Game Informer Features https://www.gameinformer.com/ Take a deeper look into the development of your favorite franchises and see how your favorite games rank in our extensive all-time lists. en The 2024 Summer Gaming Showcase Schedule https://www.gameinformer.com/2024/05/08/the-2024-summer-gaming-showcase-schedule &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/13/bb5ba9ca/summer_game_fest_2024_youtube_theater_la_header.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;2024 summer gaming showcase schedule&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;With the sun out and the temperature rising, it must be summer. That means it&#039;s time to stay cool indoors and watch a litany of gaming showcases airing throughout the season. Highlighted by Summer Game Fest, we&#039;ve created a schedule listing every notable showcase occurring over the coming months, the date and times they air, and a summary of what they entail. Be sure to bookmark this page, as it will be updated regularly as new events are announced and airdates are confirmed. &lt;/p&gt; &lt;h2 class=&quot;text-align-center&quot;&gt;June 4&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/08/4a4900fc/otkgames2024.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;OTK Games Expo&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; TBA&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch: &lt;/strong&gt;&lt;a href=&quot;https://www.youtube.com/@OTKchannel&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/zackrawrr&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is:&lt;/strong&gt; Hosted by popular streamer Asmongold, the event will provide a stage for over 40 games and includes sitdown interviews with their creators. &lt;/p&gt; &lt;h2 class=&quot;text-align-center&quot;&gt;June 6&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/02/022b6d41/guerilla_collective_2024.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;&lt;strong&gt;Guerilla Collective Online Showcase &lt;/strong&gt;&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; 10 a.m. PT/1 p.m. ET&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch:&lt;/strong&gt; &lt;a href=&quot;https://www.youtube.com/c/guerrillacollective&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/guerrillacollective&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What Is It:&lt;/strong&gt; Each year, the Guerilla Collective provides a platform for indie and AA games. The event also serves as an umbrella for other showcases taking place over the week. &lt;/p&gt; &lt;h2 class=&quot;text-align-center&quot;&gt;June 7&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/08/b5a7fc97/accessabilityshowcaseart.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Access-Ability Summer Showcase&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time: &lt;/strong&gt;8 a.m. PT/11 a.m. ET&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch:&lt;/strong&gt; &lt;a href=&quot;https://www.youtube.com/@LauraKBuzz&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/LauraKBuzz&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is&lt;/strong&gt;: Host Laura Kate Dale confirmed late fall that the Access-Ability Summer Showcase will make a return in June. The event highlights accessbility-focused titles and features created by disabled developers.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/13/bb5ba9ca/summer_game_fest_2024_youtube_theater_la_header.jpg&quot; alt=&quot;summer game fest 2024 youtube theater los angeles dates tickets may 7 stream live announcements&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;&lt;strong&gt;Summer Game Fest &lt;/strong&gt;&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; 2 p.m. PT/5 p.m. ET&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch&lt;/strong&gt;: &lt;a href=&quot;https://www.youtube.com/@thegameawards&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/thegameawards&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is:&lt;/strong&gt; The flagship gaming showcase of the summer returns to the YouTube Theater in Los Angeles. Organizer and host Geoff Keighley will take the stage to show off what’s likely to be a litany of world premieres and game updates.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/07/8fbd339c/dayofthedevs24.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Day of the Devs&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; Immediately following Summer Game Fest&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch&lt;/strong&gt;: &lt;a href=&quot;https://www.youtube.com/@thegameawards&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/thegameawards&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is:&lt;/strong&gt; iam8bit and Double Fine&#039;s annual showcase offers an entertaining bastion for a litany of the most creative, eye-catching, and, perhaps, bizarre upcoming titles in the industry. &lt;/p&gt; &lt;h2 class=&quot;text-align-center&quot;&gt;June 8&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/08/5db55161/wholesome_direct_2024.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Wholesome Direct &lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; 9 a.m. PT/12 p.m. ET&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch:&lt;/strong&gt; &lt;a href=&quot;https://www.youtube.com/c/WholesomeGames&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/wholesome_games&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is&lt;/strong&gt;: The coziest presentation of the year highlights over 70 artistic, emotionally resonant titles with one thing in common: they&#039;ll give you all the feels. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/02/9b61904e/fgs.0181_summer_announce1.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;&lt;strong&gt;Future Games Show&lt;/strong&gt;&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; TBA&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch:&lt;/strong&gt; &lt;a href=&quot;https://www.youtube.com/@FutureGamesShow&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/futuregamesshow&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is:&lt;/strong&gt; The seasonal event will feature 40 upcoming games in what is being billed as &quot;the most ambitious showcase yet&quot;. We don&#039;t know what else to expect besides updates on &quot;blockbuster games&quot; and deep dives on in-development titles. &lt;/p&gt; &lt;h2 class=&quot;text-align-center&quot;&gt;June 9&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/07/06c1b98b/xboxgamesshowcase2024.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;&lt;strong&gt;Xbox Games Showcase/[REDACTED] Direct&lt;/strong&gt;&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; 10 a.m. PT/1 p.m. ET&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch:&lt;/strong&gt; &lt;a href=&quot;https://www.youtube.com/@xbox&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/xbox&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is:&lt;/strong&gt; Typically Xbox&#039;s biggest showcase of the year, it&#039;s probably safe to expect several hopefully big announcements coming from the publisher&#039;s many first-party studios. Immediately following the Showcase is a not-so-mysterious presentation centered on probably, maybe, almost certainly, the next Call of Duty game. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/07/0d529f12/pcgs_logo_2024.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;PC Gaming Show&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time: &lt;/strong&gt;1 p.m. PT/4 p.m. ET&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch: &lt;/strong&gt;&lt;a href=&quot;https://www.youtube.com/pcgamer&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/pcgamer?dm_i=2AEH%2C2068G%2CAD5D59%2C76E7A%2C1&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is:&lt;/strong&gt; It&#039;s the 10th anniversary of the PC Gaming Show, and its celebrating by rolling out over 50 games coming this year and beyond. The batch includes world premieres, exclusive announcements, and more. &lt;/p&gt; &lt;h2 class=&quot;text-align-center&quot;&gt;June 10&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/07/6755533e/ubisoft_forward_2024.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Ubisoft Forward&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; TBA&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch:&lt;/strong&gt; &lt;a href=&quot;https://www.youtube.com/@Ubisoft&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/ubisoft&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is&lt;/strong&gt;: Ubisoft hasn&#039;t revealed what it has up it&#039;s sleeve, but it&#039;s tough not to imagine that Assassin&#039;s Creed Codename Red won&#039;t appear. Other known titles in its upcoming slate that are likely to appear include Star Wars Outlaws, &lt;a href=&quot;https://www.gameinformer.com/preview/2024/04/10/we-played-the-rogue-lite-prince-of-persia-from-the-co-developer-of-dead-cells&quot;&gt;The Rogue Prince of Persia&lt;/a&gt;, &lt;a href=&quot;https://www.gameinformer.com/2023/11/29/beyond-good-evil-20th-anniversary-edition-arrives-early-next-year&quot;&gt;Beyond Good &amp;amp; Evil 20th Anniversary Edition&lt;/a&gt;, and maybe, if we&#039;re lucky, Prince of Persia: The Sands of Time Remake and/or Beyond Good &amp;amp; Evil 2. &lt;/p&gt; &lt;h2 class=&quot;text-align-center&quot;&gt;Other Confirmed June Showcases Awaiting Dates&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/08/1f37f94f/nintendo-direct-1038x576.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Nintendo Direct&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; TBA&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch: &lt;/strong&gt;&lt;a href=&quot;https://www.youtube.com/@NintendoAmerica&quot;&gt;YouTube&lt;/a&gt;, &lt;a href=&quot;https://www.twitch.tv/nintendo&quot;&gt;Twitch&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is:&lt;/strong&gt; Nintendo has promised to hold a June Direct focused on games launching in the latter half of 2024. The company also confirmed that the presentation will not mention the Switch successor. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/08/669a93bd/furtureofplaydirectlogo.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Future of Play Direct&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; TBA&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch: &lt;/strong&gt;&lt;a href=&quot;https://www.youtube.com/@heyglitch&quot;&gt;YouTube&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What It Is:&lt;/strong&gt; The anime-themed indie showcase is a summer staple. If previous years are an indication, expect a Vtuber host, musical performances, special guests, and, of course, plenty of game trailers. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/08/0d57b811/upload_vr_art.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Upload VR Showcase&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; TBA&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch:&lt;/strong&gt; &lt;a href=&quot;https://www.youtube.com/channel/UCqDMvCa1tGak6AmijajiKOw&quot;&gt;YouTube&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;What Is It: &lt;/b&gt;This event is for virtual reality aficionados by virtual reality aficionados. Expect to see the latest and greatest VR and AR titles racing to headsets.  &lt;/p&gt; &lt;h2 class=&quot;text-align-center&quot;&gt;August 2&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/07/3c572164/thqshowcase2024.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;THQ Nordic Digital Showcase&lt;/h4&gt; &lt;p&gt;&lt;strong&gt;Start Time:&lt;/strong&gt; 12 p.m. PT/3 p.m. ET&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How to Watch:&lt;/strong&gt; &lt;a href=&quot;https://www.youtube.com/@thqnordic&quot;&gt;YouTube&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What Is It:&lt;/strong&gt; So far, THQ Nordic has confirmed that Gothic 1 Remake and Titan Quest II will appear at its digital showcase. As for speculation, we know it&#039;s publishing the remake of Disney Epic Mickey launching this year and the upcoming &lt;a href=&quot;https://www.gameinformer.com/exclusive-interview/2024/03/05/tmnt-co-creator-kevin-eastman-on-why-the-last-ronin-is-being-made&quot;&gt;Teenage Mutant Ninja Turtles: The Last Ronin&lt;/a&gt;. We&#039;re curious to see what else the publisher has to show. &lt;/p&gt; &lt;p&gt; &lt;/p&gt; Wed, 08 May 2024 13:09:00 CDT Marcus Stewart 122553 A Brief Hades II Spoiler-Free Starter Guide https://www.gameinformer.com/tips/2024/05/06/a-brief-hades-ii-spoiler-free-starter-guide &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/06/cf00b426/hades-2-battle.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Hades II has launched into Steam Early access, and it’s also &lt;a href=&quot;https://www.gameinformer.com/cover-reveal/2024/05/06/cover-reveal-the-making-of-hades-ii&quot;&gt;&lt;em&gt;Game Informer&lt;/em&gt;’s next cover story &lt;/a&gt;(which launches on May 14).  Whether you’re a returning fan or a newcomer, it may take a few runs to get your bearings as Hades II sports new progression systems, resources, and new layers to existing mechanics. It can be a lot to dig into, given the game more or less tosses you into the deep end without context for how things work, at least initially. Instead of spending several runs figuring things out, here’s a short, spoiler-free primer explaining some core new features to get you going on the right foot. &lt;/p&gt; &lt;h2&gt;What Are Ashes? &lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/06/950cf5d9/hades_2_ashes.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Ashes are a currency used for unlocking Arcana cards. They serve a similar purpose as Darkness from the first game. They often appear as a reward for completing a room, but you can also purchase more from the Wretched Broker’s shop. &lt;/p&gt; &lt;h2&gt;What Are Arcana Cards, Grasp, And Psyche?&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/06/c23638e6/hades_2_grasp1.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;These are unlockable character perks found at the Altar of Ashes, located in The Crossroads. Fans can draw a similarity to the Mirror of Night from Hades 1. Examples of Arcana card effects include gaining two health points every time you exit a location or starting each run with 200 gold. Arcana cards require spending a certain amount of Ashes to obtain (and some require an additional resource). Cards consume portions of your Grasp. &lt;/p&gt; &lt;p&gt;Grasp of the Arcana (or just Grasp for short) is a meter dictating how many Arcana cards a player can have active at once. Every Arcana card consumes a certain number of Grasp bars. If the Grasp meter has 10 bars, then equipping cards that consume 5, 3, and 2 bars would max it out. If you’re a Transistor fan, this system is similar to how managing Functions worked in that game. &lt;/p&gt; &lt;p&gt;By spending a large amount of Psyche, another currency obtained by completing rooms, you can increase the limit of your Grasp. For example, instead of having only 10 bars, it could have 12 or 16. This way, you can have more cards active or use more powerful cards that consume a larger portion of Grasp. &lt;/p&gt; &lt;h2&gt;What Are The Purple Bones?&lt;/h2&gt; &lt;p&gt;This is another resource/currency called Ancient Bones. It’s a reward for completing encounters and is primarily used to purchase resources from the Wretched Broker’s shop. &lt;/p&gt; &lt;h2&gt;How Do I Mine Ore, Fish, And Compel Shades?&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/06/e36c314f/hades_2_compel_collect.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;During runs, you’ll come across metal ores prompting you to mine. In the first area, Erebus, you’ll find piles of silver crescent moons, for example. Additionally, certain shades prompt you to “compel” them, and you’ll also encounter fishing holes. &lt;/p&gt; &lt;p&gt;These situations require one of Hades II’s Gathering Tools. Mining ore requires a pickaxe, fishing holes need a respective rod, and compelling shades require a magical tablet. You gain Gathering Tools at the Cauldron, but you’ll still need to trade specific resources to unlock them fully.&lt;/p&gt; &lt;h2&gt;How Does The Cauldron Work? &lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/06/3b14fbb2/hades_2_cauldron.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;The Crossroads features a giant cauldron situated in front of Hecate. This is where you’ll bring resources/currencies gathered during runs to perform “incantations,” which are permanent upgrades for The Crossroads and general quality-of-life perks. &lt;/p&gt; &lt;p&gt;For example, one incantation summons the Wretched Broker, allowing him to permanently set up shop in the Crossroads. Another unlocks the aforementioned Gathering Tools. One incantation even allows you to view the recipes for other incantations in the menu (before unlocking this, you can only view these recipes at the cauldron itself). One particular incantation is called Fated Intervention; without spoiling, prioritize unlocking this one. It likely won’t have an immediate effect, so be patient. &lt;/p&gt; &lt;p&gt;One incantation that becomes available early (that you should unlock as soon as it does) is called Divination of the Elements. It allows Melinoe to perceive the elemental affinities of Olympian boons. &lt;/p&gt; &lt;h2&gt;What Are Elemental Affinities?&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/06/418ee3e6/hades_2_elemental_boons_copy.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Olympian boons now have one of four elemental properties tied to them: fire, water, air, and earth. After unlocking Divination of the Elements, you’ll see small icons indicating each element on every boon you encounter. Demeter’s frost-based boons are generally (but not always) water types, while Hestia’s tend to be fire. &lt;/p&gt; &lt;p&gt;The elemental affinity matters because there are now boons that can only be used if you possess enough boons of a certain elemental type. One may require you to have three wind-based boons in exchange for a powerful ability, for example. This adds another layer of strategy to selecting boons, as you’ll be torn between chasing a long-term investment or short-term power gain. &lt;/p&gt; &lt;p&gt;Hades II is available now in Early Access on Steam and in the Epic Games Store. Be sure to check out our cover story hub below for exclusive Hades II stories and videos throughout the month. &lt;/p&gt; Mon, 06 May 2024 12:55:00 CDT Marcus Stewart 122562 Cover Reveal – The Making Of Hades II https://www.gameinformer.com/cover-reveal/2024/05/06/cover-reveal-the-making-of-hades-ii &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/03/358d2b83/366_revealhero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;This month, Hades II graces &lt;em&gt;Game Informer&lt;/em&gt;&#039;s cover. After playing several hours of the Early Access build (which is publicaly available as of today), we traveled to Supergiant Games&#039; studio in San Francisco to interview several of the core team members – creative director Greg Kasavin, studio director Amir Rao, art director Jen Zee, composer Darren Korb, and voice actor Logan Cunningham – to get the full story of the game&#039;s creation. The cover story reveals why Supergiant decided to create its first sequel, how it chose a new protagonist in Zagreus&#039; sister, Melinoë, along with her mythological origins, and how the team is changing its approach to early access and the content it has planned for the future. It also features an in-depth breakdown of Hades II&#039;s new features and our impressions of the game so far. &lt;/p&gt; &lt;p&gt;We want our cover story on Hades II to be a celebration of the game and a peek behind the curtain at Supergiant, with the hope that anyone who reads it will have a more exciting and informed experience when they play the much-anticipated sequel. If you&#039;re a fan of the original game or this new installment, we suspect you&#039;ll read about what we learned and discover even more about what makes the franchise so special.&lt;/p&gt; &lt;p&gt;The stunning cover art is an original piece by Supergiant&#039;s famed artist, Jen Zee. It depicts Melinoë, princess of the Underworld, as her mentor, Hecate, gazes at the moonlit horizon. &lt;/p&gt; &lt;a class=&quot;linkoriginal&quot; data-featherlight=&quot;image&quot; href=&quot;&quot;&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/2024/05/03/206b9b58/366.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; /&gt; &lt;/a&gt; &lt;p&gt;Other features appearing in issue 366 include an interview feature with Digital Eclipse&#039;s Chris Kohler about how the studio conceived its Gold Master Series consisting of The Making of Karateka and Llamasoft: The Jeff Minter Story. Nolan Good discusses the history and continuing legacy of the long-running MMO, Final Fantasy XI. To celebrate the 50th Anniversary of Dungeons &amp;amp; Dragons, editor-in-chief Matt Miller visited Wizards of the Coast to preview its upcoming set of new rule books aimed at evolving the tabletop game. Wesley LeBlanc flew across the globe to Seoul, South Korea, to get an in-depth look at Nexon&#039;s upcoming free-to-play looter shooter, The First Descendant. For soon-to-be graduating students, cash in that success with your parents using our annual graduation gift guide. In addition, we have previews for titles including Kingdom Come: Deliverance II, The Rogue: Prince of Persia, Monaco 2, and Still Wakes the Deep. &lt;/p&gt; &lt;p&gt;Not a print subscriber yet but want this issue? Well, you&#039;re in luck! Subscribing today – or within the next few days – will net you a print copy of this issue! You can join the ranks of the &lt;em&gt;Game Informer &lt;/em&gt;print subscribers through our new standalone print subscription! Just &lt;a href=&quot;https://subscription.gameinformer.com/&quot;&gt;head here&lt;/a&gt; to sign up for either one or two years at a fraction of the cost of buying the issues individually! You can even gift a print subscription to your favorite gamer!&lt;/p&gt; &lt;p class=&quot;text-align-center&quot;&gt;&lt;a class=&quot;button-subscribe&quot; href=&quot;https://subscription.gameinformer.com/&quot; target=&quot;_blank&quot;&gt;SUBSCRIBE NOW TO THE PRINT MAGAZINE&lt;/a&gt;&lt;/p&gt; &lt;p&gt;You can also try to nab a &lt;em&gt;Game Informer &lt;/em&gt;Gold version of the issue. Limited to a numbered print run per issue, this premium version of &lt;em&gt;Game Informer&lt;/em&gt; isn&#039;t available for sale. To learn about places where you might be able to get a copy, check out our official &lt;a href=&quot;https://twitter.com/gameinformer&quot;&gt;Twitter&lt;/a&gt;, &lt;a href=&quot;https://www.facebook.com/officialgameinformer/&quot;&gt;Facebook&lt;/a&gt;, &lt;a href=&quot;https://www.tiktok.com/@game_informer&quot;&gt;TikTok&lt;/a&gt;, &lt;a href=&quot;https://www.instagram.com/gameinformermagazine/&quot;&gt;Instagram&lt;/a&gt;, &lt;a href=&quot;https://bsky.app/profile/gameinformer.com&quot;&gt;BlueSky&lt;/a&gt;, and &lt;a href=&quot;https://www.threads.net/@gameinformermagazine&quot;&gt;Threads&lt;/a&gt; accounts and stay tuned for more details in the coming weeks. Click &lt;a href=&quot;https://www.gameinformer.com/gold&quot;&gt;here&lt;/a&gt; to read more about &lt;em&gt;Game Informer&lt;/em&gt; Gold.&lt;/p&gt; &lt;p&gt;Print subscribers can expect their issues to arrive in the coming weeks. The &lt;a href=&quot;https://www.gameinformer.com/magazine&quot;&gt;digital edition launches on May 14&lt;/a&gt; for PC/Mac, iOS, and Google Play. Individual print copies will be &lt;a href=&quot;https://www.gamestop.com/search/?q=gi+magazine&amp;amp;lang=default&quot; target=&quot;_blank&quot;&gt;available for purchase in the coming weeks at GameStop&lt;/a&gt;.&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/03/1456cac3/366.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/03/01c743fd/366-gold.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt;   Mon, 06 May 2024 12:00:00 CDT Marcus Stewart 122556 Star Wars [UPDATED] https://www.gameinformer.com/b/features/archive/2017/10/10/star-wars-star-wars-star-wars-star-wars.aspx <img loading="lazy" src="https://s3.amazonaws.com/prod-media.gameinformer.com/styles/thumbnail/s3/2019/12/19/4e5cf396/starwars.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2019/12/19/4e5cf396/starwars.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Star Wars.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2019/12/19/42a5ec5d/starwars2.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Star Wars.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2019/12/19/07e0c8a0/yorda.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Star Wars. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2019/04/14/2bcf54c2/ray.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Star Wars.&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/starwars1215_2D00_610.jpg&quot; /&gt;&lt;br /&gt; Star Wars.&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/starwars1215-610.jpg&quot; /&gt;&lt;br /&gt; Star Wars.&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/death-star.jpg&quot; /&gt;&lt;br /&gt; Star Wars Star Wars Star Wars Star Wars. Star Wars Star Wars Star Wars Star Wars. Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars.&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/order-66.jpg&quot; /&gt;&lt;br /&gt; Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars Star Wars.&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/porkins.jpg&quot; /&gt;&lt;br /&gt;Star Wars.&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/jar-jar.jpg&quot; /&gt;&lt;br /&gt; Star Wars &lt;strong&gt;Star Wars&lt;/strong&gt; Star Wars &lt;i&gt;Star Wars.&lt;/i&gt;&lt;/p&gt; &lt;p style=&quot;overflow-x:hidden;&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/r2.jpg&quot; /&gt;&lt;br /&gt; ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Star Wars--------------------------------------------------------------------------------------------------------------------------------------------------------------&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/youngling1.jpg&quot; /&gt;&lt;br /&gt; STAR&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/youngling2.jpg&quot; /&gt;&lt;br /&gt; WARS&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/youngling3.jpg&quot; /&gt;&lt;br /&gt; STARWARS.&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/youngling%2520cake.jpg&quot; /&gt;&lt;br /&gt;starwars&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/taun-taun.jpg&quot; /&gt;&lt;br /&gt;Sraw Rats&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/starwarsfalcon.jpg&quot; /&gt;&lt;br /&gt;&lt;a href=&quot;http://bfy.tw/3ISh&quot; target=&quot;_blank&quot; title=&quot;Star Wars.&quot;&gt;Star Wars.&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/yoda.jpg&quot; /&gt;&lt;br /&gt;STAR WARS STAR WARS STAR WARS STAR WARS STAR WARS STAR WARS STAR WARS &lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/starwars-pod.jpg&quot; /&gt;&lt;br /&gt;STAR WARS&lt;/p&gt; &lt;p style=&quot;word-break:break-all; max-width: 100%;&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/ewoks.jpg&quot; /&gt;&lt;br /&gt; starwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwarsstarwars&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/hot-feet.jpg&quot; /&gt;&lt;br /&gt; Star Wars? Star Wars.&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/dooko.jpg&quot; /&gt;&lt;br /&gt;Star Wars.&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/bobafett.jpg&quot; /&gt;&lt;br /&gt;~~Star Wars~~&lt;/p&gt; &lt;p&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; class=&quot;legacy-img&quot; src=&quot;/s3/files/styles/body_default/s3/legacy-images/imagefeed/Star%20Wars%20%5BUPDATED%5D/rancor-cry.jpg&quot; /&gt;&lt;/p&gt; &lt;ul&gt;&lt;li&gt;Star Wars&lt;/li&gt; &lt;li&gt;Star Wars&lt;/li&gt; &lt;li&gt;Star Wars&lt;/li&gt; &lt;li&gt;Star Wars&lt;/li&gt; &lt;li&gt;Star Wars&lt;/li&gt; &lt;/ul&gt; Sat, 04 May 2024 13:00:00 CDT Jeff Cork 33418 Star Wars Outlaws Cover Story – Forging A Strong Reputation https://www.gameinformer.com/feature/2024/05/04/star-wars-outlaws-cover-story-forging-a-strong-reputation &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/05/01/632dc647/swo_hero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;When &lt;em&gt;Star Wars: Episode IV&lt;/em&gt; – &lt;em&gt;A New Hope&lt;/em&gt; – then simply known as Star Wars – hit theaters in 1977, it changed cinema. The grand scale, eye-popping visuals, and relatable cast of characters made it an instant classic and established the IP as one of the biggest of its time. However, it was its sequel, 1980’s &lt;em&gt;The Empire Strikes Back&lt;/em&gt;, that demonstrated that not only was creator George Lucas’ magnum opus more than a one-off fluke, but he had established a universe ripe for expansion.&amp;nbsp;&lt;a href=&quot;https://www.gameinformer.com/feature/2024/05/01/star-wars-outlaws-cover-story-forging-a-strong-reputation&quot;&gt;Read more...&lt;/a&gt;&lt;/p&gt; Sat, 04 May 2024 10:49:00 CDT Brian Shea 122534 Fallout's Weirdest Vaults And The Games That Should Go With Them https://www.gameinformer.com/feature/2024/05/01/fallouts-weirdest-vaults-and-the-games-that-should-go-with-them &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2018/06/07/e52014d4/3392621-fallout76_teaser_vaultsuit_1527685282%2Bcopy.jpg&quot; width=&quot;800&quot; height=&quot;389&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p class=&quot;text-align-center&quot;&gt;&lt;em&gt;This article originally published on June 7, 2018&lt;/em&gt;&lt;/p&gt; &lt;p&gt;With the announcement of Fallout 76, fans are scrambling for clues that will shed light on the new game. A few concrete details come from the pre-existing information on Vault 76. Most vaults in Fallout were built for a specific purpose, and according to references in Fallout 3, Vault 76 supposedly held 500 people for exactly 20 years before opening and repopulating the surface.&lt;/p&gt; &lt;p&gt;Repopulation is important and all, but is this the most interesting route for a new Fallout? Playing a wastelander on a noble quest is something we’ve already done several times, but a game built around the events of a specific vault is an intriguing proposition. We delve into canon Fallout lore to reveal a bounty of bizarre and disturbing scenarios, any of which could make for an excellent spinoff.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2018/06/06/69ceff1b/Fo1_Necropolis_motel_interior.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;Vault 12&lt;/h2&gt; &lt;p&gt;Vault-Tec, the company who built the shelters spread across America, is a notoriously unethical corporation in the Fallout universe. In collaboration with the U.S. Government, Vault-Tec built most of its vaults around “social experiments,” testing the effects of isolation and other variables in the tightly controlled underground communities. &lt;/p&gt; &lt;p&gt;Vault 12 is one of the most twisted of these experiments. Foregoing the very purpose of a fallout shelter, Vault-Tec intentionally left the door unsealed. Awash in deadly radiation, the survivors of Vault 12 were permanently transformed by Vault-Tec’s negligence.&lt;/p&gt; &lt;p&gt;Ghouls are familiar to anyone who’s played a Fallout game. Zombie-like in appearance, their rotting flesh is a product of exposure to massive amounts of radiation. Despite this, they’re often surprisingly empathetic characters, with thoughtful dialogue and a depth of experience taken from their horrifying life experiences.&lt;/p&gt; &lt;p&gt;One of the biggest hubs of ghouls is Necropolis, a city players may run across in the original Fallout. The massive population stems from, you guessed it, the residents of Vault 12.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Here’s the pitch:&lt;/em&gt; Survival horror on a community scale. Players try to maintain life as a resident in the vault while people get sick and decay. You decide who gets Rad-X and who has to bear the brunt of the radiation then manage the dividing populations as people turn to ghouls and lose sympathy for their fellow residents. Imagine a combination of some of the haunted vaults in Fallout 3 and the oppressive wartime decisions of This War of Mine and you’ve got Fallout: Vault 12.  &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2018/06/06/69ceff1b/Capture1.PNG&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; This, for a whole game. &lt;h2&gt;Vault 29&lt;/h2&gt; &lt;p&gt;One criticism of Bethesda’s Fallout games was the removal of the ability to kill children. Although sadistic, the complaint had two main pillars. Firstly, Fallout 1 and 2 had the ability; it benefited the player in no way and made virtually every NPC in the game hostile, but it was technically possible. Secondly, kids in the Fallout games have been historically ... very annoying.&lt;/p&gt; &lt;p&gt;Enter Vault 29, population: children. Another perversion of an experiment by Vault-Tec, no one over the age of 15 was allowed into the shelter. The only confirmed survivor, a mutant named Harold, emerged from the vault in 2090 and would go on to become one of the wasteland’s most influential residents.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Here’s the pitch:&lt;/em&gt; A dark, violent version of Richard Linklater’s Boyhood. Harold entered the vault at age five and experiences his entire adolescence in the underground tunnels, so players would experience his life one year at a time. The early years would be chaos, both from the initial panic of being without adults, but also because we’d experience them as a kindergartner.&lt;/p&gt; &lt;p&gt;As time wears on, we’d mature and start to learn about the political structure of the vault. I’m picturing Battle School from Ender’s Game with multiple factions with different leaders and styles, all led by charismatic children. Like Ender’s Game, this game would still have truly bleak themes and conflict without resorting to kids toting firearms. As Harold, we’d come to understand the dynamic of the different factions, and fight to become a part of the most influential groups.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2018/06/07/70e71f3c/asd.PNG&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; This, but ya know. Radioactive. &lt;h2&gt;Vault 43&lt;/h2&gt; &lt;p&gt;Twenty Men. Ten Women. One Panther. That’s the idea for Vault 43, a shelter that really calls into question Vault-Tec’s understanding of the word “experiment.” Nothing is known about the outcome of this vault, and that might be for the best.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Here’s the pitch:&lt;/em&gt; Asymmetrical multiplayer. The men and women work together to try and build a society that’s democratic, charitable, and most importantly, panther-proof. Meanwhile, the panther is slinking in and out of the shadows, testing the defenses and eating anyone who strays too far from the beaten path.&lt;/p&gt; &lt;p&gt;The game’s pace could play out similarly to Evolve. In the early rounds, the panther is weak but the residents don’t have access to many resources. As time goes on, the men and women can fortify doors and board up air vents, but they won’t be able to stop the panther from accessing more radioactivity than Dr. Manhattan. Sure, the humans have numbers on their side, but how many people is enough to stop a radioactive, mutant panther?&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2018/06/06/69ceff1b/Fo4_Pip-Boy_Mark_IV_system_specs.png&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; This, but it breaks. A lot. &lt;h2&gt;Vault 53&lt;/h2&gt; &lt;p&gt;Intended to test the inhabitants’ resilience to everyday inconveniences, appliances in Vault 53 were designed to break every few months. With 1000 residents, this meant a near-constant stream of necessary repairs to maintain basic living conditions. One can only imagine the psychological toll of living inside deliberately faulty infrastructure, especially when that infrastructure is absolutely necessary to keep out the devastation on the surface.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Here’s the pitch:&lt;/em&gt; A smaller and more intimate take on Fallout, styled after indie titles like Papers, Please. Each day would bring new items to repair and new pressures to consider. For instance, the vault’s quartermaster needs his air circulator fixed. You have the skills to do this, but your family also needs more nutrients than daily rations allow. Do you repair the unit and hope that your good faith sways him, or refuse to give his unit back until he delivers the needed food?&lt;/p&gt; &lt;p&gt;Repairs would gradually get more complex, and the needs in the vault would grow more dire. As more systems in the shelter failed, there’d be no way to satisfy everyone. Vault 53 demands you make sacrifices; where those sacrifices come from is up to you.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2018/06/07/075b5753/11903808_fallout-4-mod-support-on-ps4-nixed-because_4994e698_m.png&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;Vault 69&lt;/h2&gt; &lt;p&gt;Vault 69 begs the question: was anyone at Vault-Tec ever a scientist?&lt;/p&gt; &lt;p&gt;The vault had the standard thousand residents, but only one of those residents was a man. Less the product of principled hypotheses and more that of a giggling middle schooler, Vault 69 has virtually no available information.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Here’s the pitch:&lt;/em&gt; Uhh, no comment on this one&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2018/06/07/70e71f3c/MV5BZDNlZWI3NTMtZGEyOS00MjczLWJmYzktZDQ4ZTI3MzhjZWI4XkEyXkFqcGdeQXVyNTAyNDQ2NjI%40._V1_.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; This, but not a dog. A puppet. &lt;h2&gt;Vault 77&lt;/h2&gt; &lt;p&gt;Although we don’t have the name of the sole resident of Vault 77, we do have a significant amount of information on his circumstances. Locked into the shelter alone, it took more than a year for him to open the crate marked “Government Issue: Puppet Ration.” Once he did, he swiftly descended into a delusional and codependent relationship with the inanimate objects.&lt;/p&gt; &lt;p&gt;After developing an intimate bond with one in particular (a puppet sporting a Vault-Tec jumpsuit similar to his own), the man eventually left the vault. Accompanied by the puppet and a tamed giant ant named “Mr. Pinch,” his expedition into the wasteland was an unwilling miasma of violence and death, led by the whims of his puppet.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Here’s the pitch:&lt;/em&gt; Styled after A Way Out, this linear adventure would be a mandatory co-op experience. I’ll get this out of the way now; yes, the player assigned to the puppet would have to spend the first hour or so in a box. It’s important to the characters’ motivations. Once the two players are united however, it would largely be the puppet’s show.&lt;/p&gt; &lt;p&gt;The puppet could tell the human character where to walk, which quests to take, who to kill. Although the human may have locomotion, the puppet ironically holds all the power.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2018/06/07/c2096bdf/Vault_CA1.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Fallout is a series that embraces both the devastation and the absurdity of post-apocalyptic life. It’d be great to see Bethesda to keep experimenting with the style of games in its unique universe. Just, for the love of god, stay away from Vault 69.&lt;/p&gt; &lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/2024/04/10/the-fallout-tv-show-is-good-season-1-review&quot;&gt;Head here&lt;/a&gt; to read our review of the first season of the Fallout TV show. And here are &lt;a href=&quot;https://www.gameinformer.com/b/features/archive/2016/01/02/5-life-lessons-you-can-learn-from-fallout-4-and-5-you-should-not.aspx&quot;&gt;the lessons&lt;/a&gt; someone should (and shouldn&#039;t) take from Fallout. For a more serious take, check out our &lt;a href=&quot;https://www.gameinformer.com/b/features/archive/2015/11/06/the-making-of-fallout-4.aspx&quot;&gt;exhaustive history&lt;/a&gt; on the making of Fallout 4.&lt;/em&gt;&lt;/p&gt; Wed, 01 May 2024 17:30:00 CDT Jacob Geller 88534 Turtle Power: The History Of TMNT In Video Games https://www.gameinformer.com/feature/2024/05/01/turtle-power &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/47165921/tmnt_hero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; Wed, 01 May 2024 16:41:00 CDT Brian Shea 122447 Sea of Thieves Retrospective - Life At Sea https://www.gameinformer.com/feature/2024/04/29/sea-of-thieves-retrospective-life-at-sea &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/25/bcd230e6/sot_hero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/25/6d126071/sotg_10.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/25/1bbd6590/sotg_05.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/25/e10b5c4f/sotg_06.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/25/1410a3b0/sotg_07.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/25/f90feee1/sotg_08.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/25/1bc5d5d6/sotg_09.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt; Mon, 29 Apr 2024 15:00:00 CDT Kyle Hilliard 122506 Stellar Starter Tips For Stellar Blade https://www.gameinformer.com/tips/2024/04/25/stellar-starter-tips-for-stellar-blade &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/23/1e42b126/sb_demo_pr_roll_screenshots_eidos7_06.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Stellar Blade is heading into full release, and you can dive into the action-heavy sci-fi adventure for yourself. You can read our &lt;a href=&quot;https://www.gameinformer.com/review/stellar-blade/more-than-a-pretty-face&quot;&gt;full review&lt;/a&gt; for more details about how it turned out, or read our &lt;a href=&quot;https://www.gameinformer.com/interview/2024/04/24/stellar-blade-is-based-on-the-bible-but-dont-take-it-too-seriously&quot;&gt;interview with the game&#039;s creative director&lt;/a&gt; to learn more about how the game came together.&lt;/p&gt; &lt;p&gt;Developer Shift Up does a good job of gradually introducing new core systems as you move through the lengthy adventure, but as we played ahead of public launch, our team discovered several things the game doesn’t tell you that can lead to a more enjoyable journey.&lt;/p&gt; &lt;h3&gt;Turn On Auto Loot&lt;/h3&gt; &lt;p&gt;While the developer made many smart decisions in creating Stellar Blade, we’re a little confused why the default choice for gathering dropped loot requires pressing and holding one of the shoulder buttons.&lt;/p&gt; &lt;p&gt;As soon as you start the game, pause and go to Settings &amp;gt; Gameplay and adjust the Auto Loot option to “On,” which is not the default. Eve will begin to pick up items and currency automatically without the need for your input – as long as you get close enough to the items on the ground, they’ll go into your inventory.&lt;/p&gt; &lt;h3&gt;Set Hair Length&lt;/h3&gt; &lt;p&gt;In that same menu we just pointed you toward (Settings &amp;gt; Gameplay) you’ll find another option to adjust Ponytail Length.&lt;/p&gt; &lt;p&gt;This is primarily a cosmetic choice for how you like the main character to look, but we mention it here for functional reasons. Depending on your playstyle, extraneous visual “noise” onscreen can be distracting, especially in a tense encounter.&lt;/p&gt; &lt;p&gt;Eve’s extremely long ponytail shows off some cool physics, but if it’s preventing you from having a clear view of enemy actions, consider changing the ponytail length to “Short”&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/23/0210316b/stellar_blade_10.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h3&gt;Ambush When You Can&lt;/h3&gt; &lt;p&gt;Even standard wandering Naytiba enemies in Stellar Blade can lead to some tough and even game-ending battles. Take every advantage you can, including prioritizing an early unlock of the Ambush ability (findable in the Attack section of the Skill Tree).&lt;/p&gt; &lt;p&gt;Ambush lets you backstab enemies if you can get close enough before they turn around and see you. It’s generally an instakill, so it’s a good choice for eliminating the most powerful foe in a group before facing off against the less dangerous ones.&lt;/p&gt; &lt;h3&gt;Rush To Open&lt;/h3&gt; &lt;p&gt;Similar to the Ambush option above, it’s smart to unlock and use the Rush skill early on and use it to open fights where Ambush isn’t an option. This skill lets you close with an enemy instantly, and you can get some hits in before they have a chance to fight back.&lt;/p&gt; &lt;p&gt;It’s also an essential skill in more protracted combats, including bosses. After dodging or running out of the way of a dangerous attack, Rush lets you get back into the fray right away.&lt;/p&gt; &lt;h3&gt;Guard First, Then Strike Back&lt;/h3&gt; &lt;p&gt;More than many action games, guarding is an essential skill that you should practice from the very start. Excessive offensive play without guarding is a recipe for failure.&lt;/p&gt; &lt;p&gt;Your guard/shield will diminish with hits taken, but it’s an excellent way to confront the early moments of a fight, when you’re still feeling out an enemy. And while perfect parries and dodges are great, you may need a few strikes to recognize an enemy’s attack patterns, and guarding is the best way to weather those moments, with the exception of unblockable attacks.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/23/486ecf6d/stellar_blade_6.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h3&gt;Improve Perfect Dodge And Parry&lt;/h3&gt; &lt;p&gt;There’s no more surefire way to succeed in Stellar Blade than getting good at Perfect Dodge and Perfect Parry. It’s absolutely core to the combat system, and success with those skills opens up additional options and abilities.&lt;/p&gt; &lt;p&gt;Of course, the most important thing you can do here is observe and improve your timing in nailing these abilities. Much of that is about memorizing the different colored flashes and knowing which color corresponds to the need to dodge or parry. The training modules inside the Skills menu can help a lot with that practice. To find those, go to the Skill Tree Survival section, and tap Square while hovering over the Perfect Dodge or Perfect Parry ability. Seriously, there are no better skills to master.&lt;/p&gt; &lt;p&gt;But you can also hedge your bets. There are additional abilities in the skill tree and equipment in the game that make it easier to nail those tight windows for perfect dodges and parries. If you’re having trouble consistently hitting that timing, these are excellent skills and equipment items to focus on.&lt;/p&gt; &lt;h3&gt;Scan, scan, scan&lt;/h3&gt; &lt;p&gt;A tap of the central touchpad on your DualSense controller will send out a pulse scan of your surrounding area. It’s an easy thing to forget about as you run around slicing through enemies.&lt;/p&gt; &lt;p&gt;That would be a mistake. Making a point to scan frequently is a smart move. It reveals enemy locations that may be hiding. And it also shows critical interactable items and individuals, including dead bodies that can sometimes hold precious upgrades, like max health improvements.&lt;/p&gt; &lt;p&gt;It costs nothing to tap that scan, so get in the habit of doing it in each new area you arrive in.&lt;/p&gt; &lt;h3&gt;Keep up with your sidequests&lt;/h3&gt; &lt;p&gt;If you plan to try and mainline the golden path of Stellar Blade, feel free to ignore this tip. But for the rest of the players, you may be wondering what to prioritize in your extracurricular activities.&lt;/p&gt; &lt;p&gt;Sidequests provided by actual individuals in the game world are almost always a good bet. They provide more and better experience and rewards than just roaming around taking out monsters. Those character-provided sidequests also tend to be more interesting than the less personal assignments you can pick up from bulletin boards.&lt;/p&gt; &lt;p&gt;And, while we don’t want to spoil anything, it’s safe to say that the latter hours of the game turn out differently depending on certain sidequests you might have chosen to complete. Talking with and completing those character-connected side quests is a great place to put your time if you want to expand your time in the world of Stellar Blade.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/23/42c87749/sb_matrix_screenshots_01.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h3&gt;Pick up the phone!&lt;/h3&gt; &lt;p&gt;It goes without saying that you should enter and use supply camps when you find them in order to rest and get your health and supplies back. But early on, you might not realize that you should also be trying to activate all the payphone locations that you encounter.&lt;/p&gt; &lt;p&gt;Phones activate a new fast travel point; you want as many of those as possible.&lt;/p&gt; &lt;p&gt;Even if you don’t initially plan to do a lot of fast traveling, later missions sometimes send you back to explore areas you’ve already visited, and having a more comprehensive selection of fast travel points gets you back to the action and the quest completions faster.&lt;/p&gt; &lt;h3&gt;Unlock Beta and Burst Wisely&lt;/h3&gt; &lt;p&gt;As you play through Stellar Blade, you’ll gradually unlock access to the Beta and Burst skills. Each skill tree adds new abilities that you can bring to bear in a fight by holding down L1 or R1 along with one of the face buttons. These are usually high-powered attacks; you should integrate them into your combat flow.&lt;/p&gt; &lt;p&gt;But even knowing that, it’s easy to cast too broad a net and weaken yourself by playing with too many different skills. That’s especially true in the midgame, while there’s still much to unlock.&lt;/p&gt; &lt;p&gt;In both the Beta and Burst skill trees, consider unlocking and completing the upgrades for one (or maybe two) of these skills before moving on to the others. Remember, both Beta and Burst skills pull from their own respective meters, so if you use one of the abilities, it will deplete that meter, preventing you from doing another deployment. It’s rare that you’ll be able to spam out multiple abilities that tap into the same meter. As such, it’s best to focus on individual skills that shore up weakpoints in your combat repertoire.&lt;/p&gt; &lt;p&gt;For instance, Shield Breaker is the bottom skill (L1+X) on the Beta Skill Tree, and as the name implies, it does a great job of breaking enemy shields. If you’re struggling with the early phases of boss fights when your foe often still has a high shield, this is a great choice. And rather than diversifying into other skills, we recommend unlocking the upgrades to Shieldbreaker before focusing on other skills. Alternately, Triplet (L1+Square) is a solid and consistent damage dealer and a great choice if you’re just looking to bring down standard enemies quickly.&lt;/p&gt; &lt;p&gt;Take the time to look through the full suite of Beta and Burst skills, and consider which individual abilities would be the biggest help to your playstyle, then focus on those.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/23/daa66709/sb_matrix_screenshots_03.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h3&gt;Follow the Green Dot&lt;/h3&gt; &lt;p&gt;As you get started in Stellar Blade, you may encounter many individuals you feel you need to talk to. If that’s your thing, go for it. But if you’d like to focus on the individuals that actually have something to offer, look for the green dot next to an individual; these are actual quest-givers or other meaningful conversations.&lt;/p&gt; &lt;h3&gt;Take the Hint&lt;/h3&gt; &lt;p&gt;Occasionally, you’re going to encounter panels that demand that you enter a code sequence of symbols. Generally speaking, you need to find a different location that provides that code before you can input it.