“7 out of 10 PS2 video games are what I dwell for” – Promise Mascot Company Sport Director Oli Clarke Smith on improvement, self-publishing, Swap 2, & extra extra


Kaizen Sport Works’ Promise Mascot Company launched earlier this yr throughout consoles and PC platforms. It lately noticed an enormous free Put together to Grind replace arrive including new gameplay mechanics, Mascot Help Heroes with indie collaborations, issue choices, and rather more. Following that replace, I had an opportunity to meet up with Promise Mascot Company and Kaizen Sport Works Sport Director Oli Clarke Smith to go behind-the-scenes with the sport’s improvement, learnings from Kaizen’s Paradise Killer, how the workforce dealt with self-publishing, help from platform holders, a possible Nintendo Swap 2 model, how the workforce labored with Takaya Kuroda and Ikumi Nakamura, the soundtrack, and rather more. This interview was carried out over e-mail and it has been edited for readability. 

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RPG Web site: Inform us a little bit bit about your self and what you do at Kaizen Sport Works.

Oli Clarke Smith: I’m the Sport Director at Kaizen. I’ve beforehand labored on a bunch of video games like 50 Cent Blood on the Sand and Till Daybreak. As Sport Director, I oversee the path and imaginative and prescient for the sport, and in addition work very hands-on with all the pieces, constructing ranges, writing the dialogue, organising stock objects, making the odd sound impact, and on and on. We’re a small workforce, so everybody has quite a lot of duties.

RPG Web site: How did you provide you with the idea for Promise Mascot Company?

Oli Clarke Smith: Rachel (our Artwork Director) wished to make a administration sport about mascots. Her authentic thought was a 2D Kairosoft-like, however Phil (our Tech Director) and I wished to create one thing larger. As soon as we determined to do a full open world RPG, the floodgates opened for story and character concepts.

RPG Web site: So was Promise Mascot Company in improvement earlier than Paradise Killer shipped?

Oli Clarke Smith: We began Promise Mascot Company about two months after Paradise Killer shipped. We signed Promise Mascot Company in the course of the improvement of Paradise Killer, and supposed to begin a bit later than we did, however we received the chance to work with Ikumi Nakamura and we jumped on it.


RPG Web site: How was the event for this in comparison with Paradise Killer?

Oli Clarke Smith: In comparison with Paradise Killer, Promise Mascot Company has been a a lot more durable sport to make. It has exponentially extra gameplay methods and characters. We made some errors about scope and schedule, and in addition did not design sufficient upfront, so we have been continually making an attempt to determine what the sport was. This persevered till in regards to the final 18 months, when it began coming collectively, and we may see what the sport wanted to be, and we may concentrate on ending it.

RPG Web site: It has been practically 5 years since Paradise Killer was launched. What learnings from that did you convey into Promise Mascot Company?

Oli Clarke Smith: I feel the important thing studying is that individuals turned up for the way we do issues. Now we have an unconventional method to characters, writing and gameplay mechanics, and we didn’t know if individuals would really like what we do. Paradise Killer’s success gave us the arrogance to go additional, and construct all kinds of latest issues, figuring out that we’d have the ability to convey them along with our world constructing and humour. In addition to this, we’ve got a bigger workforce now, and extra abilities. Individuals have been in a position to contribute in methods outdoors of their self-discipline. Phil took on much more sport design, Rachel took on quite a lot of the narrative design, Harry took on quite a lot of tech artwork, and thru her QA testing Emily helped form our perceptions of a few of the characters and knowledgeable gameplay choices.

Additionally, it’s okay to have a less than excellent motion system. Paradise Killer’s motion controls are usually not as excellent as Mario 64 or Celeste, however by having a novel feeling sport, the participant can get pleasure from mastering one thing with a unique texture.


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RPG Web site:  I liked Paradise Killer, however I feel Promise Mascot Company is your greatest work by far. On paper, it’s a bizarre idea, however you made it work. I am inquisitive about how a lot was the gameplay loop tweaked throughout improvement.

Oli Clarke Smith: Thanks for saying so. The gameplay loop was pulled aside, rewritten, remade and re-imagined A LOT throughout improvement. I designed the unique simulation, after which Phil took management of implementation and redesigns. For instance, within the very first iteration, you had a day-to-day calendar that you’d assign mascot jobs to, however within the closing sport, as quickly as you settle for a job, the mascot departs for it. We additionally had a completely totally different gameplay expertise for the mascot battles. We construct all the pieces in a modular manner, in order that we will rewrite one function and the remainder of the sport nonetheless works.

