So Andy's been sick for a few days huh?

"Insider Gaming understands that preview events for GTA 6 are underway"

Reminder that Andy won KindaFeudy so he'd be the one to preview GTA 6

BUT THAT'S JUST A THEORY...

EDIT: I'm now 80% convinced it's actually Blessing that went to Edinburgh

reddit.com
u/uniquecartridge — 1 day ago

Marvel's Wolverine almost had a crossbow, adaptive trigger claws, Nightcrawler and more. (Insomniac Leak Retrospective)

Source: The Rhysida hack, I watched 3 years worth of Zoom meetings (send help) located in the TeamUpdates folder in the leak, stretching from 2021 to 2023. (probably a good idea not to link it here)

Note to mods: This is a compilation with plenty of new scoops that haven't been covered on this sub. I'm putting more focus on the development history and cuts. Hope the post is allowed to stay up for people who are getting into the Insomniac leak now, esp. since all links are down on the old Insomniac Leaks Compilation post: https://www.reddit.com/r/GamingLeaksAndRumours/comments/18lvqor/insomniac_leaks_compilation/

As we get closer to Wolverine's release date with more marketing and gameplay footage coming out, I got interested in looking back at the Insomniac hack.

I spent a couple of days going through the leaked Wolverine Zoom meetings and design docs. Pulling out the most interesting stuff here so it's actually readable instead of buried in hours of production meeting footage or links that get taken down. Treat it as a sorta retrospective compilation, you might discover new info even if you frequent the insomniacleaks sub.

Combat: a lot got cut

  • Original combat used separate claw buttons (left/right triggers) with adaptive trigger feedback: half press for jabs, full press for sweeping attacks. Two years of iteration and decent early QA scores, but it got scrapped for a standard light/heavy face button setup. Reasons given: accessibility, responsiveness, scope.
  • Early playtests turned into Square mashing fests against all enemies. Devs focused on making combat more engaging and aimed to make even a single fodder enemy interesting to fight. Ex-director Brian Horton's take: "Engagement comes first and power fantasy can come second."
  • They prototyped a cloaking enemy that would force you to actually use Wolverine's senses in combat. No idea if it survived to the final game.
  • Early on, Logan almost got a small wrist-mounted crossbow with different arrow types plus hub crafting and upgrades. Marvel shot it down for not fitting the character.
  • There was a system where you could pick up and throw enemy weapons, including a neat bit where The Hand throws shuriken at Logan and he rips them out of his own body to throw back.

"Cut Anything" got reined in

This was one of the original combat pillars. They played with:

  • Fully destructible buildings were mentioned early on, for example: slicing a two story house down during combat but it never got prototyped
  • Chain reaction destruction: cut a tree, it falls on a barrel, barrel explodes. Slice a wall, expose a bursting pipe or a Bioshock-style water and electricity hazard. This was actually prototyped

Based on what's been shown so far, most of this got scaled way down to smaller breakables like crates, trees, etc. A lot of effort went into communicating what is or isn't breakable and climbable through visual language.

Stealth and Senses never really evolved

Back in a 2021 milestone review, Sony flagged that the senses and stealth systems felt basic and asked the team to push them further. The devs iterated a lot but judging by the previews, not much changed. The smell "detective" mode and tall grass stealth received a lot of criticism, calling those mechanics too derivative or lacking in innovation.

Story kept shifting

  • Marvel and Sony pushed back on having too many characters (20+), so a bunch of side characters got trimmed.
  • Nightcrawler was originally Logan's Madripoor ally, but Marvel felt a character that big being a one zone sidekick "didn't feel earned", so he got swapped for Jubilee. Both ended up cut. Latest build had Tyger Tiger filling that role instead.
  • This one's well known but I might as well add it: Jean Grey was playable, devs planned 5 missions for her, gameplay looked solid and engaging, reminiscent of Remedy's Control with telekinetic powers, hover movement, throwing objects and shooting psychic blasts at enemies. Looked much more entertaining unlike the controversial MJ missions in SM1 and 2 which forced stealth and ruined the pacing for some players. Sad to hear it got cut according to Insomniac's latest comment.
  • Feedback also called out areas feeling episodic instead of connected
  • The opening mission went through several versions: Team X rescues a random mutant, later version has them rescue Jean Grey, and previews now show Nathaniel Essex getting rescued.
  • Marvel kept pushing for more story revisions throughout the 3 year period, the last meeting in the leak (November 2023) Marvel asked to revise Nathaniel's motivation and the ending. Safe to assume the story went through more revisions after the leadership shakeup.
  • One thing stayed consistent from day one: the global scope, with zones like Madripoor and Tokyo. A planned snowy Russia level got swapped to Canada after devs raised concerns about the optics with the ongoing war.