&lt;/p&gt; &lt;p&gt;Don’t bother trying to jot down the symbols. Instead, when you return to the appropriate unlockable panel, tap the “Hint” button to see the code. It’s not cheating. It’s simply showing you the code you already found elsewhere in the game, which matches this particular panel. If the “Hint” option is grayed out, you just don’t have the code yet.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/23/f5284981/sb_demo_pr_roll_screenshots_eidos7_03.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h3&gt;Experiment With Story Mode&lt;/h3&gt; &lt;p&gt;We always advise that the best difficulty setting is the one that leads to the most fun for you as a player.&lt;/p&gt; &lt;p&gt;With that said, Stellar Blade features a tight and rewarding combat system – if you can enjoy the challenge of some tough combat, the default Normal Difficulty is the way to go. It has some hard fights, but with patience, you’ll succeed.&lt;/p&gt; &lt;p&gt;With that said, there’s nothing to say you can’t experiment with Story Mode, and doing so can help you prepare for winning a hard fight in Normal (or the eventual Hard mode, which unlocks after you beat the game).&lt;/p&gt; &lt;p&gt;In Story Mode, combat prompts pop up and time slows down in critical moments of battle, letting you learn exactly what buttons to press when that vicious boss descends on you.&lt;/p&gt; &lt;p&gt;If you’re committed to beating the boss on Normal, but you’re having a hard time, consider bumping the difficulty down to Story Mode to learn the ropes of the fight. Then, before you defeat the boss, switch back to Normal mode, which will reset you to your most recent save point. You can then go into the fight armed with a clear understanding of what buttons to press to react to each attack – but you’ll still have to nail the timing to win.&lt;/p&gt; &lt;p&gt;Good luck in your adventures with Eve across the post-apocalyptic wastelands of Stellar Blade!&lt;/p&gt; Thu, 25 Apr 2024 22:00:00 CDT Matt Miller 122508 Send Us Your Questions And Rants For A Chance To Win A Game Informer Gold Copy Of The Star Wars Outlaws Issue https://www.gameinformer.com/feedback-requested/2024/01/24/send-us-your-questions-and-rants-for-a-chance-to-win-game-informer-gold &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/25/4ccb5364/swoheader365-gold.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;For every issue of &lt;em&gt;Game Informer&lt;/em&gt; magazine, we print a handful of &lt;a href=&quot;https://www.gameinformer.com/gold&quot;&gt;Game Informer Gold editions&lt;/a&gt;. These versions sometimes feature alternate art, have a gold embossed logo on the front, are individually numbered, and feature higher-quality paper. They&#039;re very nice, and we reserve them for special occasions like charity auctions or, as is the case here, giveaways.&lt;/p&gt; &lt;p&gt;For the recent &lt;a href=&quot;https://www.gameinformer.com/cover-reveal/2024/04/09/cover-reveal-star-wars-outlaws&quot;&gt;Star Wars Outlaws&lt;/a&gt; issue, we have two Game Informer Gold editions we are prepared to send to readers. For a chance at winning one of these collectible issues, we want to hear from you about what&#039;s on your mind about gaming and &lt;em&gt;Game Informer&lt;/em&gt;. Send a message to our Replies section for a chance to be featured in our monthly magazine letters column.&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/SHQB90Y_mKM&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;If you fill out the form below before &lt;strong&gt;May 26, 2024&lt;/strong&gt;, you will be entered to win one of two Game Informer Gold copies of our Star Wars Outlaws issue. In terms of the kind of feedback we&#039;re looking for, we want thoughtful responses to our content, general thoughts on the video game industry, your criticisms of previously released or upcoming games, or anything else that will make the magazine better. We&#039;re flexible! We want to know what&#039;s on your mind and potentially share your thoughts and questions with the rest of &lt;em&gt;Game Informer&lt;/em&gt;&#039;s readers.&lt;/p&gt; &lt;p&gt;We&#039;re looking forward to your responses and we hope you are looking forward to seeing your responses in the magazine. Good luck! And please enjoy a little necessary legalese before you fill out and submit the form below.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Giveaway valid for U.S. addresses only. Responses must reach a baseline level of quality and originality to be considered valid. Winners will be notified through the email address linked to their GameInformer.com account. If response is not received within 5 business days, winners may forfeit their prize.&lt;/em&gt;&lt;/p&gt; &lt;h2&gt;Submit Your Question or Letter&lt;/h2&gt; &lt;p&gt;You must be logged in to use this form.&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;https://www.gameinformer.com/user/login?destination=/feedback-requested/2024/01/24/send-us-your-questions-and-rants-for-a-chance-to-win-game-informer-gold&quot; class=&quot;button&quot;&gt;Log in&lt;/a&gt;&lt;/p&gt; Thu, 25 Apr 2024 15:00:00 CDT Kyle Hilliard 110834 Stellar Blade Is Based On The Bible, But Don’t Take It Too Seriously https://www.gameinformer.com/interview/2024/04/24/stellar-blade-is-based-on-the-bible-but-dont-take-it-too-seriously &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/23/724969be/stellar_blade_1.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Stellar Blade is out this week and our review, &lt;a href=&quot;https://www.gameinformer.com/review/stellar-blade/more-than-a-pretty-face&quot;&gt;which you can read right here&lt;/a&gt;, is positive. We liked the game and were impressed by the depth of its action and world-building. Ahead of its release, but after spending some time with the game, we had a chance to reconnect with Shift Up CEO and Stellar Blade director Hyung-Tae Kim &lt;a href=&quot;https://www.gameinformer.com/2024/03/26/stellar-blade-feature-angel-from-heaven&quot;&gt;after speaking with him earlier this year&lt;/a&gt;. This time we spoke to him (through a translator) about inspirations for the game beyond Nier Automata (like the &lt;em&gt;Bible&lt;/em&gt; and The Matrix), the approach to costumes and how they fit in the lore, and why having no minimaps in the game was a purposeful decision.&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/bCQMHjDAJZU&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;Game Informer: There are multiple endings?&lt;/p&gt; &lt;p&gt;Hyung-Tae Kim: There are multiple endings and actually, if you complete certain quests, there is a post-credits clip, as well.&lt;/p&gt; &lt;p&gt;Is there an ending you prefer?&lt;/p&gt; &lt;p&gt;This all depends on what choices and decisions the player makes throughout the game. There is no particular ending that I prefer. But then there is this hidden stage so I hope that players discover this and play that. If you want, I guess, a little happier ending then you will have to discover that post-credits clip.&lt;/p&gt; &lt;p&gt;There&#039;s no gameplay reward for unlocking costumes, but they are an important incentive for the player. Why are the costumes so important?&lt;/p&gt; &lt;p&gt;I do definitely believe that it is very charming for an iconic character to have this one iconic costume. But my strength is in character concept design. There was so much that I wanted to show to the world and to be able to convey that to the players. I decided that it would be a good idea to include different costumes, that was a good way to show what I wanted to show. And I also wanted the players to be able to go on a journey with the character in a style that they prefer. That&#039;s why.&lt;/p&gt; &lt;p&gt;What is the process of choosing and creating a costume?&lt;/p&gt; &lt;p&gt;It&#039;s not one method that is decided when creating the costumes. For example, the body suit – I designed it myself and then the 3D modeler; when they are done with the modeling of the costume, I will come back to it and then add more details and texture and typography and finish it for the game. Or for other costumes, we buy the actual clothes in real life, and then scan them, take the scan data, modify it so it looks more futuristic, and then complete it that way. So, it&#039;s very different. This way, you get to meet very diverse costumes in the game.&lt;/p&gt; &lt;p&gt;And on top of that, sometimes, when you play the game, you will see some costumes that look like swimming suits. And for those costumes, it&#039;s very important to depict the skin texture like how it changes because of pressure and how it&#039;s pushed up, or how it folds, how it bends like the body and the flesh and the skin. That&#039;s very important when we&#039;re trying to detail. So, for this, we actually cast a real-life model and then had the model wear the costumes and scan the model to use the data.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/09/10/8b31ffdf/projecteve02.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Is there a lore reason why Eve wears so many costumes? Is she interested in fashion?&lt;/p&gt; &lt;p&gt;There was some kind of lore behind Eve showing a lot of interest in the costumes that were left behind on the surface of Earth. We did have that concept, and it was part of her character, but then we later decided that this doesn&#039;t really have to be shown in the game. We don&#039;t have to really make it known in the game, so that got taken out, but that lore still exists.&lt;/p&gt; &lt;p&gt;Did you ever consider tying costumes to character upgrades?&lt;/p&gt; &lt;p&gt;When making games in the past, I took it very seriously that I didn&#039;t connect the stats of the character and the costumes. It was important to me not to make it like that because if that happens, then only certain costumes will be picked by the users because they have better stats than the other outfits. I didn&#039;t want that to happen. I just wanted everyone to enjoy all kinds of different costumes that are provided in the game, regardless of the stats.&lt;/p&gt; &lt;p&gt;But of course, if you don&#039;t wear anything at all, then it would be dangerous on the surface of a desolate Earth. So we did put a little bit of a disadvantage there if you&#039;re not wearing anything.&lt;/p&gt; &lt;p&gt;Does the team see Eve as a Bayonetta-type figure who embraces her sexuality and uses it as a weapon?&lt;/p&gt; &lt;p&gt;I don&#039;t think Eve is aware of those charms that she possesses, so she&#039;s not that kind of character. So, she won&#039;t be able to combine that central attractiveness that the Bayonetta character has and to be able to combine that with their battles. But then it&#039;s not fully decided how Eve will evolve in the future, and what kind of realization she&#039;ll be met with in the future, so I guess it would depend on the users and what they like and what kind of interest they show towards the game. Maybe Eve will go through some kind of… being more socialized and adjusted, and maybe she will get to have new realizations and become someone different.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/24/b42ed680/stellar-blade-ps5-review-2024-04-23_11-22-39_135259.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Cans are an important collectible. Why cans?&lt;/p&gt; &lt;p&gt;That may be a personal taste. I personally like different can designs. And also, I thought it&#039;d be more realistic to use cans where the Earth is ruined. As one of the preserved goods, cans would make more sense than other elements. &lt;/p&gt; &lt;p&gt;Are they based on real Korean brands?&lt;/p&gt; &lt;p&gt;We tried to, but no can brands would partner with us to have a collaboration, so we had to create them all originally in-house. We also consulted someone who is an expert in designing can packaging. We hired that person to come up with designs that would make them look real. In the future, hopefully we&#039;ll be able to have a collaboration with a real-life brand. Especially Pepsi, which we are very interested in.&lt;/p&gt; &lt;p&gt;Was a minimap ever considered? I would really like one in Xion.&lt;/p&gt; &lt;p&gt;If you slide up on the touchpad, you have access to the map in Xion.&lt;/p&gt; &lt;p&gt;Oh, but I want a little map that’s always available on the bottom corner of the screen.&lt;/p&gt; &lt;p&gt;I wanted to show as little UI design on the screen as possible. That&#039;s why I didn&#039;t include the minimap on the screen. But then yes, it is pretty necessary in an open-world area. When it&#039;s a linear area, of course, there are other hidden paths, but if you use the map, then maybe it&#039;ll become too easy in this linear part of the game. That&#039;s why I wanted to avoid having the map there for the players to constantly use. But then yes, of course, in Xion, you will want to consult the map more because as things constantly change, you&#039;ll be given new quests constantly, so the map does become handy. I do actually recommend using the map there.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/23/113e3620/stellar_blade_5.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;In the movie The Matrix, there is the haven city of Zion. In Stellar Blade there is the haven city of Xion. In Stellar Blade there is a location called Matrix 11. The Matrix was co-directed by Lilly Wachowski. In Stellar Blade there is a character named Lily. Are these all coincidences, or is The Matrix a big inspiration for Stellar Blade?&lt;/p&gt; &lt;p&gt;The Matrix is, of course, one of the movies that I love, but then rather than any direct inspiration or references that we got from the movie, you should see the &lt;em&gt;Bible&lt;/em&gt; as more of a source of those inspirations. But then that doesn&#039;t mean this whole story was based on the &lt;em&gt;Bible&lt;/em&gt;, heavily. It is more like they share similar lores.&lt;/p&gt; &lt;p&gt;That makes sense because &lt;em&gt;The Matrix&lt;/em&gt; looks to the Christian &lt;em&gt;Bible&lt;/em&gt;, as well. And of course, Adam and Eve are both characters in in Stellar Blade. Is the &lt;em&gt;Bible&lt;/em&gt; a primary source of inspiration?&lt;/p&gt; &lt;p&gt;In terms of materials that we got for the plot, yes, the &lt;em&gt;Bible&lt;/em&gt;, and yes it does have to do with the themes of the plot as well, but then ultimately, at the end of the day, this is an action-adventure game so when the players play this game, they can just take this lightly and just enjoy the game.&lt;/p&gt; &lt;p&gt;When people think, “Oh, this was based on the &lt;em&gt;Bible&lt;/em&gt;,” then they tend to take it more seriously and expect maybe a heavier, more serious story there. And of course, we&#039;re very thankful for that interpretation, but what we wanted to focus on was more the gameplay itself.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/23/ff2a1f22/stellar_blade_7.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Why is there a setting to change the length of Eve’s ponytail?&lt;/p&gt; &lt;p&gt;I actually personally like the long ponytail that Eve has because it adds more to the movement and the action and I see that as an important element, but then I also realized that this wouldn&#039;t be for everyone. Some people might find it annoying, or maybe it obstructs a certain outfit or the screen when moving around, and I thought that could be interrupting or disturbing to some people, so I also wanted to include the shorter ponytail. But then after that, there have been demands about middle-length ponytails or the option to be able to control the length of the ponytail and so on.&lt;/p&gt; &lt;p&gt;Stellar Blade is out this year. There&#039;s another big game from a South Korean developer, The First Descendent coming out later this year. Does Shift Up feel it is a big year for Korean representation in video games?&lt;/p&gt; &lt;p&gt;We do have a hope that, starting with Stellar Blade this year, it will be an outbreak year for South Korean developers. In the past, up until recently, actually, Korean games have been rather isolated from the world because the gaming market in Korea is mostly mobile-centric. For console games, it was hard for them to gain any attention and there wasn&#039;t that much of a point where other global users were getting to access these games. There haven&#039;t been that many overlapping elements there.&lt;/p&gt; &lt;p&gt;But then, starting with Stellar Blade, hopefully, many global users will get to discover more Korean games and actually realize, “Oh, these are actually really good games!” And I&#039;m starting with that; hopefully, other Korean developers will be more well-known. This year will be that year. And in that way, we even have a certain sense of duty there.&lt;/p&gt; &lt;p&gt;Are you hoping to make a Stellar Blade sequel next, or does Shift Up want to do something different next?&lt;/p&gt; &lt;p&gt;Right now, we’re focusing more on Stellar Blade – the game itself. We&#039;re focusing more on what the users will like, what they&#039;ll want to see more of, and what kind of additional content we&#039;ll be coming up. Hopefully, you&#039;ll enjoy the game that&#039;s coming out soon.&lt;/p&gt; &lt;p&gt;&lt;em&gt;For more on Stellar Blade you can read our previous feature on the game &lt;a href=&quot;https://www.gameinformer.com/2024/03/26/stellar-blade-feature-angel-from-heaven&quot;&gt;here&lt;/a&gt;, and read &lt;a href=&quot;https://www.gameinformer.com/review/stellar-blade/more-than-a-pretty-face&quot;&gt;Game Informer&#039;s Stellar Blade review here&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt; Wed, 24 Apr 2024 11:05:00 CDT Kyle Hilliard 122500 Nintendo Switch Online: Every NES, SNES, Game Boy, N64, Sega Genesis, And GBA Game https://www.gameinformer.com/feature/2024/04/24/nintendo-switch-online-every-nes-snes-game-boy-n64-sega-genesis-and-gba-game &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2022/07/01/58afc950/np_file_103789.jpeg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Every Nintendo Switch Online Game&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Nintendo has been slowly beefing up its library of games available to Nintendo Switch Online and Expansion Pack subscribers. &lt;/p&gt; &lt;p&gt;What began as a library of just 20 NES games has grown to include dozens more. Plus, Nintendo has since introduced SNES, Nintendo 64, Game Boy, and even Sega Genesis games, giving players a chance to play some fan-favorite classics and some deep cuts, too. It’s hard to predict when new games might arrive as the company has maintained a somewhat inconsistent cadence in doing so, but that’s okay because this list is all you need. &lt;/p&gt; &lt;p&gt;As Nintendo adds new titles, we’ll be sure to update this list to include them. If you’re looking for something specific, use this story’s Table of Contents to jump to the different consoles quickly. Here’s every NES, SNES, Game Boy, N64, Genesis, and GBA game added to Nintendo Switch Online. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2022/07/01/a40ac410/nes.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Added September 19, 2018&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Balloon Fight&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Baseball&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Donkey Kong&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Double Dragon&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Dr. Mario&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Excitebike&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Ghosts ‘n Goblins&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Gradius&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Ice Climber&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Ice Hockey&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;The Legend of Zelda&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Mario Bros.&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Pro Wrestling&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;River City Ransom&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Soccer&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario Bros.&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario Bros. 3&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Tecmo Bowl&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Tennis&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Yoshi&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added October 10, 2018&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;The Legend of Zelda SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;NES Open Tournament Golf&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Solomon’s Key&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Dodge Ball&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added November 14, 2018&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Gradius SP (Stage 5)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Metroid &lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Mighty Bomb Jack&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;NES Open Tournament Golf SP (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;TwinBee&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added December 12, 2018&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Adventures of Lolo&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Adventures of Lolo 2 (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Dr. Mario SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Metroid SP (Ridley Battle)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Ninja Gaiden&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Wario’s Woods&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added January 16, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Blaster Master&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Ghosts ‘n Goblins SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Joy Mech Fight (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Ninja Gaiden SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Zelda II: Adventure of Link&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 13, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Blaster Master SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kirby’s Adventure&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Metroid SP (Mother Brain Battle)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario Bros. 2&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Tsuppari Oozumou (Japan only)&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 13, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Fire Emblem: Shadow Dragon and the Blade of Light (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kid Icarus&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kirby’s Adventure SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;StarTropics&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Yie Ar Kung-Fu (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Zelda II: The Adventure of Link SP&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added April 10, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Kid Icarus SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Punch-Out!&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Star Soldier&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario Bros.: The Lost Levels&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added May 15, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Clu Clu Land&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Clu Clu Land: Welcome to New Cluclu Land (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Donkey Kong Jr.&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Star Soldier SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Vs. Excitebike&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;June 12, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;City Connection&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Double Dragon II: The Revenge&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;TwinBee SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Volleyball&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added July 17, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Donkey Kong 3&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Mighty Bomb Jack&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Wrecking Crew&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added August 21, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Downtown Nekketsu Koshinkyoku: Soreyuke Daiundokai (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Gradius SP (Second Loop)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kung Fu Heroes&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Vice: Project Doom&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added December 12, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Crystallis&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Famicom Wars (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Journey to Silius&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Route-16 Turbo (Japan only)&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 29, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Atlantis no Nazo (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Eliminator Boat Duel&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Shadow of the Ninja&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added April 20, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Fire Emblem: Shadow Dragon and the Blade of Light SP (Medeus Battle) (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Fire Emblem: Shadow Dragon and the Blade of Light SP (Triangle Attack) (Japan only)&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added May 20, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Rygar &lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added July 15, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;The Immortal&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added September 23, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;S.C.A.T.: Special Cybernetic Attack Team&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added December 18, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Nightshade&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Smash Ping Pong (Japan only)&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 17, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Fire ‘n Ice&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added May 26, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Ninja JaJaMaru-kun&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added July 28, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Super Mario Bros. 3 SP&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 9, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;EarthBound Beginnings&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 30, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Dig Dug II&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Mappy-Land&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added May 26, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Pinball&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added July 22, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Daiva Story 6 Imperial of Nirsartia&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 16, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Xevious &lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added June 6, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Mystery Tower&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added September 5, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Joy Mech Fight&lt;/li&gt; &lt;li&gt;Downtown Nekketsu March Super-Awesome Field Day!&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added October 31, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Devil World&lt;/li&gt; &lt;li&gt;The Mysterious Murasame Castle&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 21, 2024&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;R.C. Pro-Am&lt;/li&gt; &lt;li&gt;Snake Rattle &#039;N&#039; Roll&lt;/li&gt; &lt;/ul&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2022/07/01/53fa8cc2/snes.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Added September 5, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Brawl Brothers&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Breath of Fire&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Demon’s Crest&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;F-Zero&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Joe &amp;amp; Mac 2: Lost in the Tropics&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kirby’s Dream Course&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kirby’s Dream Land 3&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;The Legend of Zelda: A Link to the Past&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Pilotwings&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Smash Tennis&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Star Fox&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Stunt Race FX&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Earth Defense Force&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Ghouls ‘n Ghosts&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario Kart&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario World&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario World 2: Yoshi’s Island&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Metroid&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Puyo Puyo 2&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Soccer&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Tennis&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added December 12, 2019&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Breath of Fire II&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kirby Super Star&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Star Fox 2&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Punch-Out!&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 19, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Pop’n TwinBee&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added May 20, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Operation Logic Bomb&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Panel de Pon&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Wild guns&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added July 15, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Donkey Kong Country&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Natsume Championship Wrestling&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Shin Megami Tensei (Japan only)&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added September 3, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Super Mario All-Stars&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added September 23, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Donkey Kong Country 2: Diddy Kong’s Quest&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Fire Emblem: Mystery of the Emblem (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Mario’s Super Picross&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;The Peace Keepers&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added December 18, 2020&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Donkey Kong Country 3: Dixie Kong’s Double Trouble!&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;The Ignition FActor&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kunio-kun no Dodgeball da yo Zen’in Shugo (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Sugoi Hebereke (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Valis IV&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Tuff E Nuff&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 17, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Doomsday Warrior&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Prehistorik Man&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Psycho Dream&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Shin Megami Tensei II (Japan only)&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added May 26, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Fire Emblem: Genealogy of the Holy War (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Joe &amp;amp; Mac&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Magical Drop II&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Spanky’s Quest&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Baseball Simulator 1.000&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario Kart SP&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added July 28, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Bombuzal&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Claymates&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Jelly Boy&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Shin Megami Tensei If… (Japan only)&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 9, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;EarthBound&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Metroid SP&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 30, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Earthworm Jim 2&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Harvest Moon&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario World SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Punch-Out! SP&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added May 26, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Congo’s Caper&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Rival Turf!&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Umihara Kawase (Japan only)&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added June 9, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Kirby Super Star SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kirby’s Dream Course SP&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Kirby’s Dream Land 3 SP&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added July 22, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Fighter&#039;s History&lt;/li&gt; &lt;li&gt;Kirby&#039;s Avalanche&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 16, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Side Pocket&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added June 6, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Harvest Moon&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added September 5, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Kirby&#039;s Star Stacker&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 21, 2024&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Battletoads in Battlemaniacs&lt;/li&gt; &lt;li&gt;Killer Instinct&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added April 12, 2024&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Amazing Hebereke&lt;/li&gt; &lt;li&gt;Super R-Type&lt;/li&gt; &lt;li&gt;Wrecking Crew &#039;98&lt;/li&gt; &lt;/ul&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2023/02/09/6d06d466/game_boy_nso.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Added February 8, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Alone in the Dark: The New Nightmare&lt;/li&gt; &lt;li&gt;Game &amp;amp; Watch Gallery 3&lt;/li&gt; &lt;li&gt;Gargoyle&#039;s Quest&lt;/li&gt; &lt;li&gt;Kirby&#039;s Dream Land&lt;/li&gt; &lt;li&gt;The Legend of Zelda: Link&#039;s Awakening DX&lt;/li&gt; &lt;li&gt;Metroid II: Return of Samus&lt;/li&gt; &lt;li&gt;Super Mario Land 2: 6 Golden Coins&lt;/li&gt; &lt;li&gt;Tetris&lt;/li&gt; &lt;li&gt;Wario Land 3&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 16, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Kirby&#039;s Dream Land 2&lt;/li&gt; &lt;li&gt;BurgerTime Deluxe&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added June 6, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Kirby Tilt &#039;N&#039; Tumble&lt;/li&gt; &lt;li&gt;Blaster Master: Enemy Below&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added July 26, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;The Legend of Zelda: Oracle of Ages&lt;/li&gt; &lt;li&gt;The Legend of Zelda: Oracle of Seasons&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added August 8, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Pokémon Trading Card Game&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added September 5, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Quest for Camelot&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added October 31, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Castlevania Legends&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 12, 2024&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Dr. Mario&lt;/li&gt; &lt;li&gt;Mario Golf&lt;/li&gt; &lt;li&gt;Mario Tennis&lt;/li&gt; &lt;/ul&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2022/07/01/a46d67a0/n64.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Added October 25, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Dr. Mario 64&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;The Legend of Zelda: Ocarina of Time&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Mario Kart 64&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Mario Tennis&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Sin and Punishment&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Star Fox 64&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Mario 64&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;WinBack&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Yoshi’s Story&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added December 10, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Paper Mario&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added January 20, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Banjo-Kazooie&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 25, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;The Legend of Zelda: Majora’s Mask&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 11, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;F-Zero X&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added April 15, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Mario Golf&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added May 20, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Kirby 64, The Crystal Shards&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added June 24, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Pokémon Snap&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added July 15, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Pokémon Puzzle League&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added August 15, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Wave Racer 64&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added October 12, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Pilotwings 64&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added November 2, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Mario Party&lt;/li&gt; &lt;li&gt;Mario Party 2&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added January 27, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;GoldenEye 007&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added April 12, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Pokémon Stadium&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added August 8, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Pokémon Stadium 2&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added August 30, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Excitebike 64&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added October 27, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Mario Party 3&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added December 7, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;1080° Snowboarding&lt;/li&gt; &lt;li&gt;Harvest Moon 64&lt;/li&gt; &lt;li&gt;Jet Force Gemini&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added February 21, 2024&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Blast Corps&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added April 24, 2024&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Extreme G&lt;/li&gt; &lt;li&gt;Iggy&#039;s Reckin&#039; Balls&lt;/li&gt; &lt;/ul&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2022/07/01/fa6405b6/genesis.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Added October 25, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Castlevania: Bloodlines&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Contra: Hard Corps&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Dro. Robotnik’s Mean Bean Machine&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Ecco the Dolphin&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Golden Axe&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Gunstar Heroes&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;MUSHA&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Phantasy Star IV&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Puyo Puyo (Japan only)&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Ristar&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Shining Force&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Shinobi III: Return of the Ninja Master&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Sonic the Hedgehog 2&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Streets of Rage 2&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Strider&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added December 16, 2021&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Altered Beast&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Dynamite Headdy&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Sword of Vermillion&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Thunder Force II&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;ToeJam &amp;amp; Earl&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 16, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Alien Soldier &lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Light Crusader&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Super Fantasy Zone&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added April 21, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Shining Force II&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Sonic Spinball&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Space Harrier II&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added June 30, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li aria-level=&quot;1&quot;&gt;Comix Zone&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Mega Man: The Wily Wars&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Target Earth&lt;/li&gt; &lt;li aria-level=&quot;1&quot;&gt;Zero Wing&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added September 15, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Alisia Dragoon&lt;/li&gt; &lt;li&gt;Beyond Oasis&lt;/li&gt; &lt;li&gt;Earthworm Jim&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added December 12, 2022&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Alien Storm&lt;/li&gt; &lt;li&gt;Columns&lt;/li&gt; &lt;li&gt;Golden Axe II&lt;/li&gt; &lt;li&gt;Virtua Fighter 2&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added April 19, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Flicky&lt;/li&gt; &lt;li&gt;Kid Chameleon&lt;/li&gt; &lt;li&gt;Pulseman&lt;/li&gt; &lt;li&gt;Street Fighter II&#039;: Special Champion Edition&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added June 27, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Ghouls &#039;n Ghosts&lt;/li&gt; &lt;li&gt;Crusader of Centy&lt;/li&gt; &lt;li&gt;Landstalker&lt;/li&gt; &lt;li&gt;The Revenge of Shinobi&lt;/li&gt; &lt;/ul&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2023/02/09/d2fb042d/gba_nso_expansion.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h4&gt;Added February 8, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Kuru Kuru Kururin&lt;/li&gt; &lt;li&gt;The Legend of Zelda: The Minish Cap&lt;/li&gt; &lt;li&gt;Mario Kart: Super Circuit&lt;/li&gt; &lt;li&gt;Mario &amp;amp; Luigi: Superstar Saga&lt;/li&gt; &lt;li&gt;Super Mario Advance 4: Super Mario Bros. 3&lt;/li&gt; &lt;li&gt;WarioWare, Inc.: Mega Microgames&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 8, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Metroid Fusion&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added May 26, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Super Mario Advance&lt;/li&gt; &lt;li&gt;Super Mario World: Super Mario Advance 2&lt;/li&gt; &lt;li&gt;Yoshi&#039;s Island: Super Mario Advance 3&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added June 23, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Fire Emblem &lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added September 22, 2023&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Kirby &amp;amp; The Amazing Mirror&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added January 17, 2024&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;Golden Sun&lt;/li&gt; &lt;li&gt;Golden Sun: The Lost Age&lt;/li&gt; &lt;/ul&gt;&lt;h4&gt;Added March 29, 2024&lt;/h4&gt; &lt;ul&gt;&lt;li&gt;F-Zero Maximum Velocity&lt;/li&gt; &lt;/ul&gt;&lt;p&gt;&lt;em&gt;Be sure to check back monthly to see if Nintendo’s dropped any new games onto Nintendo Switch Online. &lt;/em&gt;&lt;/p&gt; Wed, 24 Apr 2024 07:03:00 CDT Wesley LeBlanc 118721 Knuckles Show Review – A Low-Stakes Climb https://www.gameinformer.com/series-review/2024/04/22/knuckles-show-review-a-low-stakes-climb &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/19/666371a8/knuckles_103_0005_rt.jpg&quot; width=&quot;800&quot; height=&quot;332&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;The live-action Sonic the Hedgehog movie series that started in 2020 has delivered entertaining adventures starring everybody&#039;s favorite Blue Blur and his ever-growing stable of friends. One of the highlights of &lt;a data-entity-substitution=&quot;canonical&quot; data-entity-type=&quot;node&quot; data-entity-uuid=&quot;b8e707f7-abc2-407a-bbc7-4bcf237b8c0a&quot; href=&quot;https://www.gameinformer.com/movie-review/2022/05/24/sonic-the-hedgehog-2-movie-review-full-speed-ahead&quot;&gt;&lt;em&gt;Sonic the Hedgehog 2&lt;/em&gt;&lt;/a&gt; was Knuckles, voiced by Idris Elba. The fish-out-of-water gags and his strict adherence to the echidna warrior code, which is in stark contrast to Sonic&#039;s fun-loving personality, made for an enjoyable dynamic within the cast of characters. &lt;em&gt;Knuckles&lt;/em&gt;, the new six-episode streaming show on Paramount Plus, tries to carry forward that dynamic. However, thanks to low stakes, a palpable disconnect from the larger Sonic story, and too much emphasis on the human characters in the world, it falls short of the heights reached by the two theatrical films.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Warning: &lt;/strong&gt;&lt;em&gt;While I try to remain as spoiler-free as possible, some aspects of the narrative and characters are mentioned throughout this article.&lt;/em&gt;&lt;/p&gt; &lt;p&gt;This spin-off series follows Knuckles as he trains Wade Whipple (Adam Pally), the goofy police officer from the first two Sonic films, in the way of the echidna warrior. Though Wade is fine as comic relief in the films, I often struggled with placing so many of the emotional stakes at the feet of this character. This becomes particularly true once his family joins the show. The weakest parts of the Sonic movies are the scenes featuring the human characters. &lt;em&gt;Sonic the Hedgehog 2 &lt;/em&gt;appeared to learn that lesson, as it sent many of the main humans away on a trip, but the inverse is true in &lt;em&gt;Knuckles&lt;/em&gt;; on multiple occasions, I wondered why we were focusing so much on the family drama of Wade instead of what Knuckles was up to off-screen.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/19/fef828e1/knuckles_103_0002_rt.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;The family storyline that consumes much of the latter portions of the show can be compelling in bursts, but it almost feels like an entirely different show altogether. The show does very little to inform viewers why we should care about these characters aside from the fact that they&#039;re related to Wade. The mother character (Stockard Channing) is the most likable of the bunch, particularly when the other major players feel like cartoonish caricatures of sitcom archetypes – even more so than in the movies. Thankfully, when the titular character is on screen, it&#039;s another strong performance by Elba. I&#039;m also happy that much of the CGI of the Knuckles character looks great, particularly when in fights.&lt;/p&gt; &lt;p&gt;The action sequences of &lt;em&gt;Knuckles&lt;/em&gt; are the highlight. One scene, in particular, takes place in a kitchen and benefits from crafty camera work and a simulated single-take effect. The action scenes are well-paced throughout the six-episode season, but they do shine a light on one of the most significant shortcomings the Sonic franchise must overcome if it hopes to expand out in spin-off series such as this: Sonic&#039;s gallery of enemies just isn&#039;t that deep. Having the main antagonists of &lt;em&gt;Knuckles &lt;/em&gt;be two rogue agents of GUN and a guy who used to work for Dr. Robotnik demonstrates this in irreconcilable ways. Sure, we&#039;re promised Shadow in &lt;em&gt;Sonic the Hedgehog 3&lt;/em&gt;, and we could still get the introduction of characters like Metal Sonic or Chaos in future media, but this series shows that the pool is pretty shallow.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/19/85c9a69e/knuckles_101_0019_rt.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Installing low-profile villains for the franchise&#039;s first streaming series could be forgiven if they made their mark, but they feel like retreads of what Dr. Robotnik was trying to accomplish in the first movie; their entire motivation is to capture Knuckles to steal his power. Ellie Taylor and Kid Cudi deliver fine performances as the rogue GUN agents, but the characters rarely serve as anything more than plot devices for the characters to progress on their personal journeys and foils in fight scenes. We do learn of their motivation later in the show, but at that point, I only cared about them because when they showed up, it usually meant an action scene was coming.&lt;/p&gt; &lt;p&gt;When you aren&#039;t watching a fight sequence play out, you&#039;re usually enduring a joke shotgun blast with a relatively low hit rate. The seasoned comedic delivery of actors like Adam Pally, Paul Scheer, and Cary Elwes do wonders for some of the jokes on offer in &lt;em&gt;Knuckles&lt;/em&gt;, but it&#039;s often not enough to keep the momentum up and running. Instead, in the times when Knuckles wasn&#039;t on screen, I was more enthralled by the heartfelt moments, which, much like the humor, have a relatively low success ratio. Much of the family dynamics are framed around an absurd bowling tournament that apes the vibe and storyline of &lt;em&gt;Dodgeball: A True Underdog Story&lt;/em&gt; a little too closely, making it difficult to connect to the characters or the overarching narrative. &lt;em&gt;Knuckles &lt;/em&gt;feels noncommittal when it comes to the tone it&#039;s going for. While it&#039;s not impossible to be an action-comedy series with sentimental moments, it&#039;s a trickier line to walk than &lt;em&gt;Knuckles &lt;/em&gt;can accomplish.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/19/4c9900ca/knuckles_104_0005_rt.