RPG Web site: Promise Mascot Company pays homage to fairly a couple of genres and video games to a point. What would you say your greatest inspirations have been for it? The plain ones are Lethal Premonition, No Extra Heroes, and older Yakuza video games.

Oli Clarke Smith: In addition to those you listed, Persona 4 was an enormous affect as a result of ‘bizarre stuff in a rural city’ factor it has happening. Additionally, the way in which you ship your creatures out to occasions in Viva Pinata was a direct inspiration.


RPG Web site: What items of media would you suggest to anybody searching for extra of what you delivered in Promise Mascot Company?

Oli Clarke Smith: In the event you just like the yakuza storyline, Takashi Miike and Takeshi Kitano movies are an ideal watch. For a few of the different themes within the sport, the mangas Sanctuary and Akumetsu are price studying, and I used to be immediately impressed by the facility of friendship in One Piece after I wrote the finale.

RPG Web site: How did you get in contact with Ikumi Nakamura and did her position change over time throughout Promise Mascot Company’s improvement?

Oli Clarke Smith: Promise Mascot Company was funded by Kowloon Nights, and so they have quite a lot of contacts all through the business. Someday we received an e-mail from them asking if we’d wish to work together with her. We couldn’t imagine it. She and her idea artist, Mai Mattori, put collectively an artwork bible, mascot designs, essential character idea artwork and sketches for our NPCs. In addition they offered steering on setting, tone and areas. We took that and with the remainder of our workforce, molded it into the completed Promise Mascot Company. We checked in together with her and visited her studio throughout improvement, however her position was to supply preliminary artistic path and steering.

RPG Web site: What was the principle inspiration for Kaso-Machi? It jogs my memory of Yakuza 6’s Morning Glory Orphanage in a manner.

Oli Clarke Smith: Nakamura-san and Rachel each favored the concept of tying the theme of the sport (saving a bankrupt enterprise) into the true world drawback of depopulated rural cities in Japan. This allowed us to realize my design aim of getting the city feed into the administration simulation, and the administration simulation change the city, in a repeatable loop. All of us like occult and spooky stuff, and wished to take a practical city, and layer on the strange to create an otherworldly, however recognisable expertise.


RPG Web site: What in regards to the inspirations for the aesthetic used throughout the sport’s environments? The heavy post-processing actually provides to the vibe.

Oli Clarke Smith: Rachel actually values handcrafted artwork, and wished to make a sport that would solely be carried out with a human’s craft. She loves portray textures, so she wished to go for a wholly painted world. Our rendering programmer, Harry, loves experimenting with put up processes, and Rachel labored with him to emulate an outdated Japanese CRT impact. The put up processes in Unreal use actual world values from outdated Japanese movie inventory, so the colors evoke the sensation of watching the TV within the 80s.

RPG Web site:  I like the UI and menus throughout the board in Promise Mascot Company. How did you provide you with the sport’s design language over the course of the event?

Oli Clarke Smith: Rachel used quite a lot of references from Showa period Japanese print adverts, TV commercials, and fashionable music movies that hark again to that time period. She used RGB values from actual world Japanese patterns and media to create a palette to make use of within the UI. Phil then labored together with her to make use of these colors to delineate interactive and non-interactive components of the UI. The three of us are UI maximalists, and actually dislike minimal, aesthetically bland UIs that plague video games these days. Have you ever seen the UI in a AAA sport? Holy lord, what a bland expertise.


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RPG Web site: Talking of Yakuza, how did you find yourself working with Takaya Kuroda and the varied different voice skills in Promise Mascot Company?

Oli Clarke Smith: We have been blessed to work with a veteran localiser, Roppyaku Tsurumi. He dealt with the entire voice recording together with Kure-san at Xenorex. They put out an audition name for the principle characters, and Kuroda-san simply turned up. We didn’t ask for him, and have been nervous in regards to the connotations of utilizing him, however he grew to become Michi. He delivered a a lot totally different efficiency to Kiryu. Cameos like Shuhei Yoshida and SWERY have been requested by us, however in any other case, all actors have been determined upon by Tsurumi-san. Actually, he despatched us the auditions and we gave suggestions on which voices we favored, and he instructed us each selection we made was unsuitable. We have been very joyful to go palms off after that, and simply let him do it, and he delivered us one of many strongest voice casts I’ve ever heard.

