How Open Roads Evolves Fullbright’s Storytelling After Gone Home and Tacoma

Fullbright, the acclaimed studio behind Gone Home and Tacoma, unveiled its newest narrative adventure, Open Roads, at the 2020 Game Awards. But beyond a trailer that showcased a distinctive mix of art styles, teases of a story that would dive into a family's history, and some impressive star power with Keri Russell and Kaitlyn Dever leading the cast, it's remained a mystery. Thankfully, Fullbright co-founder and Open Roads director Steve Gaynor recently spoke with IGN about how Open Roads represents another evolution of the studio's penchant for telling emotional, layered stories in unexpected ways. From our discussion, it sounds like Open Roads builds upon the first-person exploration of the studio's past games, hallmarks of the "walking sim" genre, but with new story and design choices that continue to build off what they and other developers have done. And one of the biggest ways Open Roads represents a departure from the studio's past games is by simply having another character with you throughout this new story. [ignvideo url="https://www.ign.com/videos/2020/12/11/open-roads-announcement-trailer"] "A big part of Open Roads is discovering this character relationship from the inside, by being part of it, which is not something that we've done before," Gaynor said. "The central relationship, it arose out of the starting question, which is always, 'What is the player doing? Why is this game interesting and engaging to actually interact with and have as an experience?' ...And so the starting point was, what happens if we make a Fullbright game and there's another character in the room with you, and they're reacting to what you find, and you can talk to them about what it means to you and what it means to them." That other character is Opal, played by Russell, who is the mother to the protagonist you'll play as, Tess, played by Dever. And as Gaynor explained, the two will be going on a journey to uncover secrets of Tess' recently passed grandmother and the life they never knew she led. "You're exploring places that your mother had been when she was younger, but you've never been there before. So she can have that perspective of, 'Oh, here's what this means to me,' in this divide between both their ages and their roles as the kid and the parent and that power dynamic," Gaynor explained, explaining that, after years of impressive Dad games like God of War, The Last of Us, Telltale's The Walking Dead, and more, the studio was excited about exploring a story that "centers on a mom and her relationship to her daughter."

What Is Open Roads?

Open Roads looks to be following in the first-person storytelling footsteps of its predecessors, but rather than confined to a single place like past Fullbright Games, it will, quite literally, have you hitting the open roads. Players will be seeking to uncover the mysteries of Opal's mother/Tess' grandmother, who, following her death, they discover may have had some relationship with a man who wasn't Opal's father. On top of that, the duo is losing the house they lived in with her, grappling with their grief, and setting out to "explore some family properties that Opal had spent time in when she was younger, look for clues that might've been left behind in places where their family had spent time when these events were occurring. "It allows us to contrast the place you're now exploring to where you came from. To have these points along the experience where you might arrive at one of the places you're going to explore and just, the weather, the time of day, the tone, the mood of the place, sets its own foundation for what the experience there is going to be like," Gaynor explained of Open Roads' multiple location design choice. [widget path="global/article/imagegallery" parameters="albumSlug=open-roads-game-awards-trailer-screenshots&captions=true"] While much of the locations and puzzles players will solve on their adventure are understandably preserved for the full game, Gaynor did offer some thoughts on Open Roads' influences, noting certain games in the genre the studio helped popularized like Firewatch really impacted and excited the team about what could be done. "We really love that idea of the player having this central agency of saying, 'I'm going to explore, I'm going to find what I'm interested in.' And then, 'I'm going to start this dialogue that then I have this presence'" within the story, he explained, emphasizing the "sense of exploration" the Campo Santo game invoked. And tonally for Tess and Opal's relationship? Look no further than the acclaimed Lady Bird. [poilib element="quoteBox" parameters="excerpt=Open%20Roads'%20inspirations%20include%20Firewatch%20and%20Lady%20Bird."]"The mother-daughter relationship in that movie and the performances, just the way that it was so empathetic about those characters and the difficult relationship they had without depicting either of them as being right or approaching things the way they should in every situation. But having that sympathy for them, even though they are people that are acting imperfectly towards each other. It's something that we've definitely gone back and looked at," he said.

