Director Johannes Roberts Talks Making Resident Evil: Welcome To Raccoon City

After the first series of Resident Evil movies made over a billion dollars in box office revenue, production company Constantine Films is ready to reboot its biggest film franchise. But where the original series deviated drastically from the source material, new director Johannes Roberts – known for his work on 47 Meters Down and The Strangers: Prey At Night – wants to do right by Capcom’s original games with his new film, Resident Evil: Welcome To Raccoon City. We caught up with Roberts, to ask what it’s been like bringing the first two games to life. 

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Game Informer: What is your relationship with the Resident Evil series?

Johannes Roberts: I sort of came into the game franchise as a watcher of it, rather than a player. The game was just such a huge thing. It was really the first time that you had something that was cinematic and scary. I’ve always been a horror nut and [a] horror cinema nut. It was so funny to see this thing that was so totally in love with the same things that I was in love with. I used to just watch people play it [laughs]. I’d just be obsessed with it. The techniques, the horror techniques they were using, it was just so wonderfully scary. 

GI: The reason I’m asking, those first games, the camera angles are born out of technical limitations, but they were very cinematic. You’ve directed multiple horror films at this point. Would you say there was any specific influence on your movies from Resident Evil?

JR: Two things have sort of run through my career making horror. One, it’s all about going through doors. I made a movie called Outside of the Door. This kind of thing of, “What’s on the other side of the door,” and you would open this door, and you wouldn’t know what you were going to get into. [Resident Evil games] really sort of played heavy on that – and obviously through technical limitations, because everything would have to load into the next beat. But it really built a suspense there. And then also this thing that we definitely used in the movie, but I’ve definitely used a lot anyhow, is this thing of characters going off-screen and not following with them [laughs]. It’s a really weird thing. I obviously went back and played those games when I started rebooting this movie, and it’s such a weird – now we’re in so much of a world where you are the character, and you move through the character and stuff. To have this weird thing where you just disappear off-screen, and you don’t really know what’s around a corner, it’s such a strange and actually quite frightening thing.

GI: Can you talk about the collaboration between the cinematographer Maxime Alexandre and yourself in staging shots that are both an homage to the games and adapting them for something that works in live-action?

JR: What we did, where we took heavily from the games, was very much in terms of the locations and the look. I very much drew on the John Carpenter world. It’s very retro. So, there’s a lot of zoom lenses, a lot of long takes. It has a really ’70s feel to it. I quite often would use movies like The Parallax View, Invasions of the Body Snatchers, Don’t Look Now, Jewel. I love the cinematography in Jewel. We would use a lot of these cornerstones of ’70s cinema – The Exorcist and stuff – and use that as my language to work within the game franchise.

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GI: I can definitely say I haven’t heard anyone bring up Don’t Look Now when talking about their video game adaptation.

JR: [laughs] Yes, yeah. We’re just at this stage of finishing the movie now, and we’re going into the color timing of it all. It’s really fun, the idea of bringing out these really vibrant reds in a way that you would in a Dario Argento movie or something like Don’t Look Now, which has that sort of red theme going through it. I’m very influenced by ’70s cinema, and in this movie in particular because it felt like a sort of ’70s conspiracy thriller in some of the themes that we were using.

GI: Especially in those first few Resident Evil games, I feel like people forget about the messages of eco-terror and abuses of power. They’re weirdly political games for how goofy they can be. When you were writing it, especially considering where we are in 2021, were you thinking about those themes?

JR: We all had very different film tastes, but we had key things that sort of drew us together. One of the big things was the love of [the] ’70s conspiracy thriller movie that really is at the heart of this movie. There’s a couple of really great pieces of filmmaking that came out [around] the time. Chernobyl, the TV series, I remember watching it, and all of us came into the office, and we were just talking about how unbelievably good it was – the storytelling, the themes, the cover-up. How scary it was by being so normal and just the terrifying nature of what happens to people with radiation sickness. So, we would talk a lot about these kind of cover-ups, and all the themes that Resident Evil was built on. We would look at movies like Dark Water, the Mark Ruffalo movie, and just look at things that were happening in America, like the Flint water crisis and all that kind of stuff.

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GI: What’s it been like adapting some of those locations for a live-action movie?