Random scoops

  • Insomniac built their own 4D face scanning rig called Cerebro, allowing them to scan actors in-house
  • David Buckley was the first composer assigned to the project but dropped out over scheduling conflicts
  • Noshir Dalal (Charles Smith in RDR2 and Bode Akuna in Jedi: Survivor) got a callback and did a chemisty read for the Logan role in February 2022
  • A bear boss fight reused animation, rig, and texture work straight from the Atreus bear fight in God of War Ragnarok. Got reduced to a cutscene for scope reasons.
  • They floated the idea of a Wolverine teaser inside Spider-Man 2 but Bryan Intihar decided to cut it.
  • A Proto Sentinel boss fight got cut in December 2022, then seemingly made it back based on the latest preview.
  • Logan riding a motorcycle was of one many ideas prototyped during an internal Game Jam, happy to see it made its way into the game

History of delays

Insomniac still maintains an incredible output compared to other studios but Wolverine was originally supposed to come out in Q4 2024, here's what caused the delay

  • 2021: Spider-Man 2 got delayed internally and grabbed an extra dev year, never seen it mentioned anywhere before. One of the late 2021 Zoom meetings confirms this also pushed Wolverine's timeline back
  • 2023 and 2024 (these are known, just mentioning them here for context) the hack itself obviously messed with the schedule, then a leadership shakeup shuffled leads around the studio. Notably, creative director Brian Horton left to direct the ill-fated Perfect Dark reboot

That's it folks, hope y'all found some interesting scoops in here, I'll leave my personal thoughts on the project's development in the comments.

EDIT: Just wanted to highlight a comment from u/Mildly_Fancy here for anyone feeling disappointed by these cuts:

"Before lamenting these cuts and changes, please be aware that it's very common for a final product to seem tame compared to the original vision. There are limits everywhere that all studios have to compromise with. There's the budget and time constraints, creative differences, leadership changes, and technical flaws too big to overcome. This is natural for any project with lots of people working on it."

I just wanted to highlight their creative process and some of the early brainstormed ideas. That's just the reality of game dev. The leads were quite direct about aiming for mass market appeal from the very first meeting I watched. Doesn't make it a bad game, just a different set of priorities. Kudos to Insomniac for trying to innovate during the initial R&D phase, but between two publishers signing off on every major decision and a release date to hit, the safer, more proven mechanics were always going to win out over the riskier ones.

reddit.com
u/uniquecartridge — 4 days ago

I watched 3 years worth of leaked Wolverine Zoom meetings so you don't have to: crossbow, adaptive trigger claws, Cut Anything and the slow march toward playing it safe

As we get closer to Wolverine's release date with more marketing and gameplay footage coming out, I got interested in looking back at the Insomniac hack.

I spent a couple of days going through the leaked Wolverine Zoom meetings and design docs (TeamUpdates folder in the leak, stretching from 2021 to 2023). Pulling out the most interesting stuff here so it's actually readable instead of buried in hours of production meeting footage. A few of these points have likely been covered here, but I'm hoping this post adds something new, or at least works as a handy reference compilation. If you've watched these meetings, feel free to add more info and context if I missed anything important. I'll share my own take on the game's development at the bottom, cheers!

Combat: a lot got cut

  • Original combat used separate claw buttons (left/right triggers) with adaptive trigger feedback: half press for jabs, full press for sweeping attacks. Two years of iteration and decent early QA scores, but it got scrapped for a standard light/heavy face button setup. Reasons given: accessibility, responsiveness, scope.
  • Early playtests turned into Square mashing fests against all enemies. Devs focused on making combat more engaging and aimed to make even a single fodder enemy interesting to fight. Ex-director Brian Horton's take: "Engagement comes first and power fantasy can come second."
  • They prototyped a cloaking enemy that would force you to actually use Wolverine's senses in combat. No idea if it survived to the final game.
  • Early on, Logan almost got a crossbow with different arrow types plus hub crafting and upgrades. Marvel shot it down for not fitting the character.
  • There was a system where you could pick up and throw enemy weapons, including a neat bit where The Hand throws shuriken at Logan and he rips them out of his own body to throw back.