RPG Web site: Was there ever a plan to dub the sport in different languages?

Oli Clarke Smith: I put my foot down and stated that if we do different languages, it needs to be carried out by Japanese actors that may converse the opposite languages. I personally don’t like listening to Western voices within the dubs of video games like Ryu Ga Gotoku or Persona. Like, why can’t they even pronounce one another’s names appropriately? Ghost of Tsushima actually nailed the bilingual efficiency, and I refused to do something aside from that. That was an excessive amount of of a problem, so we went with our first selection; Japanese solely.

RPG Web site: We frequently see video games made outdoors Japan attempt to attraction to those that get pleasure from Japanese video games with various levels of success. Promise Mascot Company managed to push all the proper buttons with artwork, voice performing, exploration, narrative, and music. Did you handle doing all the pieces you wished for these points of the sport?

Oli Clarke Smith: We attempt to work with people who we will belief, and in doing so, we will belief them to place their very own lived experiences into the sport. For instance, the inside of Bar Itai (minus the S&M dungeon) was based mostly on a really native bar that Nakamura-san travelled to when she explored Kyushu. We’re Westerners, and whereas we’ve got travelled to Japan a number of instances and researched the tradition, we’ve got to get out of the way in which of our Japanese workforce members and allow them to put their tradition into the sport. Typically we’d immediately ask for assist, different instances we’d simply give our 2D artist Inko open ended path of what we wished. She is from Japan, so we have been in a position to simply let her enter into the sport how she wished.

Moreover, from our standpoint, we wished to incorporate bits of Japanese tradition that we like, however we’ve got to do it in a refined manner. It goes with out saying that it ought to be properly researched, but additionally, it wants to slot in context. For instance, Japanese comfort retailer egg mayo sandwiches are out of this world good. We wished to incorporate one thing about them within the sport, however making it a quest aim would appear bizarre to a Japanese particular person because the meals is so mundane. As a substitute, it grew to become a reference in some optionally available dialogue.

I can’t emphasise sufficient, analysis totally, have native individuals you’ll be able to ask, and let native workforce members let you know how issues ought to be.


RPG Web site: There may be quite a lot of optionally available content material in Promise Mascot Company. How did you stability making the open world have sufficient to warrant exploration off the overwhelmed path, but additionally not go overboard with tons of icons on the map?

Oli Clarke Smith: We truly ended up with far more icons on the map than I wished. I didn’t need the collectables to seem on the map, however as the sport advanced, and we noticed how individuals performed it, we realised that our authentic imaginative and prescient of a relaxed sport wasn’t what we had made. Individuals performed the sport in an obsessive manner, and wished the collectables on the map. That stated, we carried out the Ask Pinky function, to let the participant decide into having targets displayed for them. The principle story goal is all the time displayed, however the participant chooses when to ask Pinky to mark further targets on the map. This permits the participant to decide on their consolation degree with map markers and targets.

RPG Web site: Talking of the optionally available content material, have been there any added upgrades or playing cards that you just needed to minimize out for hitting your launch date? The latest free replace added fairly a bit, however I all the time thought Promise Mascot Company was a whole expertise.

Oli Clarke Smith: The time trials included within the replace have been minimize content material that we introduced again. That was the one main factor that didn’t make it into the unique sport. The grinding was one thing the truck programmer, Harry, had been eager to do, however by no means had the time for. It began as an experiment after which received labored as much as closing high quality. The heroes we added for the replace have been a manner so as to add in additional rewards, and to work with some business friends.


RPG Web site: Narratively, there’s quite a bit to like about Promise Mascot Company and its characters. What was your essential inspiration for Michi?

Oli Clarke Smith: Rachel and I wished to make a essential yakuza character that didn’t draw comparisons with Kiryu et al. We wished to make a extra fashionable, weak yakuza. He goes on a journey of private discovery whereas in Kaso-Machi, and we wished to open him as much as new experiences, and him studying to lean on his discovered household and associates. Basic yakuza characters are sometimes depicted as stoic lone wolves, however I feel I subconsciously channeled Monke D. Luffy from One Piece for a few of Michi’s arc. Luffy is a pirate captain that doesn’t exactly know what he’s doing, however he has a aim, and surrounds himself with a crew that he would do something for, and who would do something for him. Michi’s life as a yakuza has been as a crew member up up to now. Now he’s the captain, and should present his crew that he’d lay down his life for them, in the event that they do the identical for him.

