Divinity's Reddit AMA confirms Larian is leaning into its own identity again by moving away from a Dungeons & Dragons ruleset and toward a bespoke system designed specifically for Divinity, with the studio framing it as a chance to build mechanics that fit its combat "shenanigans" and encounter design rather than translating tabletop constraints. That creative reset pairs nicely with the tone of the reveal—if you want the vibe check, the Divinity reveal shown at The Game Awards is still the cleanest snapshot in motion IGN's official reveal trailer.
Divinity's AMA also draws a clearer line on generative AI and features at launch by stating there won't be GenAI-generated concept art or writing used for the game's creative assets, even while Larian leaves the door open to experimentation in non-creative development areas. Co-op is explicitly on the table for release—meaning you can plan for a proper party-based multiplayer run on day one—while mod support is already being worked on, with the remaining question being whether "official" tools land at launch or arrive shortly after. If you want the finer points and the broader context, VGC's reporting on Larian's AI backtrack is the most detailed explainer, and IGN's AMA recap is a solid bullet-point companion.
Crimson Desert's developer interview pins down the headline everyone repeats: Pearl Abyss says the playable world is at least twice the size of The Elder Scrolls V: Skyrim and larger than the map in Red Dead Redemption 2, while emphasizing that density and "things to do" matter more than raw square kilometers. That scale talk surfaced around the New Game+ Showcase circuit, and if you want the primary-source flavor, the relevant segment lives in the showcase interview New Game+ Showcase developer interview video alongside broader press coverage like IGN's map-size report.
Crimson Desert's release date is set for March 19, 2026 (mark it now, because March is already turning into a backlog trap), and the pitch is clearly "bite-sized sessions or marathon weekends"—a design philosophy meant to serve both the one-hour-after-work crowd and the 12-hour weekend explorers without collapsing into checklist bloat. The practical implication is storage and patch planning: massive open-world RPGs often ship with chunky day-one updates, so budgeting drive space and enabling auto-downloads early is as important as pre-ordering, especially if you're aiming to jump in at launch with friends on voice chat.
Final Fantasy remake chatter flares up again because Naoki Hamaguchi is looking beyond FF7 and openly entertaining the idea that a Final Fantasy VI remake should be led by "new blood" rather than him—largely because he's spent roughly a decade shepherding the Final Fantasy VII Remake project toward its conclusion. That's not a confirmation that FF6 Remake exists, but it's a meaningful signal about how Square Enix might staff any future remake projects, and it matches the broader sense that the remake "baton" could pass to a different director once the current trilogy reaches the finish line. ([GamesRadar+][5])
Final Fantasy remake speculation also benefits from anchoring in what's already real—namely, how Square Enix has positioned modern entries with blockbuster trailers and staggered releases—so revisiting the current era's presentation style helps set expectations for any future announcements. If you want the conversation starter that sparked this week's theorycrafting, Game Rant's piece on a potential FF6 remake leadership change lays it out, and if you want the vibe of the ongoing FF7 momentum, IGN's Final Fantasy VII Rebirth official trailer is a useful reference point for how Square Enix sells "remake-era" Final Fantasy in 2026-ready terms.
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