What I felt hadn’t really been done before in-game adaptations is to treat the source material with the respect that you would treat a novel. And that was my real guiding principle. You know, we’re telling our own story, but let’s treat this world with real respect and work within the lore and the locations and the world of Resident Evil, the games. So we went to Capcom, and we got blueprints – like architectural blueprints – of the mansion, of the police station. So, the build of these things is identical to the game. It was incredible walking around these sets and going, “I’m f—ing in the mansion now. I’m actually walking around this game I’ve been playing for 25 years [laughs].” That was so cool. And then to have fun taking sequences and doing it for the first time on [film], like the iconic turnaround zombie from the first game, the first time you see the zombie. You know, it’s like that big moment that really had never been done before in computer games. Putting that onscreen was just – I remember one of the producers coming up to me and just saying they got shivers down their spine because it’s just so cool to do that.

GI: What stands out to you as the most challenging part of making this movie?

Do you know what? The biggest challenge and, I guess most frightened I have ever been when doing this, was the zombie aspect – and I’ve never really realized it until we were doing the siege on the police station. The movie is very much influenced by Assault on Precinct 13 and uses that a lot as a touchstone to tell the narrative. We have this big siege at the police station. Suddenly, I was standing there, and the zombies all arrived, and suddenly you realize you have the weight of, like, 60 years of zombie movies on you. You’ve gotta get this s–t right, and you’ve gotta bring something fresh, and you’ve gotta scare again. When people have seen zombies – you know, they found them scary, then they found them not scary again, they’ve become part of comedy. They’ve become everything. That was really tough to be able to create a story that had a dramatic theme and was grounded to a certain extent. I mean, it’s very John Carpenter-influenced, so it has its own world. But within that world, you needed to be believable within the reality of that world and to scare people again and make them really fear the zombies and the whole armada of creatures that we let loose. So, that was very frightening. I remember that day super closely. I remember feeling, “Oh my God, if I f–k this up, I’m in real trouble. People are going to kill me.” The weight of that was huge. It was huge. 

Resident Evil: Welcome to Raccoon City is in theaters now


Halo Infinite: 117 Rapid-Fire Questions With Joseph Staten

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Halo Infinite is having a big few weeks. On top of the free-to-play multiplayer suite launching ahead of the full game’s release on December 8, Master Chief’s next adventure is also the focus of the latest Game Informer cover story! And what’s a cover story without a brand new Rapid-Fire interview with the one and only Joseph Staten?

Join us as we sit down with 343’s head of creative to discuss all things Halo Infinite in our patented scorching-fast style. Joseph was kind enough to put up with us for 117 questions that span everything fans will want to know about one of the biggest games of 2021. In true Rapid-Fire fashion, we have plenty of questions centered on getting to the bottom of Halo Infinite. Who is the Weapon? Will there be new maps and firearms added to the multiplayer suite as time goes on? What happened to Chief and Cortona after the events of Halo 5?

It also wouldn’t be a Rapid-Fire without some questions you probably wouldn’t think to ask, like what kind of broadway musical does Chief listen to while slaying The Banished and saving the universe? You’ll get the answer to that question and so much more during this exclusive interview that you can find above!

Is the wait for Halo Infinite’s campaign feeling too long? We understand and want to help you through this time with our exciting new cover story! This month, we’re diving into a ton of new and compelling interviews, gameplay videos, and more from the team behind the next entry in Master Cheif’s story. Be sure to check out our quick looks at the game’s opening level, our campaign impressions, learn more about exploration and progression, and our look into the creation of the devious bots from the earlier versions of the multiplayer test flights. Thanks for watching, and let us know what you thought of the video in the comments below!


Photo Mode: A Snapshot Of Our Gaming Landscape

Children of the ’90s may remember the surge of enthusiasm surrounding Pokémon Snap’s N64 release. Unlike other popular Pokémon titles up to that point, it offered the chance to catch creatures not with a Poké Ball but with a camera. The game featured rushing rivers, sunny beaches, and dark caverns, all stuffed with familiar specimens. The most skilled players snapped – to our young minds – unbelievably realistic shots of these roving Pokémon in their natural habitats while the ever-moving vehicle pushed onward. But it wasn’t enough to capture wild pictures of our favorite creatures. We needed to share these works of art with the world.

Short of parading friends past the home console to admire our digital albums, there didn’t seem to be a good way to do so. Enter the Pokémon Snap Station. It tells you something about the game’s popularity that its developer went to the trouble of getting these bulky printing machines set up across North America. Fans of the game could now find the nearest Pokémon Snap Station and print out physical copies of their photos to show off in real life. Though those magnificent machines – and most of the rental stores housing them – are long gone, the impulse to share awesome in-game photos is not. Gran Turismo 4 introduced its limited photo mode in 2005 and, though it didn’t have all the bells and whistles we’re used to today, it helped pave the path for other games to follow. When New Pokémon Snap launched over 20 years later, video game photography was everywhere. 