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;And it would all be forgiven if the story felt essential – or even consequential – to the world of the Sonic series. But instead, having not yet seen &lt;em&gt;Sonic the Hedgehog 3&lt;/em&gt;, I can&#039;t help but feel that &lt;em&gt;Knuckles &lt;/em&gt;has that sitcom quality where everything ends up right where it started. Sure, there&#039;s a journey with some sentimentality, minor character development, funny gags, small Easter eggs, and enjoyable action scenes, but if someone asked if they needed to watch &lt;em&gt;Knuckles &lt;/em&gt;before going to see &lt;em&gt;Sonic the Hedgehog 3&lt;/em&gt; when it arrives in theaters this December, I&#039;d be hard pressed to find a narrative reason to answer them in the affirmative.&lt;/p&gt; &lt;p&gt;That&#039;s perhaps &lt;em&gt;Knuckles&lt;/em&gt;&#039; biggest flaw: Despite its sometimes fun and heartfelt moments, it feels entirely inessential. Video game adaptations have an outdated reputation for being bad. &lt;em&gt;Knuckles&lt;/em&gt; isn&#039;t outright bad, but when compared to its contemporaries like &lt;em&gt;Fallout&lt;/em&gt;, &lt;em&gt;The Last of Us&lt;/em&gt;, &lt;em&gt;Twisted Metal&lt;/em&gt;, &lt;em&gt;The Super Mario Bros. Movie&lt;/em&gt;, and even &lt;em&gt;Sonic the Hedgehog 2&lt;/em&gt;, it feels like a video game adaptation from a bygone era.&lt;/p&gt; 6 &lt;a href=&quot;https://www.gameinformer.com/scoring&quot;&gt;About Game Informer&#039;s review system&lt;/a&gt; Mon, 22 Apr 2024 02:00:00 CDT Brian Shea 122485 Every Villain In Insomniac's Spider-Man Universe https://www.gameinformer.com/2024/04/16/every-villain-in-insomniacs-spider-man-universe &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2023/10/19/9417627d/spidey.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;With 2018&#039;s &lt;a href=&quot;https://www.gameinformer.com/review/spider-man/spinning-an-amazing-web&quot;&gt;Marvel&#039;s Spider-Man&lt;/a&gt;, Insomniac Games began building one of the richest video game interpretations of the Marvel Universe that we&#039;ve seen to date. The studio nailed the tone of Peter, Miles, and their supporting cast, but it was the care put into the rest of the universe that makes Insomniac&#039;s universe stand apart. Yes, the Easter eggs and references to heroes like Daredevil, Jessica Jones, Black Panther, and more make this feel like an established universe full of superheroes, but Insomniac took things to the next level with its rogues&#039; gallery.&amp;nbsp;&lt;/p&gt; &lt;p&gt;As a longtime Spider-Man and Marvel fan, I&#039;ve delighted in watching my favorite villains – and those I rarely think of – pop up throughout the multi-game journey. Check out all the villains in Insomniac&#039;s Spider-Man universe below, and let us know which ones you got most excited to see appear in the game.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Warning:&lt;/strong&gt; &lt;em&gt;This list contains &lt;strong&gt;spoilers&lt;/strong&gt; for Marvel&#039;s Spider-Man, Marvel&#039;s Spider-Man: Miles Morales, and Marvel&#039;s Spider-Man 2.&lt;/em&gt;&lt;/p&gt; <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/b54baab0/kingpin.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Kingpin</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>To kick off the debut entry in Marvel's Spider-Man franchise, we learn the ropes by taking down one of the web-slinger's most iconic adversaries. Wilson Fisk is powerful in two senses: He's obviously physically strong, which is what the boss fight that begins the first Spider-Man game primarily showcases, but as the police are locking him away, he heavily foreshadows that imprisoning him up could very well unleash the rest of the criminals of New York City.&nbsp;"Idiot! I'm the one who kept order in this city! One month! In one month, you'll wish you had me back!" And if much of the rest of this list is any indication, Fisk could very well have been correct.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/00364a1e/doc_ock.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Doctor Octopus</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Spider-Man villains are at their best when they have a personal relationship with Peter Parker and an adversarial relationship with Spider-Man. Doctor Otto Octavius is among the best examples of this. A childhood role model for Peter, Otto hires him to work in his lab. After Oscorp withdraws funding, Otto gets desperate to keep his lab afloat, but not before discovering that Peter is Spider-Man. Octavius becomes spiteful of Norman Osborn. His rage and neural interface lead to him making rash decisions, like releasing several villains from the Raft prison into New York, creating the Sinister Six to take out Osborn. Peter stops him in the climax of the game, sending him to be locked up in the Raft.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/216bd223/mrnegative.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mister Negative</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Though Doc Ock is probably the primary antagonist of Marvel's Spider-Man, Martin Li, AKA Mister Negative, is, at worst, a 1B to Octavius's 1A. Li founded FEAST, the homeless shelter that May Parker works at, but with Wilson Fisk behind bars, he made his play to gain control of the city and get revenge on Mayor Norman Osborn. After pulling off a terrorist attack that kills several – including Miles Morales' father – Mister Negative eyes a bigger attack by stealing the Devil's Breath and helping Doc Ock unleash it. In Marvel's Spider-Man 2, Li works to make up for his violent past by helping the Spider-Men take on Venom, even as Miles struggles with letting go of his resentment.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/4786c6c7/shocker.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Shocker</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Herman Schultz was an old adversary from Spider-Man's early days who was sent to the Raft. After being released on parole, Martin Li's minions threaten him to work for them. After his defeat, Shocker was again locked up in the Raft, but was hunted and killed by Kraven in Marvel's Spider-Man 2.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/0c1843f4/norman_osborn.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Norman Osborn</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Perhaps Peter Parker's most iconic enemy, in the first two Spider-Man games, he's far from the center of attention. Still, as the mayor of New York, he's ever-present. He's the motivating factor for Doc Ock's plot in Marvel's Spider-Man, and his persistence in trying to cure his son, Harry, using the Venom symbiote ultimately leads to several major events in Marvel's Spider-Man 2. Following the first game's events, Osborn resigned as mayor and continued working towards helping Harry. But at the end of Spider-Man 2, Osborn sees the Spider-Men take down a rampaging Venomized Harry, so he orders his scientists to expedite the production of the G-serum and visits Otto Octavius at the Raft to try and obtain the identities of the two Spider-Men.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/29d15e56/electro2.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Electro</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>At the start of Marvel's Spider-Man, Max Dillon is imprisoned in the Raft for past crimes. However, midway through the game, Doctor Octopus frees him in an effort to build the Sinister Six to take on Norman Osborn. He teams up with Vulture to take on Spider-Man, and after their defeat, Electro is returned to the Raft, where he stayed until just before the events of Marvel's Spider-Man 2. Kraven the Hunter sought him out as a challenging hunt, but he was ultimately disappointed with the ease with which he was able to defeat and kill Electro in battle.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/340e381f/vulture.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Vulture</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Hindered by an illness caused by his suit, Adrian Toomes is first enticed by Otto Octavius to join the Sinister Six with a promise of a cure. After Doc Ock follows through with his jailbreak, Vulture joins the team. He teams up with Electro to fight Spider-Man together, but they ultimately fall short and are returned to the Raft. In the lead-up to Kraven coming to New York in search of strong prey, he conducts extensive research on Toomes and is intrigued by his intellect. Kraven found Vulture and killed him, taking his wings as a trophy.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/9afc4207/rhino.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Rhino</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The brutish Aleksei Sytsevich has fought both Spider-Men in their respective games, serving as the heavy of Doctor Octopus's Sinister Six in Marvel's Spider-Man, as well as the opening battle in Spider-Man: Miles Morales as a hired gun for Roxxon. He's defeated in Marvel's Spider-Man after getting into an argument with Scorpion during their fight with Peter, then again defeated in his fight with Miles after a vulnerability is discovered in his Roxxon-produced suit. He's one target that Kraven mentions wanting to hunt but never gets around to.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/eef54ae4/scorpion.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Scorpion</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The venomous villain Mac Gargan was locked up for myriad crimes prior to the events of Marvel's Spider-Man, but upon being freed by Doctor Octopus, he joined the Sinister Six to help Otto take down both Norman Osborn and Spider-Man. The tail of Scorpion's suit delivers a potent neurotoxin upon attack. After being defeated alongside Rhino in Marvel's Spider-Man, he's returned to the Raft. During a transfer involving Gargan and Martin Li, Kraven attacks the ship in an attempt to free them to be hunted. During his hunt of Scorpion, Kraven poisons Gargan with his own stinger, killing him.&nbsp;</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/085e35b4/silver_sable.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Silver Sable</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Hired by Norman Osborn to protect him during Mister Negative's attacks, Silver Sablinova crosses paths with Spider-Man in a few instances over the course of its game and post-launch DLC. Peter clashes with Silver Sable and her forces during the main story, but in the end, she helps Peter in the wake of his encounter with Mister Negative and Doctor Octopus. In The City That Never Sleeps DLC, Sable hunts down Hammerhead but is captured and needs to be rescued by Spider-Man. After Hammerhead is defeated, Sable returns to her home country of Symkaria. Mary Jane Watson travels to Symkaria to cover an ongoing civil war and trains under Silver Sable.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/52af4d81/black_cat.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Black Cat</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Felicia Hardy is not just a thief but also an ex-girlfriend of Peter's, leading to complicated conversations involving Mary Jane when Black Cat crosses paths with Spider-Man. In Marvel's Spider-Man, she is hired by Hammerhead to steal for him. She also outsmarts Peter, often playing into their past. In The City That Never Sleeps DLC, she tricks Peter into helping her accomplish her mission. In Marvel's Spider-Man 2, she is hunted by Kraven, but she uses Sling Rings she stole from the Sanctum Santorum to warp to Paris to find her girlfriend.&nbsp;</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/405198a5/taskmaster2.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Taskmaster</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The notorious mercenary with photographic reflexes makes an appearance as a peripheral enemy in Marvel's Spider-Man. Hired by an unknown client, Taskmaster aims to test Peter Parker's abilities. However, after Spidey completes his test, Taskmaster vanishes.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/87024843/tombstone.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Tombstone</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>An old nemesis of Spider-Man, Tombstone is hired by Martin Li in Marvel's Spider-Man. The durable former gangster is defeated at the hands of Spider-Man after he doses him with a serum that allows the typically invulnerable tank to feel pain. In Marvel's Spider-Man 2, he works at a carnival as part of his community service. However, Kraven tries to capture him for a hunt, but Peter and Harry (as Agent Venom) are able to rescue him from captivity before Kraven can kill him.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/0c07ed92/hammerhead.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Hammerhead</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The New York crime boss Joseph Martello hires Black Cat to steal data drives that grant access to a bank account, but when Black Cat steals it for herself, Hammerhead pivots to starting an all-out war with the other mobs in the city. He enters a special suit with plans to execute the other bosses, but Spider-Man stops him. Police captain Yuri Watanabe shoots him in the head, but his men revive him using Project Olympus tech. He kidnaps Silver Sable, who is back in town to retrieve the tech he stole from her, but Spider-Man frees her, and the two team up to take him out.&nbsp;</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/0476c45c/screwball.png" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Screwball</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Screwball would be little more than an annoyance if the maniacal live-streamer didn't claim to have taken hostages and forced Peter to play along with her games in order to spare them. Once Spidey arrives at the location of the hostage, he's ambushed, and Screwball gets away, saying she had no involvement in the crimes. However, Peter and Miles track her down in The City That Never Sleeps DLC and throw her in prison.</p> <div class="toc-anchor">Spider-Man: Miles Morales</div> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/43791ba0/simon_krieger.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Simon Krieger</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man: Miles Morales</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>One of the primary antagonists of Marvel's Spider-Man: Miles Morales, Simon Krieger will do whatever it takes to propel Roxxon Energy forward. While he appeared to be on the side of the Spider-Men during their early encounter with Rhino, it turns out he was working with Rhino, even giving him a special enhanced suit. Throughout the game, he's trying to fend off Tinkerer, who is fighting the interests of the corporation. Krieger plans to blow up Harlem and build Roxxon City in its place, but Miles and Tinkerer stop him.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/6994dc2f/tinkerer.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Tinkerer</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man: Miles Morales</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The best villains are always those with the closest ties to the hero, and they don't get much closer than Phin Mason's relationship with Miles Morales. Growing up, the two were extremely close – almost to the point of siblings – but when her actual brother, Rick, dies due to Roxxon, she begins to fight back against the corporation. Because of her ability to create gadgets and tech, she adopted the nickname Tinkerer. She becomes the leader of the Underground, a faction that uses her tech to carry out attacks against Roxxon. In the climax of Marvel's Spider-Man: Miles Morales, she sacrifices herself to save Miles and Harlem. The Underground disbanded shortly after her death.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/54cd1012/prowler.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Prowler</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man: Miles Morales</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Speaking of villains who are close to the hero, Aaron Davis is the brother of Mile Morales' fallen father and, therefore, Miles' uncle. Though he's not a full-on villain in Marvel's Spider-Man: Miles Morales, he is a thief who has taken on jobs from the likes of Wilson Fisk and Simon Krieger. Following the death of his brother, Aaron takes on an honest job in an attempt to turn his life around, but eventually, he returns to the Prowler suit to help Miles in a few missions throughout the game, including in the final sequence to save Harlem. After the game's events, Aaron is arrested and sentenced to two years in prison.&nbsp;</p> <div class="toc-anchor">Spider-Man 2</div> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/7243f737/kraven.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Kraven the Hunter</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man 2</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The main antagonist for much of the game, Sergei Kravinoff is constantly in pursuit of the ultimate challenge. After exhausting the prey in other parts of the globe, Kraven comes to New York because of all the powered individuals within the city. Using his hunting skills, super strength, an army of Hunters, and advanced technology, Kraven hunts down and kills several members of the Sinister Six, including Vulture, Electro, and Shocker. He nearly kills Peter in their encounter; Spider-Man only survives because the Venom symbiote bonds with him to save his life. Though Kraven is primarily on the hunt for Tombstone and Lizard, he ultimately meets his match in Venom, who brutally kills him at the start of the third act.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/16fccfac/lizard.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">The Lizard</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man 2</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Curt Connors lost his arm in an encounter with the symbiote in the era before Marvel's Spider-Man, leading him to research limb regeneration. Unfortunately, the serum he developed transformed him into a giant lizard, causing him to rampage through the city. Spider-Man stopped him and injected him with an antidote, which temporarily kept him human. Connors was able to remain human until the events of Marvel's Spider-Man 2 when Kraven and his Hunters forced him to change back into the Lizard to provide Kraven with a worthy opponent. Peter faces off against the Lizard, eventually administering the antidote to him. As a human, Connors tries to give the Spider-Men intel on how to stop Venom later in the story.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/e57c0bb8/sandman.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Sandman</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man 2</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Because of Flint Marko's ability to take various sand forms, Kraven sought him out as a target during his hunt. Marko had been trying to avoid his past life of crime, but when his daughter goes missing, he falls back into his life as Sandman and attacks the city. The Spider-Men stop him, and Marko is sent to the Raft. In the aftermath, Marko's memories are split into crystals scattered throughout the city, giving Peter and Miles a way to help him keep his daughter safe.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/04/15/ba60e88c/mysterio.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mysterio</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">Marvel&#039;s Spider-Man 2</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Prior to the events of Marvel's Spider-Man, Quentin Beck was an enemy of Spider-Man. However, he worked to rehabilitate himself and found a company based on immersive VR-style tech. Unfortunately, the technology goes haywire, and Miles must enter the busted portals to stop evil digital versions of Mysterio and rescue trapped civilians. It's later revealed that his business partners were behind the virus that corrupted the technology as a way to frame him.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/1d8c4c11/venom.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Venom</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man 2</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The alien symbiote was captured and leveraged during research to try and cure Harry Osborn of his Oshtoran Syndrome, but it does much more than that. The symbiote grants Harry various powers, making him nearly as capable as his friend Peter in fights. When Kraven stabs Peter, the symbiote bonds with him to save his life. Peter enjoys using the newfound powers granted to him by the symbiote, but it becomes obvious that it's corrupting his emotions, leading him to a brutal fight with Miles. Peter finally removes the symbiote, but it bonds with Harry once again and becomes more aggressive. Together, they become Venom, a violent alien creature who attacks the city, killing Kraven, and spreading the symbiote influence throughout New York.</p> <p>Thousands of New Yorkers are forcibly bonded with symbiotes, but the Spider-Men are able to stop Venom, thanks in large part to Peter's past bonding with the symbiote and Mister Negative's assistance to become Anti-Venom. Miles and Peter occupy Venom while Mary Jane destroys the meteorite that amplifies their influence. Following the fight and destruction of the meteorite, they're able to remove the symbiote from Harry, but Harry is badly injured, leading Norman Osborn to develop a crusade against the Spider-Men.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/e5f7b567/scream.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Scream</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man 2</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Following Harry's re-bonding with the Venom symbiote, Mary Jane jumps in harm's way to protect Peter and, as a result, is forcibly bonded with a symbiote, an offshoot specimen known as Scream. This violent creature brawls with Spider-Man, but Peter is able to free Mary Jane from the alien creature's control by weakening its hold using high-frequency sounds.&nbsp;</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2023/10/30/b64cd85a/the_flame.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">The Flame</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">First Appearance: Marvel&#039;s Spider-Man 2</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>One of the most prominent side-quest lines in Marvel's Spider-Man 2 involves tracking a cult known as the Followers of the Flame. This fanatical group uses fire to accomplish its goals and roast its enemies. They follow the instruction of their leader, known as The Flame. Throughout the questline, Peter and Yuri (now a ruthless vigilante known as Wraith) attempt to thwart the Followers of the Flame and find their leader. Near the end of the side-quest story, The Flame reveals that he planned to obtain a secret second symbiote that was in the possession of Oscorp. Though Spider-Man and Wraith are there, The Flame, AKA Cletus Kasady, gets away with the symbiote, heavily hinting that we will get Carnage either through DLC or the next Spider-Man sequel.</p> </div> </div> </div> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/04/19/75c61a75/chameleon.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Chameleon</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">Marvel&#039;s Spider-Man 2</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Though not actually in the game, Chameleon's voice shows up at the end of one of Spider-Man 2's main side-quest lines. As Peter (or Miles) infiltrates an apartment that serves as one of the central hubs of data, he hears the automated voice of Dimitri Smerdyakov. In the voice messages that play, Spider-Man learns that not only is Chameleon still at large, but he's Kraven's brother. The apartment even houses several trophies – including a Spider-Man mask – as well as Chameleon's face-transforming tech.</p> </div> </div> </div> <p><span class="footnote">Which villains are your favorites in Insomniac's Marvel Universe? Which villains do you hope show up in future games? Let us know your thoughts in the comments section!&nbsp;</span></p> Tue, 16 Apr 2024 14:21:00 CDT Brian Shea 121363 What Is The Difference Between Roguelike And Rogue-lite? https://www.gameinformer.com/faq/2024/04/13/what-is-the-difference-between-roguelike-and-rogue-lite &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/70d58a63/roguelites_web.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;The rogue-lite and roguelike genres have been growing in popularity over the years They’re challenging games where players attempt runs with different abilities and random elements that generally force the player to restart from zero or near-zero for each attempt. They are born from the 1980 game Rogue which established many of the mechanics now considered staples of the genre.&lt;/p&gt; &lt;p&gt;But the difference between rogue-lite and -like has always been confusing, so we asked an expert from Evil Empire, the co-developer of Dead Cells, to explain it to us. Lucie Dewagnier is the game director of the upcoming &lt;a href=&quot;https://www.gameinformer.com/preview/2024/04/10/we-played-the-rogue-lite-prince-of-persia-from-the-co-developer-of-dead-cells&quot;&gt;The Rogue: Prince of Persia&lt;/a&gt; (a rogue-lite) and defines the subgenres like this.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://s3.amazonaws.com/prod-media.gameinformer.com/styles/body_default/s3/2018/08/06/be523b26/deadcells.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; Dead Cells (2018) &lt;p&gt;“Roguelike is – like the game Rogue – a game where you play, you die, you hit replay, but nothing is kept between your attempts. You will always replay the game from a blank slate. &lt;/p&gt; &lt;p&gt;Rogue-lite may add some things like permanent upgrades and enhancements that make your future runs – your future tries – easier and has progression systems that do not exist in roguelikes.”&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/02/25/d0d741f7/returnal_preview_cr.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; Returnal (2021) &lt;p&gt;My hope, and I presented this plan to Dewagnier, is we drop the -lite and -like suffixes from the genre name and just refer to all games as existing within the Rogue genre. Dead Cells, Hades, Undermine, Returnal, etc. are no longer variations of rogue-lites and roguelikes – they’re all Rogue games.&lt;/p&gt; &lt;p&gt;“Yeah, even now there are games like Spelunky that are part of Rogulikes, but they have progression systems with new content you can get, so maybe it’s rogue-lite? Maybe it’s Roguelike? They’re Rogues.”&lt;/p&gt; &lt;p&gt;To read more about Evil Empire and Dewagnier’s next game, The Rogue: Prince of Persia (which is a rogue-lite, “With a ‘T’,” Dewagnier says), &lt;a href=&quot;https://www.gameinformer.com/preview/2024/04/10/we-played-the-rogue-lite-prince-of-persia-from-the-co-developer-of-dead-cells&quot;&gt;head here&lt;/a&gt;.&lt;/p&gt; Sat, 13 Apr 2024 15:00:00 CDT Kyle Hilliard 122432 Pokémon TCG: Scarlet & Violet – Temporal Forces | The Coolest Cards We Pulled https://www.gameinformer.com/gallery/2024/04/12/pokemon-tcg-scarlet-violet-temporal-forces-the-coolest-cards-we-pulled &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/00864d9d/tf.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;The Pokémon Trading Card Game: Scarlet &amp;amp; Violet series rolls on with the latest expansion. This newest set, Temporal Forces, continues the Ancient and Future conventions introduced in Paradox Rift, giving players new strategies featuring a variety of easily playable Basic Pokémon.&amp;nbsp;&lt;/p&gt; &lt;p&gt;The Pokémon Company sent along a bunch of booster packs for us to open to see what we could pull. The set is one of the smaller recent expansions, but still large by the long-established standard of Pokémon TCG. Players picking up Temporal Forces can expect to pull from a pool of more than 160 cards.&amp;nbsp;In addition to the additional Ancient and Future Pokémon, Temporal Forces reintroduces Ace Spec cards, first implemented during the Black &amp;amp; White series of cards. Those Ace Spec cards were some of the more unique cards I pulled, but the full-art Pokémon and ex cards most wowed me; I particularly love the Arbok and Minccio full-arts I grabbed.&amp;nbsp;&lt;/p&gt; &lt;p&gt;Check out my favorites I pulled from Pokémon Trading Card Game&#039;s Scarlet &amp;amp; Violet – Temporal Forces expansion below!&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/7a6d2b14/28.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/f4ad7185/20.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/cb3cd09e/21.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/965d733f/22.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/f7170487/23.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/9e451e54/24.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/f62f18ed/14_0.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/7cf701d3/25.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/6cd41c06/26.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/5aec1b1b/27.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/b6e3e109/29.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/85607264/32.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/5deebfb2/30.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/cc995849/31.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/d68a655f/6.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/1183e43d/34.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/bab6d92d/35.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/8217f349/36.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/5ccc9e9a/2.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/99f683dd/37.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/3c84fb4d/38.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/713dcab4/33.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/17768c37/1.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/9378e140/3.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/1ea8f26f/4.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/d530efc4/5.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/ac2e8647/7.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/e6219a62/8.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/534999cf/9.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/3faab0be/11_0.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/32fedc23/12_0.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/9261dfc9/13_0.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/b7d8b601/15.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/29563672/16.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/3172555f/17.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/4db8cb1d/18.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/12/2a69c5c2/19.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt; &amp;nbsp; &lt;p&gt;&amp;nbsp;Pokémon Trading Card Game: Scarlet &amp;amp; Violet – Temporal Forces is available now.&amp;nbsp;For more Pokémon TCG content, including galleries of past expansions, interviews, and the latest news, visit our hub by clicking the banner below.&lt;/p&gt; Fri, 12 Apr 2024 17:01:00 CDT Brian Shea 122446 Rise Of The Rōnin Creators Talk Popular Samurai Media Like Shogun, Coincidental Timing, And Cats https://www.gameinformer.com/interview/2024/04/11/rise-of-the-ronin-creators-talk-popular-samurai-media-like-shogun-coincidental &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/23/86906fec/rise_of_the_ronin_promo.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Rise of the Ronin Team Ninja Koei Tecmo Feudal Japan Samurai Game&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;With Rise of the Rōnin’s release, Team Ninja has added another strong action title into its vaunted portfolio. The samurai epic, which tells a fictional story within a historical Japanese period of revolution, is one of the studio’s most ambitious titles from both game design and story perspectives. We got the opportunity to sit down with producer Yosuke Hayashi and director Fumihiko Yasuda to probe into how Rise of the Rōnin got made.&lt;/p&gt; &lt;p&gt;One aspect of the game that sets it apart from other Team Ninja titles is the monsters or demonic enemies that pervade its other games are nowhere to be seen in Rise of the Rōnin. Being set against a historical backdrop, Rōnin is limited just to human enemies of various fighting styles.&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/0gwsQvDGh4o&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;“This game is based in historical 19th century Japan,” Yasuda explains, “partly because we wanted to emphasize the bond system and the bonds that the player forms with historical figures that appear in the game. And for that reason, there are no supernatural elements. We also wanted to emphasize the dynamic between two samurai dueling each other by looking at their opponent, assessing what weapons and combat style the opponent is using, and adjust accordingly.”&lt;/p&gt; &lt;p&gt;The bonds system Yasuda mentioned has the main character gain affinity with a number of real-life historical figures, like Ryoma Sakamoto, a hero of Japan&#039;s Bakamatsu era in the late 1800s. Hayashi explains why that era was a good fit for their latest game thematically, as well.&lt;/p&gt; &lt;p&gt;“The Bakumatsu period marked the end of the age of the samurai and the beginning of Japan&#039;s modernization. Because of this, there were many ideals and value systems that were converging on at this moment in history. As our title focused on forming bonds with characters and making choices, we felt that this dynamic provided by this historical period was a good fit for the concept of the game.”&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/01/31/cb10c803/ronin_04.jpg&quot; alt=&quot;rise of the ronin team ninja playstation 5 ps5 exclusive feudal japan&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;The name Ryoma Sakamoto is likely familiar to those with knowledge of Japanese history, but also maybe to those who played 2023’s Like a Dragon: Ishin from Sega. That game also starred Ryoma Sakamoto during the same era, creating some unintentional crossover story between Team Ninja and RGG Studio’s games. &lt;/p&gt; &lt;p&gt;“Yeah, so the timing…there was quite a bit of overlap,” Hayashi says, laughing. “But you know, we saw that – but at the same time, we weren&#039;t really surprised that Japanese developers would be releasing or remastering a game set in the same period as [Rise of the Rōnin]. It&#039;s a very popular period in Japanese history.”&lt;/p&gt; &lt;p&gt;As Team Ninja’s first real open-world game, Rise of the Rōnin had quite a bit to prove for the developer. Hayashi and Yasuda indicated that the ambition was worth any trade-off, as they saw making an open-world game as a challenge the studio had to eventually rise to meet as a natural step. Doing all this while retaining the core of the action gameplay from its linear titles was an important obstacle for Team Ninja to surmount.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/01/31/2c6801f4/ronin_01.jpg&quot; alt=&quot;rise of the ronin team ninja playstation 5 ps5 exclusive feudal japan&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Another challenge, Yasuda said, was making sure the cat animations in the game were accurate.&lt;/p&gt; &lt;p&gt;“I&#039;m also a fan of cats. I own a cat myself and there are other members within our team that own cats and we&#039;ve spoken with other media who have enjoyed that aspect of the game. And, of course, we were very particular about the movements that you know about cats in the animations. I wouldn&#039;t say it was too difficult, but maybe we got a little too obsessed with it,” he admitted.&lt;/p&gt; &lt;p&gt;In a previous generation, Team Ninja found itself struggling with how to create action games for Japanese and Western audiences. While it is fairly recent, the TV show Shogun ended up exemplifying an answer for them.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2023/12/17/590c4c1e/rotr_screen_2.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;“Yeah, we are watching it,” both Hayashi and Yasuda said, with Hayashi continuing. “It’s really that the show has a lot of visuals that are very Japanese that reflects how a lot of the production involved in it was Japanese. I think there is some cultural crossover there just like I feel there was some crossover with our titles.”&lt;/p&gt; &lt;p&gt;And if you’re curious about what movies the pair recommend watching for your samurai fix?&lt;/p&gt; &lt;p&gt;“Yojimbo,” they both nodded, referring to the Akira Kurosawa classic about a Rōnin samurai being courted by two rival clans. “Rise of the Rōnin is really similar to it, actually.”&lt;/p&gt; Thu, 11 Apr 2024 15:00:00 CDT Imran Khan 122430 The Fallout TV Show Is Good – Season 1 Review https://www.gameinformer.com/review/2024/04/10/the-fallout-tv-show-is-good-season-1-review &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/17061965/foutheader.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;I am not a Fallout fan. I’ve always admired the games and dabbled with them for a few hours here and there, but it was never a series that inspired excitement in me. I am, however, a fan of the Fallout series executive producers Jonathan Nolan and Lisa Joy. The two worked together on Westworld and though my fandom faded over time, I will always hold up the first season as some of my favorite television ever. I went into Amazon’s Fallout adaptation with unsure expectations. Video game movies and TV shows have improved in recent years, but I will always be hesitant. And time has frequently proven that one successful project from a creator (or a pair in this case) does not automatically equal success in another. Thankfully, however, the Fallout show is scary, violent, funny, weird, intriguing, reverential, and somehow also optimistic – a feeling I have not received from apocalyptic fiction in some time.&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/V-mugKDQDlg&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;Following a few disparate characters and taking place along a few different timelines (in typical Nolan fashion), Fallout primarily follows Lucy MacLean, played by Ella Purnell (Miss Peregrine’s Home for Peculiar Children), who exits her comfortable underground vault to enter a horrifying wasteland. Through her eyes, we learn how this world works and how absolutely terrible it can be, and I enjoyed watching her optimism crest and valley throughout the show.&lt;/p&gt; &lt;p&gt;Every other primary character is exciting to follow in different ways. Maximus (Aaron Moten) is a motivated apprentice in the Brotherhood of Steel, and learning how the powerful cult functions through his perspective is educational and often surprisingly funny. Lucy’s intimate knowledge of a nearly safe, functional underground world and Maximus’ education on how to survive in a hellscape lead to surprising overlap and unexpected comedy.&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/14eefef2/fallout_s1_223_030_vs146.00086661.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/24219204/fallout_s1_fg_101_00075302_still124.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/557f2aba/fallout_s1_fg_101_00085101_still148_crop.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/41c8942d/fallout_s1_fg_101_00571504_still1953.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/5e5f639f/fallout_s1_11d_3_b_01.00353808.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/c716d8c7/fallout_s1_fg_102_00280518_still273.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/3a2dd33f/fallout_s1_035_025_vr059.00086508.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/3ff8b6cf/fallout_s1_fg_103_00480623_still591.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/054791b8/fallout_s1_059_020_vu017.00086521.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/52b1a400/fallout_s1_fg_104_00145117_still170.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/a4cc2274/fallout_s1_059_140_vx003.00086434.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/eb3a6438/fallout_s1_223_140_vs042.00086432.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/ce0d1522/fallout_s1_480_vx002.00086464.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/997dc159/fallout_s1_fg_101_11j_4_a_06.00100582_-_rs.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt; &amp;nbsp; &lt;p&gt;Beyond its overall tone – a world filled with violent delights in a science-fiction setting – Cooper Howard, played by Walton Goggins (Justified), is perhaps the most direct line to Westworld. He is reminiscent of the Man in Black in Nolan and Joy’s sci-fi western, a violent cowboy with intimate knowledge of the world that he puts to frequent, terrifying use. Goggins is the kind of actor who effortlessly stands out in any cast, and even behind Ghoul prosthetics, Fallout is no exception. Goggins has one of my favorite lines in the show, citing the danger of getting distracted by bulls*** when trying to complete a primary mission. It is effective as a standalone joke and a reference to the inspirational video game.&lt;/p&gt; &lt;p&gt;An unexpected highlight for me is Thaddeus, played by &lt;a href=&quot;https://www.youtube.com/watch?v=db6oirYNRgQ&quot;&gt;Johnny Pemberton (Superstore)&lt;/a&gt;. Arguably the fourth lead, Pemberton is representative of my favorite thing about the Fallout show: the comedy. Pemberton is one of many comedic actors and outright comedians who appear in the show, but they are not overt punchline machines winking to the audience about the absurdity of the world. Instead, they play straight-ahead characters doing their best to survive who occasionally have lines that catch me off guard and make me laugh out loud. One of my favorite scenes in the show is later in the season when Pemberton’s Thaddeus is chatting about fiddle music with an actor whose appearance I won’t spoil. It’s a small, quiet moment that is hilarious, tense, and dangerous all at once. It’s the kind of moment and tone that lends Fallout a surprising amount of needed levity in a world filled with look-away-from-the-TV violence at nearly every new location.&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/36510f9b/zfallout_s1_ut_101_220829_whijoj_01364rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/a0849744/zfallout_s1_ut_101_220913_whijoj_00125rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/64005d1b/zfallout_s1_ut_102_220810_whijoj_00905rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/1f71861d/zfallout_s1_ut_102_220817_whijoj_00701rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/301c8873/zfallout_s1_ut_103_230202_whijoj_00706rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/670701bd/zfallout_s1_ut_105_221108_whijoj_00489rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/e9c1e95a/zfallout_-_power_armor.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/99665dc5/zfallout_s1_220722_whijoj_00922rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/e23e25f6/zfallout_s1_ut_105_221121_whijoj_00215rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/9a5a73a0/zfallout_s1_220829_whijoj_00025rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/0581caef/zfallout_s1_ut_105_221201_whijoj_00058rc_-_e.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/7d131659/zfallout_s1_ut_101_220804_whijoj_00068r_cropc2.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/592f715c/zfallout_s1_ut_101_220810_whijoj_00690rc.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/d80ea4b8/zfallout_s1_ut_101_220816_whijoj_00242r_cropc.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt; &amp;nbsp; &lt;p&gt;And then, on top of all that good science fiction comedy and the time-jumping stories coalescing in an exciting finale, is the Fallout of it all. The Fallout wiki mods will make the call after the show has completed, but from my perspective, it feels like it could all be canon. Not a separate universe or a retelling of a known Fallout story, but rather a series of events that could conceivably take place before or after any of the games, which is what I want from a good adaptation. I like Fallout as an extension of the games rather than a retelling or something separate that happens to look familiar. The rewards for Fallout players are frequent (as my Fallout fan wife excitedly pointed out often), but for those like me with a passing interest in the franchise, what exists here is an excellent, original story in that established universe. Plus, some good jokes.&lt;/p&gt; &lt;h2&gt;Additional thoughts:&lt;/h2&gt; &lt;ul&gt; &lt;li aria-level=&quot;1&quot; style=&quot;list-style-type:disc&quot;&gt;Does the Dogmeat die? No. But she does get injured. A newborn puppy is also killed in the beginning of episode 2.&lt;/li&gt; &lt;li aria-level=&quot;1&quot; style=&quot;list-style-type:disc&quot;&gt;The jokes about the dangers of corporate structure hit especially hard in 2024&lt;/li&gt; &lt;li aria-level=&quot;1&quot; style=&quot;list-style-type:disc&quot;&gt;The violence is extreme, but is often so over the top, that you can’t take it seriously&lt;/li&gt; &lt;li aria-level=&quot;1&quot; style=&quot;list-style-type:disc&quot;&gt;The Brotherhood of Steel Power Armor actually looks cool!&lt;/li&gt; &lt;li aria-level=&quot;1&quot; style=&quot;list-style-type:disc&quot;&gt;It is fun to see Michael Emerson (Lost) play a character with opaque motivations again&lt;/li&gt; &lt;li aria-level=&quot;1&quot; style=&quot;list-style-type:disc&quot;&gt;Between Fallout and Oppenheimer, it is weird that brothers Jonathan and Christopher Nolan have taken different roads to discuss socialism and the dangers of nuclear disaster&lt;/li&gt; &lt;li aria-level=&quot;1&quot; style=&quot;list-style-type:disc&quot;&gt;I hope a potential season two focuses more on Thaddeus, my favorite character&lt;/li&gt; &lt;/ul&gt; Wed, 10 Apr 2024 08:00:00 CDT Kyle Hilliard 122405 The Stars Of Amazon's Fallout Series Talk Bringing Bethesda's Wasteland To Life https://www.gameinformer.com/feature/2024/04/09/leaving-the-vault &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/09/d4d5176d/fallouttv_hero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; Tue, 09 Apr 2024 12:43:00 CDT Brian Shea 122404 Cover Reveal – Star Wars Outlaws https://www.gameinformer.com/cover-reveal/2024/04/09/cover-reveal-star-wars-outlaws &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/5a5ff40f/365_reveal_webhero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Star Wars Outlaws&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;This month, Star Wars Outlaws graces the cover of &lt;em&gt;Game Informer&lt;/em&gt;. Regardless of your history with the series, there&#039;s no denying the impact that Star Wars has had in the pop culture landscape. The Original Trilogy inspired countless other pieces of media and the subsequent releases have all been noteworthy for one reason or another. But it was the Original Trilogy that developer Massive Entertainment – the team behind games like The Division, The Division 2, and Avatar: Frontiers of Pandora – chose to make its playground. We traveled to the coastal city of Malmö, Sweden, to learn all about the open-world scoundrel adventure set in a galaxy far, far away.&lt;/p&gt; &lt;p&gt;Our cover art this month, provided by Massive Entertainment, shows the protagonists of the story, Kay Vess and her companion Nix, in a cantina, presumably accepting a job. Cantinas serve as the gathering place for the types of seedy individuals Kay and Nix seek out for work. On the back cover, we get a glimpse of one of the criminal factions Kay can accept jobs for: the Pyke Syndicate. You can learn more about Kay, Nix, the syndicates they interact with, the Reputation System, and plenty more in our 12-page cover story of Star Wars Outlaws!&lt;/p&gt; &lt;a class=&quot;linkoriginal&quot; data-featherlight=&quot;image&quot; href=&quot;&quot;&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/2024/04/05/f558ba18/365.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; /&gt; &lt;/a&gt; &lt;p&gt;But that&#039;s not all that&#039;s housed within this latest issue of &lt;em&gt;Game Informer&lt;/em&gt;! Marcus Stewart visited Bandai Namco in Irvine, California, to get his hands on Sand Land, the anticipated action title from ILCA. Speaking of the great Akira Toriyama, Kyle Hilliard takes some time in the issue to pay tribute to the legendary manga and anime icon. On the topic of hot-button issues, Wesley LeBlanc spoke with several game developers who are using artificial intelligence in different ways to learn their reasoning and try to grasp the ethics of doing so. Zachary Avery interviewed the team behind indie publishing label Finji (as well as several developers that have published under Finji) and wrote an in-depth profile, while Marcus Stewart spoke with the developers behind the hit Poker-inspired roguelite Balatro about its runaway success. Finally, I traveled to Los Angeles, California, to catch up with the director and producer of Street Fighter 6 and attend Capcom Cup X to see the first-ever $1 million grand prize get handed out.&lt;/p&gt; &lt;p&gt;That&#039;s on top of our standard preview suite. In this issue, you&#039;ll read previews for Elden Ring: Shadow of the Erdtree, Dune: Awakening, Kingmakers, MechWarrior 5: Clans, TopSpin 2K25, and more!&lt;/p&gt; &lt;p&gt;Here&#039;s a closer look at the cover:&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/8919bd2d/365.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/6f597e18/365-gold.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt;   &lt;p&gt;Not a print subscriber yet but want this issue? Well, you&#039;re in luck! Subscribing today – or within the next few days – will net you a print copy of this issue! You can join the ranks of the &lt;em&gt;Game Informer &lt;/em&gt;print subscribers through our new standalone print subscription! Just &lt;a href=&quot;https://subscription.gameinformer.com/&quot;&gt;head here&lt;/a&gt; to sign up for either one or two years at a fraction of the cost of buying the issues individually! You can even gift a print subscription to your favorite gamer!&lt;/p&gt; &lt;p class=&quot;text-align-center&quot;&gt;&lt;a class=&quot;button-subscribe&quot; href=&quot;https://subscription.gameinformer.com/&quot;&gt;Subscribe to the print magazine now&lt;/a&gt;&lt;/p&gt; &lt;p&gt;You can also try to nab a &lt;em&gt;Game Informer &lt;/em&gt;Gold version of the issue. Limited to a numbered print run per issue, this premium version of &lt;em&gt;Game Informer&lt;/em&gt; isn&#039;t available for sale. To learn about places where you might be able to get a copy, check out our official &lt;a href=&quot;https://twitter.com/gameinformer&quot;&gt;Twitter&lt;/a&gt;, &lt;a href=&quot;https://www.facebook.com/officialgameinformer/&quot;&gt;Facebook&lt;/a&gt;, &lt;a href=&quot;https://www.tiktok.com/@game_informer&quot;&gt;TikTok&lt;/a&gt;, &lt;a href=&quot;https://www.instagram.com/gameinformermagazine/&quot;&gt;Instagram&lt;/a&gt;, &lt;a href=&quot;https://bsky.app/profile/gameinformer.com&quot;&gt;BlueSky&lt;/a&gt;, and &lt;a href=&quot;https://www.threads.net/@gameinformermagazine&quot;&gt;Threads&lt;/a&gt; accounts and stay tuned for more details in the coming weeks. Click &lt;a href=&quot;https://www.gameinformer.com/gold&quot;&gt;here&lt;/a&gt; to read more about &lt;em&gt;Game Informer&lt;/em&gt; Gold.&lt;/p&gt; &lt;p&gt;Print subscribers can expect their issues to arrive in the coming weeks. The &lt;a href=&quot;https://www.gameinformer.com/magazine&quot;&gt;digital edition launches later today&lt;/a&gt; for PC/Mac, iOS, and Google Play. Individual print copies will be &lt;a href=&quot;https://www.gamestop.com/search/?q=gi+magazine&amp;amp;lang=default&quot; target=&quot;_blank&quot;&gt;available for purchase in the coming weeks at GameStop&lt;/a&gt;.