"Cut Anything" got reined in

This was one of the original combat pillars. They played with:

  • Fully destructible buildings were mentioned early on, for example: slicing a two story house down during combat but it never got prototyped
  • Chain reaction destruction: cut a tree, it falls on a barrel, barrel explodes. Slice a wall, expose a bursting pipe or a Bioshock-style water and electricity hazard. This was actually prototyped

Based on what's been shown so far, most of this got scaled way down to smaller breakables like crates, trees, etc. A lot of effort went into communicating what's breakable and climbable through visual language.

Stealth and Senses never really evolved

Back in a 2021 milestone review, Sony flagged that the senses and stealth systems felt basic and asked the team to push them further. Judging by the previews, not much changed despite lots of iteration. Still the same Witcher 3 style smell/detective vision and Tall Grass™ stealth, which tracks with a lot of the current criticism calling those mechanics too derivative and lacking in innovation.

Story kept shifting

  • Marvel and Sony pushed back on having too many characters (20+), so a bunch of side characters got trimmed.
  • Nightcrawler was originally Logan's Madripoor ally, but Marvel felt a character that big being a one zone sidekick didn't land, so he got swapped for Jubilee. Both ended up cut. Latest builds had Tyger Tiger filling that role instead.
  • Feedback also called out areas feeling episodic instead of connected
  • The opening mission went through several versions: Team X rescues a random mutant, later version has them rescue Jean Grey, and previews now show Nathaniel Essex getting rescued.
  • Marvel kept pushing for more story revisions throughout the 3 year period, the last meeting in the leak (November 2023) Marvel asked to revise Nathaniel's motivation and the ending. Safe to assume the story went through more revisions after the leadership shakeup.
  • One thing stayed consistent from day one: the global scope, with zones like Madripoor and Tokyo. A planned snowy Russia level got swapped to Canada after devs raised concerns about the optics with the ongoing war.

Random scoops

  • Insomniac built their own 4D face scanning rig called Cerebro, allowing them to scan actors in-house
  • David Buckley was the first composer assigned to the project but dropped out over scheduling conflicts
  • Noshir Dalal (Charles Smith in RDR2 and Bode Akuna in Jedi: Survivor) got a callback and did a chemisty read for the Logan role in February 2022
  • A bear boss fight reused animation, rig, and texture work straight from the Atreus bear fight in God of War Ragnarok. Got reduced to a cutscene for scope reasons.
  • They floated the idea of a Wolverine teaser inside Spider-Man 2 but Bryan Intihar decided to cut it.
  • A Proto Sentinel boss fight got cut in December 2022, then seemingly made it back based on the latest preview.
  • Logan riding a motorcycle was of one many ideas prototyped during an internal Game Jam, happy to see it made its way into the game

History of delays

Insomniac still maintains an incredible output compared to other studios but Wolverine was originally supposed to come out in Q4 2024, here's what might've caused the delay

  • 2021: Spider-Man 2 got delayed internally and grabbed an extra dev year, which pushed Wolverine's timeline back too.
  • 2023: the hack itself obviously messed with the schedule.
  • 2024: a leadership shakeup shuffled leads around the studio. Notably, creative director Brian Horton left to direct the ill-fated Perfect Dark reboot

My thoughts:

Insomniac clearly runs one of the healthier studios in the industry: well paced schedules, real PTO, none of the crunch horror stories based on what's in these docs. These are talented, supportive devs, and it shows in the output. The hack itself was messed up though, especially with how much personal and financial info of employees got exposed alongside the game data. That being said, the leaked design docs and production meetings are genuinely one of the best looks I've seen into how a AAA game actually comes together.

A lot of the hate this game is getting online feels out of proportion. SOME criticisms are fair like derivative senses/stealth and safe control scheme. But overall this is a very solid blockbuster, the story has potential, just don't expect a generational masterpiece.

The constant feedback rounds from Sony and Marvel clearly helped, the story was messy early on and got noticeably tighter after their notes. But I can see how having two separate stakeholders both weighing in constantly is also a "too many cooks" situation.

Marvel's modern brand identity also clearly shaped the gore: dynamic blood, muscle deformation, and real damage are all there, but the tone stays grounded rather than gritty, and even the Reavers (one of the enemy factions) being cybernetic limits how much actual limb severing you see.