Technology played a significant role in that transformation. Wireless internet connections and the soaring popularity of social media meant developers no longer needed to find a way to bring physical printing methods to the gaming masses. And, of course, graphics had come a long way since the N64-era. Better-looking games meant more picture-worthy subjects. Mix all this in with the already-present urge to share epic moments with fellow gamers, and you’ve got a recipe for today’s photo mode-filled landscape.

Now, it’s almost more surprising when a game doesn’t include a picture-taking feature. For some games, developers insert this mode directly into the game’s world. Red Dead Redemption 2, for example, gives players a camera right out of 1899. The object sits in your inventory alongside your indispensable arsenal of weapons but lets you shoot the scenery rather than meddlesome lawmen. There’s no shortage of breathtaking vistas to commit to film either. One of the most praised aspects of Red Dead Redemption 2 is its expansive and detailed environment which contains hazardous mountain passes, alligator-infested swamps, and windswept plains. You can even turn the camera on protagonist Arthur Morgan if you are so inclined. 

Similarly, The Legend of Zelda: Breath of the Wild leaned into diegetic photography when it was released in 2018. As Link explores the stunning open-world, he can pull out his trusty, phone-like Sheikah Slate to pose for a quick selfie or memorialize his journey. There’s even an optional series of side quests challenging players to capture and relive special moments in the hopes of jogging Link’s lost memory.

Animal Crossing: New Horizons also jumped on the in-game smartphone idea by giving the player a Nook Phone. Happily, it comes bundled with the island getaway package and doesn’t put you in any more debt to local money-bags Tom Nook. Nintendo’s 2020 hit slightly blends the in-game and non-diegetic picture modes. While players can – and did, judging from the copious amounts of pictures invading social media feeds during the pandemic – take fun selfies with the Nook device, the game also prompts players to take photos with the Switch’s capture button during more significant celebratory moments.

Besides giving fans a way to share their in-game adventures – or misadventures in some cases – photo modes also allow them to experience their virtual sandboxes in slightly different ways than other players. One virtual photographer might set up shots that establish different relationships between characters or highlight their hero’s unique view of the world. Occasionally, these pictures spark internet-wide fan theories or launch viral memes that, in turn, influence the game’s legacy.

Many recent games packing a photo mode take the non-diegetic approach, perhaps finding gamers don’t necessarily need the snapshots to have an in-game explanation. God of War and Ghost of Tsushima are great examples. After God of War launched, Santa Monic Studio’s reboot of the well-known series introduced a photo mode feature. It offered several options for the discerning artist, including filters, borders, and an assortment of technical adjustments. While some used these tools to enhance the dramatic tone of Kratos’ journey with his son, others delighted in slapping a smile on the Greek hero’s usually stoic face. With perhaps one of the most lauded photo modes ever, Ghost of Tsushima invited players to craft the perfect shot with a dizzying amount of tools and the benefit of the game’s cinematic style and particle effects.

It would have been hard for anyone with an online presence to avoid seeing images taken from these games, which speaks to another aspect of the modern photo mode. Players showcasing their in-game pictures with these tools simultaneously share the game with everyone in their social media circles. That’s a big win for game makers wanting to get their creations in front of as many potential players as possible. Of course, this is not intentional for most would-be virtual photographers. Like the kids huddled around Pokémon Snap Stations in the late ’90s, most gamers today just want to share cool pictures of their games with their friends.


Classic Wine And Video Game Pairings 

You’ve probably seen a million lists online about pairing wine with food or wine with music, hell, even wine with movies. But where are the wine pairings for video games? To address this absence, we talked with master sommelier Morgan Harris about what types of wines go best with which games.

Before we start, we should note that wine and game pairing isn’t an exact science. Pairing wine with food often results in chemical interactions that enhance or alter flavors; this doesn’t happen with game pairings, obviously. “Fundamentally, wine is a grocery which means it doesn’t really have a lot of structural overlaps with gaming, which is a leisure activity,” Harris says. “At their base, they’re very different things, but there is certainly some overlap and both of them are designed to give pleasure … I would argue that much like games, a lot of the joy of wine is in the discovery. Like exploring a world as you would in an open-world game, the joy of wine is tasting the novel and trying new things. With that caveat, you can think about types of wine like genres of games to some degree.”