RPG Web site: Had been you nervous that gamers would not perceive the Mascot system in-game?

Oli Clarke Smith: Our job as builders is to take summary or actual world ideas and current them in a manner that informs and delights gamers. I wasn’t actually nervous about whether or not gamers would perceive mascot tradition or not, as a result of we needed to make one thing that may give them the knowledge they wanted.

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RPG Web site: Was there any hesitation to including a lot to the gameplay loop with Mascots, card-game battles, upgrades, and the administration side?

Oli Clarke Smith: As we developed the sport, we got here to understand how a lot the sport wanted. The whole lot we did was a crushing quantity of labor, however we felt that each one of these items have been wanted to realize the imaginative and prescient, and fulfil the potential of the idea. For instance, since it’s an open world RPG kind sport, we wanted some sort of battle based mostly friction, so we had the mascot battles. If we had hesitated on this, we’d have had a gap within the idea. Including all of those options has carried out nothing good for my well being, but it surely was what the sport wanted. Thankfully, Phil is a tremendous gameplay programmer, and has a ‘sure and’ method to all the pieces we do. All of us sacrifice components of ourselves for the betterment of the sport.

RPG Web site: Going again to the narrative, did you handle to cowl each story beat you wished to throughout the sport or was there something you needed to minimize for a possible sequel or DLC? (with out spoilers)

Oli Clarke Smith: There are some minor issues that we wished to incorporate however didn’t handle to. We wished to have a second between Shimazu and Mieko that wasn’t in the principle story for instance, however we didn’t get to do it. I’d have favored to have put in additional occult stuff however ran out of time. Now we have concepts for a sequel’s narrative which might be very cool, however they’re impressed by what we’ve got, quite than one thing that we didn’t get to do. We method making our video games as this may be the very last thing we ever get to do, so we will’t go away them incomplete.

RPG Web site: In the event you had the chance to do some DLC for Promise Mascot Company, what would you need to do?

Oli Clarke Smith: I feel I’d fairly wish to see Michi and Pinky face off a non-yakuza risk. Both an occult risk to the city, or a rival mascot company.

RPG Web site: When the sport’s announcement trailer was shared again in April 2024, did you find yourself making any modifications to any components based mostly on reactions from stated trailer?

Oli Clarke Smith: Fairly frankly, that trailer didn’t get anyplace close to the response we had hoped for. We realised that we weren’t explaining the sport properly, so as a substitute of fixing the sport, we modified our method to advertising and marketing and what we present from the sport.

RPG Web site: How was it growing Promise Mascot Company for a number of consoles and PC on the similar time? Paradise Killer regularly made its strategy to totally different platforms whereas this one was a simultaneous launch.

Oli Clarke Smith: Our programmers are very skilled, and that mixed with utilizing Unreal, meant that we may plan for the opposite platforms early. We had all platforms up and working possibly a yr into the 4.5 yr dev cycle, which allowed us to see what was taking place on them early. The Swap is the one drawback console as a result of the specs are a lot decrease. We needed to do quite a lot of work to get the sport working at 30 fps on that platform. I’m glad that we’re leaving that platform behind now, although I think that we’re going to have the identical drawback after we develop PS6 and Swap 2 video games because the hole will probably be large once more.


RPG Web site: Was it arduous implementing platform-specific options like DualSense controller haptics and adaptive set off help for PS5?

Oli Clarke Smith: That work isn’t arduous due to Unreal’s help for these options. The toughest factor is discovering the time as they’re “minor” options in comparison with different issues. There are some issues that you will need to do, like actions, however the Dualsense stuff is optionally available. For the Dualsense implementation, Harry did it and he actually likes doing that work. The remainder of us are all primarily PS5 gamers, so we wished the DualSense to obtain some consideration (it’s my favorite controller, I’ve 4 of them to make use of on totally different platforms).

RPG Web site: Whereas Promise Mascot Company nonetheless seems like expertise on Swap 1, it actually shines on extra highly effective {hardware}. Are there any plans to do a Nintendo Swap 2 Version improve or supply a 60fps mode on Swap 2 like some video games have been doing by means of patches?