It's understandable though, the devs were quite direct about aiming for mass market appeal from the very first meeting I watched. Doesn't make it a bad game, just a different set of priorities. Kudos to Insomniac for at least trying to innovate during the initial R&D phase, but between two publishers signing off on every major decision and a release date to hit, the safer, more proven mechanics were always going to win out over the riskier ones.

reddit.com
u/uniquecartridge — 4 days ago

MP1st: It seems Tyr will indeed be in God of War Laufey, backing up previous leaks we ran

About four months ago, we wrote that the God of War spin-off game starring Kratos’ wife Laufey will feature multiple mythologies and the return of Tyr, the Norse mythology’s god of war.

While the trailer reveal for Laufey doesn’t mention or hint at Tyr in any capacity, it seems the character’s involvement has just been confirmed.

Diogo Morgado, Tyr’s voice actor in the Portuguese voice-over track, reacted to the Laufey gameplay on his YouTube channel.https://www.youtube.com/watch?v=4yTmKzc3iFY

In the video (around the 54:53 mark), Morgado was asked if he will appear in Laufey as well. The voice actor laughed and said, “If you only knew how restrictive an NDA is,” and added, “Once this State of Play is over, I’ll tell you on a scale of 1 to 10 just how hard I had to bite my tongue to not say anything.”

I don’t know about you, but it sure sounds like it’s something; otherwise, Morgado could have just flat-out denied being involved in any way, no?

The voice actor for Tyr that also did the motion-capture work for the character in Ragnarok is Ben Prenderg, and so far, they haven’t commented or mentioned that he will be part of the game. However, the actor did tweet back at Domino’s Pizza X (formerly Twitter) when the pizza chain cheekily said, “God of War game with no Kratos = Pepperoni Passion with no pepperoni.” Prendergast’s reply featured a GIF of Tyr rocking sunglasses as he captioned it, “I haven’t seen a burn like this since Muspelheim.”

Source: https://mp1st.com/news/tyr-portuguese-voice-actor-teases-role-god-of-war-laufey-backing-past-leaks

u/uniquecartridge — 6 days ago

Day 1 thoughts, did anyone feel the same at the start?

Just got the game and played nonstop for 6 hours straight, I'm having a blast. Here are my initial impressions:

  1. PvP is so fun! The encounters feel slow and strategic, the HP amount and the Springhorn heal everyone gets is really forgiving so you get plenty of chances to recover if you make a mistake. You always get a nice back and forth with your enemy and even if you die you learn something.

  2. PvE: I was a bit concerned going into the game, I've never been a soulslike guy, those games are too hardcore for me, but I found the enemy difficulty a perfect middle ground between soulslikes and easier action games. The bosses are tough but a well-coordinated team will take them down without much struggle, especially after a couple of initial attempts once everyone learns the timings and attack patterns.

  3. Graphics/performance: optimization needs some work, I've got a powerful PC rig and it still stutters from time to time. The aesthetic is nice, I love the enemy designs and don't mind the Dark Souls and Elden Ring comparisons, just happy to get more games with this style.

  4. Progression: will have to play a lot more to get a good sense of all the systems, so far I feel good about the level pacing, crafting and trading. However there are some concerning systems like multi-hour crafting and scavenging timers which might incentivize some whale spending.

Leaving this post here to look back on after I play more. Curious if anyone resonates with my initial impressions and whether it changed for y'all further down the line.

reddit.com
u/uniquecartridge — 20 days ago

Been obsessed with this arp lead (Pretty Sick - UrNewImTrue)

I'm really loving this arpy synth sound the song starts with. Sounds like a super distorted 2 note arp with maybe some granular delay on top? It's got a cool glassy texture but I can't quite figure out how to remake the part.

I've tried arpeggiating with octave steps, heavy sidechaining, some trance gate but still can't get the rhythm and notes right. Any clues regarding the arp pattern, fx or what kinda waveform to use for that glassy sound?

Would really appreciate any input, thanks!

Link: (warning it's pretty loud haha)

https://www.youtube.com/watch?v=-rPTNKRAsDE

u/uniquecartridge — 1 month ago

Jordan Middler on potential Obsidian closure: This is the one that made the least sense to me... they were early on a Fallout project

Jordan Middler of VGC made a bluesky post about the Obsidian situation:

"This is the one that made the least sense to me, especially in the context of the refocusing on big games.