Bringing Tess and Opal to Life

Open Roads also brings with it a distinct art style, with 3D environments and more traditionally hand-drawn, 2D animated characters, as seen in the first trailer. Gaynor explained how this dissonance in part came from the studio's collective love for Studio Ghibli and classic Disney animated films, as well as the talents of team member Noelle Clark, who did "the lion's share" of the 3D animation on Tacoma. Gaynor pointed to her classically trained 2D animation background as something this new adventure could use as part of one of Fullbright's core philosophies. "With so much stuff at Fullbright, our intent is to meet the player halfway and say, 'We want to give you enough that you are projecting a lot of the experience onto the screen. We want to give you Sam Greenbrier's voice in these audio diaries, and you picture what those moments must've really been like. We want to give you these simplified representations of these characters in Tacoma and have their motion be very evocative, but you're imagining what they might've looked like, what that moment might've really been in a way that is going to look better in your head that we could have brought on screen. And so we hope that here, we're doing this representation of characters that has its own beauty and value to it while also having this handshake with the player of what they need in that space," he explained. [ignvideo url="https://www.ign.com/videos/2017/08/01/tacoma-review"] Of course, part of that "handshake" is also the voices of Tess and Opal, and for it, Fullbright has brought in two memorable and recognizable voices with Dever and Russell, respectively. Gaynor explained how working with Annapurna Interactive as Open Roads' publisher allowed the team to take a gamble and try to bring in some beloved actors. "Our starting point was we're working with Annapurna Interactive on this game," he said. "And they're a really supportive partner in publishing and promotion and everything, but also, they have a lot of connections to the Hollywood talent side of making a narrative game. So when they were getting to the point where we needed to start getting the recording lined up, they came to us and were like, 'Who would you want? Who would you picture in these roles?'" Gaynor explained how Russell's work on the acclaimed The Americans and Dever's performance in Booksmart, an Annapurna Pictures-published film, led to them being top choices. [ignvideo url="https://www.ign.com/videos/2016/01/07/unlocked-the-totally-insane-original-pitch-for-gone-home"] "And we were really fortunate that both actors just got the pitch, were excited about it, and decided what they could do with the characters and excited to be able to work together," he said. "We started doing our initial voice recording with them, and it's been really fun. It's been really exciting to see how they've so organically found the voices of those characters as a pair," noting that, while recording has been remote due to COVID-19 considerations, they've had the actors recording in sessions together "to find that relationship as a pair." How that relationship grows and changes, though, is left for players to discover in Open Roads' first-person adventure, which is set for release this year on PC and consoles. For more on past Fullbright adventures, be sure to read our Gone Home review and our Tacoma review. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

My Father My Son Announced

Developer Blinkclick Games has announced My Father My Son, a unique puzzle platformer for PC that allows two players to team up to solve challenges with each character's unique abilities after their boat washes up on the shore of a deserted island. In an interesting twist reminiscent of Josef Fares' 2013 classic Brothers: A Tale of Two Sons, you can also play solo an control both the father and the son yourself. When playing in two-player co-op, you can play together locally or online. Take a look at the announcement trailer for My Father My Son above. The visuals are a 2.5D perspective with an art style akin to a Pablo Picasso painting. Meanwhile, Blinkclick describes the differences in the father and son gameplay My Father My Son as such: "The characters differ from each other in their capabilities. The strong, tall father can break down doors, push heavy obstacles and lift up his son, who in turn easily passes through narrow gaps and nimbly climbs to hard-to-reach heights. The characters will move left and right in two parallel paths, which can be changed at will. The puzzle-based gameplay is interwoven with arcade challenges such as running from a massive rolling boulder." Take a look at the first batch of screenshots in the slideshow gallery below. [widget path="global/article/imagegallery" parameters="albumSlug=my-father-my-son-announcement-screenshots&captions=true"] You can wishlist My Father My Son on Steam if you're interested. Console ports are planned for release after the PC version ships, though there is no release date as of yet. [poilib element="accentDivider"] Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

My Father My Son Announced

Developer Blinkclick Games has announced My Father My Son, a unique puzzle platformer for PC that allows two players to team up to solve challenges with each character's unique abilities after their boat washes up on the shore of a deserted island. In an interesting twist reminiscent of Josef Fares' 2013 classic Brothers: A Tale of Two Sons, you can also play solo an control both the father and the son yourself. When playing in two-player co-op, you can play together locally or online. Take a look at the announcement trailer for My Father My Son above. The visuals are a 2.5D perspective with an art style akin to a Pablo Picasso painting. Meanwhile, Blinkclick describes the differences in the father and son gameplay My Father My Son as such: "The characters differ from each other in their capabilities. The strong, tall father can break down doors, push heavy obstacles and lift up his son, who in turn easily passes through narrow gaps and nimbly climbs to hard-to-reach heights. The characters will move left and right in two parallel paths, which can be changed at will. The puzzle-based gameplay is interwoven with arcade challenges such as running from a massive rolling boulder." Take a look at the first batch of screenshots in the slideshow gallery below. [widget path="global/article/imagegallery" parameters="albumSlug=my-father-my-son-announcement-screenshots&captions=true"] You can wishlist My Father My Son on Steam if you're interested. Console ports are planned for release after the PC version ships, though there is no release date as of yet. [poilib element="accentDivider"] Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