Oli Clarke Smith: If Nintendo ever allow us to have a dev equipment, sure! We’re determined to port to Swap 2, however the dev equipment scenario is actually unhealthy for indie devs. Some individuals have requested us if we’re in a position to patch the Swap model to have an unlocked body charge for individuals on Swap 2, however we will’t do this blind. Now we have no manner of testing it, and as a consequence of how berserk individuals get on-line about efficiency, we’re not going to launch something associated to efficiency that may’t be examined.

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RPG Web site: How was it optimizing for Steam Deck?

Oli Clarke Smith: The Steam Deck is a very succesful machine, and as a result of manner we did the PC settings, we have been in a position to detect the platform and configure the settings accordingly. Since we have been doing the Swap anyway, the Steam Deck optimisation naturally took place by means of that work (although I ought to level out that the Steam Deck model is larger constancy and performs higher than the Swap model, simply as a result of {hardware} distinction).

RPG Web site: Unreal Engine video games on PC have been a combined expertise over the previous few years with stutter points. How have you ever been coping with that in improvement and in updates?

Oli Clarke Smith: I don’t suppose that has actually affected us since we’re not pushing Unreal that arduous. I feel our coders did one thing to mitigate the stutter points, however as a result of manner we kitbash and reuse supplies in our surroundings, I don’t suppose we bumped into the shader compiler stutters.

RPG Web site: Whereas Paradise Killer had superb music, Promise Mascot Company’s rating is actually considered one of my favorites in years. How did you find yourself working with Alpha Chrome Yayo and Ryo Koike?

Oli Clarke Smith: We grew to become associates with Alpha Chrome Yayo on social media after Paradise Killer, and realised that his type was excellent for the sport. He’s closely influenced by Japanese music and devices, in addition to PS1 sport soundtracks and Twin Peaks. He’s superb to work with. He’s a music making machine and simply churns out bangers so rapidly.

We additionally wished to collaborate with a Japanese musician, and we have been put in contact with Koike-san. We have been starstruck after we began speaking to him. Phil and I’ve spent quite a lot of time enjoying the Lifeless or Alive video games collectively, and I really like the video games he labored on at Grasshopper.

With all of the musicians we work with, we don’t ask them to create music for particular moments. We give them themes like ‘spooky’ or ‘tense’ after which simply allow them to create music like they have been composing an album. I feel that actually helps to present our video games a particular musical type.

RPG Web site: What’s your favourite music from the soundtrack?

Oli Clarke Smith: I actually like Thunder God by Mr. Chrome Yayo, as we tie it into the gameplay and story in a meta manner that the majority different video games wouldn’t do. That doesn’t sound very modest since I wrote that part of the sport, however I enjoy video game-ass video video games that perceive the medium, and that second is an instance of that.

RPG Web site: Will we ever get an organize album or remix album that includes Promise Mascot Company music?

Oli Clarke Smith: Presumably. It isn’t one thing that we’re in energetic dialog about, however we’d be open to it.

RPG Web site: Often, I might be asking for a vinyl launch at this level in an interview, however you have got that and a cassette launch already coated. How concerned was the workforce within the packaging and canopy artwork for these releases?

Oli Clarke Smith: I blissfully handed that over to different proficient individuals to deal with. We’ve labored with Jose Salot earlier than and love his artwork, so we instantly requested him to be concerned, and Rachel dealt with path and administration. Rachel does glorious specs for our artists, and he or she actually felt strongly about how the music for our sport ought to be represented. I really like seeing different artists give us their tackle our worlds and characters.


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RPG Web site: Are there any plans for a bodily launch?

Oli Clarke Smith: Nothing to announce in the meanwhile, however please keep tuned…

RPG Web site: How was the self-publishing expertise in comparison with how Fellow Traveller dealt with Paradise Killer?

Oli Clarke Smith: Laborious as shit. It took us ages to seek out the proper advertising and marketing associate, and truly getting your sport on to totally different storefronts is a complete ache. Each storefront has totally different, and really particular, necessities for key arts, picture capsules, textual content, trailer finish playing cards, deadlines, restrictions, approvals and so forth. Phil misplaced a large chunk of time on the sport dev to set all the pieces up. One console’s storefront again finish is hideously unreliable, and neither of our coders may log into it except they have been in incognito mode. What’s that about?

However, it allowed us to chart our personal future.

RPG Web site: Did you get any assist from the platform holders on console with Promise Mascot Company’s improvement?

Oli Clarke Smith: We’re too small for dev assist, however we had some great help from all three consoles with advertising and marketing and social media help. All of them have some actually nice individuals working for them that like to champion video games.