Taking that into account, here are several wines you might want to pair with a game for a solid night in:

Riesling & Stardew Valley

“Classic German Riesling is really acidic, but it’s also sweet. I think it’s funny that we have a sort of bias against sweet wines – as Americans, we don’t drink that, and yet we love soda, which is the exact same thing. It’s really tart and kind of sweet. Sitting around drinking a glass of German Riesling is a lot like that. It’s like playing something that’s kind of mindless and fun, something like Stardew Valley or, in some ways, like Valheim, where you’re just sitting around and relaxing and taking things at your own pace.”

Barbaresco/Barolo & Darks Souls

“In northern Italy, a famous grape there is called Nebbiolo, and that goes into two wines: one called Barbaresco and one called Barolo. When they’re young, the wines are really, really tannic, so that’s the drying astringent sensation you get, and they’re high in acid. They’re great in the context of red meat, but they’re not really a lot of fun to sit around and just drink when they’re young because they’re so grippy and astringent. But that’s kind of like something like Dark Souls, right? It’s really challenging, but if you spend some time with it, and you have the patience, and like something full-flavored and intense, it might be your thing.”

Champagne & Story-based RPGs

“Champagne, in some ways, is like story-based RPGs in that you can get lost in it as its own little world. Again, with the caveat that wine is always kind of for sharing, for me, there’s something very relaxing about drinking champagne and also playing story-based, single-player RPGs because you just do everything at your own pace. Okay, there’s a bunch of quest icons everywhere, but if people don’t want to do that side quest, you don’t have to do that side quest. No one’s hurrying you along. No one’s rushing you. You just do the whole game at your own pace. No one else is depending on you to do anything else, and so champagne for me is very relaxing.”

Sauvignon Blanc & Fighting Games

“Sauvignon blanc is kind of like fighting games in that they are very particular in their flavor. There’s a certain greenness that’s not going to be everybody’s thing. Some people love it. They really love it. But for a lot of people, it’s too strange. There’s a certain sweaty up, up, down, down, a, b, a quality, or whatever we’re gonna call it, that is appreciated by a particular set of people who find that sort of thing pleasurable. I think Sauvignon blanc is the same way. You either love it, or you hate it. Also, there’s a lot of different expressions of it around the world. There’s a lot of different like sub-genres of fighting games.”

Chardonnay & Shooters 

“Chardonnay doesn’t have a lot of flavor itself and very much takes on the personality of the place where it comes from. So you have something like Chablis, which is from the northern portion of France, and it’s very lean and low alcohol. It’s grown in a cold place, and they don’t really use any oak on it. On the flip side of the spectrum, you have something like California Chardonnay, which is very rich and oaky and buttery. They’re both the same grape, but they’re very much informed by the place they’re grown. FPS, in some degree, is the same way. You have a looter shooter like Destiny, which is sort of bullet spongy. The FPS mechanics are there but it plays a little bit more like an RPG. And then you have stuff like the whole CoD series, which has its own particular set of flavors, which are some people’s thing and not others. Then you have games like Valorant or Counter-Strike. They’re all kind of interrelated to each other. There’s a lot of different ways to look down a gunsight and shoot people. Even in one genre, there’s a lot of different expressions.

Cabernet Sauvignon & World of Warcraft

“There’s ubiquity to MMOs as a genre that I think go sort of hand in hand with something like Cabernet Sauvignon because it’s an experience that almost everybody has had. There are very few people at this point who haven’t played one or don’t know what one is, so there’s a lot of parallels there. I mean, the number of gamers who have not played MMOs – and certainly thinking of World of Warcraft as a principal part of the genre. It’s dependable. It’s reliable. Everybody can find something inside of it to love.”

Pinot Noir & Hades

“Pinot Noir is kind of like a roguelike or roguelite. Pinot Noir is really, really hard to grow, but when you do it well, it is one of the most magical grapes out there. It very much has a highest highs, lowest low quality. Certainly, you could think about something like Spelunky or Hades in the same way. When you start on it, you know there’s gonna be a lot of disappointment, but as you pick up more and more of what you like, when you do something, like beat Hades for the first time, you feel really accomplished. Pinot Noir is like that as well. You kind of got to slog through a lot of what could be mediocre wines to find one that’s really exceptional because it’s really hard to grow. And it’s not for everybody. It takes a deft hand and fair amount of skill to produce.”

The Ultimate Takeaway 

Pairing wine with games is all about drawing structural similarities between genres and types of grapes, but there are no one-to-ones. Ultimately, if you pair a bottle of wine with a game, you’re likely to have a good night.