Update: SEGA Confirms Sonic the Hedgehog Voice Actor Departing Role

Update: Following Roger Craig Smith's posts, the official Sonic the Hedgehog Twitter account confirmed Smith's departure as the voice of the iconic character after 10 years. The full statement from Twitter reads:
For over 10 years, Roger Craig Smith has been an integral part of the SEGA family. He brought the voice of Sonic to life, and we are forever grateful for his never-ending enthusiasm in helping the community and spreading joy. Thank you, Roger, for all you've done for Sonic.
Original story follows: [poilib element="accentDivider"] A Twitter post from Roger Craig Smith, the long-term voice of Sonic the Hedgehog, suggests that he is leaving the role. On the social media platform, Smith said “Welp, 10 years was an amazing run. Onwards to new zones! Much love to the fans who’ve been so kind. It’s been an honor.” This was followed by an image of a blue-coloured heart split down the middle. While not directly stating as much, this does seem like a farewell tweet from Smith, suggesting that he’s departed the role and will no longer be the voice of Sonic the Hedgehog. We have contacted Sega for comment or confirmation. Roger Craig Smith first voiced Sonic in 2010’s Sonic Free Riders and Sonic Colors, and has voiced the character in all Sonic games since, as well as the Sonic Boom TV series. It is currently unknown who will replace him as the voice of Sonic. [ignvideo url="https://www.ign.com/videos/2020/02/12/how-much-does-sonic-know-about-sonic"] While Roger Craig Smith is arguably the best-known voice of Sonic, he did not take on the role for the Sonic the Hedgehog movie; instead actor Ben Schwartz took on the role of the speedy rodent. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Sonic the Hedgehog Voice Actor Seemingly Departing Role

A Twitter post from Roger Craig Smith, the long-term voice of Sonic the Hedgehog, suggests that he is leaving the role. On the social media platform, Smith said “Welp, 10 years was an amazing run. Onwards to new zones! Much love to the fans who’ve been so kind. It’s been an honor.” This was followed by an image of a blue-coloured heart split down the middle. While not directly stating as much, this does seem like a farewell tweet from Smith, suggesting that he’s departed the role and will no longer be the voice of Sonic the Hedgehog. We have contacted Sega for comment or confirmation. Roger Craig Smith first voiced Sonic in 2010’s Sonic Free Riders and Sonic Colors, and has voiced the character in all Sonic games since, as well as the Sonic Boom TV series. It is currently unknown who will replace him as the voice of Sonic. [ignvideo url="https://www.ign.com/videos/2020/02/12/how-much-does-sonic-know-about-sonic"] While Roger Craig Smith is arguably the best-known voice of Sonic, he did not take on the role for the Sonic the Hedgehog movie; instead actor Ben Schwartz took on the role of the speedy rodent. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Sea of Thieves Can Now Run at 120 FPS on Xbox Series X

Season One of Sea of Thieves has officially begun, and with it comes a new 120Hz Performance mode on Xbox Series X that supports 120 FPS at 1080p. As detailed in the release notes for this big Season One update, it also notes that some TVs do not support 120Hz and HDR simultaneously, so HDR may need to be disabled from the console settings if players wish to sail the seas with 120 FPS. Seasons mark a new initiative for Sea of Thieves that will see new content added to the game every three months. In addition, a battle pass system has been implemented that will reward players throughout each Season. [ignvideo url="https://www.ign.com/videos/sea-of-thieves-seasons-explained-trailer"] Each season will have players progress through 100 levels of Pirate Renown, and rewards for both the player's pirate character and ship can be unlocked. Additionally, those who have reached the title of Pirate Legend will get specialized rewards as part of this new progression system. An optional, premium tier of the battle pass - titled 'Plunder Pass' - will be available and will offer even more unique rewards and exclusive items from the Pirate Emporium. This 120Hz update is just another improvement to Sea of Thieves following the arrival of the Xbox Series X/S optimizations that arrived in November 2020 and added faster load times and 60 FPS for Xbox Series X/S, and 4K for Xbox Series X. [ignvideo url="https://www.ign.com/videos/2020/03/19/sea-of-thieves-review-2020"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Sea of Thieves Can Now Run at 120 FPS on Xbox Series X

Season One of Sea of Thieves has officially begun, and with it comes a new 120Hz Performance mode on Xbox Series X that supports 120 FPS at 1080p. As detailed in the release notes for this big Season One update, it also notes that some TVs do not support 120Hz and HDR simultaneously, so HDR may need to be disabled from the console settings if players wish to sail the seas with 120 FPS. Seasons mark a new initiative for Sea of Thieves that will see new content added to the game every three months. In addition, a battle pass system has been implemented that will reward players throughout each Season. [ignvideo url="https://www.ign.com/videos/sea-of-thieves-seasons-explained-trailer"] Each season will have players progress through 100 levels of Pirate Renown, and rewards for both the player's pirate character and ship can be unlocked. Additionally, those who have reached the title of Pirate Legend will get specialized rewards as part of this new progression system. An optional, premium tier of the battle pass - titled 'Plunder Pass' - will be available and will offer even more unique rewards and exclusive items from the Pirate Emporium. This 120Hz update is just another improvement to Sea of Thieves following the arrival of the Xbox Series X/S optimizations that arrived in November 2020 and added faster load times and 60 FPS for Xbox Series X/S, and 4K for Xbox Series X. [ignvideo url="https://www.ign.com/videos/2020/03/19/sea-of-thieves-review-2020"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Next Tomb Raider to Unify the Reboot Trilogy and Original Games