&lt;/p&gt; Tue, 09 Apr 2024 11:00:00 CDT Brian Shea 122360 Why Moon Studios Made No Rest For The Wicked Instead Of A Third Ori Game https://www.gameinformer.com/exclusive/2024/04/09/why-moon-studios-made-no-rest-for-the-wicked-instead-of-a-third-ori-game &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/04/f023cb4c/marinwoods-exploration-4.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;No Rest for the Wicked Moon Studios Ori and the Blind Forest Will of Wisps action RPG&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;&lt;a href=&quot;https://www.gameinformer.com/product/no-rest-for-the-wicked&quot;&gt;No Rest for the Wicked&lt;/a&gt;, the upcoming action RPG from Ori team Moon Studios &lt;a href=&quot;https://www.gameinformer.com/the-game-awards-2023/2023/12/07/ori-team-moon-studios-reveals-action-rpg-no-rest-for-the-wicked&quot;&gt;revealed at The Game Awards 2023&lt;/a&gt;, is gracing the &lt;a href=&quot;https://www.gameinformer.com/cover-reveal/2024/03/01/cover-reveal-no-rest-for-the-wicked&quot;&gt;cover of the latest issue of&amp;nbsp;&lt;em&gt;Game Informer&lt;/em&gt;&lt;/a&gt;. After checking the game out for a few hours and speaking to some of the lead developers at Moon Studios in Vienna, Austria, both myself and cover story writer Marcus Stewart are excited about No Rest for the Wicked – you can read more of our preview thoughts &lt;a href=&quot;https://www.gameinformer.com/preview/2024/03/01/fantastically-familiar-in-a-faraway-land&quot;&gt;here&lt;/a&gt;, and you can read the cover story &lt;a href=&quot;https://www.gameinformer.com/digital-issue/2024/03/05/the-no-rest-for-the-wicked-digital-issue-is-now-live&quot;&gt;here&lt;/a&gt;.&amp;nbsp;&lt;/p&gt; &lt;p&gt;But, excitement for No Rest for the Wicked aside, both Marcus and I are big fans of the team&#039;s Ori series, which began with &lt;a href=&quot;https://www.gameinformer.com/games/ori_and_the_blind_forest/b/xboxone/archive/2015/03/09/beauty-in-death.aspx&quot;&gt;Ori and the Blind Forest&lt;/a&gt; in 2015 and continued in the 2020 sequel, &lt;a href=&quot;https://www.gameinformer.com/review/ori-and-the-will-of-the-wisps/ori-and-the-will-of-the-wisps-review-even-better-than-the#:~:text=This%20is%20not%20a%20game,which%20are%20often%20ridiculously%20hard.&quot;&gt;Ori and the Will of the Wisps&lt;/a&gt;. That&#039;s why we couldn&#039;t talk to Moon Studios about No Rest for the Wicked without asking how the team decided to make it instead of a theoretical third Ori game.&amp;nbsp;&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/oJAjFPjXoGU&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;It turns out, the answer is simple: the team feels like the the story of Ori is complete.&lt;/p&gt; &lt;p&gt;&quot;I think were were pretty happy with where it left off,&quot; tech and production director and Moon Studios co-founder Gennadiy Korol says. &quot;I think we were able to complete the story of Ori. It&#039;s a complete arc now; if you play both games, it&#039;s a complete story. So it felt like the only way we would come back to Ori 3 is if we have more to say, more story to tell.&quot;&amp;nbsp;&lt;/p&gt; &lt;p&gt;However, while No Rest for the Wicked is Moon Studios&#039; main focus for the time being – and considering it&#039;s a game being developed alongside the community in &lt;a href=&quot;https://www.gameinformer.com/2024/03/01/moon-studios-no-rest-for-the-wicked-hits-early-access-in-april&quot;&gt;Early Access&lt;/a&gt;, it could be the studio&#039;s focus for years to come – studio CEO and creative director Thomas Mahler says he has some ideas for a third Ori game.&amp;nbsp;&lt;/p&gt; &lt;p&gt;&quot;I have a title for it already,&quot; he says. At this point, Korol jumps in to explain he didn&#039;t know about this, stating, &quot;I didn&#039;t know that it was on the table.&quot;&amp;nbsp;&lt;/p&gt; &lt;p&gt;Mahler continues, &quot;I have some ideas, but so far, right now, we are completely focused on No Rest for the Wicked for the time being.&quot;&amp;nbsp;&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/_6cRdhg9ILk&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;So there&#039;s a little hope, Ori fans – it just might be a while. At any rate, if you&#039;re a fan of the Ori games, you should check out No Rest for the Wicked because while the two series are extremely different in many ways, &lt;a href=&quot;https://www.gameinformer.com/preview/2024/03/01/fantastically-familiar-in-a-faraway-land&quot;&gt;the Ori DNA lives on in No Rest for the Wicked&lt;/a&gt;.&amp;nbsp;&lt;/p&gt; &lt;p&gt;No Rest for the Wicked hits Early Access on PC next month on &lt;a href=&quot;https://www.gameinformer.com/2024/03/01/moon-studios-no-rest-for-the-wicked-hits-early-access-in-april&quot;&gt;April 18&lt;/a&gt;.&amp;nbsp;&lt;/p&gt; &lt;p&gt;While waiting for its launch, check out this feature breaking down the &lt;a href=&quot;https://www.gameinformer.com/preview/2024/03/05/early-access-roadmap-and-cerims-crucible-endgame-content&quot;&gt;Early Access roadmap and endgame content of No Rest for the Wicked&lt;/a&gt;, and then check out more than 25 minutes of the game in our &lt;a href=&quot;https://www.gameinformer.com/ngt/2024/03/01/no-rest-for-the-wicked-new-gameplay-today&quot;&gt;No Rest for the Wicked New Gameplay Today&lt;/a&gt;.&amp;nbsp;&lt;/p&gt; &lt;p&gt;You can learn even more about No Rest for the Wicked by checking out our features and videos rolling out over the coming weeks in our exclusive coverage hub below.&amp;nbsp;&lt;/p&gt; Tue, 09 Apr 2024 06:41:13 CDT Wesley LeBlanc 122234 Could These Video Game Families Beat WWE’s Bloodline? https://www.gameinformer.com/2024/04/05/could-these-video-game-families-beat-wwes-bloodline &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/18ef3937/wwebloodlinetree.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;WWE Bloodline versus video game families&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Wrestlemania 40 is nearly upon us, and if you’ve been following WWE for the past three years, the show, like nearly every story during this time, revolves around one family: the Bloodline. The massive family tree of Samoan wrestlers dates back decades and includes members such as current undisputed champion Roman Reigns, Dwayne “The Rock” Johnson, Yokozuna, Rikishi, and so many others. In a business filled with famous families, the Bloodline is likely the biggest family dynasty in pro wrestling history. &lt;/p&gt; &lt;p&gt;That got me thinking of similar family trees across all of video game fiction and if any of them could stand toe-to-toe against the Bloodline. I’ve gathered up a few worthy clans, and while we’ll never see them square off against Roman’s fam for dominance, we can at least hypothesize who would earn the right to be acknowledged. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/3b7cf67d/dk_rap_1.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;The Kong Family - Donkey Kong&lt;/h2&gt; &lt;p&gt;Donkey Kong chucked his first barrels at players in 1981, cementing himself as an icon and staple of the medium. Since then, Nintendo’s famous ape has multiplied into an expansive family tree of children, grandchildren, nephews, and romantic partners with their own clans, all bound by the name Kong. If you totaled every Kong to appear in games, comics, promotional materials, and the Donkey Kong Country animated series, there’s enough to fill several barrels. And if you ever have trouble remembering some members, the infamous &lt;a href=&quot;https://www.youtube.com/watch?v=rWSgsbWiX_g&quot;&gt;DK Rap&lt;/a&gt; serves as a helpful role call. If this confrontation devolves into a rap battle, though, Roman’s cousins, the Usos, have the Kongs &lt;a href=&quot;https://www.youtube.com/watch?v=vSVruWU5qco&quot;&gt;soundly beaten&lt;/a&gt;. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/515f4d03/castlevania_belmonts.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;The Belmonts - Castlevania&lt;/h2&gt; &lt;p&gt;Much like the Bloodline, the members of Castlevania’s Belmont family have made their name being very good at doing the same job: killing Dracula. This legendary lineage of vampire hunters (though they’re equally adept at slaying all manner of supernatural threats) has been slinging whips and tossing holy water better than anyone for centuries. The cruel irony is that their primary foe, Dracula, has a closer connection to them than the latter Belmonts may realize. We don’t often see Belmonts working together due to generational gaps, so whichever member faces Roman may be in a Cody Rhodes-like scenario of representing his family alone, placing them at a severe disadvantage. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/3c127f4c/pokemon_-_nurse_joy_vs._officer_jenny.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;Nurse Joys/Officer Jennys - Pokémon&lt;/h2&gt; &lt;p&gt;One of the Pokémon anime’s longest-running gags was how each town has its own Nurse Joy and Officer Jenny. They’re not the same person but rather a visually identical member of two obscenely large clans of medical practitioners and law enforcement officers. It’s unbelievable that one family would consist of dozens of clone-like siblings, cousins, first cousins, etc., let alone two. Imagine if the Bloodline was just multiple copies of Roman Reigns and only his wiseman Paul Heyman (ironically playing the role of Brock) could tell the subtle differences such as eyelash length and teeth whiteness. One-on-one, Nurse Joy is far too pleasant for a fight, but Officer Jenny is always willing for a scrap. Plus, her omnipresent Arcanine could counter an inevitable Solo Sikoa run-in. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/960d0f66/assassins_trio.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;Desmond Miles’ Lineage - Assassin&#039;s Creed&lt;/h2&gt; &lt;p&gt;This is an interesting one, as these are more descendants than direct family members. But given that centuries separate Desmond’s most famous ancestors, Altaïr and Ezio, one would assume countless relatives exist in between for his bloodline to survive to the present day. Thanks to the advanced science-magic of the Animus, stabbing Templars in the neck has become a hereditary trait rather than a learned trade. The Bloodline would likely only have to deal with Desmond, but he channels the varied skills (read: stabbing/climbing things really well) of his ancestors thanks to the science-magic of the Animus. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/31e73e04/fey_family.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;The Feys - Ace Attorney&lt;/h2&gt; &lt;p&gt;From the outside, the Ace Attorney series seems to be just about winning court cases and yelling OBJECTION, but the franchise is steeped in the supernatural. Phoenix Wright’s mentor was Mia Fey, a renowned defense attorney and a spirit medium from a long line of them. After Mia’s death, her bubbly younger sister Maya becomes Phoenix’s long-time sidekick, and players encounter more Fey relatives throughout the series. There are nine known members (all women since only females can learn the family’s spirit channeling technique), but it&#039;s assumed to be much larger given its structure of having a “main” family and several branch families of “lesser” siblings and their kin. The Feys could channel the spirits of Roman’s departed brethren to play some effective mind games. After Cody Rhodes’ claims that Roman and Rock’s grandfathers would be ashamed of their villainous antics, the Feys could easily confirm this. However, the Feys have not been immune to inner turmoil and have been willing to resort to murder to climb the hierarchy, a schism the Bloodline could capitalize on. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/d31cccde/psychonauts2aquatofamily.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;Aquato Family - Psychonauts&lt;/h2&gt; &lt;p&gt;Raz’s family may not be wrestlers, but they’re the next best thing: circus performers. Known by their stage name as the “Flying Aquatos,” Raz’s immediate (and very large) family excelled at water acrobatics until an aquatic-related family curse derailed their act. The Bloodline could easily take advantage of this by having the match take place on a literal Island of Relevancy, triggering Raz and his family’s long-standing trauma. On the flip side, Raz getting into Roman’s head and exploring what makes him tick would make for a fascinating platforming stage. There would likely be a lot of &lt;a href=&quot;https://www.youtube.com/watch?v=Uy_-0h1iq7Q&quot;&gt;Royal Rumble 2015&lt;/a&gt;-related baggage collectibles to find. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/05/094259a2/sly.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;The Coopers - Sly Cooper&lt;/h2&gt; &lt;p&gt;Sly Cooper was destined to be a master thief from the moment he was born. That’s because he’s the latest of generations of benevolent thieves. Somehow dating back to the Ice Age, Coopers have been pulling off heists since dinosaurs roamed the Earth, possibly making them the oldest family on this list. For all we know, Coopers invented the very concept of stealing and, much like the Bloodline, could devise some sneaky ways of pulling out a win. Plus, they could all be present during the match thanks to the fourth game’s introduction of time travel. Win or lose, one thing is certain: there’s no way in Hell the Coopers aren’t walking out with Roman’s belt, by hook, or by expertly executed crook.&lt;/p&gt; &lt;p&gt;&lt;em&gt;What video game family do you think could take on The Bloodline? Let us know in the comments!&lt;/em&gt;&lt;/p&gt; Fri, 05 Apr 2024 18:00:00 CDT Marcus Stewart 122387 Dragon's Dogma 2 Is Better Without Fast Travel https://www.gameinformer.com/opinion/2024/04/02/dragons-dogma-2-is-better-without-fast-travel &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/19/2e532a72/dd2_-_vernwerth.jpeg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Fast travel is an extremely common and welcome quality of life improvement in modern open-world games, but it&#039;s a mechanic Dragon&#039;s Dogma 2 heavily deemphasizes. It sounds annoying, but to my surprise, it&#039;s made me enjoy the game even more than I already did.&lt;/p&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;It&#039;s worth noting there are some fast travel options in the game, but they&#039;re limited. Oxcarts are the easiest, most affordable option, but they&#039;re only available in certain cities, and each route only has one of two destinations. They&#039;re also prone to attacks. In one extreme case, I got off the cart to slay some goblins, turned around to get back on the cart, and saw it get absolutely decimated by a griffin attack, leaving me stranded in the middle of nowhere. The other fast-travel option is an expensive item called a ferrystone, which can be used to travel to an extremely rare magic landmark called a portcrystal. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/02/72465231/dragons_dogma_2_-_official_trailer_oxcart.png&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;There was some controversy around the launch of Dragon&#039;s Dogma 2 about the fact that &lt;a href=&quot;https://www.gameinformer.com/2024/03/22/capcom-addresses-dragons-dogma-2-pc-performance-and-microtransaction-backlash&quot;&gt;certain items, including portcrystals, could be purchased as microtransactions&lt;/a&gt;. As I play the game, this frustrates me as well, but not because I wish it was a free option – it shouldn&#039;t be an option at all. Using real money to sidestep that obstacle misses the point of the game, and it&#039;s a frustrating way for Capcom to make money. Dragon&#039;s Dogma 2 is designed around the inability to move quickly throughout the world and is far stronger because of it. &lt;/p&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;According to NPCs in the game, the world is perilous, but the lack of fast travel shows players just how dangerous and inconvenient it actually is. Journeying out into the wild means you&#039;ll be facing enemies in battle, and the more damage you take, the more your maximum health drops. Too many encounters can leave you with a dangerously low health bar, leaving you just a few hits away from death, even from the easiest foes. You can only heal yourself fully by sleeping, which can be done in an inn in town or at campsites in the wilderness. You can only sleep at campsites if you have the right gear, though, and since it&#039;s pretty heavy, you&#039;ll have to clear space in your inventory. After all, the more you&#039;re carrying, the slower you move.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/02/89bea447/dragons_dogma_2_-_official_trailer_campfire.png&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;Even if you don&#039;t need to heal, it&#039;s worth making the space to avoid being exposed at night, when the monsters are much deadlier. That said, even in a tent, unlucky adventurers can be ambushed in the middle of the night, forcing you to flee or defend yourself. This is all assuming you can even find a campsite since visibility at night is very low, even with a lantern, and lanterns can run out of fuel if you&#039;re not careful.&lt;/p&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;On paper, this sounds miserable. &lt;/p&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;It sounds like a game nobody in their right mind would play because it seems so intent on punishing the player. And yet, it&#039;s these harsh systems that make the game so rewarding. Braving all of those conditions, defeating huge monsters, and barely arriving back to town alive is thrilling every time, and by the time you&#039;re strong and smart enough to make expeditions with ease, you feel much stronger for it. My fondest memories of Dragon&#039;s Dogma 2 all involve narrowly surviving dangerous journeys. Those memories wouldn&#039;t exist if fast travel was an easy option. &lt;/p&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;It also adds to the scale of the world. Because other cities aren&#039;t reached as easily, it&#039;s a big deal to leave town to venture off to the capital of a neighboring country. When someone in one town asks you to visit another, it&#039;s a huge request, because it might take multiple in-game days and a real-world hour. Imagine arriving in Berlin, Germany only to hear that someone needs a favor from you that involves a visit to Paris, France. It&#039;s a monumental task and explains why they specifically need the help of an adventurer like you. When you decide to help someone, that decision has serious weight to it, especially when you take into account the fact that many of the quests run on a timer.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/02/12057b33/dragons_dogma_2_-_official_trailer_battahl.png&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;Here&#039;s an example of an experience I had that would have been ruined by fast travel. It takes me the better part of an in-game day to reach a quest marker, where a group of bandits is supposedly headquartered. As I get close, one of them flees inside, and even though I&#039;m not at full strength, I know I have to follow now or lose their trail. What follows is a grueling gauntlet that has me and my team of pawns taking on their entire organization, with several party members downed multiple times, until we finally claim victory. &lt;/p&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;But when I emerge back into the open air, there are two huge problems. First, it&#039;s nighttime, and second, the closest campfire is currently the site of a battle between some travelers, an army of magic skeletons, and an ogre. I try to take the enemies out quickly so I can use the campfire to rest, but I quickly realize I&#039;m way out of my league, especially after battling that whole bandit camp. My pawns all die, and I&#039;m forced to limp off into the night, alone, hoping to find a campfire. I finally do, only to realize my pawn was carrying the camping gear – I couldn&#039;t rest even if I wanted to. Then, as if things couldn&#039;t get any worse, my lantern burns out, leaving me in the middle of nowhere with no friends and no light.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/02/e4443de4/dragons_dogma_2_-_official_trailer_skeletons.png&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p style=&quot;margin-top:13px; margin-bottom:13px&quot;&gt;Despite all that, I survived. I managed to craft some more oil for the lantern, use a dash ability from my vocation to avoid enemies, and make it back to the nearest town just as the sun began to rise. This was not scripted, and if someone tried to write it into the game, it wouldn&#039;t be as meaningful of an experience. The open world of Dragon&#039;s Dogma 2 is not an obstacle you need to surmount to reach the main parts of the game. The open world is the game. It&#039;s a symphony of hostile systems that, when overcome, create one-of-a-kind stories I get to tell my friends about. An easy, free fast travel system would negate all of this.  The friction of the journey is what makes the conclusion so rewarding. Why would I ever want to avoid that?&lt;/p&gt; Tue, 02 Apr 2024 15:33:00 CDT Charles Harte 122356 Riven Feature – Remaking a Masterpiece https://www.gameinformer.com/feature/2024/04/01/riven-feature-remaking-a-masterpiece &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/04/01/0e436c78/riven_hero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; Mon, 01 Apr 2024 17:00:00 CDT Adam Morgan 122347 Game Informer Readers Name Zelda: Ocarina Of Time As Greatest Game Of All Time https://www.gameinformer.com/GameGauntlet2024 &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/29/2417308a/goatbracket_winneroot_webhero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Greatest Game of All Time&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;No matter the industry – sports, television, movies, or games – the debate of &quot;the greatest of all time&quot; inevitably comes up. These debates are often full of superfluous apples-to-oranges comparisons and, as a result, are unlikely to come up with a definitive answer everyone will be happy with. But that&#039;s what makes them so fun. In that spirit, we took the month of March to hold our own bracket-style tournament, voted on by readers, to determine the greatest video game of all time.&lt;/p&gt; &lt;p&gt;Though we here at &lt;em&gt;Game Informer &lt;/em&gt;assembled the bracket, even that was heavily influenced by &lt;a href=&quot;https://www.gameinformer.com/b/features/archive/2018/03/19/readers-choice-top-300-games-of-all-time.aspx&quot;&gt;our Reader Vote we held in 2018&lt;/a&gt; to coincide with our 300th issue. Using the results of our 2018 Reader Vote combined with some input from staff, general sentiment in various online communities, and critical reception for more recent games, we assembled a starting bracket of 64 games. Still, there were some exclusions that raised eyebrows within our community, most notably the original Deus Ex, as well as games like Super Smash Bros. Melee, Max Payne, and the Ori games.&lt;/p&gt; &lt;p&gt;From there, we held two rounds of voting per week until we whittled this field down to one ultimate winner. After more than 200,000 votes were cast, the &lt;em&gt;Game Informer &lt;/em&gt;readers and community have named The Legend of Zelda: Ocarina of Time the greatest video game of all time! This stands in contrast to the results in our 2018 Reader Vote, where The Witcher 3: Wild Hunt took home the top prize, and The Last of Us came in second. In that 2018 vote, The Legend of Zelda: Ocarina of Time came in third, so it&#039;s not exactly the underdog story of underdog stories, but it still shows the enduring legacy of Nintendo&#039;s 1998 masterpiece.&lt;/p&gt; &lt;p&gt;Along the way, we had some blowouts, but we also experienced our fair share of close calls. The closest matchup in the tournament saw Metal Gear Solid 3: Snake Eater eke out a win over the seminal Pokémon entries, Red and Blue, by a mere 12 votes. Meanwhile, one of the biggest upsets in the tournament, Metroid Prime over The Last of Us Part II, was also one of the closest, as Samus took out Ellie with a margin of just 23 votes. Finally, The Legend of Zelda: A Link to the Past narrowly defeated Half-Life 2 with a difference of fewer than 90 votes separating these two classics.&lt;/p&gt; &lt;p&gt;You can see the full bracket below!&lt;/p&gt; &lt;a class=&quot;linkoriginal&quot; data-featherlight=&quot;image&quot; href=&quot;&quot;&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/29/ff5c9164/bracket_winner.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;/a&gt; Click to enlarge &lt;p&gt;Was Ocarina of Time your pick to go all the way? If not, when did your favorite get eliminated? Which results surprised you the most? Sound off in the comments below!&lt;/p&gt; Fri, 29 Mar 2024 16:55:00 CDT Brian Shea 122184 No Rest For The Wicked Developer Moon Studios On Why Remote Development Is Key To Its Success https://www.gameinformer.com/exclusive/2024/03/28/no-rest-for-the-wicked-developer-moon-studios-on-why-remote-development-is-key &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/04/eae28f24/nrftw_screenshot_lodgings.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;No Rest For The Wicked Moon Studios Lead Executives Remote Development&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;&lt;a href=&quot;https://www.gameinformer.com/product/no-rest-for-the-wicked&quot;&gt;No Rest for the Wicked&lt;/a&gt; is the upcoming action RPG from Moon Studios, the developer behind &lt;a href=&quot;https://www.gameinformer.com/games/ori_and_the_blind_forest/b/xboxone/archive/2015/03/09/beauty-in-death.aspx&quot;&gt;Ori and the Blind Forest&lt;/a&gt;/&lt;a href=&quot;https://www.gameinformer.com/review/ori-and-the-will-of-the-wisps/ori-and-the-will-of-the-wisps-review-even-better-than-the#:~:text=This%20is%20not%20a%20game,which%20are%20often%20ridiculously%20hard.&quot;&gt;Will of the Wisps&lt;/a&gt;. It&#039;s also the game gracing &lt;a href=&quot;https://www.gameinformer.com/cover-reveal/2024/03/01/cover-reveal-no-rest-for-the-wicked&quot;&gt;the latest cover of &lt;em&gt;Game Informer&lt;/em&gt;&lt;/a&gt;. Cover story writer and editor Marcus Stewart and I traveled to Vienna, Austria, to play the game and speak with two of its leads, tech and production director and studio co-founder Gennadiy Korol and studio CEO and creative director Thomas Mahler. &lt;/p&gt; &lt;p&gt;However, while the frosted glass of the front door of the two-story apartment we entered was engraved with the words &quot;Moon Studios&quot;, this studio is actually just Mahler&#039;s workplace. Korol met us in Vienna for the cover story, but he actually lives in Israel. The rest of Moon Studios lives around the world, because Moon Studios is completely remote – there is no headquarters to report to or central location to work. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/14/03b1e9ed/img_0900_vsco.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; Mahler (left) and Korol (right) explain why Moon Studios is a remote studio &lt;p&gt;While remote development has become more popular as a result of the COVID-19 pandemic, Moon Studios has been remote since its founding in 2009. When I asked Korol and Mahler about remote development, it&#039;s clear it&#039;s a big part of the team&#039;s winning game development formula, responsible for the aforementioned Ori games and the upcoming No Rest for the Wicked, &lt;a href=&quot;https://www.gameinformer.com/2024/03/01/moon-studios-no-rest-for-the-wicked-hits-early-access-in-april&quot;&gt;which launches into Early Access on PC next month&lt;/a&gt;. &lt;/p&gt; &lt;p&gt;&quot;We absolutely 100 percent believe it allows us to hire the best talent,&quot; Mahler tells me. &quot;I think for us, it was a little bit easier because we never knew anything else. We started as a remote studio. I do think it&#039;s much harder if you&#039;re at an established studio and you have established, proven processes that are all based on being in the office, and then now, suddenly, the world stops and you have to work remote but these processes [...] you&#039;re reliant on [...] you have to be in the office for. &lt;/p&gt; &lt;p&gt;&quot;I think that&#039;s a really difficult change to make. That&#039;s like changing the DNA of a studio, but we never had to do that.&quot;&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/_6cRdhg9ILk&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;Mahler says he wouldn&#039;t be in game development if not for the internet and, subsequently, remote work. He lives in Austria, and &quot;there&#039;s almost no [games industry] here.&quot; But because of remote work, he was able to work at studios around the world. &quot;I think that&#039;s just amazing, right? That you can find all these people who are just amazingly talented, no matter where they live in the world, and if they&#039;re super hungry, if they&#039;re really passionate, if they&#039;re willing to throw themselves in, then they can get a job in the games industry.&quot; &lt;/p&gt; &lt;p&gt;He says studios that believe you have to work in the office for good work simply haven&#039;t adapted yet. He hopes Moon Studios&#039; resume of games speaks to the idea that great products can come from remote studios. &quot;I get this question a lot: &#039;How did you make it look so coherent?&#039;,&quot; he says. &quot;The workflow is exactly the same: people play the project, they play the build, they&#039;re in touch with one another all the time. I don&#039;t necessarily know why we need to sit in an open office space to achieve that.&quot; &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/04/6305d905/sewer_painting_channel_pavel.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Korol, who attributes their belief in remote work to meeting Mahler on an online forum in 2004 before creating Moon Studios together in 2009, agrees. &lt;/p&gt; &lt;p&gt;&quot;Some people blame certain things that don&#039;t go right when people are working remotely on the fact that it&#039;s remote work,&quot; he says. &quot;But I think it has to be a bit more nuanced. If you&#039;re just trying to force a remote culture on top of the office approach, which is how a lot of these companies are structured, it&#039;s not going to work. You have to kind of re-envision how the communication works, how the documentation works, how the work flow works, and what the big focus point is. I personally believe that remote work actually puts the emphasis on the product and the work even more than office work.&quot;&lt;/p&gt; &lt;p&gt;Korol admits the team does miss out on the opportunity for water cooler moments, which he says can be fantastic moments, but Moon Studios does try to replicate them with streams, meet-ups, and more. &lt;/p&gt; &lt;p&gt;Korol points to a lack of commute, giving employees back more of their time, and the ability to be with family more easily as key factors for Moon Studios&#039; remote success.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/04/677fc1ea/nrftw_screenshot_forest.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;&quot;There&#039;s no commute, so you don&#039;t have to worry about wasting time,&quot; he tells me. &quot;Especially with people with families. We find it works really well for them because they can be with their kids. We&#039;ve heard all these stories of people that say, &#039;Oh, I had to ship this game, and I didn&#039;t see my kid growing up, and I missed that precious period where I will never have that again, and my kid will never be that age again and it&#039;s gone, and I was just so busy with work.&#039; But if you work remotely from home, you can still be there for your family and do great work.&lt;/p&gt; &lt;p&gt;&quot;You can pace yourself much better, and you can take care of your mental health much better, so I&#039;m a huge believer in [remote work.]&quot;&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/7FnTubWXxyM&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;Ultimately, Korol and Mahler, Moon Studios&#039; two leads, believe remote work is the most efficient process. Studios that aren&#039;t remote are missing out on great talent for their games, they say. &lt;/p&gt; &lt;p&gt;&quot;We believe it&#039;s really ultimately the most efficient process if you do it right, if you hire for that, if you optimize all communication for that,&quot; Korol adds. &quot;And like with everything else, you also have to iterate. So if things go wrong, your first reaction shouldn&#039;t be, &#039;Oh, let&#039;s bring everybody back to the office.&#039; The reaction should be, &#039;Well, why isn&#039;t it working? Can we fine-tune it? Can we tinker with it a little bit more?&#039; And I feel like maybe some people are jumping the gun a little bit too fast and are missing out on some opportunities with great talent.&quot; &lt;/p&gt; &lt;p&gt;No Rest for the Wicked hits Early Access on PC next month on &lt;a href=&quot;https://www.gameinformer.com/2024/03/01/moon-studios-no-rest-for-the-wicked-hits-early-access-in-april&quot;&gt;April 18&lt;/a&gt;. &lt;/p&gt; &lt;p&gt;While waiting for its launch, check out this feature breaking down the &lt;a href=&quot;https://www.gameinformer.com/preview/2024/03/05/early-access-roadmap-and-cerims-crucible-endgame-content&quot;&gt;Early Access roadmap and endgame content of No Rest for the Wicked&lt;/a&gt;, and then check out more than 25 minutes of the game in our &lt;a href=&quot;https://www.gameinformer.com/ngt/2024/03/01/no-rest-for-the-wicked-new-gameplay-today&quot;&gt;No Rest for the Wicked New Gameplay Today&lt;/a&gt;. &lt;/p&gt; &lt;p&gt;You can learn even more about No Rest for the Wicked by checking out our features and videos rolling out over the coming weeks in our exclusive coverage hub below. &lt;/p&gt; Thu, 28 Mar 2024 11:42:17 CDT Wesley LeBlanc 122275 Stellar Blade Feature – Angel From Heaven https://www.gameinformer.com/2024/03/26/stellar-blade-feature-angel-from-heaven &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/42cf1edd/stellarblade_herov2.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Stellar Blade’s development was announced in 2019 by Korean developer Shift Up Second EVE Studio for current-gen consoles, boasting talent from the popular MMO Blade &amp;amp; Soul. It wasn’t until 2021, however, that we got our first proper look at Stellar Blade during a PlayStation showcase, where it was shown with its former title, Project Eve.&lt;/p&gt; &lt;p&gt;For those not paying close attention to Korean video game news, it felt like it came out of nowhere. In the trailer, a beautiful woman is seen fighting a hybrid monster robot. She uses a sword to break off one of the cyborg creature’s arms to use as a weapon before being thrown through a wall, revealing the fight was happening on a space station all along. As she careens through space further and further away from the station, it is revealed that a much larger, much creepier creature with too many eyes has grafted itself onto the facility from the outside. It’s an attention-grabbing first look, and the trailer only gets more interesting from there as the woman (whose name is Eve) is seen pulling off more acrobatic combat moves on an Earth that has experienced some kind of apocalypse.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/726ce85e/stellarblade_01.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Considering Eve, her combat style, settings in both space and on a ravaged Earth, and a robot floating behind Eve offering help and advice, many were quick to compare the game to Nier: Automata. Speaking with Stellar Blade’s game director, Hyung-Tae Kim, and its technical director Dong-Gi Lee, through a translator, that is not entirely by accident, even if the final game will likely showcase plenty of differences between the two.&lt;/p&gt; &lt;p&gt;“You’re probably aware of this, but Yoko Taro’s Nier: Automata was the biggest inspiration for Stellar Blade,” Kim says. “That was even the starting point or motivation to make this game, so I’m very grateful for that.” Both Kim and Lee are quick to detail other points of inspiration. The two specifically call out anime and manga like &lt;i&gt;Ghost in the Shell&lt;/i&gt; and &lt;i&gt;Battle Angel Alita&lt;/i&gt; but add, “While Nier: Automata did give motive to the progression of the story, the combat itself is different. Of course, they share a common factor of being an action game, but we tried to make the combat flashier yet tense.”&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/8904a845/stellarblade_02.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;A Game With An Ending&lt;/h2&gt; &lt;p&gt;After playing Nier: Automata, but before Kim, Lee, and the Shift Up team were diving into the minutiae of making Stellar Blade, development began in 2018 with a much simpler desire: to make a video game with an ending. During that time, development in Korea was focused predominantly on the mobile market, with few focused on console development, which led to some barriers. “It was pretty tough to get all the developers of console games into one team [...] mobile games – they have their own, I guess, pros, because you get to enjoy the world that you love whenever you want, it continues on, and it’s maintained constantly, but then there is a market where only that kind of game exists,” Kim says. “That balance needed to be broken.”&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/5be6aeb8/stellarblade_03.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;Combat For Everyone&lt;/h2&gt; &lt;p&gt;Stellar Blade’s combat is flashy in all gameplay footage to date, with Eve pulling off pre-determined moves and throwing the titular Stellar Blade into the air while her long hair twirls around the action, but those impressive animations don’t explain what players are doing moment-to-moment. Eve can learn various combos, but it’s not the kind of action game where you are memorizing a series of useful inputs and trying to execute the right ones at the right moments. Every encounter begins with the decision of going in offensively or defensively. Enemies will not wait for Eve to make a move, and she can defend, parry, or use evasive maneuvers. Countering enemies will put them in a groggy state, which opens the window to use combos or “Beta Skills,” as Kim and Lee refer to them. “There is also what’s called the Balance Gauge, and if you succeed in consecutive parrying, you can deal a huge blow to the enemies,” Kim says. “Other combat options include assassination, ranged attacks, and more, depending on the situation.”&lt;/p&gt; &lt;p&gt;Boss battles carry a similar strategy. Kim refers to them as “the most important content in Stellar Blade” and adds that there will be a level of pattern recognition required to defeat them. Kim says combat is being designed in such a way that it will require proactive effort from the player, but it is not trying to make an overly challenging game like so many that are inspired by From Software titles like Sekiro: Shadows Die Twice. Difficult modes will exist for players who want them, but so will story modes. “Another mode exists for someone who wants to focus more on the narrative part of the game,” Kim says, “But that doesn’t necessarily mean that we got rid of the fun of the battle itself.”&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/1fbc6af3/stellarblade_04.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;Heaven And (Destroyed) Earth&lt;/h2&gt; &lt;p&gt;In the world of Stellar Blade, Eve is an airborne squad member from space, but she is human. She has a secret that distinguishes her from her coworkers (that Kim and Lee were not ready to share), but otherwise, she is at the same level as the other members of her squad. “Humanity has been defeated by these enemies called Naytibas that appeared out of nowhere one day on Earth, and so humanity, they took this space elevator, and they escaped to an off-world colony,” Kim says. That’s where privileged humans live, but many have continued to survive on Earth and Eve and her peers have come back down to try and take the world back from the Naytibas. Of course, as is often the case in science fiction, not everything is as it seems. Eve is surprised to find humans living on Earth. Everyone had been told there were no survivors.&lt;/p&gt; &lt;p&gt;Many of the humans Eve meets on Earth call her an angel, considering where she came from, and welcome her assistance in the form of sidequests. “You can see it as an angel that descended from outer space with a sword,” Kim says. Defeating the Naytibas is the main mission, but many need help on an immediate and smaller scale. Kim does not intend for these sidequests to break the format. When asked what sidequests from other games have influenced the ones in Stellar Blade, he replied, “Let’s see… The side quests were not influenced by certain games specifically. I should say that they were influenced by all the games that I have played all this time.”&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/fa808c6d/stellarblade10.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;For example, there is one series of consecutive sidequests where Eve is trying to help a broken woman in an old pub in Xion, a location where humans have found refuge after the apocalypse. The woman used to be a singer, but now she is struggling to even stay alive. The missions Eve completes will help her recover mentally and physically, though Kim teases an unexpected ending. “There are some choices that alter the results,” Kim says when asked if the player will be making story decisions in these moments, “But honestly, I wouldn’t say you have much freedom. But there certainly are important decisions to be made.”&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/V6XYHiBxkvk&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;Costumes serve as one of the rewards for completing sidequests but don’t expect wearing different outfits to change Eve’s statistics. The goal is to make sure no singular clothing item is emphasized. They want players to choose the outfits based on personal preference rather than statistical significance. Approximately 30 costumes will be discoverable throughout the course of the game, whether by just stumbling across them, receiving them as rewards, or creating them through found recipes. The team also plans to add more after release.&lt;/p&gt; &lt;p&gt;Kim used the terms “ingredients” and “recipes” when describing creating certain costumes, but Stellar Blade won’t have players crafting new weapons – The Stellar Blade is Eve’s only weapon. It can be improved to swing faster or deliver more critical hits, but they want players to fully focus on the titular sword.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/7f3a2786/stellarblade06.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;h2&gt;To The Future&lt;/h2&gt; &lt;p&gt;Every new look at Stellar Blade showcases footage of a game that looks stunning in action. I also appreciate Kim’s candid appreciation for Nier: Automata and its storytelling. It’s rare developers are so straightforward about the games that inspired them, and it is refreshing to hear someone love a game so much that they wanted to make one like it. The feeling of combat remains Stellar Blade’s primary question mark as I, unfortunately, did not get a chance to go hands-on, but I am already invested in finding out Eve’s secret, what the Naytibas are, and what is happening on this version of Earth.&lt;/p&gt; &lt;p&gt;“When the world experiences an apocalypse, people develop these uncanny religious tendencies, and it will be interesting to see the changes in them,” Kim says, wrapping up our discussion. A compelling seed planted for a science fiction narrative.&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/091128ec/stellarblade01.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/5b2f82d9/stellarblade02.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/64b9cbd9/stellarblade03.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/33a608b2/stellarblade04.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/d2c98314/stellarblade05.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/7f3a2786/stellarblade06.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/5d96811d/stellarblade07.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/6c047579/stellarblade08.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/f0d078ec/stellarblade09.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/fa808c6d/stellarblade10.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/8777ff69/stellarblade11.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/092ba0be/stellarblade12.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/21/f2b93d95/stellarblade13.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt;   &lt;p class=&quot;text-align-center&quot;&gt;&lt;em&gt;This article originally appeared in &lt;a href=&quot;https://www.gameinformer.com/magazine&quot;&gt;Issue 364&lt;/a&gt; of Game Informer&lt;/em&gt;&lt;/p&gt; Tue, 26 Mar 2024 15:00:00 CDT Kyle Hilliard 122313 Announcing The New Game Informer Magazine Subscription https://www.gameinformer.com/letter-from-the-editor/2024/03/26/announcing-the-new-game-informer-magazine-subscription &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/12/aa723830/gisubscriptions.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Game Informer Subscriptions&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;We love gaming magazines, and we&#039;re hoping if you&#039;re here, you do too. But ours can only survive with support from you. For $19.91 (the year of GI&#039;s founding), our new standalone magazine subscription program sends a full year of 10 issues to your doorstep, filled with exclusive cover stories, in-depth interviews with game creators, long-form features and retrospectives, previews of what&#039;s coming next in the gaming hobby, reviews of the most compelling games, and more.&lt;/p&gt; &lt;p&gt;&lt;a href=&quot;https://subscription.gameinformer.com/&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;https://www.gameinformer.com/sites/default/files/imagefeed/subscribe/gisubtop1.jpg&quot; /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;In recent months, it&#039;s sometimes been difficult to know how to get &lt;em&gt;Game Informer&lt;/em&gt; in your mailbox, and for that, we apologize. Requests for an easy, no-frills way to get a print magazine subscription are (by far) the number one request we hear from you, and that&#039;s what we&#039;re delivering today.&lt;/p&gt; &lt;p&gt;Want to also read while you&#039;re out and about? Digital magazine access is also included – on your phone, tablet, PC – however you want to check us out.&lt;/p&gt; &lt;p&gt;In addition, a subscription is the number one way to support everything else we do. Much of our content here on the website is free, including all our game reviews, daily news, videos, event coverage, and more – all with minimal ads.&lt;/p&gt; &lt;p&gt;Even a brief look around the gaming industry right now can be sobering. Hard times, layoffs, cancellations, and closures have impacted thousands of game developers and publishers, as well as other outlets like us that celebrate games. We haven&#039;t been immune to that hardship.&lt;/p&gt; &lt;p class=&quot;text-align-center&quot;&gt;&lt;a class=&quot;button button-temp&quot; href=&quot;https://subscription.gameinformer.com/&quot;&gt;SUBSCRIBE FOR LESS THAN $2 AN ISSUE&lt;/a&gt;&lt;/p&gt; &lt;p&gt;More than a dozen staff members still work here together to bring you the magazine, website, podcasts, livestreams, and videos we roll out daily. And in the last two years, we&#039;ve employed over 65 additional paid contributors from 9 countries worldwide. Through that work, we highlight hundreds of games and creators with thoughtful (and, we hope, entertaining) articles and insights. It&#039;s not possible without financial support.&lt;/p&gt; &lt;p&gt;I believe there&#039;s something special about a real physical magazine in your hands, filled with beautiful layouts arranged and planned each month to celebrate what we all love in the gaming hobby. We&#039;re betting big that many of you still feel that same way, even as you also enjoy all the other ways you connect to our content.&lt;/p&gt; &lt;p&gt;Please consider supporting &lt;em&gt;Game Informer&lt;/em&gt; with a subscription, and help us ensure there’s a place to discover this work for another 30 years into the future.&lt;/p&gt; &lt;p&gt;Thank you.&lt;/p&gt; &lt;p&gt;Matt Miller&lt;br /&gt; &lt;em&gt;Game Informer&lt;/em&gt;&lt;br /&gt; Editor-in-Chief&lt;/p&gt; &amp;nbsp; &lt;h2&gt;Like what we do? We need your support.&lt;/h2&gt; &lt;p&gt;Get 10 print issues for $19.91&lt;/p&gt; &lt;p&gt;&lt;a class=&quot;button&quot; href=&quot;https://subscription.gameinformer.com/&quot;&gt;Subscribe now&lt;/a&gt;&lt;/p&gt; Tue, 26 Mar 2024 11:20:00 CDT Matt Miller 122259 Balatro Was Almost Called Joker Poker And Other Details From Its Creator | Afterwords https://www.gameinformer.com/interview/2024/03/21/balatro-was-almost-called-joker-poker-and-other-details-from-its-creator &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/20/0855d848/balatro_the_goad.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Balatro LocalThunk interview&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;It&#039;s been one month since Balatro, the poker-inspired deckbuilding roguelite, was released, and it has taken the gaming world by storm. In that short timeframe it has earned rave reviews (including a &lt;a href=&quot;https://www.gameinformer.com/review/balatro/a-winning-hand&quot;&gt;9.5 out of 10&lt;/a&gt; from us), positioned itself as a Game of the Year contender, and &lt;a href=&quot;https://www.gameinformer.com/2024/03/19/balatro-sells-1-million-copies-in-first-month-mobile-version-on-the-way&quot;&gt;sold 1 million copies&lt;/a&gt;. To the delight of many, a mobile version was recently announced to be in the works. &lt;/p&gt; &lt;p&gt;For some players, Balatro seemingly came out of nowhere and its sole developer, LocalThunk, is just as mysterious. The highly private creator doesn&#039;t share his real name, but I was able to speak with him about his game development history, his philosophy for making games, how he came up with the idea for Balatro, and his reaction to its positive reception. Perhaps most importantly, LocalThunk also tells me the strangest pronunciations he&#039;s heard for the game. &lt;/p&gt; &lt;p&gt;&lt;em&gt;&lt;strong&gt;Game Informer: &lt;/strong&gt;&lt;/em&gt;&lt;strong&gt;What drew you to wanting to create games as a hobby, and how long have you been making games&lt;/strong&gt;?&lt;/p&gt; &lt;p&gt;&lt;strong&gt;LocalThunk: &lt;/strong&gt;Well, when I was in university, I was taking this mechanical engineering course. And I was watching a lot of videos from YouTube of people playing video games, and I always wanted to make a video game. So that&#039;s kind of when it started. I was still in engineering school, and in my spare time, I&#039;d start making simulations more than video games and some little games. And I made a kind of a Risk-type game... and I got really, really into the actual process of making games and simulations. So I ended up dropping out of engineering, and I went into a computer science program because of that. And basically, the entire time I was in that program, when I&#039;d get home from school, I would just make games and keep coding, and it&#039;s something I held on to after I left school. I just always did that.&lt;/p&gt; &lt;p&gt;The main thing with it, though, is I never really shared it with an audience. Either it was mostly just for me, or I would share it with a couple of friends and family that I knew who would appreciate these things as a way to share that part. So yeah, I&#039;ve been making games for probably almost 10 years, I guess. But this is the first time I&#039;ve made anything public at all.