Been told multiple times recently they were early on a Fallout project, which is obviously dream stuff for fans.

Whether that burned out, or isn’t far enough along, who knows. Brutal."

Source: https://bsky.app/profile/jordanmiddler.bsky.social/post/3mpo6tvmixc24

EDIT: DEBUNKED by Jason Schreier:
"FWIW this isn't true, although I suppose it could become true real soon given Sharma's reported new direction."

https://www.resetera.com/threads/vgcs-jordan-middler-i-have-been-told-multiple-times-recently-obsidian-were-early-on-a-fallout-project-up-schreier-says-this-isnt-true.1567243/#post-157351720

"Despite a report this morning, I can confirm that Obsidian is *not* in negotiations to avoid shutting down. Plenty of details are still up in the air surrounding the layoffs (picture will be clear on Monday) but Xbox is keeping Obsidian, according to people familiar with the situation."

https://bsky.app/profile/jasonschreier.bsky.social/post/3mpoabmnoek2s

u/uniquecartridge — 2 months ago

ever wondered what The Peace might've sounded like if it had drums? i made a quick mockup

The song is perfect the way it is, I love the vocal-only production. Just wanted to hear how it might've sounded with some drums so here's a quick mockup I made in 20 mins. ik April had an early demo with a latin/dembow drum pattern which sounded amazing, this one has a different groove that's aligned with her vocal percussive elements. Lmk what y'all think, thanks!

https://youtu.be/n-5XeBK5Kg4

youtu.be
u/uniquecartridge — 2 months ago

Anybody else obsessed with Cheeni?

Such a standout tracks, no drums just crazy vocal chops and ethereal melodies. The album's full of bangers but something about this one just grabbed me on an emotional level

reddit.com
u/uniquecartridge — 2 months ago

Cory Barlog about the Everywhen setting of the Laufey game: "It really is this concept of throwing a bunch of billionaires on an island. They are not gonna self-organize in the most, uh, beneficial way"

For context he's talking about how the antagonistic gods shown in the gameplay reveal have all been terrible people when they were ruling so the afterlife (Everywhen) is a powder keg. Their idyllic afterlife is a struggle for power just like their previous life. Just thought this was a fun comparison he made lol

u/uniquecartridge — 3 months ago

teamLFG's Gummy Bears has likely started alpha playtesting, codenamed Project 5414

TL;DR: A FirstLook playtest for "Project 5414" describes a MOBA/platform fighter hybrid that matches previous rumors about teamLFG's unannounced game. The connection seems pretty obvious.

Got a small discovery to share.

Last month, a game called Project 5414 appeared on the playtesting platform FirstLook. It's described as a blend of MOBAs and platform fighters.

>The signup announcement says:
Do you like team-based action PVP? Project 5414 is a game that mashes up platform fighters with MOBA-like objectives. Project 5414 is a tournament-quality team game that has enough depth and mastery to play with your sweatiest friends

So here's my theory:

  1. That description lines up almost perfectly with previous rumors about Gummy Bears, the unannounced project from teamLFG which was described as a blend of platform fighters MOBAs and even “frog-type” games. Now idk about "frog-type" but MOBA/platform fighter sounds like a very unique genre mix and unless another studio is making a game with this exact blend of genres, I'd say it's a pretty safe bet that Project 5414 is Gummy Bears and has now entered alpha.
  2. Reports from around six months ago suggested the game had entered pre-alpha and already had a community Discord in place, so an alpha beginning now would line up nicely with that timeline.

A few things to note:

The questionnaire heavily targets players with MOBA and platform fighter experience. After joining the waitlist, it also notes that the studio is starting with a "very small, focused group" and plans to expand testing later, so don't expect you'll get in if you apply now.

Despite being a Sony first-paty studio project, the playtest isn't being run through Sony's Beta Program. My guess is that Sony reserves that for games that are further along, while earlier testing is handled through third-party platforms like FirstLook or PlaytestCloud. Sony recently used FirstLook for 4:LOOP as well (which btw runs awful and isn't very fun despite the unique concept, def not coming out this year)

Not a huge leak or anything, just connecting a few dots. Mods can change the flair to Grain of Salt/Speculation if that's more appropriate.