Crystal Dynamics has shared a bit of information on its next, currently unannounced Tomb Raider, saying it's "working to unify" the timelines of Core Design's original games and its own reboot trilogy that began in 2013. While the reboot trilogy told the origin story of Lara Croft becoming the Tomb Raider, the original games "featured a seasoned and confident adventurer," said game director Will Kerslake in a video posted to Twitter. The development team envisions "a future of Tomb Raider unfolding after these established adventures, telling stories that build upon the breadth of both Core Design and Crystal Dynamics' games, working to unify these timelines." [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-tomb-raider-review-ever&captions=true"] Kerslake noted the difficulty of such a task given the franchise's 25-year history and asked fans to be patient as the studio works through development. "We don't have plans for a major game announcement in the near future," he said. Lara's latest adventure, Shadow of the Tomb Raider, was released in 2018. IGN's Shadow of the Tomb Raider review awarded it a 9/10 and called it a "powerful finale to Lara Croft's origin trilogy." In other franchise news, a Tomb Raider anime series, set after the events of Crystal's origin trilogy, is in development at Netflix. Tomb Raider's big-screen sequel, meanwhile, recently landed a new writer-director in Misha Green, showrunner of HBO's Lovecraft Country. [ignvideo url="https://www.ign.com/videos/2020/02/01/shadow-of-the-tomb-raider-developers-react-to-48-minute-speedrun"] [poilib element="accentDivider"] Jordan is a freelance writer for IGN.

Next Tomb Raider to Unify the Reboot Trilogy and Original Games

Crystal Dynamics has shared a bit of information on its next, currently unannounced Tomb Raider, saying it's "working to unify" the timelines of Core Design's original games and its own reboot trilogy that began in 2013. While the reboot trilogy told the origin story of Lara Croft becoming the Tomb Raider, the original games "featured a seasoned and confident adventurer," said game director Will Kerslake in a video posted to Twitter. The development team envisions "a future of Tomb Raider unfolding after these established adventures, telling stories that build upon the breadth of both Core Design and Crystal Dynamics' games, working to unify these timelines." [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-tomb-raider-review-ever&captions=true"] Kerslake noted the difficulty of such a task given the franchise's 25-year history and asked fans to be patient as the studio works through development. "We don't have plans for a major game announcement in the near future," he said. Lara's latest adventure, Shadow of the Tomb Raider, was released in 2018. IGN's Shadow of the Tomb Raider review awarded it a 9/10 and called it a "powerful finale to Lara Croft's origin trilogy." In other franchise news, a Tomb Raider anime series, set after the events of Crystal's origin trilogy, is in development at Netflix. Tomb Raider's big-screen sequel, meanwhile, recently landed a new writer-director in Misha Green, showrunner of HBO's Lovecraft Country. [ignvideo url="https://www.ign.com/videos/2020/02/01/shadow-of-the-tomb-raider-developers-react-to-48-minute-speedrun"] [poilib element="accentDivider"] Jordan is a freelance writer for IGN.

Returnal Delayed to April 2021

Returnal, the PlayStation 5 exclusive from Housemarque, has been delayed from March 19, 2021 to April 30, 2021. Announced by PlayStation, SIE and Housemarque have chosen to move the release date "in order to give the team extra time to continue to polish the game to the level of quality players expect from Housemarque." [ignvideo url="https://www.ign.com/videos/2021/01/13/returnal-combat-trailer"] Returnal was announced at the PS5 reveal event and is the next title from the developer of such games as Resogun and Super Stardust HD. This new game is a roguelike third-person shooter that sees you play as Astra space scout Selene as she is stuck in a constant loop of resurrection. Housemarque has also noted that Returnal will offer fast load times, and haptic feedback that will let players "feel the natural ambience of this alien planet as the controller mimics its environmental effects." [widget path="global/article/imagegallery" parameters="albumSlug=returnal-game-awards-trailer-screenshots&captions=true"] Returnal also follows Housemarques comments that it was moving away from developing arcade-style games - like Resogun and Nex Machina - after poor sales. It looks like Returnal will still have the feel of many of Housemarque's previous games, but this marks a new direction for the studio. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.