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How did the idea for Balatro come to be? What was special about this concept that made you want to share it with the public?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Well, the concept came from – it&#039;s a game called Big Two. It&#039;s a Cantonese game. If you&#039;ve ever played a game called Presidents or Cheat or Janitor or A**hole, it&#039;s the same type of game where you have a hand of cards, and you select some of the cards and play them down. So it&#039;s actually based on a game like that. It&#039;s not based on poker. And I used to play this game, Big Two, all the time with my friends when I was in high school and growing up. I wanted to make an online version of that game to play with them during the pandemic.&lt;/p&gt; &lt;p&gt;And so I started making the bare bones fundamental engine. And when I was doing that, I was watching YouTube videos about &lt;a href=&quot;https://store.steampowered.com/app/1404850/Luck_be_a_Landlord/&quot;&gt;Luck Be A Landlord&lt;/a&gt; at the time. And I really liked a lot of the design elements of that game. And I thought, you know, I could transition this into a game like that, where you&#039;re facing off against the score requirement almost and you&#039;re not facing enemies, per se. And I just liked a lot about the core design aspects of that game. So I kind of combined those ideas. And after a while, it ended up being one of the more polished things I&#039;d ever worked on so I thought it&#039;d be kind of fun to put it on Steam.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;I read an interview with a &lt;em&gt;&lt;a href=&quot;https://www.pcgamer.com/i-dont-play-poker-at-all-says-solo-developer-who-made-the-poker-roguelike-i-cant-stop-playing/&quot;&gt;PC Gamer&lt;/a&gt;&lt;/em&gt;, where you said that you&#039;re not really a poker player and that you&#039;re not particularly a fan of it. If that&#039;s the case, how did you decide to incorporate poker into this concept? The idea of taking something you&#039;re not really into but recognizing it could work for this formula is really interesting.&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;I&#039;m a little bit of an outsider in terms of indie games. I didn&#039;t really play a lot of indie games. I know a lot of the theming with indie games is one of the things that always kind of put me off with it. It&#039;s very fantasy-heavy. The theming was always a barrier to entry for me.&lt;/p&gt; &lt;p&gt;When I was making this game, I thought, playing cards: what&#039;s something that&#039;s thematically tied to playing cards that has a lot of identity, iconography, imagery people are familiar with that they can lean on to get into the game instead of having to learn about so that they can get into the game? And I thought Poker is the perfect thing because it has all these interesting visuals, sounds, terminology people are generally familiar with. More than most other card games do, it kind of has this aura about it as a card game, more so than like a Solitaire would or Cribbage or something. So, I leaned really heavily on the theming because I knew the theming was such a strong part of Poker, even if the mechanics I don&#039;t really care for with Poker. I don&#039;t really play it. I know how it works, I have played it before, but it&#039;s not really a game I enjoy. &lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/HvHJCZOly80&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;&lt;strong&gt;Do you think Balatro would have worked like with any other card game that uses real cards? Is there a card game you do enjoy that could have also fit?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&quot;Work&quot; is the operative word. It depends what your definition there is. I think mechanically, it would be identical if it was dice and like a Yahtzee-type game because it&#039;s essentially the same thing; you&#039;re picking playing card hands from that. I could have based it off of Big Two, the original game that it was supposed to be based off of, but people don&#039;t know that game. So it&#039;s just another hurdle to even get into playing the game. Mechanically, yeah, there&#039;s really no reason why it needs to be Poker. I could replace the word &quot;blind&quot; with &quot;enemy&quot; and &quot;chips&quot; with &quot;points&quot; and it would be functionally identical. &lt;/p&gt; &lt;p&gt;&lt;strong&gt;I&#039;m in the same boat as you in that I am not a poker player. I don&#039;t know how to play poker, but Balatro helped me memorize poker hands for the first time. As you&#039;re designing Balatro, was it more important to you that Poker players get into this game or more for people like me who don&#039;t care about Poker?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Well, the intention was never to make a game for Poker players. I think I was expecting people that weren&#039;t familiar with Poker to be able to interface with it. I think honestly when I hear people that really are into Poker play this game, I do hear quite often they say like, &#039;Oh, it&#039;s actually nothing like poker&#039;, right? The skills that you have as a Poker player, like all the depth of the skill set that you develop, is so different from just knowing which hands are in Poker. It&#039;s more like playing your opponents and how you raise. I don&#039;t know Poker very well either, but I do know that it&#039;s looked at as almost like Chess where there&#039;s such deep strategy to that game, and none of that&#039;s apparent in Balatro. So no, it wasn&#039;t designed for Poker players. I can see how they would like it, though, if they just enjoy video games or like Solitaire. I don&#039;t think they would be more inclined to enjoy it than like you or me.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Are you a big fan of deck builders? Did you ever try to make any before as one of your smaller, private projects or is Balatro your first stab at doing a deck builder?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;This is the first deck builder I&#039;ve ever played. I watched some videos about Luck Be A Landlord so I understood mechanically how that game works. But I&#039;d never seen Slay the Spire or, I don&#039;t know, what other games [were] in the genre at the time. Since I made Balatro, I have played a couple of these games. And I think it&#039;s a really good thing that I never played any of these games before I made Balatro because... they&#039;re so well designed. The designs would have infiltrated my own design processes, and it would have kind of overshadowed maybe some of the original things. It would have saved me a lot of heartache and mistakes, but I think it would have narrowed the design space unintentionally.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/28/9dd8d119/balatro_2.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;&lt;strong&gt;When did you feel you were on to something with Balatro? It&#039;s maybe the best deck builder I&#039;ve ever played, and it feels like it was made by someone who has played a lot of deck builders. &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;The main goal that I had, my rubric, number one at the top, is I want a game that I enjoy playing. And I hit that mark, I think it was the week before launch day, that I finally [felt] like, &#039;Okay, I want to sit down and play this game in my spare time.&#039; So besides that, I can&#039;t simulate what other people are going to think about the game. I had no idea if it would be successful or a flop or whatever. So, yeah, I just know, personally, that I started enjoying it about about then. &lt;/p&gt; &lt;p&gt;&lt;strong&gt;Do you find yourself enjoying Balatro more and playing it more often now that you&#039;re sort of on the other side of the launch?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;I do play it a little bit. But honestly, I really enjoy making games a lot more than I do playing them. It&#039;s hard for me to judge just because it&#039;s the only thing I&#039;ve thought about for like two years, as well. So it&#039;s very difficult for me to be a critic and say, &#039;Am I actually enjoying it?&#039; The reasons why I&#039;m not playing it, is it because I don&#039;t want to play it, or is it because I&#039;m just sick of working on it and thinking about it all the time? I don&#039;t know. I still do enjoy it, but there&#039;s a lot of other emotions and thoughts going at the same time too, so it&#039;s really hard to judge.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;How does it feel to have created something that&#039;s garnered such an overwhelmingly positive reception?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;I mean, it&#039;s cool. It wasn&#039;t something I was expecting. And again, I think the thing I&#039;m most excited about is that I was able to do it in the first place [and] stick to this process for such a long time. And it was so much work. But sticking to that process and believing it&#039;s going to work out. So I&#039;m most excited about that, and I&#039;m most excited that I ended up making this thing that I wanted to make. And it&#039;s really nice that people also seem to really love it too.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What was the most challenging aspect of developing Balatro?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Taking it public 100% was the biggest challenge. You know, I&#039;ve made games for so long, and I have also had another game that I&#039;ve worked on for about two years, maybe two and a half years, and I never told anyone about that game. And all I think about is just how fun it was for literally the entire time I was working on it. No pressure, I could do whatever I wanted with it at whatever timeframe I wanted. And as soon as I went public with this game, I wasn&#039;t expecting there to be chatter all the time and pressure to do things, and if there&#039;s a bug you need to fix it, and criticism. Because none of that stuff really is why I wanted to make the game in the first place. I just love making games. All that stuff seemed almost like a means to an end if I wanted to have this game on Steam. So since it went public, I think dealing with that side of it has been the biggest challenge in the entire development cycle.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/28/eb86734e/balatro_1.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;&lt;strong&gt;One of my favorite elements of the game is the Jokers for how much fun they are, how much they change the game, and just the sheer number of them. What&#039;s the process behind designing a Joker suitable for Balatro?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;I think they&#039;re what people enjoy the most about the game. They&#039;re also so fun to make. Just visually, there&#039;s so many different directions you can take them. The process for making them is really fun because sometimes I&#039;ll come up with an idea for an effect, and then I&#039;ll brainstorm, and I&#039;ll think, &#039;Oh, that could work with this subject matter, that would be really fun.&#039; And then, more often, it&#039;s the opposite. I&#039;ll see something, and it&#039;d be like, &#039;Oh, that would make like a good-looking Joker&#039;, and then I&#039;ll have to come up with like an effect for it. So sometimes it starts from one end, sometimes it starts from the other. Sometimes, an effect will just be completely cut from the game.&lt;/p&gt; &lt;p&gt;I think I&#039;ve mentioned this before, but I do have kind of bad reading retention. And I think that&#039;s one of the reasons why I don&#039;t enjoy a lot of strategy games like this. So I made a pact with this game that descriptions can&#039;t be more than four lines and 20 words. That&#039;s probably changed since I&#039;ve released it, there&#039;s probably some that are a little bit longer. But in general, I try and make it so that a Joker card needs to be really simple to understand for it to be in the game. That also really helped drive what Jokers do. They need to do things that are relatively simple, and that kind of breeds this elegant strategy by itself by doing that. So yeah, they were the most fun part of the game for me to make for sure.&lt;/p&gt; &lt;p&gt;I&#039;m also an artist. I love drawing in my spare time ... and this is the first time I really got into pixel art. So it was just another really fun, creative outlet in my game development journey that didn&#039;t involve writing code. So there&#039;s kind of like two different sides to it. And I do feel like I got to express myself a lot in that regard, as well.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;What disqualifies a Joker from making the cut, and how many were left on the cutting room floor? &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;A few ways. We had a very long beta/demo process for like seven months. So, I release a card, a Joker, and then it&#039;s clear that it&#039;s either just way too overpowered, or nobody takes it, or it&#039;s too niche. There&#039;s a litany of different problems it could have, and sometimes you can tweak it so the numbers are more in line with what it should be. But more often, if the effect just isn&#039;t good, you just get rid of it. [I&#039;ll] probably recycle the art into something else. That&#039;s usually what I do because the art takes quite a bit of time. Less often, I will completely scrap art. There&#039;s not very many examples of that happening. But every now and then, it does happen where I&#039;ll have art in the game for many months, and then I&#039;ll never love it, and I&#039;ll just think, &#039;I could probably do better than that,&#039; and then I&#039;ll come up with something else. But that&#039;s pretty rare. I think usually I try and keep the art. So those are the main ways that a Joker would get completely nixed from the game. But yeah, it has happened quite a bit.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;I don&#039;t know how often do you watch other players play the game, but are you surprised with some of the strategies and combinations of Jokers players have discovered that, in some instances, almost break the game? Do you get excited when you see that stuff, or do you look and think, &#039;That&#039;s way too overpowered, I should change that.&#039;&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;I think I do think both things, actually. Because sometimes I do think something can be overpowered in a fun way. Something can be overpowered in a way that excludes the player from experiencing other fun in the game, which you don&#039;t want. So if there&#039;s something that&#039;s really easy to do that, &#039;Oh, I&#039;ll just do this every time, and then I won&#039;t feel the need to explore the design space of this game.&#039; Then ultimately, that&#039;s the path of least resistance, and it&#039;s not as fun as actually branching out and understanding the depth of the game. So, sometimes I do feel like that.&lt;/p&gt; &lt;p&gt;More often though, when I watch people that play that are really good, it makes me feel good that this game ended up being so emergent that when I watch, I&#039;ll be like, &#039;Oh, I never thought of that.&#039; It&#039;s interesting how these strategies have emerged from the system that I created, and I didn&#039;t really consider a lot of these strategies. So, I do enjoy watching players do that. And I do think that I&#039;m not very good at playing my own game too. That probably plays into it.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Do you have a favorite Joker that you either love to play or was the most fun to illustrate? Is it the same card? &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;It&#039;s probably not the same card, no. My favorite art – I always like to shout out the banana Jokers in this game. The anecdote behind the Gros Michel banana, it went extinct, I think, in the &#039;50s and was replaced by the banana that we know now as the Cavendish banana. So there&#039;s kind of some lore baked into the game where if you get the Gros Michel banana and it goes &quot;extinct&quot;, then you can get the Cavendish banana later on, and it&#039;s less likely to go extinct. I really liked the whole design around that.&lt;/p&gt; &lt;p&gt;Visually, I really like the Pareidolia Joker is well. Pareidolia is a word for when you look at a cloud or a tree or something, you&#039;ll see a face in it sometimes. That concept is called pareidolia, and it was really funny because I was able to recreate that idea by making playing cards on the Joker itself in the shape of a face, which itself is pareidolia. So, I really like the art for that card. That&#039;s one of my favorite ones, as well. But I don&#039;t know; I&#039;ve got a soft spot for almost all the Jokers there. It&#039;s like picking your favorite child almost.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/28/98dbcb72/balatro_4.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;&lt;strong&gt;You mentioned not being good at your own game. One of the cool things about this game also was the community that has sprouted up around seeds, and players posting their seeds and helping each other out. Have you ever played other players&#039; seeds? &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;No, I never have. This is one of the biggest teaching moments I think I&#039;ve had in this game. I barely even included a seed when I first went public with this game. I was using the seed as more of a saving tool so that you could save runs easier. And I decided to expose the seed itself as like, &#039;Ah, I have this anyway. May as well show it.&#039; And players really, really got into the seeds, and I never understood it. So they would keep playing these seeded runs, and it just made me realize one of the core audiences for this game is a group that I don&#039;t personally identify with, as the things that I enjoy about the game being different than what they enjoy. I really enjoy that they love the seeds so much and they&#039;re able to share them, so I&#039;ve tried to facilitate that as much as I could. But most of that has come from me actually talking to them and understanding what they enjoy about it, changing the seed algorithm so it more suits that idea. I&#039;ve had to lean on them quite a lot for that. But I do really love that that&#039;s happened. &lt;/p&gt; &lt;p&gt;&lt;strong&gt;Balatro had a bit of trouble with being pulled from some international storefronts for visually resembling a gambling game. How did you react to this news, and what&#039;s your stance on gambling mechanics in games in general? &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Well, my stance is more that I don&#039;t want to put gambling in my game. There&#039;s no way that you can spend extra money in Balatro to do anything else. I think really the problem is that it looks like Poker, which itself isn&#039;t technically a gambling game unless you actually spend money on it, right? I think that&#039;s where the biggest hiccup is, but like, personally, I&#039;m opposed to spending money on a booster pack to get some kind of reward in-game or microtransactions or anything like that. Ethically, I wouldn&#039;t ever be comfortable putting that in my game. It did kind of sting a little bit when they assume that this game would be associated with those kinds of things when other games in this industry do that and I don&#039;t think they&#039;re punished in the same way.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Now you&#039;ve released your first game publicly, how has this changed your perception of game design and what makes a fun game? What are the biggest lessons you&#039;ve learned that you think you&#039;ll apply to whatever you make next?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;I&#039;ve learned so much about game design, actually. You know, I&#039;ve been in my bubble for the past year and a half before I went public with this game. You don&#039;t see the things that people struggle with in your game, either core game mechanics that they don&#039;t enjoy or quality of life things that they think should be there that aren&#039;t. For example, tooltips. In the game, there were very few tooltips before because I knew what every Joker did or what every card does so I didn&#039;t really need them. But then, as soon as I went public with it, it&#039;s like, oh, yeah, why am I not displaying that information? So I think what I&#039;ve learned is I want to involve beta testers early in the process to get that kind of feedback right away so I can kind of incorporate that into the core engine easier.&lt;/p&gt; &lt;p&gt;But now that I&#039;ve gone through this, I do feel like I know a lot of these things, like some of the pitfalls to avoid just from experience, so I&#039;m sure it would go smoother the next time I release a game just due to that. But you know, basically, from what I mentioned before, I&#039;ve been exposed to so many more games and design ideas and best practices and whatnot. And that&#039;s also probably going to change my next game for the negative a little bit, as well, because I won&#039;t be as uninhibited about making mistakes, and I&#039;ll be a little bit more rigid in terms of what kind of design space I&#039;m willing to explore. I think there&#039;s there&#039;s a little bit of give and take there.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Do you already have the idea for whatever you want to do next in your head now?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;I want to keep around Balatro for sure. I&#039;m not really entertaining any big game ideas yet, but I do have some that I&#039;ve thought about, yeah. &lt;/p&gt; &lt;p&gt;&lt;strong&gt;How has this experience changed your willingness to release games publicly? Has it made you more eager to put more games out for the world to see, or do you think it&#039;ll still be a little bit more case-by-case basis?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;That&#039;s interesting, actually. I don&#039;t know. I feel like my next game, if it was public or not public, I don&#039;t know if that would matter too much. I&#039;ll tell you what I am really excited [about] for the next game that I work on, is telling absolutely nobody about it basically until I&#039;m done making it. I&#039;m excited to do that so that I can kind of just get back to really what I love about this which is just making the game. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/28/9b291548/balatro_5.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;&lt;strong&gt;I&#039;ve seen you say there&#039;s no wrong way to pronounce Balatro, and I respect that. That said, what&#039;s the weirdest way that you&#039;ve heard people say the name of the game?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;There&#039;s two main camps. There&#039;s the &quot;Bal-a-tro&quot; and the &quot;Bah-Lah-tro&quot;. But I do see the joke a lot of &#039;Oh Balatro, is that that movie with the dog and Alaska?&#039;   &lt;/p&gt; &lt;p&gt;&lt;strong&gt;&lt;em&gt;Balto&lt;/em&gt;?&lt;/strong&gt; &lt;/p&gt; &lt;p&gt;So I do see &lt;em&gt;Balto&lt;/em&gt; a lot. I do see &quot;Bell-a-tro&quot; [with] like &#039;E.&#039; The lesson here is that the name itself is not very marketable [laughs].&lt;/p&gt; &lt;p&gt;&lt;strong&gt;I don&#039;t know, I think it stands out. I don&#039;t know any other Balatros out there.&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Yeah, I did it because I really felt like it encapsulated the idea I wanted. It was previously called Joker Poker as a working title. But I think there&#039;s an app on the App Store that had the same name. And I also thought it was a little silly compared to kind of the vibe I was going for in the game. I&#039;m glad I changed it to Balatro. But yeah, people do struggle with it. And I do often hear in podcasts and stuff like &#039;Yeah, I don&#039;t know what they&#039;re thinking with the name&#039;, and I&#039;m like, yeah, I get it.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Balatro has a surreal vibe. When I first started playing, part of me wondered if it was secretly a weird creepy pasta game or something. How did you settle on the psychedelic vibe? &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;You know, that&#039;s one I&#039;ve seen a lot of people say that like, &#039;Oh, it&#039;s because of this.&#039; Like, it&#039;s because it looks like a video poker machine, or because of Inscryption or something.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;That&#039;s what I thought it would be. Something like Inscrpytion. &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Yeah, and it&#039;s a little more dumb than that. It&#039;s because of the amount of iteration I went through with design. So one day, I just thought, &#039;I think this game would look good with the CRT filter on it.&#039; I&#039;ve never played a video poker machine in my life. Like, I don&#039;t even really know what they look like. I just thought, &#039;Hey, this would be kind of like a fun thing,&#039; and then I put it in. I just really love writing shaders, so it was just like a fun project to do while I was working on the game. And it was like, &#039;Yeah, that totally looks good on this game so I&#039;m going to keep it.&#039; The swirly background and the kind of gyrating cards, and I just felt like it was all cohesive. And so I kept adding things that were cohesive to that central idea, but it kind of just came up organically. It&#039;s not like when I started, I was like, &#039;I&#039;m gonna make some cursed interdimensional poker machine that people are going to be stuck at.&#039; That&#039;s not like why I did, it just evolved into that.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Since you&#039;re an artist, would you say it&#039;s reflective of your personal style?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;Kind of, a little, yeah. I like drawing really intricate abstract flowy art, normally. I&#039;ve done that for a very long time. So I do kind of feel like it&#039;s the same vibe, – almost creepy. I do feel like it&#039;s [a] similar motif for sure.&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Balatro recently passed the 500,000 copies sold milestone (&lt;em&gt;Editors Note: this was the figure at the time of the interview&lt;/em&gt;). Is there anything that you want to say to fans who have enjoyed the game?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;I said that the thing I was most proud of is the fact that I&#039;ve just even got to the finish line at all. But, you know, the fact that people love this game so much, and they&#039;re so invested in its future and wanting to improve it and design ideas, they&#039;ve kind of allowed me to turn this into a career. It&#039;s a career that I really want to do forever. I&#039;m grateful that they&#039;ve been able to afford that opportunity for me and that they keep playing Balatro. Keep getting those high scores.&lt;/p&gt; Thu, 21 Mar 2024 14:17:00 CDT Marcus Stewart 122308 Game Informer's Spring Buying Guide 2024 https://www.gameinformer.com/feature/2024/03/20/game-informers-spring-buying-guide-2024 &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/15/1bf45096/gearguide_359_v2_webhero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; Wed, 20 Mar 2024 13:00:00 CDT Matt Miller 122270 No Rest For The Wicked: Moon Studios On Killing Its Ori Perfectionism And Being Okay With Early Access Issues https://www.gameinformer.com/exclusive/2024/03/13/no-rest-for-the-wicked-moon-studios-on-killing-its-ori-perfectionism-and-being &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/04/df735496/cliff-faces.jpg&quot; width=&quot;800&quot; height=&quot;398&quot; alt=&quot;No Rest for the Wicked Ori Perfectionism Game Informer Exclusive Coverage Hub Moon Studios&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;No Rest for the Wicked &lt;a href=&quot;https://www.gameinformer.com/2024/03/01/moon-studios-no-rest-for-the-wicked-hits-early-access-in-april&quot;&gt;hits Early Access on PC on April 18&lt;/a&gt;, but ahead of that release, the upcoming action RPG from &lt;a href=&quot;https://www.gameinformer.com/games/ori_and_the_blind_forest/b/xboxone/archive/2015/03/09/beauty-in-death.aspx&quot;&gt;Ori and the Blind Forest&lt;/a&gt;/&lt;a href=&quot;https://www.gameinformer.com/review/ori-and-the-will-of-the-wisps/ori-and-the-will-of-the-wisps-review-even-better-than-the#:~:text=This%20is%20not%20a%20game,which%20are%20often%20ridiculously%20hard.&quot;&gt;Will of the Wisps&lt;/a&gt; developer Moon Studios is gracing &lt;a href=&quot;https://www.gameinformer.com/cover-reveal/2024/03/01/cover-reveal-no-rest-for-the-wicked&quot;&gt;the latest cover of &lt;em&gt;Game Informer&lt;/em&gt;&lt;/a&gt;. After checking the game out for a few hours alongside some of the leads at Moon Studios in Vienna, Austria, last month, cover story writer and &lt;em&gt;Game Informer &lt;/em&gt;editor Marcus Stewart and I have a pretty good idea about what to expect from No Rest for the Wicked&#039;s early access release – you can read my preview thoughts &lt;a href=&quot;https://www.gameinformer.com/preview/2024/03/01/fantastically-familiar-in-a-faraway-land&quot;&gt;here&lt;/a&gt; and his cover story &lt;a href=&quot;https://www.gameinformer.com/digital-issue/2024/03/05/the-no-rest-for-the-wicked-digital-issue-is-now-live&quot;&gt;here&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;We&#039;re both excited for the release, too. It&#039;s a fun game so far, and it&#039;s a unique approach for Moon Studios. No Rest for the Wicked tech and production director and Moon Studios co-founder Gennadiy Korol and studio CEO and creative director Thomas Mahler are self-admitted perfectionists when it comes to game development, and I was curious how that works with an Early Access release where bugs, issues, and more are typically present.&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/_6cRdhg9ILk&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;It turns out, it required a shift in the entire team&#039;s mindset. &lt;/p&gt; &lt;p&gt;&quot;It&#039;s really strange, right?&quot; Mahler tells me. &quot;It&#039;s almost like being naked in the buff. As artists, you&#039;re always kind of like scared to death, seeing shots and seeing stuff on screen, it&#039;s like, &#039;Oh my god, I see all these issues.&#039; But I think with games of this complexity, there&#039;s just no other way [than an Early Access release]. Either you make smaller things and you don&#039;t dare to take those risks, and then you can perfect it, or you can make a game of this scale and you&#039;re okay with, &#039;Okay, not everything is going to be immediately perfect.&#039; But I think that&#039;s okay because, over time, it will be.&quot;&lt;/p&gt; &lt;p&gt;Mahler says as long as the game is fun, people will be more willing to forgive potential issues. No Rest for the Wicked launching into Early Access first helps, too, where players (ideally) understand the game is a work-in-progress. He also believes a shift is happening in games where people do still want beautiful games with &quot;crazy graphics and so on,&quot; but more than that, they just want something that, first and foremost, is fun.&lt;/p&gt; &lt;p&gt;&quot;I think we can do both,&quot; he adds. &quot;I think it&#039;s interesting, though, that the biggest games out there are often not the ones that are technically the most crazy ones. You see Fortnite and Minecraft and so on, which aren&#039;t pushing crazy boundaries in terms of tech necessarily – they&#039;re just really fun to play.&quot; &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/04/677fc1ea/nrftw_screenshot_forest.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Korol tells me it&#039;s still a struggle at Moon Studios today to lay aside the perfectionist mindset applied to the Ori games to prepare for the work-in-progress release of No Rest for the Wicked. &lt;/p&gt; &lt;p&gt;&quot;I think we&#039;re still such perfectionists and we want everything to be super dialed in, and it&#039;s super fun for us to do,&quot; he says. &quot;But we also just have to accept that, yeah, you know what, it&#039;s going to be on the market [as a work-in-progress], and we will learn a lot from it. On one hand, it&#039;s terrifying; on the other hand, it&#039;s really a relief because, as [Mahler] was saying, if something [...] isn&#039;t perfect, you can react quickly and adjust it.&lt;/p&gt; &lt;p&gt;&quot;So I think we&#039;re both excited and kind of terrified because we&#039;re very much being vulnerable as artists, and we have to show basically almost unfinished art. That being said, I think there&#039;s still a lot of polish that you cannot take out of us – we&#039;re always going to be polishing and perfecting things.&quot;&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/04/b2ea8d79/boss_painting_executioner_mikhail.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Korol notes the team feels No Rest for the Wicked will still be a polished title when it launches into Early Access next month, and after playing it for a few hours, I agree – it feels less like an active work-in-progress game and more like a mostly finished game the team wants feedback on before releasing more content. Of course, that&#039;s not the case as there&#039;s still plenty the team plans to add. Check out &lt;a href=&quot;https://www.gameinformer.com/preview/2024/03/05/early-access-roadmap-and-cerims-crucible-endgame-content&quot;&gt;the Early Access roadmap for No Rest for the Wicked here&lt;/a&gt;. &lt;/p&gt; &lt;p&gt;&quot;It might have a few things that are just not quite there yet, as the game development process would have you, but I think every day we&#039;re still in this tension of, &#039;Ahhh, just ship it and we&#039;ll see what happens,&#039; and, &#039;Let&#039;s perfect it,&#039; and [...] that needle is going from side to side and we&#039;re trying to stay in the middle and find a good balance.&quot; &lt;/p&gt; &lt;p&gt;No Rest for the Wicked hits Early Access on PC next month on &lt;a href=&quot;https://www.gameinformer.com/2024/03/01/moon-studios-no-rest-for-the-wicked-hits-early-access-in-april&quot;&gt;April 18&lt;/a&gt;. &lt;/p&gt; &lt;p&gt;While waiting for its launch, check out this feature breaking down the &lt;a href=&quot;https://www.gameinformer.com/preview/2024/03/05/early-access-roadmap-and-cerims-crucible-endgame-content&quot;&gt;Early Access roadmap and endgame content of No Rest for the Wicked&lt;/a&gt;, and then check out more than 25 minutes of the game in our &lt;a href=&quot;https://www.gameinformer.com/ngt/2024/03/01/no-rest-for-the-wicked-new-gameplay-today&quot;&gt;No Rest for the Wicked New Gameplay Today&lt;/a&gt;. &lt;/p&gt; &lt;p&gt;You can learn even more about No Rest for the Wicked by checking out our features and videos rolling out over the coming weeks in our exclusive coverage hub below. &lt;/p&gt; Wed, 13 Mar 2024 13:45:00 CDT Wesley LeBlanc 122264 Overwatch Actress Anjali Bhimani Talks Symmetra, D&D, and Making Art For Herself https://www.gameinformer.com/interview/2024/03/11/overwatch-actress-anjali-bhimani-talks-symmetra-dd-and-making-art-for-herself &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/11/215e9fdb/anjali_bhimani_landscape.jpg&quot; width=&quot;800&quot; height=&quot;452&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;From theater productions on and off Broadway to TV shows like &lt;em&gt;Ms. Marvel&lt;/em&gt;, actress Anjali Bhimani has done a bit of everything, but readers of &lt;em&gt;Game Informer&lt;/em&gt; most likely recognize her work voice acting in video games. She&#039;s best known as Symmetra in Overwatch, which is a game role many young voice actors would strive their entire careers to get. Bhimani lucked out; it was the first time she ever acted in a game.&lt;/p&gt; &lt;p&gt;&quot;All I knew is I&#039;m doing the new game for Blizzard,&quot; Bhimani says. &quot;And I knew that Blizzard was, you know, no slouch. They&#039;ve done a lot of really cool things before, so chances were this was gonna be really cool. But I had no idea. I don&#039;t think anyone really did.&quot;&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/11/5b584dc3/symmetra-00.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; Symmetra in Overwatch &lt;p&gt;While Symmetra was originally crafted by a room of writers, Bhimani does say there was an element of collaboration between her and the creative team as they figured out Symmetra&#039;s voice. She likened it to her time in theater – the early sessions spent building the character were like a rehearsal period. Months later, when the game launched, it was like opening night.&lt;/p&gt; &lt;p&gt;The rest is history. Overwatch became a huge success, thanks in large part to its colorful cast of now-iconic characters voiced by excellent voice talent. Bhimani found a lot of success in this niche, but why did it take her two decades to enter the scene in the first place?&lt;/p&gt; &lt;p&gt;&quot;I was a gamer from a very early age,&quot; she recalls. &quot;And then there was a period of time that I refer to as &#039;the dark days of gaming&#039; when I was like, &#039;I should be more serious and not into games.&#039; I don&#039;t know why I ever did that.&quot; &lt;/p&gt; &lt;p&gt;Overwatch&#039;s reception from its newfound massive community encouraged Bhimani to engage with the medium in earnest again. Since then, she&#039;s been able to appear in all sorts of games, including Apex Legends (where she plays Rampart) and NPCs in Marvel&#039;s Spider-Man 2, Starfield, and Diablo IV.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/11/197b0445/candela_obscura_vassal_veil_episode_1_the_cold_embrace_3-1-2_screenshot.png&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; Bhimani volunteers to roll during an episode of Candela Obscura &lt;p&gt;This re-entry into the world of games wasn&#039;t limited to the screen, however. After encountering Critical Role stars Matt Mercer and Marisha Ray at an Overwatch meetup, Bhimani professed her love for Dungeons &amp;amp; Dragons, which she&#039;d played as a child. She did a rundown of her history for me, as well.&lt;/p&gt; &lt;p&gt;&quot;My brother, in one of his many moments of genius, gifted me a basic set when I was eight, and I fell in love with it,&quot; she tells me. &quot;So I did the first, like, solo adventure in the book. And I was like, &#039;Wait, that&#039;s it? I need more. I want to do more.&#039; So I bogarted his second edition books, devoured them, [and] started playing with friends in school. And that was pretty much that; it was it off to the races, you know? We would play as often as we could.&quot;&lt;/p&gt; &lt;p&gt;Post-high school it was harder for her to find a group, especially in an era where the game wasn&#039;t as mainstream as it is now. But upon meeting and befriending Mercer and Ray, Bhimani had found a group to play with again, eventually collaborating with them years later. Her return to tabletop RPGs was just like her return to video games in two ways: she returned as a performer, doing actual play one-shots and miniseries, and now that she was back, she wondered why she ever stopped playing in the first place.&lt;/p&gt; &lt;p&gt;After a few years playing at tables for both &lt;a href=&quot;https://www.youtube.com/watch?v=V5uaLTXnGP0&quot;&gt;Critical Role&lt;/a&gt; and &lt;a href=&quot;https://www.dropout.tv/dimension-20-the-ravening-war&quot;&gt;Dimension 20&lt;/a&gt;, two of the biggest D&amp;amp;D shows out there, Bhimani and some colleagues made the move to start their own show: &lt;a href=&quot;https://www.desiquest.com&quot;&gt;DesiQuest&lt;/a&gt;. It&#039;s a simple concept: a story set in a South Asian-inspired fantasy world told by an entirely South Asian cast. Bhimani says she first heard the pitch from Jasmine Bhullar, a dungeon master in the space, years before the project was formally in the works.&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/11/bec76b05/desiquest_key_art.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/11/0e0f4bbe/big_uncle_energy_desiquest_episode_1_12-18_screenshot.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/11/3fc16c3c/big_uncle_energy_desiquest_episode_1_11-39_screenshot.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt;   &lt;p&gt;&quot;When I first met Jasmine, we were doing a one-shot for Critical Role, and she said, [...] &#039;You know, getting to play with another Indian person is so rare. I really wish that we could sit at the table with all Indian people and do something like that.&#039; I was like, &#039;Dude, sign me up.&#039;&quot; Unfortunately, the pandemic hit, and the project was put on hold. A few years later, she was contacted by producers Sandeep Parikh and Anand Shah to see if she would be interested in joining the project. &quot;They were starting to pitch it to me,&quot; Bhimani laughs. &quot;And I was like, &#039;Oh, I said yes to this years ago before you got involved, like yeah, let&#039;s go.&#039;&quot;&lt;/p&gt; &lt;p&gt;All of these recent projects create a bit of a theme with Bhimani&#039;s recent career, and it&#039;s one she&#039;s well aware of. She says in recent years, she&#039;s learned to ask herself, &quot;Hey, are you creating art just because it&#039;s what other people want, or are you creating what you want to be creating?&quot;&lt;/p&gt; &lt;p&gt;&quot;It&#039;s a weird conundrum to be,&quot; she continues. &quot;There&#039;s this weird paradox. Because on one hand, you have to create things that you want to create, regardless of what other people think. But on the other hand, you also want to create things that people are actually going to see and take in and enjoy. &lt;/p&gt; &lt;p&gt;&quot;I think the inspiration to create something is so pure, and [you should find] a way to make sure that, while you are making it for other people, you are not molding it into a shape just because you think that&#039;s what they want to see.&quot;&lt;/p&gt; Mon, 11 Mar 2024 16:05:00 CDT Charles Harte 122249 Final Fantasy XVI: Lessons Learned, Clive's Reception, Loose Ends, And More With Naoki Yoshida https://www.gameinformer.com/exclusive-interview/2024/03/11/final-fantasy-xvi-lessons-learned-clives-reception-loose-ends-and &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2023/05/15/5bef4504/yoshida_2.jpg&quot; width=&quot;800&quot; height=&quot;535&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Final Fantasy XVI exclusively hit PlayStation 5 last June, and as its one-year anniversary approaches in just a few months, with a second DLC out this spring centered around the Leviathan Eikon called The Rising Tide, I spoke to producer Naoki Yoshida and DLC director Takeo Kujiraoka about the game&#039;s reception, Clive Rosfield as a protagonist, loose ends, and more. &lt;/p&gt; &lt;p&gt;You can read my &lt;a href=&quot;https://www.gameinformer.com/preview/2024/03/06/dlc-dose-of-leviathan&quot;&gt;exclusive preview of The Rising Tide DLC here&lt;/a&gt;, and I&#039;ve got a story about how you shouldn&#039;t expect more DLC &lt;a href=&quot;https://www.gameinformer.com/news/2024/03/06/final-fantasy-xvi-the-possibility-of-more-dlc-is-not-zero-but-you-really-shouldnt&quot;&gt;here&lt;/a&gt; and another about the lastest update to the PC version&#039;s development &lt;a href=&quot;https://www.gameinformer.com/news/2024/03/06/final-fantasy-xvi-pc-version-in-final-stages-of-optimization-expect-a-demo-before&quot;&gt;here&lt;/a&gt;, too. Below, however, is my retrospective discussion about Final Fantasy XVI with Yoshida and Kujiraoka. &lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/-qk4TDTo0-E&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;h2&gt;Looking Back At Final Fantasy XVI, Nine Months Later&lt;/h2&gt; &lt;p&gt;&lt;strong&gt;&lt;em&gt;Game Informer&#039;s &lt;/em&gt;Wesley LeBlanc: How do you feel about Clive as a protagonist? I ask because I think he&#039;s quickly climbed the ranks of Final Fantasy protagonists for fans – people love Clive! Did you expect him to land in the Final Fantasy community as well as he did?&lt;/strong&gt;&lt;strong&gt; &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;Naoki Yoshida&lt;/b&gt;: First and foremost, when we saw the reception and comments from fans about Clive as a character and a person, some people actually saw themselves as Clive. And seeing that kind of reception as the development team, we were extremely happy. &lt;/p&gt; &lt;p&gt;While writing the story for Final Fantasy XVI, we wanted to make it about Clive Rosfield [...] and his life. We wanted to make sure that we depict the beginning to end of his life and story. And it&#039;s not just the story – there&#039;s also how we battles, how he talks with people, Clive jumping around, and also, Clive being free. So if you take all of that and compile it together, looking back at it, I think 80 percent of the development resources were spent on Clive. So obviously, for us as the development team, we really love him. &lt;/p&gt; &lt;p&gt;But at the same time, we were a bit concerned with how he looked toward the beginning because he&#039;s not really the flashiest; he has a rather darker tone of clothing because he&#039;s supposed to blend in with an assassination team, and he does a dirty job, too. We wanted that reflected in the visuals of how he looked. We felt like it would probably be a 50-50 chance of him being popular with the fans or not. But it turns out, the fans do like him so that&#039;s really great to see. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/06/bc9ff1e3/yoshida.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; Naoki Yoshida &lt;p&gt;&lt;strong&gt;&lt;em&gt;Game Informer&lt;/em&gt;&lt;/strong&gt;: &lt;strong&gt;What&#039;s the biggest lesson learned from developing Final Fantasy XVI?&lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;b&gt;Yoshida&lt;/b&gt;: The biggest learning experience the team got was that for Final Fantasy XVI, the PlayStation 5 was the first console release for it. And because of that, we had the opportunity to create the game with top quality graphics and not just for the world, but the characters, the environment, everything was top notch. What that meant was we had to think and make sure we were maintaining that high quality while reaching milestones on time. We didn&#039;t want to drag on development for too long, so we wanted to make sure we weren&#039;t being too slow with development. And to maintain that balance, we were kind of in the dark in the beginning because we didn&#039;t have prior experience with the PS5 platform before. &lt;/p&gt; &lt;p&gt;We were able to take Final Fantasy XVI to the finish line in the end, but getting there was, not a constant – not a struggle – but a constant battle of trying to maintain the high quality and the development timeline at the same time. So in essence, it was a challenge; it was very difficult to deal with during development, but it was also fun – the experience of dealing with the cutting-edge and new technology of the PS5.  &lt;/p&gt; &lt;p&gt;As a director, I think that&#039;s something that can be taken to our next project. It&#039;s not really something we learned because of it being a mainline Final Fantasy game or because it was an action game – it was really more to do with the technology and how big the scale of the title was. &lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/_zUKx44AQXA&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;&lt;strong&gt;Takeo Kujiraoka&lt;/strong&gt;: As you know, this applies for both the DLC and the main game [and as Yoshida mentioned earlier], there were a lot of areas we were kind of in the dark, in a process of figuring out a lot of things. As it went on, each of the development team members were able to coordinate communication with each other closely and we did our best to ensure that we delivered the highest quality possible. So being able to do that in such a short span of time, I think was a great learning experience for us. &lt;/p&gt; &lt;p&gt;Separate from that, I have a bit more of a personal opinion as a game designer [&lt;strong&gt;Editor&#039;s Note&lt;/strong&gt;: Kujiraoka led development on the Eikon battles throughout the base game]. In a lot of ways, it was kind of outlandish [because we were able to] spend a lot of costs and resources on Final Fantasy XVI that would be unimaginable for any other normal video game title. I was able to go all out with that. In a kind of sentiment of what I mentioned earlier, [I learned a lot] in terms of how to make our development efficient and speed up the process while maintaining quality. That&#039;s obviously very useful positive insight that I can utilize for our next project. &lt;/p&gt; &lt;p&gt;There&#039;s also the reception and reaction we received from the fans doing something so big and outlandish [in battles]. I think those kinds of things are definitely something that can be fed into our next project.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/06/7b507583/kujiraoka.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; Takeo Kujiraoka &lt;p&gt;&lt;strong&gt;&lt;em&gt;Game Informer&lt;/em&gt;&lt;/strong&gt;: &lt;strong&gt;If The Rising Tide is presumably the last piece of Final Fantasy XVI content players can expect, how do you both feel about the game coming to a close? Are there any loose ends you wanted to address but couldn&#039;t? &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Yoshida&lt;/strong&gt;: During development of Final Fantasy XVI, there were a lot of challenges the development team took on [to develop] the newest mainline title of Final Fantasy. Naturally, that came with a lot of, I don&#039;t want to say &quot;struggles,&quot; but there were some difficult times during development. There were some elements we weren&#039;t too sure of, but after release, we saw that many people played the game, fortunately. Like you mentioned earlier, a lot of fans from the community love Clive Rosfield as well, and the reception of the game went really well. So, as a team, I feel that we kind of did what we can and I think we are content with what we achieved. &lt;/p&gt; &lt;p&gt;We are keen to take our learnings and the experience we got from developing Final Fantasy XVI to the new title, the new project that we will create as Creative Business Unit III. I think there are going to be Creative Business Unit III tastes inherited into that next project as well. We want our players to look forward to our new projects. &lt;/p&gt; &lt;p&gt;&lt;strong&gt;Kujiraoka&lt;/strong&gt;: I want to echo what Yoshida mentioned. With Final Fantasy XVI, we took upon ourselves a lot of new challenges for this title. To name a few, we had to make sure that every element of the game meshed well with the scenario and the narrative; it was going to be the first full-action game [in the mainline Final Fantasy series]; and there&#039;s going to be a lot of Eikons that move around in a way that hasn&#039;t been depicted in past Final Fantasy games. Everything was new for us. &lt;/p&gt; &lt;p&gt;It&#039;s been almost a year since the full release of the game and we are aware of comments from players mentioning what they felt Final Fantasy XVI was lacking in certain areas. While I agree with those sentiments, at the same time, I think that it&#039;s very meaningful for me and for the team that we got to experience and create this game together and really put our say out into the world and receive all these positive sentiments as well from our players. &lt;/p&gt; &lt;p&gt;For those who experienced Final Fantasy XVI and enjoyed it, I want to extend my sincere gratitude to them. I am looking forward to taking what I learned from Final Fantasy XVI and contributing to our next project. &lt;/p&gt; &lt;p&gt;For plenty more about the game, head to &lt;a href=&quot;https://www.gameinformer.com/FFXVI&quot;&gt;&lt;em&gt;Game Informer&#039;s &lt;/em&gt;Final Fantasy XVI coverage hub&lt;/a&gt; for exclusive behind-the-scenes features, video interviews, and more. Read &lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-xvi/victory-in-the-land-of-gods-and-monsters&quot;&gt;&lt;em&gt;Game Informer&#039;s &lt;/em&gt;Final Fantasy XVI review&lt;/a&gt; after that.  &lt;/p&gt; Mon, 11 Mar 2024 10:30:00 CDT Wesley LeBlanc 122216 TMNT Co-creator Kevin Eastman On Why The Last Ronin Is Being Made Into A Game https://www.gameinformer.com/exclusive-interview/2024/03/05/tmnt-co-creator-kevin-eastman-on-why-the-last-ronin-is-being-made &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/21/52cf3e5f/thelastronin.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Teenage Mutant Ninja Turtles: The Last Ronin&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;In 1987, Teenage Mutant Ninja Turtles creators Kevin Eastman and Peter Laird developed a storyline for their creation that never came to fruition. Titled &quot;The Last Ronin,&quot; Eastman and Laird envisioned it as the final Turtles story set 30 years in the future. While Eastman and Laird never got around to creating that storyline in the original run of their comics under their company Mirage Studios, the idea stuck with Eastman through the years, and decades later, as part of the franchise&#039;s new life with IDW Publishing, he worked with his longtime collaborator Tom Waltz to bring the idea to the pages of a five-issue miniseries that ran from 2020 to 2022.&lt;/p&gt; &lt;p&gt;The story is bleak and gritty, establishing a universe where the four beloved brothers have been taken out one by one. It&#039;s set in an alternate future where New York has been ravaged by constant battles under the thumb of the fascist grandson of the Shredder, Oroku Hiroto. The last remaining Turtle, bearing the weapons of all four, goes on a quest to avenge his fallen brothers against Hiroto.&lt;/p&gt; &lt;p&gt;One of the central mysteries surrounding the storyline is in regards to which of the brothers is the sole survivor. As the miniseries ended in 2022, the answer is obviously readily available on the internet, but we won&#039;t spoil that here, even though we don&#039;t know if the game will follow the same path as the comic&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/21/91d147a2/lastronin.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;&lt;em&gt;The Last Ronin&lt;/em&gt; was a surprise success and, according to Eastman, brought in fans of the franchise from all eras and walks of life. &quot;It just opened up like a Pandora&#039;s Box of a lot of original fans finding it or maybe fans that were fans back in the day but have not picked up a Turtle thing in years were coming back to it,&quot; he says. &quot;It just had the snowball effect that people that have never read Turtles or even some of the kids that were introduced to the Turtles in the 2012 series [...] but have grown past that middle part of the animated series, but they still liked the Turtles but were looking for something older and edgier. It was just right place, right time, and it just clicked and jammed and worked, and we were all like, &#039;Wow!&#039;&quot;&lt;/p&gt; &lt;p&gt;Paramount, which now owns the TMNT franchise, wanted to capitalize on the success and acclaim of &lt;em&gt;The Last Ronin &lt;/em&gt;by taking it multimedia, but concerns emerged about conflicting with the 2023 &lt;i&gt;Teenage Mutant Ninja Turtles: Mutant Mayhem &lt;/i&gt;film. &quot;It was such a clever idea by Paramount and Nickelodeon in the surprising success of &lt;i&gt;The Last Ronin&lt;/i&gt;,&quot; Eastman says. &quot;They were already well down the road with the incredible &lt;em&gt;Mutant Mayhem&lt;/em&gt; project and everything they wanted to do there, and they said, &#039;We&#039;d love to do something with &lt;em&gt;The Last Ronin&lt;/em&gt;, but we don&#039;t want to battle each other and take away from [&lt;em&gt;Mutant Mayhem&lt;/em&gt;].&#039; I&#039;d describe &lt;em&gt;Mutant Mayhem&lt;/em&gt; as a kids-of-all-ages movie, much like the first Turtle movie that Steve Barron and Jim Henson did. [Paramount] said, &#039;Let&#039;s go and adapt it as a video game because we can give it all the edge and all the attitude and intensity that you did in the comic series and even go a bit deeper.&#039;&quot;&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/nx2ixJFWXcg&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;Officially &lt;a href=&quot;https://www.gameinformer.com/2023/08/11/teenage-mutant-ninja-turtles-the-last-ronin-officially-revealed-through-teaser-trailer&quot;&gt;revealed in 2023&lt;/a&gt; through a cryptic teaser trailer, we know very little about TMNT: The Last Ronin. However, we do know that it is being developed by Black Forest Games and published by THQ Nordic for PS5, Xbox Series X/S, and PC. While Eastman readily admits he&#039;s not the biggest gamer, he had a hand in many of the early games that many consider the pinnacle of the TMNT franchise in video games and is working with the developers on this title. When I ask him how TMNT: The Last Ronin is coming along, he&#039;s not ready to spill any details, but he&#039;s definitely positive about how the game is coming together.&lt;/p&gt; &lt;p&gt;&quot;Everything I&#039;ve seen – we&#039;ve been interacting with the development crew – and it looks like some of the sets and some of the characters have literally walked right off the pages of the comic,&quot; Eastman says. &quot;So beautiful. So fantastic. And so pretty much every fan of &lt;em&gt;Last Ronin&lt;/em&gt; that I&#039;ve talked to is really, seriously pumped, like, &#039;We get to have an older version of the Turtles just for us as a video game!&#039;&quot;&lt;/p&gt; &lt;p&gt;Closing out my conversation with Eastman, which was largely focused on the history of the TMNT video games, the co-creator once again circles back to how impressed he is with the progress of TMNT: The Last Ronin, but through the lens of the last several decades of video games. &quot;Adapting &lt;em&gt;The Last Ronin&lt;/em&gt; as a video game using the latest and the greatest artisans and writers and coders and technologies, it&#039;s great to see the Turtles being able to adapt into that,&quot; he says. &quot;And if it&#039;s done the way we all hope and the way it&#039;s taking shape, then I think we&#039;ll get to play in this arena for a long time to come, and that&#039;s up to the fans to decide. We&#039;re going to do the best job we can and hope for the best.&quot;&lt;/p&gt; &lt;p&gt;If you&#039;d like to read more from Eastman and others involved with the Teenage Mutant Ninja Turtles video games over the years, be sure to check out the new issue of &lt;em&gt;Game Informer&lt;/em&gt;, which includes a huge feature on the history of TMNT within video games. TMNT: The Last Ronin &lt;a href=&quot;https://www.gameinformer.com/2023/08/11/teenage-mutant-ninja-turtles-the-last-ronin-officially-revealed-through-teaser-trailer&quot;&gt;was officially revealed in 2023&lt;/a&gt; and does not currently have a release window. However, we do know that it is slated to come to PS5, Xbox Series X/S, and PC. &lt;/p&gt; &lt;p&gt;If you’d like to prepare for this game by reading the source material, &lt;em&gt;TMNT: The Last Ronin&lt;/em&gt; is on sale now through IDW Publishing, and &lt;em&gt;TMNT: The Last Ronin II - Re-Evolution&lt;/em&gt; issue #1 is available this week.&lt;/p&gt; Tue, 05 Mar 2024 12:45:00 CST Brian Shea 122109 Game Informer's Top Scoring Reviews Of 2024 https://www.gameinformer.com/TopReviews2024 &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/06/dcc19220/gami_topreviews2024.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Each year, the &lt;em&gt;Game Informer &lt;/em&gt;staff reviews a ton of games, but only a select few earn the highest scores. While you can find our full list of reviews here, we know that some people are just looking for the best of the best, so we&#039;ve gathered our top-scoring reviews of 2024 right here. Whether you&#039;re talking hotly anticipated blockbusters like Final Fantasy VII Rebirth and Like a Dragon: Infinite Wealth or surprise hits like Helldivers 2 and Balatro, we have you covered with all the must-play games we&#039;ve reviewed in 2024. &lt;/p&gt; &lt;p&gt;Be sure to bookmark this page and check back frequently, as we&#039;ll continue updating this page as more titles earn review scores on the top end of our review scale!&lt;/p&gt; 9.5 &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/02/21/68857c88/balatro.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/balatro&quot; hreflang=&quot;en&quot;&gt;Balatro&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Balatro is an engrossing and entertaining deckbuilding roguelike and one of the best games of the year. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/balatro/a-winning-hand&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC, iOS, Android&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; February 20, 2024 (PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC), TBA (iOS, Android) &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2023/06/19/94620383/princeofpersiatlc.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/prince-of-persia-the-lost-crown&quot; hreflang=&quot;en&quot;&gt;Prince of Persia: The Lost Crown&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Gameplay is king, and this Prince of Persia understands that. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/prince-of-persia-the-lost-crown/a-royal-resurgence&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; January 18, 2024&lt;/p&gt; 9 &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2023/05/25/9025d17c/animalwell.jpeg&quot; width=&quot;150&quot; height=&quot;150&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/animal-well&quot; hreflang=&quot;en&quot;&gt;Animal Well&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Teeming with life, secrets, and charm that surprise and delight, Animal Well held my full, undivided attention. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/animal-well/a-masterclass-in-environmental-design&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, Switch, PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; May 9, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/01/15/208a5b7f/aswr2.jpg&quot; width=&quot;150&quot; height=&quot;214&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/asgards-wrath-2&quot; hreflang=&quot;en&quot;&gt;Asgard&#039;s Wrath 2&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;As the showcase piece for the Meta Quest 3, Asgard&#039;s Wrath 2 stands out in a sea of virtual reality titles available on the market today, offering an experience rarely seen in the medium. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/asgards-wrath-2/worthy-of-the-gods&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; Quest 3, Quest 2&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; December 15, 2023&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/03/22/db35d82a/childrenofthesun.jpeg&quot; width=&quot;150&quot; height=&quot;150&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/children-of-the-sun&quot; hreflang=&quot;en&quot;&gt;Children of the Sun&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Children of the Sun is a prime example of an experience born from a straightforward premise and then iterated for the right amount of time before it loses its charm. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/children-of-the-sun/spot-on&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; April 9, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2023/12/01/16650073/dragonsdogma2.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/dragons-dogma-2&quot; hreflang=&quot;en&quot;&gt;Dragon&#039;s Dogma 2&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Dragon’s Dogma 2 captures the spirit of the original without sanding down the edges of what made it excellent. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/dragons-dogma-2/on-the-shoulders-of-giants&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, Xbox Series X/S, PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; March 22, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2023/05/25/936f76b6/helldivers2.jpg&quot; width=&quot;150&quot; height=&quot;150&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/helldivers-2&quot; hreflang=&quot;en&quot;&gt;Helldivers 2&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Helldivers 2 swaps the top-down perspective for third-person while maintaining the frenetic, ballistic loop of crash-landing on hostile planets, completing difficult missions, and extracting against all odds. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/helldivers-2/bullet-heaven&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; February 8, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/05/07/280d1d37/with-my-past.jpg&quot; width=&quot;150&quot; height=&quot;188&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/with-my-past&quot; hreflang=&quot;en&quot;&gt;With My Past&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;With few misses, With My Past is an impressive reminder of the power of games and how savvy developers can blend storytelling into how we play. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/with-my-past/puzzle-therapy&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; May 7, 2024&lt;/p&gt; 8.75 &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/02/12/a4547253/botanymanor.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/botany-manor&quot; hreflang=&quot;en&quot;&gt;Botany Manor&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;You don&#039;t need a green thumb to enjoy Botany Manor&#039;s clever puzzle-solving and serene, whimsical atmosphere. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/botany-manor/in-bloom&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; Xbox Series X/S, Xbox One, Switch, PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; April 9, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2023/08/24/e2e7b58e/p3reload.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/persona-3-reload&quot; hreflang=&quot;en&quot;&gt;Persona 3 Reload&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Even with some outdated and repetitive elements inherited through the 18-year-old structure of the original, Persona 3 Reload is one of the best entries in one of the most acclaimed modern role-playing franchises in video games. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/persona-3-reload/into-the-light&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; February 2, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/01/31/483f111b/stellarblade.jpg&quot; width=&quot;150&quot; height=&quot;150&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/stellar-blade&quot; hreflang=&quot;en&quot;&gt;Stellar Blade&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Shift Up&#039;s lengthy adventure makes no bones about a provocative approach to sex and violence, but it&#039;s the top-notch action that is the real draw. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/stellar-blade/more-than-a-pretty-face&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; April 26, 2024&lt;/p&gt; 8.5 &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/01/05/7110723e/aceattorneytrilogy.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/apollo-justice-ace-attorney-trilogy&quot; hreflang=&quot;en&quot;&gt;Apollo Justice: Ace Attorney Trilogy&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Apollo Justice: Ace Attorney Trilogy succeeds with everything it sets out to do, bringing three great games to modern consoles in their most approachable forms to date. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/apollo-justice-ace-attorney-trilogy/doing-ace-attorney-justice&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 4, Xbox One, Switch, PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; January 25, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2023/12/01/1227f309/ffviirebirth.jpg&quot; width=&quot;150&quot; height=&quot;200&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/final-fantasy-vii-rebirth&quot; hreflang=&quot;en&quot;&gt;Final Fantasy VII Rebirth&lt;/a&gt; &lt;/h2&gt; &lt;p&gt; &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; February 29, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2023/09/20/8454640e/ladinfinitewealth.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/like-a-dragon-infinite-wealth&quot; hreflang=&quot;en&quot;&gt;Like A Dragon: Infinite Wealth&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Parts of Infinite Wealth are the best in the entire series, a new watermark going forward. And some are the worst. It&#039;s complicated.   &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/like-a-dragon-infinite-wealth/passing-the-torch&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; January 26, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/03/15/e02aaac1/mlbtheshow24.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/mlb-the-show-24&quot; hreflang=&quot;en&quot;&gt;MLB The Show 24&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;While it isn’t a hyper-creative leap forward, MLB The Show 24 finds a new swing by tethering style and strategy to baseball’s fundamentals. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/mlb-the-show-24/breaking-barriers&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; March 19, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/02/09/8856b810/unicornoverlord.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/unicorn-overlord&quot; hreflang=&quot;en&quot;&gt;Unicorn Overlord&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;Vanillaware&#039;s tactical RPG is a rewarding high fantasy epic, and minor frustrations in the late-game battles aren&#039;t enough to derail the fun. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/unicorn-overlord/tactical-superiority&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, Xbox Series X/S, PlayStation 4, Switch&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; March 8, 2024&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/review_summary_game_cover/public/2024/02/05/5d65fcf5/wwe2k24.jpg&quot; width=&quot;150&quot; height=&quot;225&quot; alt=&quot;&quot; typeof=&quot;Image&quot; class=&quot;image-style-review-summary-game-cover&quot; /&gt; &lt;h2&gt;&lt;a href=&quot;https://www.gameinformer.com/product/wwe-2k24&quot; hreflang=&quot;en&quot;&gt;WWE 2K24&lt;/a&gt; &lt;/h2&gt; &lt;p&gt;2K&#039;s yearly WWE offering may not bowl over diehard players in the broad sense, but its incremental updates and continued polish make it the strongest contender since the franchise&#039;s comeback. &lt;em&gt;&lt;a href=&quot;https://www.gameinformer.com/review/wwe-2k24/another-strong-push&quot; hreflang=&quot;en&quot;&gt;Read review&lt;/a&gt;&lt;/em&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Platforms:&lt;/strong&gt; PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC&lt;br /&gt;&lt;strong&gt;Release Date:&lt;/strong&gt; March 8, 2024&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;p&gt;For more of our top reviews from recent years, head to the links below.&lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/topreviews2023&quot;&gt;2023&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/topreviews2022&quot;&gt;2022&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/topreviews2021&quot;&gt;2021&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/topreviews2020&quot;&gt;2020&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/2019/07/06/game-informers-top-scoring-reviews-of-2019&quot;&gt;2019&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/2018/12/30/game-informers-top-scoring-reviews-of-2018&quot;&gt;2018&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/b/features/archive/2018/01/03/game-informer-39-s-top-scoring-game-reviews-of-2017.aspx&quot;&gt;2017&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/b/features/archive/2016/12/31/game-informer-top-scoring-game-reviews-of-2016.aspx&quot;&gt;2016&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/b/features/archive/2015/12/26/game-informers-top-scoring-game-reviews-of-2015.aspx&quot;&gt;2015&lt;/a&gt;&lt;/li&gt; &lt;li&gt;&lt;a href=&quot;https://www.gameinformer.com/b/features/archive/2015/01/15/game-informers-top-scoring-game-reviews-of-2014.aspx&quot;&gt;2014&lt;/a&gt;&lt;/li&gt; &lt;/ul&gt; Fri, 01 Mar 2024 12:00:00 CST Game Informer Editorial 122006 No Rest For The Wicked | New Gameplay Today https://www.gameinformer.com/ngt/2024/03/01/no-rest-for-the-wicked-new-gameplay-today &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/29/809bcb0d/ngt_nrftw_yt.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;No Rest For The Wicked New Gameplay Today Game Informer Moon Studios action RPG Early Access&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;While the easy layup might have been a third game in the amazing Ori series, developer Moon Studios&#039; next game after 2020&#039;s &lt;a href=&quot;https://www.gameinformer.com/review/ori-and-the-will-of-the-wisps/ori-and-the-will-of-the-wisps-review-even-better-than-the&quot;&gt;Ori and the Will of the Wisps&lt;/a&gt; is an isometric action-RPG called &lt;a href=&quot;https://www.gameinformer.com/the-game-awards-2023/2023/12/07/ori-team-moon-studios-reveals-action-rpg-no-rest-for-the-wicked&quot;&gt;No Rest For The Wicked&lt;/a&gt;. It&#039;s the game adorning our upcoming issue of&amp;nbsp;&lt;em&gt;Game Informer&lt;/em&gt;, but before our exclusive details for that drop, hosts Wesley LeBlanc and Marcus Stewart previewed a pre-Early Access build of the game&#039;s opening hour or so.&amp;nbsp;&lt;/p&gt; &lt;p&gt;In it, Wesley explores a medieval coast, gets slaughtered a few times by some tough opponents, saves a blacksmith in trouble, and takes on the game&#039;s first boss, all while the two discuss their overall thoughts on Moon&#039;s pivot to this new genre.&amp;nbsp;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Check it out in the No Rest For The Wicked New Gameplay Today below&lt;/strong&gt;:&amp;nbsp;&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/_6cRdhg9ILk&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;Head over to&amp;nbsp;&lt;em&gt;Game Informer&#039;s&amp;nbsp;&lt;/em&gt;&lt;a href=&quot;https://www.youtube.com/gameinformer&quot; target=&quot;_blank&quot;&gt;YouTube channel&lt;/a&gt;&amp;nbsp;for more previews, reviews, and discussions of new and upcoming games. Watch other episodes of&amp;nbsp;&lt;em&gt;New Gameplay Today&lt;/em&gt;&amp;nbsp;&lt;a href=&quot;https://www.gameinformer.com/ngt&quot; target=&quot;_blank&quot;&gt;right here.&lt;/a&gt;&lt;/p&gt; Fri, 01 Mar 2024 11:25:02 CST Wesley LeBlanc 122179 Cover Reveal – No Rest For The Wicked https://www.gameinformer.com/cover-reveal/2024/03/01/cover-reveal-no-rest-for-the-wicked &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/29/9511ebe4/364_reveal_webhero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Moon Studios cemented itself as a premier upstart studio thanks to its stellar work on Ori and the Blind Forest and Ori and the Will of the Wisps. The team is parlaying that success and experience to craft a dramatically different project it&#039;s been dreaming about for years: No Rest for the Wicked. This dark fantasy action RPG combines influences from a variety of genres, from ARPGs like Diablo to the difficulty and thoughtful combat of Dark Souls, to the town-building of Animal Crossing, and more.&lt;/p&gt; &lt;p&gt;We traveled to Vienna, Austria, to visit the home (and Moon&#039;s de facto headquarters) of co-founder Thomas Mahler. Joined by Moon&#039;s other co-founder and CEO, Gennadiy Korol, we went hands-on with No Rest for the Wicked and filled 12 pages with our impressions and exclusive details about the game&#039;s town-building and social features, endgame content, and early access roadmap. We also picked the brains of the two figureheads to learn how the project game to be, what to expect, as well as background on Moon&#039;s history.&lt;/p&gt; &lt;p&gt;Here&#039;s a closer look at this month&#039;s cover.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/2024/02/29/a7919394/364.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; /&gt; &lt;p&gt;Issue 364 also includes other great features, such as an eight-page deep-dive on the video game history of Teenage Mutant Ninja Turtles. 2024 marks the 50th anniversary of Dungeons &amp;amp; Dragons, so we have a retrospective of the role-playing game&#039;s colossal influence on the game industry as told by developers. With the well-received launch of Like a Dragon: Infinite Wealth, we caught up with Ryu Ga Gotoku Studio head Masayoshi Yokoyama to discuss the game&#039;s themes, the growing international success of the Like a Dragon franchise, and what comes next. The issue also includes previews for upcoming titles like Indiana Jones and the Great Circle, Silent Hill 2, Death Stranding 2: On the Beach, and more.&lt;/p&gt; &lt;p&gt;You can also try to nab a &lt;em&gt;Game Informer &lt;/em&gt;Gold version of the issue. Limited to a numbered print run per issue, this premium version of &lt;em&gt;Game Informer&lt;/em&gt; isn&#039;t available for sale. To learn about places where you might be able to get a copy, check out our official &lt;a href=&quot;https://twitter.com/gameinformer&quot;&gt;Twitter&lt;/a&gt;, &lt;a href=&quot;https://www.facebook.com/officialgameinformer/&quot;&gt;Facebook&lt;/a&gt;, &lt;a href=&quot;https://www.tiktok.com/@game_informer&quot;&gt;TikTok&lt;/a&gt;, &lt;a href=&quot;https://www.instagram.com/gameinformermagazine/&quot;&gt;Instagram&lt;/a&gt;, &lt;a href=&quot;https://bsky.app/profile/gameinformer.com&quot;&gt;BlueSky&lt;/a&gt;, and &lt;a href=&quot;https://www.threads.net/@gameinformermagazine&quot;&gt;Threads&lt;/a&gt; accounts and stay tuned for more details in the coming weeks. Click &lt;a href=&quot;https://www.gameinformer.com/gold&quot;&gt;here&lt;/a&gt; to read more about &lt;em&gt;Game Informer&lt;/em&gt; Gold.&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/29/dd7ed91e/364-gold.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/29/e231ec90/364.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt;   &lt;p&gt;Print subscribers can expect their issues to arrive in the coming weeks. The &lt;a href=&quot;https://www.gameinformer.com/magazine&quot;&gt;digital edition launches on March 5&lt;/a&gt; for PC/Mac, iOS, and Google Play. Print copies will be &lt;a href=&quot;https://www.gamestop.com/search/?q=gi+magazine&amp;amp;lang=default&quot; target=&quot;_blank&quot;&gt;available for purchase in the coming weeks at GameStop&lt;/a&gt;.&lt;/p&gt; Fri, 01 Mar 2024 11:23:00 CST Marcus Stewart 122147 Final Fantasy VII Rebirth: Every Date Cloud Can Go On At The Gold Saucer https://www.gameinformer.com/video/2024/03/01/final-fantasy-vii-rebirth-every-date-cloud-can-go-on-at-the-gold-saucer &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/03/01/0feaf616/every_date_you_can_go_on_at_the_gold_saucer_ff7_rebirth.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;every date you can go on at the gold saucer&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Ahhhh love is in the air. Or maybe it&#039;s the Mako...regardless, Final Fantasy VII Rebirth is finally out on PlayStation 5 and that&#039;s something we can all celebrate. We had a great time with it – &lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open&quot;&gt;read &lt;i&gt;Game Informer&#039;s&amp;nbsp;&lt;/i&gt;Final Fantasy VII Rebirth review here&lt;/a&gt; – and one of the many reasons we enjoyed our 80-plus hours playing is because of the various relationships within the game and Cloud&#039;s party. Whether you&#039;re Team Clerith or Team Clifa, or maybe Team Cloud XIII (is that a thing?), there&#039;s plenty that will leave you satisfied.&amp;nbsp;&lt;/p&gt; &lt;p&gt;Chief among those things is the special date night that happens within the Gold Saucer. We won&#039;t spoil when it happens in the game, and we won&#039;t discuss it in detail here, but we do want to let you know that we spent dozens of hours maxing out our relationships with each party member. That means we were able to take part in all possible dates at the Gold Saucer, and we captured each for you to watch below.&amp;nbsp;&lt;/p&gt; &lt;h2&gt;Here&#039;s Every Gold Saucer Date In Final Fantasy VII Rebirth&lt;/h2&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/CLPOriBp-Ws&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;For more about the game, read&amp;nbsp;&lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open&quot;&gt;&lt;em&gt;Game Informer&#039;s&amp;nbsp;&lt;/em&gt;Final Fantasy VII Rebirth review&lt;/a&gt;, and then &lt;a href=&quot;https://www.gameinformer.com/tips-tricks/2024/02/28/the-best-side-quests-in-final-fantasy-vii-rebirth&quot;&gt;check out our guide of the best side quests in the game&lt;/a&gt;. After that, check out our &lt;a href=&quot;https://www.gameinformer.com/tips-tricks/2024/02/28/the-best-queens-blood-deck-in-final-fantasy-vii-rebirth&quot;&gt;Queen&#039;s Blood tips and tricks&lt;/a&gt; (and our best deck build), and then read about &lt;a href=&quot;https://www.gameinformer.com/tips-tricks/2024/02/28/final-fantasy-vii-rebirths-new-game-plus-explained&quot;&gt;how New Game Plus works in Final Fantasy VII Rebirth&lt;/a&gt;. That&#039;s not all, though – we also have &lt;a href=&quot;https://www.gameinformer.com/2024/02/29/ranking-final-fantasy-vii-rebirths-minigames&quot;&gt;a ranking of every minigame&lt;/a&gt; and a &lt;a href=&quot;https://www.gameinformer.com/video/2024/02/28/segway-showdown-final-fantasy-vii-vs-like-a-dragon&quot;&gt;segway showdown between Final Fantasy VII Rebirth and Like a Dragon: Infinite Wealth&lt;/a&gt;.&amp;nbsp;&lt;/p&gt; &lt;p&gt;&lt;em&gt;Who&#039;s your number one date option in Final Fantasy VII Rebirth? Let us know in the comments below!&lt;/em&gt;&lt;/p&gt; Fri, 01 Mar 2024 09:18:03 CST Wesley LeBlanc 122174 I'm Learning How To Drive And Pacific Drive Is Helping https://www.gameinformer.com/opinion/2024/02/29/im-learning-how-to-drive-and-pacific-drive-is-helping &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/29/e40df2a3/pacific_drive_1.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Pacific Drive is a game about one&#039;s relationship with their car. As you navigate a reality-bending doomsday loop, your vehicle is the only thing keeping you from impending death – if you&#039;re good enough at driving it. I&#039;ve had fun in this world speeding through the forest and grabbing glowing yellow orbs, but the car is one of the most interesting parts to me for one reason: I don&#039;t have a driver&#039;s license yet.&lt;/p&gt; &lt;p&gt;After years of procrastination and two expired temporary permits, I&#039;ve finally started learning to drive in earnest. I spent years of adulthood in the dark, and it&#039;s been fascinating to open my eyes to something that is an everyday experience for millions of people. And as much as it&#039;s opened my eyes to a new side of the real world, it&#039;s making me see video game driving in a different light, and Pacific Drive is the first instance of that.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/29/49c97f82/screenshot_232.png&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;For starters, you drive in first person, which is something I&#039;ve never tried in a game before. I typically swap to a third-person perspective as quickly as possible because it gives me a better sense of what&#039;s going on around me. The thing is, when I do that, I&#039;m basically playing as the car, not the person driving the car. Mirrors are irrelevant when you have a camera floating around to get perspective, and all you need to do to start the engine is press the gas button.&lt;/p&gt; &lt;p&gt;In Pacific Drive, you play from the driver&#039;s seat, and you have to familiarize yourself with the space. Starting the car is more than the tap of a button – you have to aim at the ignition and insert the key to start the engine, then aim at the gear shift to put the car from park into drive. You&#039;re free to exit the car at will as well, but if you leave the car on, you&#039;ll waste gas, and if you don&#039;t put it in park, it will roll down a hill. While driving, you have to physically turn your character&#039;s head to look in the mirrors to see what&#039;s behind you – I just wish it had the backup camera in my partner&#039;s Honda Accord. &lt;/p&gt; &lt;p&gt;I also have a more basic appreciation for the anatomy of a car. Granted, Pacific Drive does simplify things (I don&#039;t need a license to know a hatchback trunk door and a driver&#039;s side door don&#039;t have the same crafting recipe in real life [or a crafting recipe at all, for that matter]), but by forcing me to repair and upgrade the car by looking at its individual parts, I have a deeper understanding than I otherwise would. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/29/8408d0e5/screenshot_231.png&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;For example, an early goal has the player craft a handbrake. In order to actually put it in the car, you need to open the hood, at which point you can see a translucent image of where the handbrake will actually go once it&#039;s in the car. Seeing it highlighted at the base of the vehicle with lines connecting to each wheel was a surprise to me, partially because I had never considered how a handbrake actually works and partially because I was impressed the developers took the steps to actually illustrate the entire mechanism. It would have been much easier to just have the handbrake exist as an upgrade on a menu, but seeing where it&#039;s supposed to go and putting it there myself gave me ownership over the whole thing.&lt;/p&gt; &lt;p&gt;I&#039;m not suggesting Pacific Drive is some kind of groundbreaking car simulator, but it is more of a car simulator than I thought it would be, and now that I&#039;m learning to drive, I have a very real appreciation for the way the developers spent time to add some realism to the car and its upgrades. Going the (pun intended) extra mile in areas like this really makes Pacific Drive stand out, and it&#039;s made me far more invested in the game – and my car – than I would have been otherwise. &lt;/p&gt; &lt;p&gt;My partner walked past me as I played the other day, crafting upgrades in the garage. I pointed to the rusted sedan on the screen and proudly said, &quot;You see this? This is my car. I installed the handbrake myself.&quot;&lt;/p&gt; Thu, 29 Feb 2024 13:57:00 CST Charles Harte 122159 Ranking Final Fantasy VII Rebirth's Minigames https://www.gameinformer.com/2024/02/29/ranking-final-fantasy-vii-rebirths-minigames &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/23/d90a99bc/fort_2.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;One of the &lt;a href=&quot;https://www.gameinformer.com/preview/2023/12/20/how-square-enix-is-filling-rebirths-world-with-sidequests&quot;&gt;biggest promises the Final Fantasy VII Rebirth developers made&lt;/a&gt; in the lead-up to the game&#039;s release is that it is chockful of side content and minigames. Now that we&#039;ve spent a cumulative hundreds of hours in the vast, dense world created by Square Enix, we can confirm that they were not misleading us in the slightest; Final Fantasy VII Rebirth has a diverse and impressive list of minigames for players to spend time with during their playthrough of this second act of the Remake trilogy.&amp;nbsp;&lt;/p&gt; &lt;p&gt;While each minigame is fun in its own way, some elevate above the rest to give players something exciting to look forward to each time the diversion presents itself. We&#039;ve ranked each major minigame in Final Fantasy VII Rebirth below. If you&#039;ve had a chance to experience all the minigames that Final Fantasy VII Rebirth has to offer, be sure to sound off in the comments with your favorite side games!&lt;/p&gt; &lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt;&lt;em&gt; As you might imagine, this list contains&amp;nbsp;&lt;/em&gt;&lt;strong&gt;spoilers&lt;/strong&gt;&lt;em&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;for the minigames that are playable in Final Fantasy VII Rebirth, as well as some of the details surrounding their existence.&lt;/em&gt;&lt;/p&gt; <h2>17</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/907badbf/moogle.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Moogle Mischief</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Moogles and their mogstools exist in each region of Final Fantasy VII Rebirth, and though they grant good rewards in exchange for Moogle Medals, they still aren't the most welcomed sight during exploration. That's because these mushroom mansions play host to Moogle Mischief, a minigame where you must guide five troublemaking moogles back to the center of the field. But with the ever-increasing complexity of the field and the moogles' propensity to not go in the exact direction you're trying to shepherd them – not to mention their annoying attacks – Moogle Mischief was always a one-and-done minigame in each region.</p> </div> </div> </div> <h2>16</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/29/b5e9dcf2/glide_de_chocobo.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Glide de Chocobo</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p><span><span>Glide de Chocobo consists of a handful of obstacle courses placed throughout Cosmo Canyon. After launching off a small runway, Cloud and friends must glide through the air, using air lifts on the ground, floating fans, dives, and more to complete scored courses that yield some decent rewards. The courses themselves aren’t too difficult once you get a grasp on chocobo gliding, which is fairly slow and could feel a lot better, in our opinion. Still, it’s actually reaching these various courses that are the challenge. You’ll need to explore Cosmo Canyon’s rocky nooks and crannies to find the course runways, and we spent more time than we’d like trying to find them all. This region’s not-so-great map, which doesn’t really provide insight into the varying heights of Cosmo Canyon and its caves, doesn’t help at all. We completed these courses for the rewards but have no desire to return to them after the fact. </span></span></p> </div> </div> </div> <h2>15</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/29/b7da3a9c/cactuar_crush.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Cactuar Crush</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>By taking the standard combat of Final Fantasy VII Rebirth, Cactuar Crush barely qualifies as a minigame. However, the Corel Protorelic activity adds various wrinkles through its hundreds of cactuars. Some of the mischievous critters require you to use physical attacks, while others necessitate magic. Others make you use a distinct light and dark mechanic to vanquish the foes. It's an exciting way to build on top of one of the best parts of Final Fantasy VII Rebirth, and hitting the target scores is always a blast.</p> </div> </div> </div> <h2>14</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/29/7bc7070a/crunch_off.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Crunch-Off</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Getting challenged to a sit-up competition may not sound like a ton of fun, but Rebirth puts a unique twist that borders on a rhythm game. Hitting buttons in time with a rotating meter is simple enough, but once the inputs fade, it becomes a matter of hitting the specific button at the right time to prevent yourself from falling and wasting precious time. It's not one we felt compelled to revisit after the sidequest requiring us to compete, but we had a good enough time making Tifa do more crunches than the woman at the gym who looks up to her.</p> </div> </div> </div> <h2>13</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/bb56a066/jumpfrog.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Jumpfrog</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Transforming into a frog and competing in what boils down to a Fall Guys minigame isn't what Cloud likely thought he was getting into when they left Midgar, but as we've seen, strange things can happen when a lot of Mako is involved. With rotating pillars trying to knock you off the platform, your job is simple: survive. Time your jumps just right and avoid getting thrown off the platform, and you win. It's not bad in any way – in fact, it's quite fun – but its simple gameplay causes it to fall just short of the other minigames within Final Fantasy VII Rebirth.</p> </div> </div> </div> <h2>12</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/571dd079/pirate.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Pirate&#039;s Rampage</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Your typical shooting gallery, Pirate's Rampage gives you a concept anyone can understand: shoot the targets before they disappear to rack up as many points as possible. As a first-person shooting minigame, it gives you plenty of interesting cardboard targets and challenging paths to blast through. The controls are slightly different than most first-person shooter players are probably used to, but thankfully, you can decide if you'd prefer to use the right or left stick to aim, which helps seasoned shooting fans succeed.</p> </div> </div> </div> <h2>11</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/567f4ba1/run_wild.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Run Wild</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Animal soccer is the name of the game in this Costa del Sol activity. At the most basic level, you control Red XIII in the effort of shooting balls into nets. But as you play more, different obstacles and objectives emerge, requiring you to think fast as you start pushing specific balls into specific goals, and certain obstacles make you use different shot types to circumvent. Run Wild may fall short of an experience like Rocket League, but as a diversion from the meat of the Final Fantasy VII Rebirth adventure, it succeeds.</p> </div> </div> </div> <h2>10</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/29/2c77d336/dolphin_show.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Dolphin Show</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p><span><span>Who doesn’t love dolphins? And even more, who doesn’t love riding dolphins? That’s something totally normal to do, right? Especially while swimming through beach balls and jumping off of wooden ramps! Well, Dolphin Show lets Cloud live out his dolphin trainer dreams through an obstacle course where he’s tasked with reaching either Rank I, II, or III for a few prizes. The course stays the same each time, so with diligent practice, getting the highest rank (and best prize) shouldn’t take you too long. And the course is quick with a focus on completing it as fast as possible. Simply dodge moving buoys, hit beach balls to increase speed, and launch off ramps for some extra air time. All you really need to do is drift with L2 around tight corners and guide Cloud’s dolphin to the finish line with the sticks. It’s like an easier, more aquatic version of Chocobo Racing, although not nearly as fleshed out. Still, the rewards, like three Dark Matter materials, are worth the effort. </span></span></p> </div> </div> </div> <h2>9</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/2dd4fa74/desert.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Desert Rush</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Similar to Whack-a-Box from Final Fantasy VII Remake, Desert Rush in Rebirth tasks you with attacking various types of boxes in a predetermined map to score as many points as possible before the timer expires. Figuring out the correct path through the level, including destroying the key boxes to open the next area and boxes that add extra time, is incredibly satisfying. This box-breaking game was one we couldn't put down until we found the exact optimal route and secured the highest rank possible.&nbsp;</p> </div> </div> </div> <h2>8</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/a062ef11/galactic.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Galactic Saviors</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>It's been a long time since we've gotten a good Star Fox game, but Galactic Saviors helps fill the void ever so slightly. Sure, it's way more bite-sized than any full-on space combat game, but taking on waves of enemy spaceships and blasting down bosses never gets old. The gameplay even feels great despite the inability to switch to traditional flight-stick (inverted) controls. Regardless of that shortcoming, Galactic Saviors became one of our go-to destinations at the Gold Saucer.</p> </div> </div> </div> <h2>7</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/29/20c2c619/g_bike.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">G-Bike</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>G-Bike revamps the motorcycle combat players experienced within the confines of Midgar in Final Fantasy VII Remake, but in a way that you are more focused on points instead of taking down Roche, Shinra employees, and robots in the name of survival. The smooth gameplay and excellent sense of speed help elevate this transposed-from-Remake experience. It's a good thing Cloud hasn't lost his touch while on two wheels.</p> </div> </div> </div> <h2>6</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/019fbfda/3d_brawler.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">3D Brawler</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>One of the Gold Saucer's main attractions, 3D Brawler scratches the Punch-Out!! itch, as you must identify patterns in your opponent's movements, then dodge and counter to rack up damage. Though some of the movements you must interpret can be a tad ambiguous, vanquishing a challenging foe is ceaselessly satisfying, particularly since your Limit Break essentially serves as a finishing move in a fighting game. Add in the polygonal 3D visuals reminiscent of the original Final Fantasy VII character models and you have a nostalgic experience fans of Nintendo's iconic boxing franchise will enjoy.</p> </div> </div> </div> <h2>5</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/29/43a44763/gears_and_gambits.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Gears and Gambits</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>With a boss situated in the middle, you must manage three portals that can spawn elemental robots and defeat the big bad before the timer runs out. The boss enemy has an elemental weakness to allow you to strategize which robots are best at taking the target out, but it's seldom that easy in Final Fantasy VII Rebirth's minigames. On top of the main target, you must also deal with minions that the enemy spawns, each possessing distinct elemental attributes. This leads to a fun, strategic experience of managing each portal's path with a good mix of robots who can attack the boss' weakness and bots that can help defeat the minions.</p> </div> </div> </div> <h2>4</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/d6217d38/chocobo.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Chocobo Racing</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Perhaps the most well-known minigame from the original Final Fantasy VII, Chocobo Racing has essentially evolved into a full-on racing game in Final Fantasy VII Rebirth. You can take on standard races, training races, and a variety of special races. You can even compete across a long grand prix to establish yourself as the Gold Saucer's number one Chocobo Jockey. With an in-race economy of ability-enhancement balloons, armor with special attributes, and solid racing mechanics, Chocobo Racing elevates far above the iteration found in the original game.</p> </div> </div> </div> <h2>3</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/f1078149/piano.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Piano Performance</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>When Square Enix revealed that a full music minigame was in Final Fantasy VII Rebirth, many wondered how in-depth it could get. Thanks to the flexibility afforded by using the direction of the left stick to play chords and the right stick to play individual notes – not to mention button presses allowing for octave jumps – the answer is "very in-depth." The main game of Piano Performance, where you play along with the various themes within Final Fantasy VII Rebirth is a more than adequate experience, but if you truly devote yourself to learning how to tickle the ivory keys of the in-game piano, the freeplay mode allows you to play any music you can imagine.</p> </div> </div> </div> <h2>2</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/ed03fe33/fort_1.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Fort Condor</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Taking a page from popular mobile games like Clash Royale and Warcraft: Rumble, Fort Condor evolves the basic concept of the original version of the game with modern sensibilities. Placing units across two lanes to not only counter the incoming attacking units but also mount your own offensive tickles the strategic part of your brain in enjoyable ways. Though it's more of a real-time strategy title, the extremely tight timer requires you to be efficient, introducing almost a puzzle-like element for how much you want to turtle up on your defenses before mounting an all-out offensive. Add in hero characters from the Final Fantasy VII party and you have a challenging minigame that has the potential to deliver a rush of adrenaline once everything falls into place (likely after multiple failed attempts).&nbsp;</p> </div> </div> </div> <h2>1</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/23/44d627ab/queens_blood.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Queen&#039;s Blood</div> </h2> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Card games within larger video games can be extremely hit or miss. Inserting an optional deckbuilding TCG is one thing, but tying it to a side-quest storyline is risky. Thankfully, Queen's Blood is downright fantastic. Within the first couple of matches, the collectible card game sunk its hooks in us. During our gameplay sessions, we spent hours poring over our decks, crafting our strategies, and challenging every player we could find in Junon, Corel, Nibelheim, and every other Final Fantasy VII Rebirth region.&nbsp;</p> <p>And if having superb, lane-based mechanics isn't enough, Queen's Blood is more than just a simple card game you can choose to engage with; one of the most intriguing side-storylines unfolds as you work your way up the ranks to become the world's number-one Queen's Blood player. Not only that, but we loved drawing blood against every single player we could find to add various rare cards to our collections, pushing us to jump back into the deck-builder to tinker with our collection. Queen's Blood may be intimidating at first, but if you take the time to learn, you'll find one of the best in-game TCGs out there, and a minigame that deserves to be mentioned alongside the best minigames in Final Fantasy history.</p> <p>For more, <a href="https://www.gameinformer.com/tips-tricks/2024/02/28/the-best-queens-blood-deck-in-final-fantasy-vii-rebirth">check out our tips and tricks and best Queen's Blood deck build here</a>.&nbsp;</p> </div> </div> </div> <p><span class="footnote">How would you rank the various minigames of Final Fantasy VII Rebirth? Let us know your personal favorite (and least favorite) minigames in the comments!</span></p> <p><span class="footnote">For more&nbsp;<em>Game Informer&nbsp;</em>lists, check out our List of Lists by clicking the banner below!</span></p> Thu, 29 Feb 2024 10:46:00 CST Brian Shea 122059 Final Fantasy VII Rebirth Vs. Like A Dragon: Infinite Wealth | Segway Showdown https://www.gameinformer.com/video/2024/02/28/final-fantasy-vii-rebirth-vs-like-a-dragon-infinite-wealth-segway-showdown &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/28/26d8ce8e/segwayshowdown_yt.