Source, i guess: https://project5414.firstlook.gg/

u/uniquecartridge — 3 months ago
▲ 653 r/GrandTheftAutoNews+2 crossposts

Potential GTA 6 feature leaked in GTA online? Vehicle Identification Number (VIN)

A player noticed that the claimable Coquette D10 from The Chop Shop had an unusually detailed sunstrip customization description mentioning the car’s VIN, unlike every other vehicle. They believe it could be leftover or accidentally reused code from GTA VI, since this specific car appears in GTA VI too: https://gta.wiki/w/Coquette_D10

Here's a screenshot showing the bugged description for sunstrips: https://ibb.co/DfBbXgbW

The September 2022 leaks mention an ID system (plates vs make & colour of car) similar to RDR2, so car VIN (Vehicle Identification Number) could fit right into this system. Presumably stolen cars are "hot" until you do remove the VIN, this would align with other rumours of car theft being more complex and challenging.

I wouldn't rule out the possibility that this might be a feature for an upcoming GTA Online update. In any case, this is a first post in a while that looks somewhat credible compared to the usual stuff we get.

Body text from the original post:

"Edit: TLDR: bug shows wrong description for sunstrips, potential mistake left in code if car was copied from GTA 6 that shows that police can track a vehicle’s VIN.

I claimed the Coquette D10 from the chop shop last week, and I noticed this when customising it. When customising it, I noticed that the sunstrip description was very long, and reading it, you can see how it talks about the cars' VIN, which, as far as I know, plays no part in GTA V or Online.
I checked both the D10 Pursuit and the Tigon to see if it was an issue with the model or if it would happen with other cars from the LS summer special. I also got the Tigon from the chop shop in March when that was claimable, but neither car did, and instead showed the message that every other car has, that being simply "Custom sunstrips." I went to see if it’d still pop up at an LS customs but it reverted to custom sunstrips, so it may only work in the mansion vehicle workshop. Also, I bought a brand new d10 to see if it’d pop up but it hasn’t, so it’s only the one from last week that has the message.
In the 2022 leaks, I remember seeing something about a suspect profiling system where npc's would report to the cops information about Jason and Lucia's appearance, stuff like their clothes or their hairstyles, as well as vehicle information like colour and license plates. I personally think some poor rockstar dev has ported whatever string of code allows you to hide your vehicle's VIN into GTA Online, as the D10 was spotted in the trailers, so I wouldn't be surprised if they just did a ctrl+c ctrl+v. I hope that other people can replicate this, as I'm currently feeling kind of crazy because I haven't seen anyone mention it. I even looked up customisation videos to see if other people experienced it, but from what I've seen, I'm the only person to have pointed this out."

Source: https://www.reddit.com/r/GTA6/comments/1tn0v0r/potential_gta_6_feature_leaked_in_gta_online/

u/Huckleberry47 — 3 months ago
▲ 1.6k r/Marathon

Bungie Plans Layoffs After Ending ‘Destiny 2’ Development, will focus on ‘Marathon’ rather than jumping directly to ‘Destiny 3’

Sad news, but we all saw this coming. According to Jason Schreier's article for Bloomberg, Bungie is planning a significant layoff following the end of Destiny 2's development. Destiny 3 is NOT in active production. Some Bungie staff are pitching and prototyping new ideas including Destiny games, but none are yet greenlit. Bungie’s leaders decided to end development of the game, partly to shift resources to Marathon

Gift link no paywall:

https://www.bloomberg.com/news/articles/2026-05-21/bungie-plans-layoffs-after-ending-destiny-2-development?accessToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzb3VyY2UiOiJTdWJzY3JpYmVyR2lmdGVkQXJ0aWNsZSIsImlhdCI6MTc3OTQwNTI3OSwiZXhwIjoxNzgwMDEwMDc5LCJhcnRpY2xlSWQiOiJURkVUVjJLSUpIOTIwMCIsImJjb25uZWN0SWQiOiJCMUVBQkI5NjQ2QUM0REZFQTJBRkI4MjI1MzgyQTJFQSJ9.atbS1PFknTC7XBSdrUHEMV1jz4pw1lfmIX0rGjUFbRs

u/uniquecartridge — 3 months ago
▲ 1.7k r/GTA6unmoderated+2 crossposts

Graczdari - GTA VI trailer will be out on Tuesday, announced tomorrow and "a little something" at Sony's State of Play

Graczdari claims a new GTA VI trailer will be out on Tuesday and "something" at Sony's upcoming State of Play

"If you can give me a link where I can bet 1000 euros that the third GTA VI trailer will be out on Tuesday, I’ll place the bet : ) I might even bet it’ll be announced tomorrow, though my mates in the Sony sales department are telling me on WhatsApp to keep an eye out, as Rockstar has given Sony a little something for marketing purposes. Of course, there’s a 99.9% chance they’re having a laugh at my expense, but I’m going to watch it anyway, if only for Wolverine In any case – let’s enjoy it. It’s all good : )"

Graczdari is a relatively new insider but he has a good track record so far, he leaked the boxed version of TES IV Oblivion Remastered and the PS5 port of Microsoft Flight Simulator 2024 along with a buncha other stuff like the recent Switch 2 port delay for 007 First Light.