However, when Microsoft approached us about Sport Cross offers, that they had entered their ‘extraordinarily unhealthy supply’ section of coping with indies on Sport Cross and we needed to flip them down after a surprised silence on the decision with them.


RPG Web site: I nonetheless take into consideration Kaso-Machi’s impeccable vibes all these months later. Promise Mascot Company seems like a sport you’d see talked about in “PS2 hidden gem” movies warts and all. Did you count on these sorts of comparisons when improvement was wrapping up?

Oli Clarke Smith: I hoped for them! 6 and seven out of 10 PS2 video games are what I dwell for. I method our video games as if they’re issues I need to uncover on the cabinets of Japanese retro sport shops. For Paradise Killer, considered one of my influences was Germs Nerawareta Machi (a Japanese solely, open world PS1 sport) and imaging what might be in it. I can play it, however not perceive it as a result of language barrier. It was enjoyable imagining what might be in it and designing Paradise Killer to seize that feeling. For Promise Mascot Company, I imagined it as ‘what if PS2 period Irem (Catastrophe Report, Steambot Chronicles) or Purchase (Approach of the Samurai, Shinobido, Kamiwaza) have been making this sport’?

That sense of ‘something might be on this sport’ that you just’d get on PS1 and PS2, has light  over time as larger video games have change into rather more predictable as a consequence of their budgets. The final sport that I received that feeling from was Remaining Fantasy XV. As a result of improvement of that sport, if you began it up, it felt like the sport may embody all the pieces, and that was so thrilling.

RPG Web site: How lengthy had you been planning the Put together to Grind replace that simply launched?

Oli Clarke Smith: Once we completed the sport, we knew we wished to do a free replace, and have been emboldened when individuals completed the sport and requested for extra. We have been centered on delivery the sport, so we didn’t plan what was in it, however after a couple of weeks of restoration, the workforce received collectively and mentioned what we wished so as to add. We ended up engaged on it for 2 and a bit months I feel.

RPG Web site: Ought to we count on extra updates prefer it sooner or later?

Oli Clarke Smith: There are not any extra content material updates deliberate. Promise Mascot Company has carried out properly, however we have to safe funding for our subsequent sport and look to the longer term.

RPG Web site: Are there plans to convey Paradise Killer or Promise Mascot Company to iOS?

Oli Clarke Smith: Nope. I don’t see how they’d be worthwhile, and we’re solely inquisitive about placing our video games on gadgets which have actual controls.

RPG Web site: Hypothetical query: In the event you may do a collaboration with another sport to signify it in Promise Mascot Company, what would you decide and why?

Oli Clarke Smith: I’d actually love to do some sort of ghost looking mode with Shiraishi from Kinki Religious Affairs Bureau at the back of the truck gunning down illegal spirits.

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RPG Web site: What are your favourite video games from 2025 to this point?

Oli Clarke Smith: The Hundred Line  is unimaginable. It’s a masterpiece. The story is constructed by masters of their craft, who really perceive and love the medium. The battles are unexpectedly sensible.

The console variations of Sorry We’re Closed and Kinki Religious Affairs Bureau launched this yr so that they depend, and people are each sensible video games. I’ve tried each Ninja Gaiden sport, however I’m a gradual response scrub and might’t get by means of them. The very straightforward issue mode in Ninja Gaiden 2 Black lastly allowed me to see one by means of, and wow, what an expertise!

Group Ladybug are superb metroidvania devs, and their Blade Chimera from January guidelines. Past Citadel and Metallic Backyard on Steam are fabulous first particular person shooters. I feel the Raidou remaster will in all probability be a GOTY contender, however I haven’t began it but.


RPG Web site: Remaining query: How do you want your espresso?

Oli Clarke Smith: Black as midnight on a moonless night time.

Phil Crabtree (Tech Director): On the threat of sounding emo, simply an empty cup please! I’ve by no means drank espresso. I don’t suppose I’ve ever even tried it.

Rach Macpherson (Freelance PR): I like my espresso with a LOT OF milk. I am an enormous fan of a flowery espresso bean haha, however my checking account is not. 

Promise Mascot Company is now obtainable for PlayStation 5, Xbox Sequence X|S, Nintendo Swap, and PC (Steam). Learn James’ evaluation of the sport right here and my function evaluating the sport on Steam Deck, ROG Ally, PS5, and Nintendo Swap right here.