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Both &lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open&quot;&gt;Final Fantasy VII Rebirth&lt;/a&gt; and &lt;a href=&quot;https://www.gameinformer.com/review/like-a-dragon-infinite-wealth/passing-the-torch&quot;&gt;Like a Dragon: Infinite Wealth&lt;/a&gt; inexplicably feature Segway-inspired scooters. We don&#039;t know why this happened, or if developers at Square Enix and Ryu Ga Gotoku Studio were in communication, or if scooters happen to be really popular in Japan right now – we don&#039;t know. One question we can answer, however, is which one is better?&lt;/p&gt; &lt;p&gt;Join Marcus Stewart and me as we put the two Segway-inspired scooters to the test side-by-side across a series of competitions and stunts to see which two-wheeled balancing vehicle is the best.&lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/3sGuFL6W8Ss&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;Head over to&amp;nbsp;&lt;em&gt;Game Informer&#039;s&amp;nbsp;&lt;/em&gt;&lt;a href=&quot;https://www.youtube.com/gameinformer&quot; target=&quot;_blank&quot;&gt;YouTube channel&lt;/a&gt;&amp;nbsp;for more previews, reviews, and discussions of new and upcoming games. And watch episodes of&amp;nbsp;&lt;em&gt;New Gameplay Today&lt;/em&gt;&amp;nbsp;&lt;a href=&quot;https://www.gameinformer.com/ngt&quot; target=&quot;_blank&quot;&gt;right here.&lt;/a&gt;&lt;/p&gt; Wed, 28 Feb 2024 23:00:00 CST Kyle Hilliard 122166 Here's How New Game Plus Works In Final Fantasy VII Rebirth https://www.gameinformer.com/tips-tricks/2024/02/28/final-fantasy-vii-rebirths-new-game-plus-explained &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/21/475cc5e1/outside_junon.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Final Fantasy VII 7 Rebirth New Game Plus Explained &quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Final Fantasy VII Rebirth is a great game – &lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open&quot;&gt;you can read &lt;em&gt;Game Informer&#039;s &lt;/em&gt;review here&lt;/a&gt; to find out why we liked it so much. However, it&#039;s massive. Taking place over multiple continents on the Planet (or Gaia as it was retroacively called) with various party members, a bunch of open-world areas, and lots of side activities and minigames to partake in, you&#039;re going to be playing this game for at least 50 to 60 hours before you roll credits (I reached the ending at 80 hours). &lt;/p&gt; &lt;p&gt;When you&#039;ve seen the story through, you might not be ready to hang up the ole&#039; Buster Sword. Fortunately, Rebirth has New Game Plus. Well, kinda – it&#039;s complicated. &lt;/p&gt; &lt;h2&gt;Here&#039;s How New Game Plus Works In Final Fantasy VII Rebirth&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/21/d6a03dd5/nibelheim_opener5.jpg&quot; alt=&quot;Final Fantasy VII 7 Rebirth Game Informer Review &quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;After you beat the game, you&#039;ll be prompted to make a save file (heads up, you can only make 10). This will be your completed run save file and it will be marked forever with a teal tag that says Chapter Selection when viewing the file. We won&#039;t show it here because it would spoil some details about the final chapter. &lt;/p&gt; &lt;p&gt;This will be your New Game Plus file, as it were, moving forward. At this point, you won&#039;t be able to explore or do anything with this file. It will keep you on the main start screen of the game that shows your party and various menu options like Item Transmuter, Materia &amp;amp; Equipment, Combat Settings, and so on. To actually partake in New Game Plus-like activities, you need to go down to &lt;strong&gt;Settings&lt;/strong&gt;, then &lt;strong&gt;Chapter Selection. &lt;/strong&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt;You&#039;ll receive the following prompt the first time you do it&lt;/strong&gt;: &lt;/p&gt; Replaying a portion of the game via Chapter Selection will return you to the start of the chosen chapter. Your current characters&#039; levels, weapons, materia, and relationship status will carry over.  You can also choose how to carry over your quest data. Note that any odd jobs you have yet to complete will automatically reset.  When you select a chapter, you will be given the option to play it on Hard difficulty. Be warned that you cannot change this setting once you begin the chapter. &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/21/71fa8372/summon_materia.jpg&quot; alt=&quot;Final Fantasy VII 7 Rebirth Game Informer Review &quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;This is essentially how New Game Plus works in Rebirth – from this point onward, whatever chapter you select will carry over all of your data from your completed run save. &lt;strong&gt;Notably, this chapter selection method is the only way to play the game on Hard difficulty&lt;/strong&gt; (and if you&#039;re after the Platinum trophy, you&#039;ll need to complete every chapter on Hard amongst other things). &lt;/p&gt; &lt;p&gt;I&#039;ve been playing Rebirth via this New Game Plus chapter selection and it works great. I&#039;m crossing the 95 hour mark soon and still finding things to do. &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Pro tip&lt;/strong&gt;: If you&#039;re looking to complete all of the open world activities, Chapter 13 is the best chapter to do that. &lt;/li&gt; &lt;li&gt;&lt;strong&gt;Heads up&lt;/strong&gt;: There are &quot;certain manuscripts&quot; that can only be obtained on Hard difficulty so if you&#039;re trying to obtain every single thing in the game, there&#039;s a Hard mode chapter playthrough in your future. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt;And that&#039;s Rebirth&#039;s New Game Plus functionality explained. &lt;/p&gt; &lt;p&gt;For more, read &lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open&quot;&gt;&lt;em&gt;Game Informer&#039;s &lt;/em&gt;Final Fantasy VII Rebirth review&lt;/a&gt;, and then check out &lt;a href=&quot;https://www.gameinformer.com/FF7Rebirth&quot;&gt;&lt;em&gt;Game Informer&#039;s &lt;/em&gt;Final Fantasy VII Rebirth coverage hub&lt;/a&gt; for exclusive behind-the-scenes features, video interviews, and more. &lt;/p&gt; &lt;p&gt;&lt;em&gt;Let us know if you have any other questions about it or the game in the comments below!&lt;/em&gt;&lt;/p&gt; Wed, 28 Feb 2024 15:30:00 CST Wesley LeBlanc 122152 Queen's Blood Tips, Tricks, And Best Deck In Final Fantasy VII Rebirth https://www.gameinformer.com/tips-tricks/2024/02/28/the-best-queens-blood-deck-in-final-fantasy-vii-rebirth &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/b97f857c/queens_blood_6.jpg&quot; width=&quot;800&quot; height=&quot;435&quot; alt=&quot;Final Fantasy VII Rebirth Queen&amp;#039;s Blood Best Deck Tips and Tricks&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Final Fantasy VII Rebirth is finally out, and it&#039;s a treat, especially for fans of the original game – &lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open&quot;&gt;you can read &lt;em&gt;Game Informer&#039;s &lt;/em&gt;review here&lt;/a&gt; to find out what we loved and didn&#039;t love across our 80 hours with the game. However, regardless of whether you&#039;re a long-time fan or not, one thing new to everyone playing Rebirth is Queen&#039;s Blood. &lt;/p&gt; &lt;p&gt;Introduced early in Rebirth, Queen&#039;s Blood is an in-universe card game that seemingly everyone around Gaia&#039;s various continents plays, from Junon to Nibelheim and elsewhere. And after spending dozens of hours playing it, I can understand why - it rules. It&#039;s easily my favorite game-within-a-game ever, and one I hope spins out into its own thing in some form, be it a digital card game, a physical one, or something else. &lt;/p&gt; &lt;p&gt;It can be a difficult game, though, but it&#039;s one worth learning. It&#039;s both satisfying in its own right but also unfolds across a mysterious side story that plays out through the game&#039;s entire runtime. If you&#039;re struggling to keep up with Gaia&#039;s various opponents, though, we have you covered with the best Queen&#039;s Blood deck, tips and tricks, and more. &lt;/p&gt; &lt;h2&gt;Final Fantasy VII Rebirth: Queen&#039;s Blood Tips And Tricks &lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/516dd276/queens_blood_1.jpg&quot; alt=&quot;Final Fantasy VII Rebirth Queen&#039;s Blood Best Deck Tips and Tricks&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Don&#039;t skip the tutorial&lt;/strong&gt;: Perhaps you think this goes without saying, but someone – and we won&#039;t name who (Kyle Hilliard) – skipped the tutorial and later regretted it. It&#039;s quick, easy, and will open up the door to Rebirth&#039;s best piece of side content. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Placement is key in the beginning&lt;/strong&gt;: In the early hours of Rebirth, winning Queen&#039;s Blood is decided by placement and how much of the board you control. However, because you, the player, always go first, your opponent has an advantage: they can see where you place pawns (the green-lit markers that appear on the board depending on where you place cards) and can appropriately counter with a card that turns your pawn into theirs. For that reason, focus less on moving left to right across the board and more on countering your opponent&#039;s moves by taking over their pawn placements. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Check every general store for booster packs&lt;/strong&gt;: As you venture to the Grasslands, Junon, Nibelheim, and elsewhere, you&#039;ll come across general stores where you can buy potions, accessories, and more. At the bottom of the store&#039;s inventory, there are often one or two new booster packs to purchase – do so. Even if you don&#039;t use the cards in the pack, each pack costs 500 gil, which is nothing in the grand scheme of things. Better to spend 500 gil on a potential card experiment than miss out on what could be your new favorite card. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Use local maps to find players&lt;/strong&gt;: There are 30 matches of Queen&#039;s Blood to complete in the game, and they&#039;re typically doled out to you in groups of two to three matches and a boss. After completing a group of Queen&#039;s Blood matches, you&#039;ll receive another set of challengers to track down. However, and especially as you progress through the game further, you might find yourself struggling to locate these players on the game&#039;s various maps (I did). It wasn&#039;t until my final hours with Queen&#039;s Blood that I realized you really need to utilize the local maps on the map screen to find them. This reveals players in locations like inns and other buildings where they might not appear on region maps. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Your opponent&#039;s first few moves will tell all: &lt;/strong&gt;Is your opponent advancing quickly from the right side of the play area to the left? They&#039;re probably trying to lock you out of play space, and this could indicate their deck is built around getting as many cards as possible in play to stack up their numbers quickly. Are they focusing on building up a strong queue of cards on their side of the play area? They might have a deck built around replacement where they replace weaker cards with more powerful ones by placing them on top (and usually, with a special card that gains power after cards are destroyed through this replacement method). Over time, you&#039;ll pick up on these cues that players give off in their opening turns, so keep an eye out for patterns. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;You can quickly restart a match, and it&#039;s better than losing: &lt;/strong&gt;When you lose a match in Queen&#039;s Blood, you have to sit through the score tally animation and a screen that tells you that you&#039;ve lost the match – it&#039;s humiliating and, across the game&#039;s various matches, adds up to time wasted. However, if you can already tell you&#039;ve lost the match, you can quickly restart the battle by pressing start and hitting the retry battle button. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Build multiple decks&lt;/strong&gt;: You get six deck slots in the game, which means you can build six wildly different decks. We recommend doing so, especially in the earlier hours, as you run across many different types of opponents. You could have a replacement deck, a deck around destroying cards, a deck for weakening enemy cards, and one around taking over an entire board, for example. It&#039;s worth doing and gives you an opportunity to experiment with new cards without messing up your favorite deck. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Just because a card is new doesn&#039;t mean it&#039;s great&lt;/strong&gt;: I&#039;m not sure if it&#039;s a coincidence on my end or something else, but more often than not, the cards I received upon beating opponents weren&#039;t the greatest. A few hit – and they really hit, gaining a permanent spot in my favorite deck below – but most of them went unused after my initial testing. Maybe it will be different for you. What I&#039;m trying to say is that just because you receive a new card after defeating an enemy doesn&#039;t mean it&#039;s a sure-fire win you should include in your favorite deck. Experiment and see what works and what doesn&#039;t work for you.  &lt;/li&gt; &lt;/ul&gt;&lt;h2&gt;The Best Queen&#039;s Blood Deck In Final Fantasy VII Rebirth&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/9f431d05/qb_opponent.jpg&quot; alt=&quot;Final Fantasy VII Rebirth Queen&#039;s Blood Best Deck Tips and Tricks&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;After ranking up a few times in Queen&#039;s Blood, which requires defeating a specified amount of opponents and various named &quot;boss&quot; characters, you&#039;ll gain what is, in my opinion, the single best card: Migardsormr. Boasting a base strength of 6, a wide array of mat placement, and a special ability that increases its strength by +1 for every card destroyed after it is played (both enemy and ally cards destroyed, mind you), it&#039;s a card I continuously win on the back of. &lt;/p&gt; &lt;p&gt;Now, you&#039;re, of course, free to build your deck however you want, but my personal deck, the one I consistently win with, is below (ignore the card on the right as it&#039;s just the reward card): &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/4d84ad30/queens_blood_2.jpg&quot; alt=&quot;Final Fantasy VII Rebirth Queen&#039;s Blood Best Deck Tips and Tricks&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;As you can see, the most important card is Migardsormr. From there, you can build it out how you&#039;d like, but when using Migardsormr, it&#039;s important to cater to its special ability. You should be using cards that destroy enemy cards and cards you can place on top of your own, thereby destroying the (ideally) weaker card beneath it.&lt;/p&gt; &lt;p&gt;When using this deck, it&#039;s extra important to get Migardsormr placed as soon as possible. My typical start begins with a Security Clone placed in the middle row to the far left. This turns the two far-left spots above and below it into slots ready for cards that require two placement pawns. I often then place an Archdragon directly to the right of the Security Clone to turn those two-pawn spots into three-pawn spots, which allows me to throw down Migardsormr the next turn. &lt;/p&gt; &lt;p&gt;There are other options to turn around a three-pawn spot quickly, and you&#039;ll want to keep those options open in case your opponent immediately pushes from right to left, but for the most part, this three-turn setup gets Migardsormr out onto the playing field fast. From there, it&#039;s all about playing cards that destroy enemy cards and replacing your own cards with stronger ones, like placing a Grandhorn (with a strength of 3) on top of the Security Clone. That move alone adds 2 to your total count (replacing Security Clone with Grandhorn) and an additional 1 to Migardsormr&#039;s strength since you destroyed the Security Clone. &lt;/p&gt; &lt;p&gt;Regardless of how you build your deck, we highly recommend using Migardsormr to create a deck themed around destroying enemy and ally cards to boost the strength of this serpentine fiend. Do that, and you&#039;ll pick up some powerful wins, like a few of my best wins below: &lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/24167e81/queens_blood_3.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/b7ac80a3/queens_blood_4.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/e1ea8943/queens_blood_5.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/b97f857c/queens_blood_6.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt;   &lt;p&gt;For more about the game, read &lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open&quot;&gt;&lt;em&gt;Game Informer&#039;s &lt;/em&gt;Final Fantasy VII Rebirth review&lt;/a&gt;, and then head to &lt;a href=&quot;https://www.gameinformer.com/FF7Rebirth&quot;&gt;&lt;em&gt;Game Informer&#039;s &lt;/em&gt;Final Fantasy VII Rebirth hub&lt;/a&gt; for exclusive behind-the-scenes features, video interviews, and more. &lt;/p&gt; &lt;ul&gt;&lt;/ul&gt; Wed, 28 Feb 2024 14:30:00 CST Wesley LeBlanc 122117 Final Fantasy VII Rebirth: The Best Side Quests You Don't Want To Miss https://www.gameinformer.com/tips-tricks/2024/02/28/the-best-side-quests-in-final-fantasy-vii-rebirth &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/21/cc8a54f0/corel_resort_area.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Final Fantasy VII 7 Rebirth Best Side Quests Don&amp;#039;t Miss&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Final Fantasy VII Rebirth is chock full of activities to do when you aren&#039;t controlling Cloud, chasing after Sephiroth, and trying to save the planet. With multiple open world zones to explore, there are dozens of objectives to complete ranging from Queen&#039;s Blood matches to treasure caches to combat challenges and more. It&#039;s safe to say completing everything Rebirth offers will take 100 or more hours, and that&#039;s before you add in dozens of minigames to the game&#039;s slew of offerings. &lt;/p&gt; &lt;p&gt;With so much stuff to do, though, not everything sticks the landing and that goes for side quests too, which range from fine and forgettable to great. If you&#039;re looking to get the Platinum trophy, you&#039;ll need to complete every side quest, but if you&#039;re just trying to play through the game&#039;s best offerings, we have you covered – here are the best side quests. &lt;/p&gt; &lt;h2&gt;Final Fantasy VII Rebirth&#039;s Best Side Quests&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/21/c2106930/frog_side_quest.jpg&quot; alt=&quot;Final Fantasy VII 7 Rebirth Game Informer Review &quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Note: If you consider the names of the game&#039;s open-world locations a spoiler, you might want to avoid the information below. &lt;/p&gt; &lt;p&gt;&lt;strong&gt;&lt;em&gt;Last chance to avoid location names that you may or may not find spoilery...&lt;/em&gt;&lt;/strong&gt;&lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Flowers from the Hill – Level 17, Grasslands&lt;/strong&gt;: While this isn&#039;t the most exciting quest in Rebirth, it&#039;s one of the first you&#039;ll receive and not one to be missed as it helps you unlock your first chocobo. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;A Rare Card Lost&lt;/strong&gt; – &lt;strong&gt;Any Level, Grasslands&lt;/strong&gt;: This is a side quest centered on Queen&#039;s Blood, the game&#039;s best side activity. For that reason alone, it&#039;s worth completing. However, you&#039;ll also receive a great card and more Tifa-related story content. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Stuck in a Rut&lt;/strong&gt; – &lt;strong&gt;Level 20, Junon&lt;/strong&gt;: Like Flowers from the Hill, this side quest is required in order to obtain your chocobo for this region. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Calling All Frogs&lt;/strong&gt; – &lt;strong&gt;Level 22, Junon&lt;/strong&gt;: Just do it. It&#039;s hilarious and unlocks a fun minigame. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;b&gt;The Hardest Sell &lt;/b&gt;– &lt;strong&gt;Level 23, Junon&lt;/strong&gt;: This is a combat-focused side quest that will have you defeating several tough enemies. It&#039;s a fun challenge and you run into a familiar face from Midgar. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Dreaming of Blue Skies&lt;/strong&gt; – &lt;strong&gt;Level 23, Junon&lt;/strong&gt;: One of the biggest highlights of the Junon region in the original Final Fantasy VII is the massive condor that calls it home. This is a quest all about that condor and worth doing for the spectacle of the bird. It also features a really sweet mini-story. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Tides of War and Worry&lt;/strong&gt; – &lt;strong&gt;Any Level, Junon&lt;/strong&gt;: This is one of the game&#039;s zanier side quests and lets you partake in a fun dolphin-centric minigame. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Bodybuilders in a Bind&lt;/strong&gt; – &lt;strong&gt;Level 26, Corel Region&lt;/strong&gt;: Remember the gym segments from Final Fantasy VII Remake? They&#039;re back, and this quick side quest is how you gain access to the crunch-off minigame. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Of Robed Men and Ransoms  &lt;/strong&gt;– &lt;strong&gt;Level 28, Corel Region&lt;/strong&gt;: This quest will have you tracking some men wearing black robes and people who may or may not have kidnapped them. It&#039;s a simple follow-and-find type of quest, but it leads to some important information about Cloud&#039;s standing as an ex-SOLDIER. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;The Saga of Seaside Inn&lt;/strong&gt; – &lt;strong&gt;Level 31, Corel Region&lt;/strong&gt;: Okay, so this side quest was actually one of my least favorite because it&#039;s a long string of fetch quests. However, it features a beloved character (voiced by one Yuri Lowenthal, a voice you might recognize as Peter Parker in Insomniac&#039;s Spider-Man games) and unlocks one of the biggest side activities in the game. We won&#039;t say what here, but we highly recommend this quest for completionists. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Trouble in Paradise&lt;/strong&gt; – &lt;strong&gt;Level 44, Corel Region&lt;/strong&gt;: This side quest leads to another run-in with a familiar face from Midgar and features a great story. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Sand and Circuses&lt;/strong&gt; – &lt;strong&gt;Level 45, Corel Region&lt;/strong&gt;: This side quest unlocks a colosseum-like battle arena that&#039;s a lot of fun to partake in if you&#039;re obsessed with Rebirth&#039;s combat like me. It also has a great story tucked within it. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;The Pursuit of Perfection&lt;/strong&gt; – &lt;strong&gt;Level 31, Gongaga&lt;/strong&gt;: Completing this will unlock a new weapon for Barret, and it&#039;s a great one. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;O Chicken, Where Art Though &lt;/strong&gt; – &lt;strong&gt;Level 33, Gongaga&lt;/strong&gt;: This is the funniest side quest in the game. If you like laughing, it&#039;s not one to miss. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;b&gt;The Spice of Life&lt;/b&gt; – &lt;strong&gt;Level 35, Gongaga&lt;/strong&gt;: Final Fantasy VII Crisis Core fans, this one&#039;s for you. Have fun gathering mushrooms and cooking soup with a familiar face. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Escape from Endless Writer&#039;s Block&lt;/strong&gt; – &lt;strong&gt;Any Level, Gongaga&lt;/strong&gt;: This side quest is quick and easy, and you get to have a lot of fun with Red XIII, who will be posing for various pictures you need to take. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Woodland Vigil&lt;/strong&gt; – &lt;strong&gt;Level 44, Gongaga&lt;/strong&gt;: Another one for the Final Fantasy VII Crisis Core fans. Enjoy. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Bonds of Trust&lt;/strong&gt; – &lt;strong&gt;Any Level, Cosmo Canyon&lt;/strong&gt;: You must complete this one to unlock the chocobo of this region. It will also teach you how this region&#039;s pathways and air lifts work. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Absence of a Sign&lt;/strong&gt; – &lt;strong&gt;Level 38, Cosmo Canyon&lt;/strong&gt;: Clerith fans, this is not one to miss. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Promises to Keep &lt;/strong&gt; – &lt;strong&gt;Level 42, Cosmo Canyon&lt;/strong&gt;: A must-play for Red XIII fans and those who want a tough combat challenge. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Esoteric Secrets of the Elder&lt;/strong&gt; – &lt;strong&gt;Any Level, Nibel&lt;/strong&gt;: You must complete this one to unlock the chocobo of this region. It will also unlock a &quot;discovery&quot; to complete as you explore this region. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;My White-Haired Angel&lt;/strong&gt; – &lt;strong&gt;Level 41, Nibel&lt;/strong&gt;: Do you like cute cats? Do this side quest.&lt;/li&gt; &lt;/ul&gt;&lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;Lament of the Damned &lt;/strong&gt; – &lt;strong&gt;Level 44, Nibel&lt;/strong&gt;: This side quest will unlock a new type of combat simulator and features some tough boss-like battles. If you want some combat challenges or are looking to obtain the Platinum trophy, you&#039;ll need to complete this one. &lt;/li&gt; &lt;/ul&gt;&lt;p&gt;And those are our favorite side quests in Rebirth. Complete them and let us know what you think!&lt;/p&gt; &lt;p&gt;For more, read &lt;a href=&quot;https://www.gameinformer.com/review/final-fantasy-vii-rebirth/cracking-the-planet-wide-open&quot;&gt;&lt;em&gt;Game Informer&#039;s &lt;/em&gt;Final Fantasy VII Rebirth review&lt;/a&gt;, and then check out &lt;a href=&quot;https://www.gameinformer.com/FF7Rebirth&quot;&gt;&lt;em&gt;Game Informer&#039;s &lt;/em&gt;Final Fantasy VII Rebirth coverage hub&lt;/a&gt; for exclusive behind-the-scenes features, video interviews, and more. &lt;/p&gt; &lt;p&gt;&lt;em&gt;Let us know if you have any other questions about side quests or the game in the comments below!&lt;/em&gt;&lt;/p&gt; Wed, 28 Feb 2024 13:30:00 CST Wesley LeBlanc 122119 How The Developers Of Unicorn Overlord Are Making A Return To Fantasy https://www.gameinformer.com/2024/02/26/how-the-developers-of-unicorn-overlord-are-making-a-return-to-fantasy &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/4c9ea8e5/unicornoverlord.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Vanillaware makes excellent games, from &lt;a href=&quot;https://www.gameinformer.com/2022/09/07/grimgrimoire-remaster-comes-to-the-west-next-spring&quot;&gt;GrimGrimoire&lt;/a&gt; to &lt;a href=&quot;https://www.gameinformer.com/games/odin_sphere_leifthrasir/b/playstation4/archive/2016/06/01/odin-sphere-leifthrasir-review-game-informer.aspx&quot;&gt;Odin Sphere&lt;/a&gt; to &lt;a href=&quot;https://www.gameinformer.com/games/dragons_crown/b/ps3/archive/2013/08/06/a-massive-adventure-fueled-by-nostalgia.aspx&quot;&gt;Dragon’s Crown&lt;/a&gt;. However, it wasn’t until its 2019 release, &lt;a href=&quot;https://www.gameinformer.com/review/13-sentinels-aegis-rim/13-sentinels-aegis-rim-review-a-future-drawn-from-the-past&quot;&gt;13 Sentinels: Aegis Rim&lt;/a&gt;, that the developer’s name became synonymous with “you should play this team’s games.” It’s hard to tell what, exactly, made 13 Sentinels the breakout title for Vanillaware, shipping more than 1 million copies worldwide as of August last year, making it the studio’s best-selling title. The easy answer is probably its beloved story, both in how it plays out and how it’s infused into the game’s real-time strategy mech combat.&lt;/p&gt; &lt;p&gt;Publisher Atlus and Vanillaware released it in 2019, &lt;a href=&quot;https://www.gameinformer.com/nintendo-direct/2023/09/14/vanillaware-the-dev-behind-13-sentinels-announces-tactical-fantasy-rpg&quot;&gt;so when the team announced its latest title, Unicorn Overlord, last September&lt;/a&gt;, it was easy to conclude that this was the studio’s next big focus. And it is, but curiously, I learned in an exclusive preview of the game Vanillaware conceived it during the development of 13 Sentinels, with its creation handled in parallel with that game, albeit with a different team and director.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/e198ec02/unicornoverlord_header01.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;“[It] was not a change of genre, but rather a team effort to create a worldview that was originally based on the premise of a fantasy,” lead game designer Wataru Nakanishi tells me over email after I watch roughly an hour of live Unicorn Overlord gameplay. Notably, the game isn’t a response to the sci-fi modern action of 13 Sentinels as I expected; the team wanted to make another fantasy game, which checks out considering that’s where its roots lie, dating back to its debut game, 2007’s GrimGrimoire. Looking at Vanillaware’s history, it’s 13 Sentinels that stands out as the oddball fit, with most of the studio’s games falling into the fantasy camp.&lt;/p&gt; &lt;p&gt;Nakanishi says Unicorn Overlord is Vanillaware’s spin on the tactical fantasy RPG, and that’s immediately clear in the opening hour. Protagonist Alain is around 10 years old in the prologue, when he and the Queen of Cornia, Ilenia, witness a rebellion at the hands of one of her trusted generals. Worried about the kingdom’s fate and bloodline, her most trusted knight, Josef, is tasked with spiriting the prince away to safety. The main game’s story picks up 10 years later; Crown Prince Alain is around 20 years old, living on the island of Palevia, where he’s grown up since the rebellion. While sparring with his friend Lex, a ship flying Zenoiran colors sails into the harbor and it’s clear they mean no good.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/fab06329/unicornoverlord_header02.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Immediately, I’m in love with the score, which oscillates between medieval choruses and an orchestral mix of horns, winds, and other instruments typical of the genre. Nakanishi tells me the independent music group Basiscape, who scored 13 Sentinels under the direction of composer Hitoshi Sakimoto, is returning to create the musical soundscape of Unicorn Overlord, this time under Mitsuhiro Kaneda, who also worked on 13 Sentinels’ score. Nakanishi says Kaneda’s score has a “newness that befits the name, ‘Rebirth of tactical fantasy RPGs,’” which is something the team mentions various times when discussing the game. The statement is a bold one and, taken at face value, almost arrogant. But Nakanishi clears it up humbly.&lt;/p&gt; &lt;p&gt;“[That statement] reflects the fact that this is a challenging title created in the tactical RPG genre, which we have always loved, with new challenges, and that we want to convey this to our players in a straightforward and correct manner,” he says. “We are making various efforts to make the game accessible to people who have never played this genre before.”&lt;/p&gt; &lt;p&gt;After my hour of gameplay, that’s a somewhat tall order. The genre is historically one of the more complex to get into, and my initial impression of Unicorn Overlord is that newcomers might find it overwhelming, perhaps even odd at first. You don’t necessarily control the individual fights that happen in combat encounters – instead, you determine where you want to move on the “tactical battle map.” Bumping into an enemy makes battle inevitable, but before said battle takes place, you can essentially look into the future to see how it plays out by checking unit formation, which skills they have set up, and more.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/04458b11/unicornoverlord_header03.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;After all checks are in place, and after checking with a statistic measure that tells you how they might fair in battle in a Fire Emblem-esque way, the battle begins; you do not participate but instead, watch what happens. Success comes from active skills, which use points regenerated between skirmishes, and passive skills, which trigger in combat when certain conditions are met. For example, one passive skill I see heals a unit’s character at the end of a battle, a critical tool as health does not regenerate between bouts.&lt;/p&gt; &lt;p&gt;Back on the beautifully illustrated tactical battle map, I watch a complete battle stage, which features its own win-loss conditions, play out. The player first interacts with the Command Post, where they deploy units based on Valor points they have available to spend. Vanillaware tells me liberating towns and fortresses and defeating enemies earns more of these. You can also spend these points on special Valor Skills, which apply unique buffs inside and outside combat. From here, Unicorn Overlord plays almost like a board game, where you must tactically place your various units on the map – each comprised of different characters and companions with their own use case – and move them accordingly.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/bf403463/unicornoverlord_header04.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Admittedly, it’s all quite confusing as I’m thrown directly hands-off into the mix, but I do witness many tutorial messages and screens we skip over for the sake of time. Nakanishi assures me Unicorn Overlord features a lot of in-game support, including “tutorials, recommended composition examples, automatic equipment, strategy settings, and switching difficulty levels so that as many people as possible can enjoy the most exciting parts of the game [...] without becoming overwhelmed.”&lt;/p&gt; &lt;p&gt;Once an encounter begins, either by your own unit running into an enemy or vice versa, an initiative order determines when combatants attack, and the entire battle continues until the enemy (or you) are defeated or all combatants run out of action points. In the latter scenario, the side with the most health remaining claims victory. The more of it I see, the more I appreciate its cinematic approach – I, the player, set the pieces onto the board and then watch the strategic planning (or chaos) pay off, hopefully in a win. Nakanishi says the draw of this type of gameplay is immersion.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/a399fc4c/unicornoverlord_header05.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;“[In] the case of tactical RPGs, the combination of a strategy element, in which you have a bird’s eye view of the battlefield and make precise, step-by-step moves, and the role-playing element, in which you become attached to the characters living in the world and fight alongside them, is a game genre that offers the greatest sense of immersion,” he says. “This is the main attraction, and the team places great importance on this kind of game experience.”&lt;/p&gt; &lt;p&gt;After a few fights in this preliminary stage early in the game’s opening hours, we liberate a Palevian town under Zenoira, switching it from a red flag to our blue flag, picking up two Valor points in the process. This newly liberated town is now a base from which we can deploy units. We advance through the stage, using Josef to cover extra ground as movement takes place in real time, and he moves the fastest, while swapping allies in and out of various units once two units are within the radius of a special green circle on the tactical battle map. Vanillaware says it’s essential to take advantage of this feature, as damaged allies might need to fall back while more adept ones, like a companion that uses magic (or magick as it’s called in the game), or another with high stamina indicated by the number on an on-screen shield, head to the front of a unit’s pack.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/7e955aaf/unicornoverlord_header06.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Within each unit is a player-created makeup of classes, too, which might determine how you advance them on the tactical battle map. Horseback cavalry are excellent against Infantry, a standard soldier, as are Knights. With their great shield, Hoplite classes offer high defense. They are suitable for protecting an area or unit, so countering with a high agility class is extra important when facing one.&lt;/p&gt; &lt;p&gt;Outside of fights, players can use items to heal or buff companions, change a loadout and equipment, and more. And all of this – the combat of Unicorn Overlord – is just one half of the experience, with the other being exploration.&lt;/p&gt; &lt;p&gt;“On the overworld, big goals are always clearly presented, and players decide on their own how to achieve them,” Nakanishi says. “Facilities such as towns and forts around the world are controlled by the main enemy called the New Zenoiran Empire, and while exploring the overworld, you can recruit allies, procure equipment and items, and make preparations while liberating towns. Various quests and events will occur along the way, but it is up to the player to decide in what order and how to complete them, so depending on the situation of the troops [...], you may sometimes have to avoid them or postpone them.”&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/69335b37/unicornoverlord_header07.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;On that note, Vanillaware expects players to roll credits at 50 hours, but completionists can expect upwards of 100.&lt;/p&gt; &lt;p&gt;I’m not entirely sold on the combat and exploration, but that’s because I haven’t yet played it for myself. It looks interesting from a mechanical standpoint, and it’s certainly unique. If Vanillaware has made one thing clear in its portfolio, it’s that the studio has little regard for trends; it marches to the beat of its own drum within familiar genres, even if they’re niche.&lt;/p&gt; &lt;p&gt;“Games that we find interesting from the bottom of our hearts tend to be from genres that are considered niche,” Nakanishi says. “So rather than intentionally choosing those genres, it’s because we just happen to like them. However, no matter the genre, it is meaningless if the customers who purchase it cannot find it interesting, so we always focus on ensuring the game we’re producing is understandable and enjoyable to play.”&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/967dfa68/unicornoverlord_header08.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Niche or not, Unicorn Overlord is a treat for the eyes. Classic SNES RPGs of yesteryear inspire Vanillaware this time around, Nakanishi tells me, and the studio wants Unicorn Overlord to look like one of those games but on a modern platform, complete with a full suite of English or Japanese voice over. The art design, born from a single piece of concept art, is meant to evoke that period’s games, somewhere between retro and painterly. That piece of art is also the game’s title screen. “Based on this illustration, the character designs for battle were decided, battle backgrounds were drawn, and the overall art style came together,” he adds.&lt;/p&gt; &lt;p&gt;All of this only scratches the surface of what I saw in that first hour of Unicorn Overlord gameplay. There’s plenty of story crammed into it – a story not worth spoiling here since the narrative is a big draw for many Vanillaware fans – and an intense number of menus RPG fans will surely love digging into the minutiae of. There are more than 60 companions to recruit freely throughout the campaign, depending on how you tackle the game’s more open nature of progression, and lots of great music and visuals to accompany it if what I’ve already heard and seen is any indication. In short, there’s still a lot of game to uncover in Unicorn Overlord, and even after an hour and a lengthy interview, it feels as if I’ve barely wrapped my head around this tactical fantasy RPG experience. With little time to go until its release next month, I’m excited to see what Vanillaware can do with its return to the fantasy genre, where its history began almost two decades ago.&lt;/p&gt; &lt;section class=&#039;type:slideshow&#039;&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/5912bdaf/gallery_unicornoverlord11.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/c0e57854/gallery_unicornoverlord12.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/b4509406/gallery_unicornoverlord13.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/2e3ce740/gallery_unicornoverlord14.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/46c7e1b3/gallery_unicornoverlord16.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/ad49766c/gallery_unicornoverlord18.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/8c18f1e5/gallery_unicornoverlord19.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/74af16de/gallery_unicornoverlord01.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/033f4931/gallery_unicornoverlord02.jpg&#039;&gt;&lt;/figure&gt;&lt;figure&gt;&lt;img src=&#039;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/26/ab94fa70/gallery_unicornoverlord08.jpg&#039;&gt;&lt;/figure&gt;&lt;/section&gt;   &lt;p class=&quot;text-align-center&quot;&gt;&lt;em&gt;This article originally appeared in &lt;a href=&quot;https://www.gameinformer.com/magazine&quot;&gt;Issue 363&lt;/a&gt; of Game Informer&lt;/em&gt;&lt;/p&gt; Mon, 26 Feb 2024 15:30:00 CST Wesley LeBlanc 122148 More Than 25 Million People Have Played Palworld On Xbox And PC In Just One Month https://www.gameinformer.com/2024/02/22/what-is-palworld-the-new-pokemon-with-guns-survival-game-everyones-playing &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/01/22/518c662a/palworld_1.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;Palworld Pokemon With Guns Survival Game Steam Millions Players Sales&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Palworld first captured the attention of gamers (and their internet sphere) &lt;a href=&quot;https://www.gameinformer.com/2021/06/07/what-would-a-dark-and-violent-pokemon-game-look-like-feast-your-eyes-on-palworld&quot;&gt;when it was revealed back in 2021&lt;/a&gt;. While that reveal included details about the survival aspects of the game, including multiplayer, crafting, and farming, viewers honed in on the idea of it being Pokémon but with guns. You can capture Pokémon-like monsters called Pals in special balls (and you can capture humans, too), but it&#039;s smart to shoot them or hack at them with an axe first to lower their health. And then, once under your command, you can give them their own guns to use, of course. &lt;/p&gt; &lt;p&gt;Following various trailers since that 2021 reveal, &lt;a href=&quot;https://www.gameinformer.com/2022/01/25/palworld-that-wacky-pokemon-style-survival-game-with-guns-gets-new-trailer&quot;&gt;including this gameplay showcase&lt;/a&gt; and &lt;a href=&quot;https://www.gameinformer.com/2022/12/05/meet-the-gun-toting-monsters-of-palworld-in-new-trailer&quot;&gt;this one highlighting the different Pals you can find&lt;/a&gt;, we learned at Geoff Keighely&#039;s Summer Game Fest last year that &lt;a href=&quot;https://www.gameinformer.com/sgf-2023/2023/06/08/palworld-catches-a-january-early-access-launch-date&quot;&gt;Palworld would finally enter Early Access on PC via Steam and on Xbox in January of 2024&lt;/a&gt;. Ahead of that launch, &lt;em&gt;Game Informer &lt;/em&gt;&lt;a href=&quot;https://www.gameinformer.com/2023/11/24/creature-feature-capturing-the-curious-story-of-palworld&quot;&gt;spoke to developer Pocketpair about the game and internet speculation that it&#039;s fake&lt;/a&gt;; and last week, we finally checked the game out for ourselves – &lt;a href=&quot;https://www.gameinformer.com/gi-live/2024/01/19/trying-to-catch-them-all-in-palworld-game-informer-live&quot;&gt;watch &lt;em&gt;Game Informer&#039;s &lt;/em&gt;gameplay here&lt;/a&gt;. While &lt;a href=&quot;https://www.gameinformer.com/video-podcast/2024/01/18/palworld-is-real-and-so-is-the-last-of-us-part-ii-remastered-gi-show&quot;&gt;we enjoyed playing the game&#039;s&lt;/a&gt; first few hours, we never could have predicted how meteoric its first weekend would be. &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/01/22/5e0172e8/palworld_ii.jpg&quot; alt=&quot;Palworld Pokemon With Guns Survival Game Steam Millions Players Sales&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;If you haven&#039;t kept up, more than 5 million people purchased Palworld in its first 3 days on the market, with &lt;a href=&quot;https://steamdb.info/app/1623730/charts/&quot;&gt;an all-time peak of 1,581,679 players playing it concurrently on Steam&lt;/a&gt; at the time of this writing (notably, this peak is different from the one I just saw moments ago, meaning even more players are continuing to pour in). That peak means Palworld has achieved the third-highest all-time peak in Steam history. It is safe to say Palworld is blowing past any and all expectations, and if you were on the internet at all this weekend, there&#039;s a good chance you read about its debut, controversy, and more. &lt;/p&gt; &lt;p&gt;But if not, fear not – we&#039;ve got you covered. &lt;/p&gt; &lt;h2&gt;What Is Palworld?&lt;/h2&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/ls64Mio6OBQ&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;If you aren&#039;t familiar , Palworld is a survival game from Pocketpair, an independent developer behind games like Craftopia and AI: Art Impostor (remember these names because they&#039;ll come up again later); Pocketpair is based in Japan, ironically 10 minutes away from The Pokémon Company, as noted by &lt;em&gt;VideoGamesChronicle&#039;s &lt;/em&gt;Jordan Middler.&lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;PocketPair, the company behind Palworld, is located about 10 minutes drive from The Pokemon Company. Junichi Masuda is going to deliver the cease and desist by hand. &lt;a href=&quot;https://t.co/IH6SNUae3G&quot;&gt;pic.twitter.com/IH6SNUae3G&lt;/a&gt;&lt;/p&gt; — Jordan Middler (@JordanMiddler) &lt;a href=&quot;https://twitter.com/JordanMiddler/status/1748377025214132573?ref_src=twsrc%5Etfw&quot;&gt;January 19, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;While it&#039;s easy to call the game &quot;Pokémon with guns,&quot; if you go in expecting that, you&#039;ll likely be disappointed. While there are Pokémon-like creatures called Pals that look and behave like Nintendo&#039;s famous pocket monsters, you aren&#039;t a trainer traversing the world to collect gym badges and take on an Elite Four. You are someone attempting to survive a harsh environment with the help of Pals, guns, and various melee weapons. &lt;/p&gt; &lt;p&gt;You capture Pals similarly to how you might in a Pokémon game, utilizing a special ball to add them to your party and your Paldeck list. From there, you can use captured Pals to help you capture more or as workers in your home base factory, where they produce resources, automatically craft new things for your survival, and more. You can essentially enslave them, if you choose, although you don&#039;t have to. &lt;/p&gt; &lt;p&gt;On PC, you can play with up to 31 other players on a single server; it only allows up to four total on Xbox. You can fight raid-like bosses together, build a base with friends, and encounter various NPCs in the world. In these ways and more, Palworld is more like Valheim than it is Pokémon, but it&#039;s clear the &quot;Pokémon with guns&quot; pitch is what&#039;s initially drawing players in. &lt;/p&gt; &lt;h2&gt;Palworld&#039;s Meteoric Launch&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2023/11/21/b3f6f845/palworld07.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;Palworld officially hit Early Access last week on Thursday, January 18. It quickly &lt;a href=&quot;https://x.com/Palworld_EN/status/1748185462710390795?s=20&quot;&gt;ranked third on Steam in its Top Wishlists&lt;/a&gt;, which often provides insight into how a game might sell. Within just eight hours of launching, Palworld crossed 1 million copies sold, &lt;a href=&quot;https://x.com/Palworld_EN/status/1748378179134427304?s=20&quot;&gt;according to the game&#039;s official Twitter account&lt;/a&gt;. The Palworld servers were quickly over-encumbered by so many players, leading to issues for people trying to play the game.&lt;/p&gt; &lt;p&gt;&quot;We are blown away with the response to Palworld and we&#039;re doing our best to respond to your issues,&quot; the Palworld Twitter account tweeted on January 19. &quot;Currently, our server provider is reporting that due to the large amount of concurrent players, the servers have become unstable and you may be experiencing issues connecting to servers.&quot; &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;Hello everyone,&lt;br /&gt;&lt;br /&gt; We are blown away with the response to Palworld and we&#039;re doing our best to respond to your issues!&lt;br /&gt;&lt;br /&gt; Currently, our server provider is reporting that due to the large amount of concurrent players, the servers have become unstable and you may be experiencing…&lt;/p&gt; — Palworld (@Palworld_EN) &lt;a href=&quot;https://twitter.com/Palworld_EN/status/1748352597009035497?ref_src=twsrc%5Etfw&quot;&gt;January 19, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;&lt;a href=&quot;https://x.com/Palworld_EN/status/1748618579757711617?s=20&quot;&gt;Palworld crossed 2 million copies sold in just 24 hours&lt;/a&gt;, on January 20, surpassing 730,000 concurrent players on Steam, &lt;a href=&quot;https://x.com/Palworld_EN/status/1748697196885848564?s=20&quot;&gt;achieving the 10th highest all-time peak in doing so&lt;/a&gt;. Palworld then hit another achievement just 16 hours later: &lt;a href=&quot;https://x.com/Palworld_EN/status/1748871267439247623?s=20&quot;&gt;3 million copies sold in 40 hours&lt;/a&gt;. Server issues continued, but Pocketpair announced on January 20 &lt;a href=&quot;https://x.com/Palworld_EN/status/1748633117454450872?s=20&quot;&gt;it had an emergency meeting with Epic Games&lt;/a&gt; and its Epic Online Services team to resolve connectivity issues. &lt;/p&gt; &lt;p&gt;The hype surrounding Palworld continued through the weekend, &lt;a href=&quot;https://x.com/Palworld_EN/status/1749074821609373745?s=20&quot;&gt;selling 4 million copies in just three days&lt;/a&gt;. Pocketpair incorrectly announced on January 21 that Palworld achieved the highest concurrent player count of any paid game in the history of Steam, but internet sleuths were quick to point out that &lt;a href=&quot;https://www.gameinformer.com/product/pubg-battlegrounds&quot;&gt;PUBG&lt;/a&gt; set this record in 2018 with 3.2 million players. In 2018, PUBG was a paid game – it went free-to-play in 2022, something Pocketpair says it was unaware of at the time of its post, which is why it thought it achieved said record. &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;Our apologies, we were unaware that PUBG previously obtained the record before becoming a f2p game.