Some background info Graczdari has revealed about himself in his past comments:
"Head of the video games department. I’m in charge of purchasing stock for the company, so I’m right at the forefront : ) That’s why I often get things early, and I share some of them with my mates from the local gaming website."

EDIT 1:
this is the same guy that debunked the Best Buy pre orders on Monday morning

EDIT 2:
To everyone claiming Take-Two's CEO announced marketing would start in the summer: in corpospeak marketing likely refers to paid advertising, tv spots, billboards, online ads, outsourced CGI/live-action trailers etc. In-house produced trailers don't really fall under that category. We already got Trailer 1 and 2 but apparently Take-Two hasn't started "marketing" the game yet? Think about it. My two cents: Trailer 2's end title card still has the old release date (May 26) and I'd be surprised if R* didn't update something as we cross the original release date.

EDIT 3:
Kurakasis, a reliable leaker on Graczdari's comment: "My spider-sense tells me that it’s true. I’m not confirming anything with my post, I simply consider Graczdari a reliable source"
https://xcancel.com/Kurakasis/status/2057584951898308909

EDIT 4:
TheGhostOfHope: I believe.gif
https://xcancel.com/TheGhostOfHope/status/2057592245176373660

As all rumours go, take it with a grain of salt, no need to fume over this, we're just having fun. Check back in on Tuesday. Cheers!

Source: https://gtaforums.com/topic/1005992-summer-waiting-room-thread/page/384/#comment-1072697489

reddit.com
u/Soft_Let_2048 — 3 months ago
▲ 643 r/GTA6

Some of you really need to read through this Rockstar Newswire from 2012

I get it, we're all very excited for the news but to everyone complaining about the lack of new information. All eyes are on Rockstar and they know fans and competitors will overanalyze every frame and pixel.

Y'all gotta keep in mind, they care a lot about representing the game accurately, that means everything has to run in real-time and showcase graphics accurately. Rockstar loves to underpromise and overdeliver: GTA V matched and sometimes exceeded the graphics shown in their trailers. That is an extremely rare case in this industry where a lotta studios overpromise on graphics struggle to match the quality displayed in their marketing materials.

Source: Rockstar Newswire: “Asked & Answered: Max Payne 3 and Grand Theft Auto V” July 12, 2012

u/uniquecartridge — 3 months ago

Rebs Gaming claims he received new information about a Halo Infinite campaign sequel following his prior report on the project last week.

The sequel was in development at 343 Industries prior to the layoffs in early 2023. Led by Joe Staten, the project was intended to focus on the new race The Endless (Xalanyn), first introduced at the end of Halo Infinite. According to Rebs' source, Staten was firm in his decision to exclude the Flood in the upcoming title, instead prioritizing the mystery surrounding the Endless. The project was internally referred to as "Campaign Next" during Staten's studio-wide Microsoft Teams meeting.

This terminology aligns with a new Halo Studios job listing seeking a narrative director "to deliver a cohesive and memorable campaign experience" for a project codenamed "Halo Next". Part of their responsibility would be to "Ensure the campaign delivers a complete and emotionally satisfying story that is accessible to new players and meaningful to longtime fans."

Rebs is unsure whether the new leadership will follow Joe Staten's original path by focusing on the Endless. He points to the new Halo novel Halo: Edge Of Dawn, which is a direct narrative continuation of Halo Infinite's campaign, according to which they might go in a different direction, at least with The Flood.

Source: https://www.youtube.com/watch?v=rEy__vm8F7A

Job listing: https://apply.careers.microsoft.com/careers?query=Narrative+Design+Director&start=0&pid=1970393556859798&sort_by=relevance

Note to mods: this is a combination of Rebs Gaming's supposed new information and a job listing that just got posted, feel free to change the flare

u/uniquecartridge — 3 months ago