 will include a few technical tricks that’ll make the most of the system compared to the PS4 version. Loading times will be much quicker, for one. There are two resolution modes to pick from: Frame Rate Mode that’ll run as high as possible from a 60fps baseline in race and replays, and Ray Tracing Mode, which is best deployed when you want to focus on visuals instead of performance, such as while playing with the endlessly adjustable photo mode and the Scapes function, showing GT7’s detailed models off in full 4K HDR ray-traced splendor.

The DualSense’s adaptive triggers will offer greater feedback as well. Vibrations under 100 hertz will be run through your hands. In real-world terms, you’ll feel the brake trigger lock up with your front wheels, and the controller is said to make you feel under and oversteer. Quite how GT7 does that remains to be seen–can a DualSense do a better job than a ‘wheel? We’ll see.

Sony’s 3D audio tech, meanwhile, will work to put your ears in the game as well–boasting tech that’ll make you feel as though the road is below, while competitors buzz by in real time.

All of that sounds very impressive, but what’s most exciting for the GT hardcore may well be the used car lot. Just like the good ol’ days, you start off buying a jalopy and working your way up the ranks. The lot will change day by day, and occasionally exciting cars will crop up–sadly, a 90’s Impreza WRX and the like are likely to be more spendy than a Mazda Demio. Yamauchi did mention that the Performance Points system might match unlikely cars though: “You can have a car that’s really fast to begin with. But then you can take this really modest car and tune it to be just as fast as that car so that they can appear together in a race. Having an actual PP system that is well balanced will allow us to do that.”

GT7’s multiplayer aspects will be ‘equivalent to GT Sport,’ with various difficulty modes available for players of all abilities, too, so you needn’t be overwhelmed by an overly aggressive AI.

When it comes to multiplayer, Yamauchi said “Gran Turismo 7 is equivalent to GT Sport in terms of what it offers.” For players tackling single-player, whether you’re new to the game or a seasoned pro, there’s an appropriate leaping off point: “When you first begin the game, the game asks you whether you want to start at the beginner, intermediate or on expert level. But those who have already played this series in the past would probably find it not challenging enough if you start on intermediate.”

There’s lots to be excited about in GT7, from returning features to new twists on old ideas, but the overarching theme seems to be that Yamauchi wants you to care about cars as much as he does: “I really think it’s important to really convey this culture and history to the next generation of people. I almost feel a responsibility to do that.” We’ll find out in March whether, with GT7, he and the Polyphony Digital team have managed it.

Read MoreGameSpot – Game News

PlayStation has announced a showcase dedicated exclusively to GhostWire: Tokyo is scheduled to air Thursday, February 3 at 2 PM PT / 5 PM ET. The stream, which is being hosted by publisher Bethesda, is said to be filled with “new gameplay and behind-the-scenes details” ahead of the game’s upcoming release. In addition, it looks like the showcase will also reveal the game’s expected release date: March 25, 2022.

Developed by The Evil Within series’ Tango Gameworks, GhostWire: Tokyo game is a supernatural action-adventure game that blends the studio’s survival-horror roots will all the firepower and flair of an open-world first-person shooter. The game follows a young man as he traverses a cursed Tokyo, taking down demons, yokai, and other supernatural horrors all while trying to understand what’s become of his home. If that description alone has you wanting more, here’s how you can watch the upcoming showcase:

How To Watch The GhostWire: Tokyo February Showcase

You can watch the showcase on PlayStation’s YouTube channel, which is embedded above.

Showcase Start Time

The GhostWire: Tokyo showcase is scheduled to begin at 2 PM PT, with more time zones listed below. Considering the stream will focus entirely on GhostWire, it’s seems unlikely it will run longer than half an hour, though an official run time has not been revealed.

2 PM PT5 PM ET10 PM BST7 AM AET (September 24)

What To Expect

Ghostwire: Tokyo update! See new gameplay and behind-the-scenes details in a special presentation from Bethesda this Thursday at 2pm Pacific: https://t.co/qTfvK9oYdJ pic.twitter.com/GPcTmNQ5A5

— PlayStation (@PlayStation) February 2, 2022

Based on PlayStation’s tweet, it seems like we’re definitely going to get more gameplay footage and a bit of an inside glimpse at the making of Ghostwrite: Tokyo. However, it also wouldn’t surprise us if the showcase delves a bit deeper into the game’s narrative as well. After all, with the exception of the game’s latest trailer, most of the footage we’ve seen so far has been focused on gameplay and GhostWire’s impressive-looking environments and yokai. We also can expect to hear a bit more about what comes with the game when you preorder it, as well as its official release date.

When is Ghostwrire: Tokyo’s release date?

While an official release date yet has to be confirmed, based on the description below the video it seems like the game is slated to release on March 25, 2022–a little less than year after GhostWire was originally scheduled to release. Tango Gameworks announced the game would be delayed last summer in order to “protect the health” of its employees.

Can I preorder GhostWire: Tokyo?

While you can’t preorder GhostWire quite yet, it looks like you will be able to just as soon as the showcase wraps up. According to the stream’s description, preorders are set to go live at the same time as the showcase and will come with exclusive bonus content for players. Additionally, players can also snag the game’s Deluxe Edition, which comes with three days of early access as well as the following bonus content: Shinobi Outfit, Kunai Weapon, and Streetwear Fashion Pack. The description also notes that in order for Deluxe Edition buyers to check out GhostWire’s early access, an internet connection is required.

Read MoreGameSpot – Game News