&lt;br /&gt;&lt;br /&gt; Again, our apologies for this misunderstanding. &lt;a href=&quot;https://t.co/r1YeN2Bed5&quot;&gt;https://t.co/r1YeN2Bed5&lt;/a&gt;&lt;/p&gt; — Palworld (@Palworld_EN) &lt;a href=&quot;https://twitter.com/Palworld_EN/status/1749252205423755460?ref_src=twsrc%5Etfw&quot;&gt;January 22, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;On Monday, January 22, Pocketpair announced that Palworld has sold more than 5 million copies in three days. For reference, it took PlayStation 5-exclusive (and first-party developed) &lt;a href=&quot;https://www.gameinformer.com/news/2023/11/09/marvels-spider-man-2-hits-5-million-sold-in-11-days-as-ps5-surpasses-465-million&quot;&gt;Marvel&#039;s Spider-Man 2 11 days to hit the 5 million mark&lt;/a&gt;. &lt;/p&gt; &lt;p&gt;Palworld sits in third place for all-time peaks in Steam history, behind PUBG&#039;s 3.2 million peak and Counter-Strike 2&#039;s 1.8 million concurrent player peak. &lt;/p&gt; &lt;p&gt;On Tuesday, January 23, Pocketpair announced that Palworld had sold 6 million copies and it did so in just four days. Its peak concurrent count on Steam at the time reached 1,809,781, too. That&#039;s just short of Counter-Strike 2&#039;s peak. However, later that day, Palworld did cross Counter-Strike 2&#039;s peak, claiming the second-highest all-time peak of Steam concurrent players. The following day, on January 24, Palworld crossed 7 million copies sold, doing so in just five days. &lt;/p&gt; &lt;p&gt;On January 25, Pocketpair announced that it had sold more than 8 million copies of Palworld in less than six days. &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;&lt;a href=&quot;https://twitter.com/hashtag/Palworld?src=hash&amp;amp;ref_src=twsrc%5Etfw&quot;&gt;#Palworld&lt;/a&gt; has sold over 8 million copies in less than 6 days!&lt;br /&gt;&lt;br /&gt; Thank you very much!!&lt;br /&gt;&lt;br /&gt; As stated previously, we continue to work at full-speed on addressing bugs and issues!&lt;br /&gt; Thanks for your support!&lt;a href=&quot;https://twitter.com/hashtag/Pocketpair?src=hash&amp;amp;ref_src=twsrc%5Etfw&quot;&gt;#Pocketpair&lt;/a&gt; &lt;a href=&quot;https://t.co/4PLB1J4CYH&quot;&gt;pic.twitter.com/4PLB1J4CYH&lt;/a&gt;&lt;/p&gt; — Palworld (@Palworld_EN) &lt;a href=&quot;https://twitter.com/Palworld_EN/status/1750350702000607389?ref_src=twsrc%5Etfw&quot;&gt;January 25, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;Roughly a week later, on January 31, Microsoft revealed that &lt;a href=&quot;https://www.gameinformer.com/news/2024/01/31/palworld-had-the-biggest-third-party-xbox-game-pass-launch-ever&quot;&gt;Palworld had the biggest third-party Xbox Game Pass launch ever&lt;/a&gt;, with more than 7 million players jumping in on Xbox. Pocketpair revealed alongside this news that the total player count for Palworld across Xbox and PC has exceeded 19 million, meaning 12 million people have played the game on Steam alone. &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;🎉Total number of players exceeds 19 million🎉&lt;br /&gt;&lt;br /&gt; It&#039;s been less than two weeks since &lt;a href=&quot;https://twitter.com/hashtag/Palworld?src=hash&amp;amp;ref_src=twsrc%5Etfw&quot;&gt;#Palworld&lt;/a&gt; was released, thank you!&lt;br /&gt;&lt;br /&gt; ・Steam: 12 million~ copies&lt;br /&gt; ・Xbox: 7 million~ players&lt;br /&gt;&lt;br /&gt; We will continue to prioritize fixing bugs!&lt;br /&gt; Thank you for your continued support of &lt;a href=&quot;https://twitter.com/hashtag/Pocketpair?src=hash&amp;amp;ref_src=twsrc%5Etfw&quot;&gt;#Pocketpair&lt;/a&gt;! &lt;a href=&quot;https://t.co/twgAeYVL07&quot;&gt;pic.twitter.com/twgAeYVL07&lt;/a&gt;&lt;/p&gt; — Palworld (@Palworld_EN) &lt;a href=&quot;https://twitter.com/Palworld_EN/status/1752753619429163190?ref_src=twsrc%5Etfw&quot;&gt;January 31, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;On February 22, roughly one month after the game&#039;s Early Access launch in January, Pocketpair announced that Palworld crossed 25 million players – 15 million on Steam and 10 million on Xbox. &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;🎉Total number of players exceeds 25 million🎉&lt;br /&gt;&lt;br /&gt; It&#039;s been a month since &lt;a href=&quot;https://twitter.com/hashtag/Palworld?src=hash&amp;amp;ref_src=twsrc%5Etfw&quot;&gt;#Palworld&lt;/a&gt; was released, thank you!&lt;br /&gt;&lt;br /&gt; ・Steam: 15 million players&lt;br /&gt; ・Xbox: 10 million players&lt;br /&gt;&lt;br /&gt; We will continue to prioritize fixing bugs and preventing further cheating.&lt;br /&gt;&lt;br /&gt; Thank you for your continued support! &lt;a href=&quot;https://t.co/LnVSqJyZsD&quot;&gt;pic.twitter.com/LnVSqJyZsD&lt;/a&gt;&lt;/p&gt; — Palworld (@Palworld_EN) &lt;a href=&quot;https://twitter.com/Palworld_EN/status/1760682105171062876?ref_src=twsrc%5Etfw&quot;&gt;February 22, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;If one thing is clear, players were extremely interested in Palworld. However, it&#039;s important to note it&#039;s an Early Access game, which means Pocketpair presumably still has a lot of work to go into the game and that issues will likely be more abundant than a standard release. Only time will tell if these numbers hold, but right now, Palworld shows no signs of slowing down. &lt;/p&gt; &lt;h2&gt;Palworld Controversy: A.I., Copyright, And More&lt;/h2&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2023/11/21/a67407dc/palworld04.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;During Palworld&#039;s massive launch, more and more players and spectators online began to throw some hefty accusations at Pocketpair. While the Pokémon comparison is clear, some have called into question both how Pals were created, claiming the use of A.I., and how similar some are to Game Freak&#039;s own Pokémon designs. &lt;/p&gt; &lt;p&gt;&lt;a href=&quot;https://x.com/CeciliaFae/status/1749183059877085396?s=20&quot;&gt;Cecilia Fae on Twitter&lt;/a&gt; created a thread with dozens of Pals and the Pokémon they most resemble to give people an opportunity to see the similarities. Many seem extremely similar, leading to players and others calling into question copyright or blatant rip-offs of Pokémon, while others toe the line more than outright cross over it. &lt;strong&gt;Here are a few of the most similar in their thread&lt;/strong&gt;: &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;I’ll start with the obvious ones and the further down I go the less obvious they’ll be, but things like concepts or colours might be derived. This one has ears and theme of leafeon and everything else of cinderace. The small hands, the fluff at the pants, all of it. &lt;a href=&quot;https://t.co/X3x8w7xvgq&quot;&gt;pic.twitter.com/X3x8w7xvgq&lt;/a&gt;&lt;/p&gt; — Cecilia Fae 🍂 (@CeciliaFae) &lt;a href=&quot;https://twitter.com/CeciliaFae/status/1749183481325015058?ref_src=twsrc%5Etfw&quot;&gt;January 21, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;2. This one, also posted a lot on Twitter. Exact same face, same teeth placement, white and yellow eyes, identical &lt;a href=&quot;https://t.co/asmlDfHlTL&quot;&gt;pic.twitter.com/asmlDfHlTL&lt;/a&gt;&lt;/p&gt; — Cecilia Fae 🍂 (@CeciliaFae) &lt;a href=&quot;https://twitter.com/CeciliaFae/status/1749183721696366877?ref_src=twsrc%5Etfw&quot;&gt;January 21, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;3. The next few are ones from a thread by &lt;a href=&quot;https://twitter.com/Barbie_E4?ref_src=twsrc%5Etfw&quot;&gt;@Barbie_E4&lt;/a&gt; so thanks to them for highlighting these, this has the same or an extremely similar model to Serperior &lt;a href=&quot;https://t.co/RKNbc6R7lQ&quot;&gt;pic.twitter.com/RKNbc6R7lQ&lt;/a&gt;&lt;/p&gt; — Cecilia Fae 🍂 (@CeciliaFae) &lt;a href=&quot;https://twitter.com/CeciliaFae/status/1749184219379912831?ref_src=twsrc%5Etfw&quot;&gt;January 21, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;4. Mega aggron’s body inspired, the helmet and teeth and eyes tucked away especially highlight this &lt;a href=&quot;https://t.co/0fog3mFPk1&quot;&gt;pic.twitter.com/0fog3mFPk1&lt;/a&gt;&lt;/p&gt; — Cecilia Fae 🍂 (@CeciliaFae) &lt;a href=&quot;https://twitter.com/CeciliaFae/status/1749184623815569754?ref_src=twsrc%5Etfw&quot;&gt;January 21, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;There are many more examples in the full thread so be sure to check it out for additional information. But as you can probably see, some of these designs are questionable, leading to speculation that they&#039;re straight-up model rips from Pokémon games. &lt;/p&gt; &lt;p&gt;This led internet sleuths back to Pocketpair&#039;s 2020 survival game Craftopia. Around its 2020 release, Pocketpair was criticized for how similar to Nintendo&#039;s 2017 release, &lt;a href=&quot;https://www.gameinformer.com/games/the_legend_of_zelda_breath_of_the_wild/b/switch/archive/2017/03/02/game-informer-the-legend-of-zelda-breath-of-the-wild-switch-review.aspx&quot;&gt;The Legend of Zelda: Breath of the Wild&lt;/a&gt;, its latest game, Craftopia, was. With Palworld blowing up this weekend, people have looked back at Craftopia once more to point out its similarities to Breath of the Wild in light of Palworld&#039;s similarities to Pokémon, and it&#039;s, uhh, something – Craftopia definitely reminds me of Breath of the Wild in more ways than one. &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;Everyone’s talking about Palworld, but nobody is talking about their other game Craftopia&lt;br /&gt;&lt;br /&gt; The first time I saw this trailer I was laughing for like ten minutes&lt;br /&gt;&lt;br /&gt; Insanely blatant BotW clone footage being inter-spliced with the Cow Killer 9000 and Fortnite building &lt;a href=&quot;https://t.co/veIeAypHDj&quot;&gt;pic.twitter.com/veIeAypHDj&lt;/a&gt;&lt;/p&gt; — Drop everything and read Tomory (@JohnBGang) &lt;a href=&quot;https://twitter.com/JohnBGang/status/1748081250554753390?ref_src=twsrc%5Etfw&quot;&gt;January 18, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;But I&#039;m not a game developer – I don&#039;t know the lines between &quot;inspired&quot; and &quot;copycat.&quot; Nintendo didn&#039;t sue Pocketpair over Craftopia so I find it hard to believe the 2020 survival game did anything illegal. However, there is a line between, &quot;Oh nice, you attempted to make your own original spin on Breath of the Wild,&quot; and &quot;Oh, you&#039;re not even trying to hide how much you took from Breath of the Wild.&quot; Where that line sits, I don&#039;t exactly know, but the similarities are striking and worth discussing as players analyze Palworld and Pokémon. &lt;/p&gt; &lt;p&gt;&lt;strong&gt;Here&#039;s another example of very similar Craftopia designs&lt;/strong&gt;: &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;Their other game Craftopia has some weirdly familliar designs as well but purple: &lt;a href=&quot;https://t.co/ovi7gdcxgd&quot;&gt;pic.twitter.com/ovi7gdcxgd&lt;/a&gt;&lt;/p&gt; — Wolfchadren (@AndyWijsman) &lt;a href=&quot;https://twitter.com/AndyWijsman/status/1748872458415857698?ref_src=twsrc%5Etfw&quot;&gt;January 21, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;&lt;strong&gt;And here&#039;s an additional example of someone pointing out similarities to Nintendo games within Pocketpair&#039;s various releases&lt;/strong&gt;: &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;I am the exact opposite of a Nintendo stan (or a Ark/Wildcard stan), but seeing Palworld make tens of millions of dollars off of the most blatantly creative bankrupt, poorly put together asset flip game is so depressing.&lt;br /&gt;&lt;br /&gt; Their entire company strategy seems to be theft. &lt;a href=&quot;https://t.co/bRQxilrh94&quot;&gt;pic.twitter.com/bRQxilrh94&lt;/a&gt;&lt;/p&gt; — TeeHallums (@TeeHallums) &lt;a href=&quot;https://twitter.com/TeeHallums/status/1748808064604504089?ref_src=twsrc%5Etfw&quot;&gt;January 20, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;The discussion of copyright, design similarities, and rip-offs continued throughout Palworld&#039;s launch weekend – it&#039;s still happening today at the time of this writing. While some cite model rips and uninspired design, others point to something potentially far more nefarious: A.I. &lt;/p&gt; &lt;p&gt;Before connecting A.I. accusations to Palworld, let&#039;s talk about one of Pocketpair&#039;s other games: AI: Art Impostor. &lt;/p&gt; &lt;p&gt;&quot;AI: Art Impostor is an AI drawing party game for 3-8 players,&quot; the &lt;a href=&quot;https://store.steampowered.com/app/2154230/AI_Art_Impostor/&quot;&gt;Steam description&lt;/a&gt; for the game, which hit Early Access in November of 2022, reads. &quot;You are a progressive artist who commands AI to generate images, and you don&#039;t need aesthetic talent to draw good artwork.&quot; &lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/01/22/5723b09c/art_impostor_game.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;From the jump, AI: Art Impostor says it uses A.I. to generate images for the game, something sleuths found interesting in the wider debate of whether Pocketpair utilized A.I. in Palworld. Then, people discovered that Pocketpair&#039;s CEO seems to be a supporter of generative A.I., a hotly-debated and controversial topic both in game development and throughout the tech world right now – &lt;a href=&quot;https://www.gameinformer.com/2023/11/22/its-undeniably-going-to-cost-people-jobs-inside-the-game-industrys-fight-over-ai&quot;&gt;read &lt;em&gt;Game Informer&#039;s &lt;/em&gt;feature about the game industry&#039;s fight over A.I. here&lt;/a&gt;. &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;Heads up to anyone thinking of supporting/playing Palworld who also cares about genAI issues... The CEO of that studio is full speed ahead on generative AI, frequently promotes it and tries to push its use in his studio. Even made a game focused entirely around it using SD. &lt;a href=&quot;https://t.co/6fwvzhh6g7&quot;&gt;pic.twitter.com/6fwvzhh6g7&lt;/a&gt;&lt;/p&gt; — Invertex (@invert_x) &lt;a href=&quot;https://twitter.com/invert_x/status/1748495038898942380?ref_src=twsrc%5Etfw&quot;&gt;January 19, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;Perhaps unsurprisingly, the internet has lost some nuance in this debate about Palworld, Pocketpair, and A.I., with many outright saying the game uses A.I. art. However, despite similarities to Pokémon – some think Pocketpair used generative A.I. art programs like Midjourney to feed it Pokémon designs and ask for something different – there&#039;s no definitive proof to back up this claim. &lt;/p&gt; &lt;p&gt;&lt;em&gt;VideoGamesChronicle&lt;/em&gt; translated a Japanese post made by Pocketpair&#039;s CEO, Takuro Mizobe, addressing accusations toward the company. Curiously, Mizobe doesn&#039;t directly address accusations of A.I. However, Mizobe says Pocketpair developers are receiving abusive comments and death threats. &lt;/p&gt; &lt;p&gt;&quot;We are currently receiving abusive and defamatory comments against our artists, in addition to tweets that appear to be death threats,&quot; &lt;a href=&quot;https://x.com/urokuta_ja/status/1749378276647485683?s=20&quot;&gt;Mizobe writes on Twitter&lt;/a&gt;, according to &lt;em&gt;&lt;a href=&quot;https://www.videogameschronicle.com/news/palworld-pokemon-plagiarism-accusations-pile-up-as-ceo-responds/&quot;&gt;VideoGamesChronicle&#039;s&lt;/a&gt; &lt;/em&gt;translation. &quot;While we have received various opinions about Palworld, it is important to note that the supervision of all materials related to Palworld is conducted by a team, including myself. I bear the responsibility for the produced materials. I would appreciate it if these comments towards artists involved in Palworld would cease.&quot; &lt;/p&gt; &lt;p&gt;As you can see, Mizobe doesn&#039;t mention A.I. It remains unknown if the game uses it at the time of this writing, but &lt;em&gt;Game Informer &lt;/em&gt;has reached out to Pocketpair for clarification and will update this story if it learns more. &lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/zX36WDy-bj4&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;&lt;em&gt;&lt;a href=&quot;https://www.videogameschronicle.com/news/palworld-pokemon-plagiarism-accusations-pile-up-as-ceo-responds/&quot;&gt;VideoGamesChronicle&lt;/a&gt; &lt;/em&gt;spoke to two experienced triple-A game artists about similarities between Pal designs and Pokémon. One artist told the publication, &quot;You cannot, in any way, accidentally get the same proportions on multiple models from another game without ripping the models [or], at the very least, tracing them meticulously first.&quot; That artist told &lt;em&gt;VideoGamesChronicle&lt;/em&gt; they &quot;would stand in court to testify as an expert on this.&quot; They also point out that the silhouettes and proportions of Pals are &quot;near-perfect matches&quot; to certain Pokémon models, too. &lt;/p&gt; &lt;p&gt;Neither Nintendo, Game Freak, nor The Pokémon Company have commented on Palworld and its Pal design similarities to Pokémon. Given Nintendo&#039;s legal track record, &lt;a href=&quot;https://www.gameinformer.com/2022/02/11/nintendo-hacker-sentenced-to-over-3-years-in-prison&quot;&gt;which includes winning a lawsuit against a ROM hacker that led to a 40-month prison sentence for the hacker&lt;/a&gt;, if the company feels it has a case, it will pursue that case in court. Only time will tell, though, if Nintendo will join the accusations of copyright and design plagiarism people on the internet have thrown at Palworld and Pocketpair. &lt;/p&gt; &lt;p&gt;However, it&#039;s important to note that there are those who don&#039;t believe Palworld to be as nefarious in design as others accuse it of being, at least without concrete proof yet, including Arkane Lyon co-creative director &lt;a href=&quot;https://twitter.com/DBakaba&quot;&gt;Dinga Bakaba&lt;/a&gt;, who directed 2021&#039;s &lt;a href=&quot;https://www.gameinformer.com/review/deathloop/deathloop-review-the-joys-of-death-and-dying&quot;&gt;Deathloop&lt;/a&gt; and announced &lt;a href=&quot;https://www.gameinformer.com/the-game-awards-2023/2023/12/07/marvels-blade-is-coming-from-the-makers-of-deathloop-and-dishonored&quot;&gt;Marvel&#039;s Blade&lt;/a&gt; on stage at The Game Awards 2023 back in December. &lt;/p&gt; &lt;iframe width=&quot;560&quot; height=&quot;315&quot; frameBorder=&quot;0&quot; allow=&quot;autoplay&quot; allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;360&quot; src=&quot;https://www.youtube.com/embed/basLDO2bj2k&quot; width=&quot;640&quot;&gt;&lt;/iframe&gt; &lt;p&gt;In Bakaba&#039;s Twitter thread, which begins with the tweet below, they explain the nuances of similarities in game design and development, different playstyles, parody, and more. It&#039;s a great thread and well worth a read if you&#039;ve been tracking Palworld all weekend: &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;Yeah, I&#039;m surprised by how quickly this is escalating. I&#039;ll try to organize my own hot take-ish thoughts in a thread, separating concept, execution, and dev. First: it&#039;s not a Pokemon-like game. Digimon is. And even if it was, so what? (cries in FPS, BRs, Souls, hero shooters...) &lt;a href=&quot;https://t.co/6jnWkfiANE&quot;&gt;https://t.co/6jnWkfiANE&lt;/a&gt;&lt;/p&gt; — Dinga Bakaba (@DBakaba) &lt;a href=&quot;https://twitter.com/DBakaba/status/1749122283346473182?ref_src=twsrc%5Etfw&quot;&gt;January 21, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;And to wrap up this deep dive into Palworld&#039;s massive Early Access launch and the controversy and hype surrounding it, here&#039;s what Palworld looks like with actual Pokémon in it (by way of a new PC mod): &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;Palworld already has a Pokemon mod&lt;br /&gt;&lt;br /&gt; Full video on my YouTube tomorrow! &lt;a href=&quot;https://t.co/X1ohT6mJiT&quot;&gt;pic.twitter.com/X1ohT6mJiT&lt;/a&gt;&lt;/p&gt; — Toasted (@ToastedShoes) &lt;a href=&quot;https://twitter.com/ToastedShoes/status/1749381513001767167?ref_src=twsrc%5Etfw&quot;&gt;January 22, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;&lt;em&gt;Game Informer &lt;/em&gt;added that Pokémon mod tweet above to this story on January 22. The following day, on January 23, it learned that the video had been taken down by way of the following ominous tweet: &lt;/p&gt; &lt;blockquote class=&quot;tw-align-center twitter-tweet&quot;&gt; &lt;p dir=&quot;ltr&quot; lang=&quot;en&quot; xml:lang=&quot;en&quot; xml:lang=&quot;en&quot;&gt;Nintendo has come for me, please leave me in your thoughts and prayers &lt;a href=&quot;https://t.co/HGg65y67Qp&quot;&gt;pic.twitter.com/HGg65y67Qp&lt;/a&gt;&lt;/p&gt; — Toasted (@ToastedShoes) &lt;a href=&quot;https://twitter.com/ToastedShoes/status/1749711480050827433?ref_src=twsrc%5Etfw&quot;&gt;January 23, 2024&lt;/a&gt;&lt;/blockquote&gt; &lt;p&gt;For more about the game, &lt;a href=&quot;https://www.gameinformer.com/product/palworld&quot;&gt;head to &lt;em&gt;Game Informer&#039;s &lt;/em&gt;Palworld tag&lt;/a&gt; to watch trailers, gameplay, and read in-depth features. &lt;/p&gt; &lt;p&gt;[&lt;strong&gt;Editor&#039;s Note&lt;/strong&gt;: &lt;em&gt;Game Informer &lt;/em&gt;has edited this article to include updated sales statistics and additional information about the game.]&lt;/p&gt; &lt;p&gt;&lt;em&gt;What are your thoughts on Palworld? Let us know in the comments below!&lt;/em&gt;&lt;/p&gt; Thu, 22 Feb 2024 09:30:04 CST Wesley LeBlanc 121897 Final Fantasy VII Rebirth Cover Story - Newfound Freedom https://www.gameinformer.com/feature/2024/02/16/final-fantasy-vii-rebirth-cover-story-newfound-freedom &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/13/5b8ff01c/ff7_hero.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;The launch of 1997’s Final Fantasy VII on Playstation signaled a seismic shift in the video game landscape. The transition from pixel art to fully animated computer graphics was a massive enough leap ahead, but the beauty of this classic title was much more than skin deep. Featuring a stellar cast of beloved characters, a rock-solid combat system, and a story with the potential to instill emotions ranging from awe and joy to grief and anger, the legacy of Final Fantasy VII is well-established in the RPG genre and the games industry as a whole.&amp;nbsp;&lt;a href=&quot;https://www.gameinformer.com/feature/2024/02/13/final-fantasy-vii-rebirth-cover-story-newfound-freedom&quot;&gt;Read more...&lt;/a&gt;&lt;/p&gt; Fri, 16 Feb 2024 13:52:00 CST Brian Shea 122051 Skull and Bones Review In Progress – Better Than You Think https://www.gameinformer.com/review-in-progress/2024/02/16/skull-and-bones-review-in-progress-better-than-you-think &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/16/3c25f9db/sab_screenshot02_tga_071223_7-45pm-pt.png&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p style=&quot;margin-bottom:11px&quot;&gt;As an outgrowth of the naval combat experiences in the Assassin&#039;s Creed series, I&#039;ve been curious about Skull and Bones since its announcement as a standalone title in 2017. Since then, the game has seen numerous delays and fundamental reworks on the development side. &lt;a href=&quot;https://www.gameinformer.com/cover-reveal/2022/07/26/cover-reveal-skull-and-bones&quot;&gt;Our cover story&lt;/a&gt; on the game captured one moment in the evolving project’s life in the summer of 2022, and it has &lt;a href=&quot;https://www.gameinformer.com/hands-on-preview/2024/01/25/a-hands-on-look-at-skull-and-bones-season-1-endgame-content&quot;&gt;continued to change&lt;/a&gt; in the months that followed. In recent weeks, some sentiments on the internet and in gaming communities have concluded that, by this point, the game that is releasing must be a mess.&lt;/p&gt; &lt;p&gt;I’m happy to report that’s not the case; Skull and Bones is a lot of fun.&lt;/p&gt; &lt;p&gt;Review access only opened up a few days ago, and the game on offer is exceptionally dense and large, so we’re still working on pulling together a complete review. But in the meantime, as the game comes into full release for all players today, I wanted to share that you should consider setting aside your preconceptions about Skull and Bones, and evaluating it in its finished form.&lt;/p&gt; &lt;p&gt;The game is a robust and exciting pirate life simulation, focusing on ship-to-ship naval combat, commerce and trading, and opportunities for cooperative play with your friends. A deep ship and character customization system provides an appealing loop of growth and advancement. Exploring the waters of the Indian Ocean makes for a visually enticing experience, featuring breathtaking sunsets, crashing storms, and tantalizing island hideaways, all accompanied by the sounds of lapping waves and sea shanties.&lt;/p&gt; &lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/16/09ae0c21/sab_screenshot05_tga_071223_7-45pm-pt.jpg&quot; typeof=&quot;foaf:Image&quot; alt=&quot;&quot; class=&quot;image-style-body-default&quot; /&gt; &lt;p&gt;I’ve also been impressed by the mix of solo and cooperative PvE experiences on offer, letting me choose between building my infamy through sinking ships or through becoming a kingpin of trade across the high seas, making and selling rum and dodging rival ships as I deliver a big score to a distant outpost.&lt;/p&gt; &lt;p&gt;While there’s an on-foot component to the game, that’s mostly for social spaces and moments of brief land exploration and treasure chest digging. Most of the action instead plays out on the water, where you’re blasting cannons and ballistae at enemy ships and guard towers, bracing against musket fire, and racing to ram that pesky privateer before she can turn her bow. If you recall the naval battles in any of the earlier Assassin’s Creed games, you should clearly know whether it’s fun for you. Skull and Bones is not for you if you actively disliked those systems. If you liked those ship combat sequences, this is a deeper and more involved version of those systems.&lt;/p&gt; &lt;p&gt;That’s not to say I&#039;ve loved absolutely everything. The storytelling is pretty scant, some of the UI is challenging to navigate, and I&#039;ve encountered more than a few audio bugs in these first few days of play. I also feel there’s a danger of the contracts and naval battles becoming repetitive and uninteresting after a long time. But I&#039;ll also share that none of the frustrations have held me back from an enthusiastic return to my ship each day to grow my pirate empire further.&lt;/p&gt; &lt;p&gt;There&#039;s a lot to discover in Skull and Bones, and we&#039;re not ready to finalize our evaluation. But if you&#039;re looking for an early indication of whether the game is worth considering, our impressions thus far are strong. In this case, worry less about what you&#039;ve heard before launch and even what you might once have heard the game was like; it&#039;s definitely not still just a sequence of PvP naval combat matches, for instance. Instead, go check out the actual final game on offer. I think you may be surprised.&lt;/p&gt; Fri, 16 Feb 2024 12:33:00 CST Matt Miller 122066 Reader Discussion: Do You Sit In Video Games? https://www.gameinformer.com/reader-discussion/2024/02/12/reader-discussion-do-you-sit-in-video-games &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/12/77cc65c5/botany_manor_chair_1.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;We’ve all been there. You see a chair in a game. It prompts you to sit. Curious, you oblige.&amp;nbsp;&lt;/p&gt; &lt;p&gt;Your digital butt meets the seat, and…nothing. You just sit and stare for a few seconds before rising and continuing your adventure. More often than not, sitting does not result in a cutscene, reward, character dialogue, or, in some cases, even a good view of your surroundings. You just sit.&amp;nbsp;&lt;/p&gt; &lt;p&gt;You could be slaying a mighty dragon.&lt;/p&gt; &lt;p&gt;You could be rescuing your captive friends.&lt;/p&gt; &lt;p&gt;You could be discovering the true meaning behind your existence and your place in the cosmos.&lt;/p&gt; &lt;p&gt;But instead, you sit.&amp;nbsp;&lt;/p&gt; &lt;p&gt;With some exceptions, taking a seat in games equates to a whole lot of nothing. And yet, it remains a regularly recurring mechanic. So why do we sit? Do you like to sit? How long do you sit? Should sitting still be a thing in games? Please take a seat and discuss your stance in the comments below.&lt;/p&gt; Mon, 12 Feb 2024 14:17:00 CST Marcus Stewart 122048 Ranking Every Game In The Mario Kart Series https://www.gameinformer.com/2024/02/09/ranking-every-game-in-the-mario-kart-series &lt;p&gt;&lt;img loading=&quot;lazy&quot; src=&quot;https://www.gameinformer.com/sites/default/files/styles/body_default/public/2024/02/07/68905c8c/mariokarthdr.jpg&quot; width=&quot;800&quot; height=&quot;450&quot; alt=&quot;&quot; typeof=&quot;foaf:Image&quot; class=&quot;image-style-body-default&quot; /&gt;&lt;/p&gt; &lt;p&gt;Whenever a Mario Kart entry arrives, it immediately becomes a must-have on its respective platform, thanks to its universal appeal to gamers of all experience and ability levels. That widespread appeal has translated to sales, as nearly every Mario Kart game ranks near the top of its platform&#039;s sales chart. But it goes beyond mainstream success; Mario Kart is fun whether you&#039;re spending the evening alone perfecting a drift around a corner or gathering your closest friends for a marathon session.&amp;nbsp;&lt;/p&gt; &lt;p&gt;Sure, the rubberband A.I. and the randomization elements are enough to make us want to jump up and down in frustration, but it&#039;s never quite enough to deter us from driving up to the next starting line. Check out our ranking of the entire Mario Kart series below, and let us know how you would rank the series in the comments section!&lt;/p&gt; <h2>11</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="https://s3.amazonaws.com/prod-media.gameinformer.com/styles/thumbnail/s3/2020/09/30/654c3207/mkl3.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart Live: Home Circuit</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">Switch, 2020</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>A novel idea from Velan Studios, Mario Kart Live: Home Circuit is far from a conventional Mario Kart title. Using a real-life remote-controlled go-kart and a track players must set up in their own physical space, Home Circuit requires a bit more creativity and time than your standard Mario Kart entry. Unfortunately, repetitive gameplay, stiff controls, and limitations involving surfaces and space requirements can't be overcome by the unique gimmick.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="bddf7130-2fc4-4fd1-818d-7e20a3314d6b" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-live-home-circuit" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-live-home-circuit" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="https://s3.amazonaws.com/prod-media.gameinformer.com/styles/review_summary_game_cover/s3/2020/09/03/404d78e3/homecircuitbox.jpg" width="150" height="199" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-live-home-circuit" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart Live: Home Circuit</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-4c549764a91e8db13ef53869de2c24ba21332de9825c9fe80c7964e6f8c66653"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> Switch </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="2020-10-16T12:00:00Z" class="datetime">October 16, 2020</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%20Live%3A%20Home%20Circuit" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-live-home-circuit" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>10</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/07/5146b1ef/mariokartsc.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart: Super Circuit</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">Game Boy Advance, 2001</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The notion of having a Mario Kart game on the go in 2001 was enticing, and while Super Circuit is far from a bad game, it didn't quite deliver the thrills we had grown accustomed to with the pre-existing console entries. The technical limitations of the Game Boy Advance didn't allow for as grand of an experience as, say, the Nintendo 64, and the controls are less precise than its console brethren. Still, this early handheld entry delivered plenty of thrills, particularly when you consider it's the first time Mario Kart was able to be played on the go.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="b29afa79-6347-4120-a1be-c896395bf25d" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-super-circuit" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-super-circuit" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/review_summary_game_cover/public/2024/02/09/f802a658/super_circuit.jpg" width="150" height="150" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-super-circuit" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart: Super Circuit</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-987aa1c29df517ec1e7751682afcf7f9ace0091c3447949ea924550e44b398fc"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> Game Boy Advance </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="2001-08-27T12:00:00Z" class="datetime">August 27, 2001</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%3A%20Super%20Circuit" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-super-circuit" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>9</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/09/27bcba88/mobile_mariokarttour_screen_01_png_jpgcopy.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart Tour</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">iOS, Android, 2019</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The sole mobile Mario Kart game, Mario Kart Tour had an uphill battle thanks to its unconventional structure, unsavory monetization methods, and imprecise touchscreen controls. However, thanks to the four years of live-service updates, Mario Kart Tour includes several nods to Mario and Mario Kart's past, plus an absolutely massive roster of racers and courses. Some of the courses in Mario Kart Tour are among the best the series has ever seen. Thankfully, for those turned away by Tour's mobile structure, several of the best race tracks from Tour eventually made their way to Mario Kart 8 Deluxe through the Booster Course Pass.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="089c4140-4df9-4175-b93a-fd06a5994af3" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-tour" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-tour" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="https://s3.amazonaws.com/prod-media.gameinformer.com/styles/review_summary_game_cover/s3/2019/09/03/696c0fd1/mariokarttour.jpg" width="150" height="150" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-tour" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart Tour</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-e22f90a8577e0eb32789b70b0f7348815201920b013feb94bdc99ba86a252b6f"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> iOS, Android </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="2019-09-25T12:00:00Z" class="datetime">September 25, 2019</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%20Tour" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-tour" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>8</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/07/b4aa31a4/mariokartsnes.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Super Mario Kart</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">SNES, 1992</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Borne out of a desire for Nintendo to create a racing game where two characters could appear on the same screen simultaneously, Super Mario Kart began as a go-kart game without the Mario brand attached; it was only once someone suggested seeing what the racers looked like as Mario characters that the Mario Kart franchise was born. This initial entry laid the groundwork for the series, but by today's standards, it's rather barebones. But to this day, the soundtrack is still spectacular, the Battle Mode is a thrill, and some of the tracks remain essential classics in the franchise.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="ae3a3dd3-3357-41d9-b3cf-061f9a3d1416" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/super-mario-kart" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/super-mario-kart" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/review_summary_game_cover/public/2024/02/09/f84972f3/smk.jpg" width="150" height="105" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/super-mario-kart" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Super Mario Kart</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-389006fbd5a7e7906bcdfdfbf625cdfd7dc521c064f081ae4cb056f925a6a881"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> SNES </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="1992-09-01T12:00:00Z" class="datetime">September 1, 1992</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Super%20Mario%20Kart" target="_blank" class="button">Purchase</a></div> <div><a href="/product/super-mario-kart" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>7</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/07/f688a2fa/mariokart64.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart 64</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">Nintendo 64, 1997</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>While Mario Kart 64 falls short in many categories when compared to the rest of this list, it nails it in a few select areas. The tracks of Mario Kart 64 stand toe-to-toe with most other games in the series, and the series' first transition to full 3D graphics has aged better than many Nintendo 64 titles. But the place for which Mario Kart 64 is most important is in its innovation of doubling the number of players who can sit down and battle it out, thanks to the N64's four controller ports. To this day, Mario Kart 64's Versus and Battle Modes are a blast to play, even if your screen is relegated to a tiny quadrant of the TV, leading the N64 Mario Kart title to be considered one of the most nostalgic entries of the franchise.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="a379bb3d-6425-4db7-a50f-b672ee5e1872" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-64" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-64" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/review_summary_game_cover/public/2024/02/09/52aab376/800px-mk64_cover.jpg" width="150" height="105" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-64" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart 64</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-8055e11736f7e0c73fb8d20f9a51bd25abc377206182747ae58632f8fe7a4c25"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> N64 </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="1997-02-10T12:00:00Z" class="datetime">February 10, 1997</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%2064" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-64" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>6</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/07/12df9391/mariokartwii.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart Wii</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">Wii, 2008</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>While the accomplishments of the Wii entry of the Mario Kart series will always be overshadowed by the passable motion controls and the bundled plastic wheel that still lay dormant in many households to this day, Mario Kart Wii is a strong entry that introduced many gimmicks and conventions still going strong in the franchise to this day. Along with the introduction of bikes and stunts, plus a vastly improved online suite, Mario Kart Wii was a mainstay in millions upon millions of Wii libraries for good reason.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="0e6ba3da-e1b2-47d3-8dd3-d126ba383fe6" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-wii" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-wii" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/review_summary_game_cover/public/2024/02/09/5e4b3261/mkw.jpg" width="150" height="218" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-wii" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart Wii</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-21be7eae0d79a2b19c04e3d9876ce4d5ae82262cea4c6e6b766df86a56230a34"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> Wii </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="2008-04-27T12:00:00Z" class="datetime">April 27, 2008</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%20Wii" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-wii" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>5</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/07/9e870945/mariokartds.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart DS</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">DS, 2005</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Mario Kart DS surprisingly goes down in history as the first title in the franchise to include online multiplayer. That's right; a handheld title featured online functionality before a console game. While it definitely faced its fair share of bumps in the road (and has since been discontinued), the influential second handheld title in the Mario Kart series laid the groundwork for future entries to improve upon the feature set. Add to that terrific single-player content, including the new Mission Mode, as well as the standard suite of multiplayer offerings, and Mario Kart DS lived up to the series pedigree in many ways.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="27bd6030-c455-49dd-a4b1-42679096a351" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-ds" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-ds" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/review_summary_game_cover/public/2024/02/09/7b63286b/mkds_na_box_art.jpg" width="150" height="135" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-ds" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart DS</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-fd15e8feca858e65f7c54d08075f74dcf439b37e7bd438ab6fd2b3225ab6c2c2"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> DS </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="2005-11-14T12:00:00Z" class="datetime">November 14, 2005</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%20DS" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-ds" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>4</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/09/8c88f06b/n3ds_mk7_screenshot_33.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart 7</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">3DS, 2011</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The final dedicated handheld Mario Kart title played it safe in a lot of ways. The formula of the franchise has always been its strong suit, but Mario Kart 7 perhaps relied too heavily on that, with the biggest innovations to the series coming in the forms of underutilized glider and underwater sections. Still, Mario Kart 7 improves on nearly every core element of the series, particularly with the multiplayer elements, where customizable rulesets allow for players to curate their own fun in this solid entry in the franchise.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="c23ba3bb-2922-465c-bbb5-1177057a423a" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-7" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-7" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="https://s3.amazonaws.com/prod-media.gameinformer.com/styles/review_summary_game_cover/s3/legacy-boxart/mario%20kart%207/170180b.jpg" width="150" height="133" typeof="Image" alt="" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-7" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart 7</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-5c2476d89ad9c087a2bdf31ec45257946d9d37bc40dbeaca1a3fdd2ad0623dea"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> 3DS </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="2011-12-04T12:00:00Z" class="datetime">December 4, 2011</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%207" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-7" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>3</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/07/263133ff/mariokart8.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart 8</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">Wii U, 2014</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>The original form of Mario Kart 8 felt like the ultimate realization of the Mario Kart formula when it arrived in 2014 thanks to its eye-popping visuals, tight controls, excellent collection of courses, wide-ranging items library, and, of course, the terrific cast of characters. Add to that the gravity-defying mechanics and excellent online play, and it's a shoo-in for one of the best games in the beloved racing series. However, one major sticking point – the lackluster Battle Mode – prevents it from being the best of the best.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="84d4af99-8a18-4a8c-85e9-b724ce860799" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-8" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-8" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="https://s3.amazonaws.com/prod-media.gameinformer.com/styles/review_summary_game_cover/s3/2018/07/26/33402232/mariokart8.jpg" width="150" height="212" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-8" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart 8</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-e43a497b1e2fa1502e0e0ddc49d7d410d233e87b0f17291b07686744379988c0"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> Wii U </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="2014-05-30T12:00:00Z" class="datetime">May 30, 2014</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%208" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-8" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>2</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/07/e89be533/mariokartdoubledash.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart: Double Dash</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">GameCube, 2003</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>Mario Kart: Double Dash is noteworthy for many reasons, but the one that sticks out the most is right there in the name: two characters ride on the kart instead of the series-standard one. This mechanic, which lets you swap between characters mid-race, allows for incredible cooperative play where one drives and the other manages items, but the convention extends to the traditional Mario Kart modes as well. No matter the mode you play, the addition of character-specific special moves and some of the greatest tracks the series has ever seen make Double Dash one of the best GameCube games and easily one of the best entries in the storied Mario Kart franchise. </p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="f28ccb81-af29-4e60-bde1-143544ef7cac" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-double-dash" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-double-dash" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/review_summary_game_cover/public/2024/02/09/3b534f9a/dd.jpg" width="150" height="210" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-double-dash" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart: Double Dash</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-bc11075f71655367f1762d6e749a392a32483233a44bd328827e62c3ed8d1e51"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> GameCube </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="2003-11-17T12:00:00Z" class="datetime">November 17, 2003</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%3A%20Double%20Dash" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-double-dash" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <h2>1</h2> <div class="paragraph paragraph--type--list-item-large-image paragraph--view-mode--default"> <div class="list-item"> <div class="field field--name-field-image field--type-image field--label-hidden gi5-field-image gi5-image field__item"> <img loading="lazy" src="/sites/default/files/styles/thumbnail/public/2024/02/07/1eb70423/mariokart8deluxe.jpg" width="800" height="450" alt="" typeof="Image" class="image-style-thumbnail" /> </div> <h2> <div class="field field--name-field-list-item-title field--type-string field--label-hidden gi5-field-list-item-title gi5-string field__item">Mario Kart 8 Deluxe</div> </h2> <div class="list_item_sub"> <div class="field field--name-field-list-item-sub field--type-string field--label-hidden gi5-field-list-item-sub gi5-string field__item">Switch, 2017</div> </div> <div class="clearfix text-formatted field field--name-field-copy field--type-text-long field--label-hidden gi5-field-copy gi5-text-long field__item"><p>What started as a mere port of the Wii U title with a slightly bigger roster of racers and vastly improved Battle Mode exploded in the subsequent years to become something far greater. While the inclusion of a proper Battle Mode and additional characters at launch made for a drastically more well-rounded experience than the already-stellar base game, the Booster Course Pass, which doubled the number of selectable courses across 2022 and 2023, and included even more characters from the Mushroom Kingdom, make Mario Kart 8 Deluxe easily the greatest game in the history of Nintendo's illustrious kart-racing franchise.</p> <article data-embed-button="product_embed" data-entity-embed-display="view_mode:node.summary" data-entity-type="node" data-entity-uuid="3f76a016-c092-431e-a5b0-53c0e5802dac" data-langcode="en" data-entity-embed-display-settings="[]" class="embedded-entity"><article role="article" about="/product/mario-kart-8-deluxe" class="node gi5--summary gi5--summary--full gi5--product--summary--full gi5--product--summary node--type-product node--view-mode-summary"><div class="gi5-summary-left"><a href="/product/mario-kart-8-deluxe" rel="bookmark"> <div class="field field--name-field-product-boxart field--type-image field--label-hidden gi5-field-product-boxart gi5-image field__item"> <img loading="lazy" src="https://s3.amazonaws.com/prod-media.gameinformer.com/styles/review_summary_game_cover/s3/2018/07/26/40632b58/mariokart8deluxe.jpg" width="150" height="245" alt="" typeof="Image" class="image-style-review-summary-game-cover" /></div> </a></div> <div class="gi5-summary-center"> <h2 class="page-title"> <a href="/product/mario-kart-8-deluxe" rel="bookmark"> <span class="field field--name-title field--type-string field--label-hidden">Mario Kart 8 Deluxe</span> </a> </h2> <div class="views-element-container"><div class="view view-widget-game-details view-id-widget_game_details view-display-id-block_4 js-view-dom-id-d538ce0b229c4731373d4497ad4a0b2eefd1603c5b154ab6a1be7937df969797"> <div class="view-content"> <div><div class="views-field views-field-nothing"><span class="field-content"> <div class="field__wrapper product-platform"> <div class="field__label">Platform:</div> <div class="field__items"> Switch </div> </div> <div class="field__wrapper product-release"> <div class="field__label">Release Date: </div> <div class="field__items"> <time datetime="2017-04-28T12:00:00Z" class="datetime">April 28, 2017</time></div> </div> </span></div></div> </div> </div> </div> </div> <div class="gi5-summary-right"> <div><a href="https://www.gamestop.com/search?q=Mario%20Kart%208%20Deluxe" target="_blank" class="button">Purchase</a></div> <div><a href="/product/mario-kart-8-deluxe" rel="bookmark" class="button"> More Info </a></div> </div></article></article></div> </div> </div> <p>For more on the Mario Kart series, <a data-entity-substitution="canonical" data-entity-type="node" data-entity-uuid="95864581-fd88-45e1-a439-676dbe4eb2ac" href="/2022/09/02/mario-kart-30th-anniversary-all-things-nintendo">check out this episode of the All Things Nintendo podcast</a>, where we run down the history of the franchise. For our ranking of the entire Super Mario series, head <a data-entity-substitution="canonical" data-entity-type="node" data-entity-uuid="838e813c-6a7e-4963-84d1-ff439282c92b" href="/b/features/archive/2017/10/15/best-super-mario-game-rankings.aspx">here</a>.</p> Fri, 09 Feb 2024 17:02:00 CST Brian Shea 93613