“To some degree, games are a competition,” says Harris. “Even if it’s you versus yourself. Wine was never really intended to be a competitive thing. If you like drinking easygoing, white wines, it doesn’t matter how many points a Napa Valley Cabernet gets; it’s probably never really going to be your bag. But they’re both leisure activities. You’re meant to have fun with them. I would argue that, like with a lot of things, sharing with friends is one of the best ways to both game and drink wine. Go over to their house, buy a bottle of wine, and talk about it. Engage with it. Just have fun.”

But, of course, please remember to drink responsibly!


Finding Winter Warmth In A Hearty MMO

Every year, when the daylight wanes faster than I’d prefer and the air chills to bitter cold, I retreat from any outdoor activities and turn to the warmth of my computer. That’s where I sink deep into my chair, crack open some sodas and junk food, and boot up my chosen genre to escape the harsh months of Minnesota weather. It’s when I’m most at home diving deep into a good MMO.

Each winter is a new opportunity to explore another facet of the vast worlds I’ve explored many times before. Usually, my go-to MMO is World of Warcraft, which I’ve been playing on and off since 2005. Maybe I never hit the current level cap on the last character I was playing, and that’s my jumping on point, or a new expansion is releasing, and I want to get caught up on the juicy lore and character moments leading up to the big new event. Other times, I simply get the itch to play and start fresh with a new class I never gave a decent chance before (I swear I’ll get a max level Warlock someday), or God forbid, see what life is like fighting for the Alliance for a while.

When you play semi-casually as I do, there’s usually something fresh to sink your teeth into, especially with games that have consistent content released throughout the year. I’ll devote nights to seeking out important moments I heard about on a podcast, or lose a weekend to seeing every part of a zone I had zipped through all too quickly on my last power-leveling spree. Whether it’s by myself or dragging my old dungeon-delving group back into the fray, there’s a near-endless checklist of things to do or help someone else achieve. 

I have some complicated feelings about playing World of Warcraft this year, and content releases have been understandably few and far between. As a result, I’ve moved on to my secondary MMO choice in Final Fantasy XIV. Over the past few weeks, I’ve been attempting to catch up with the main story in time for the release of the new expansion, Endwalker, in a few short weeks. It’s provided hours of great stories, endearing and compelling characters, and events that have personal consequences I don’t normally experience in other MMOs. Those who haven’t tried FFXIV yet should give it a shot. Whether you’re into MMOs or not, it’s just as good as people have said, and it’s getting even better throughout each big content release.

Sure, I’m speeding through the critical path of Final Fantasy XIV for now, but I’m enjoying being focused on this sliver of the experience. Winter hasn’t technically started yet, and there’s a big, new expansion on the horizon, which means I have plenty of cold nights ahead of me to venture onto new quests and classes I haven’t yet explored.

What’s your favorite genre or game to return to when it’s less than pleasant outside? Do you sink into a long RPG or MMO as I do, or do you pull out an old console to revisit some childhood favorites? Let me know what your comfort food games are in the comments!


The Trials And Tribulations Of Video Game Localization

How does a video game from another region make it into your hands, and how do companies ensure you’re getting an experience that lives up to the original? As the gaming industry becomes more globalized, video game localization is an increasingly pertinent topic. But few people actually understand what goes into the process. Preparing to release a game in a new country or region comes with many challenges that go well beyond simple translation.

When a game is localized well, it’s free of typos and grammatical errors, the dialogue is natural, and the instructions make sense. But even this is skimming the surface of the localization team’s role in the process. As games become more complex and text-heavy, not only do the challenges continue to grow, but the quality bar – and our expectations – constantly rise. There’s now a larger focus on the ways games are adapted from their origin for our consumption. And rightfully so, as poor localization can tarnish our experience with a game. Or it can live on in jokes and memes, like Zero Wing’s “All your base are belong to us!” or Final Fantasy IV’s “You spoony bard!”

These days, we don’t see as many hilarious blunders, despite receiving games that are much more complex and challenging to bring to a Western audience, such as the Yakuza series, where Japanese culture is integral to its identity. We chatted with nine different people in localization, who have worked on series such as Ace Attorney, Nier, and SMT, to discover more about the process and its hardships, uncovering everything from why direct translations fail to adapting language-specific puzzles.

Lost in Translation

Every language has its own complexities, rules, and flavors. What’s acceptable and understandable in communication differs depending on the region. For instance, the Japanese language uses a lot of hierarchical signifiers to show respect, but this sounds awkward when translated into English. When accepting a task from a superior, English speakers don’t say things like, “I humbly accept.”

Japanese also doesn’t require the same kind of explicit context that English does; sentences often don’t have a subject, object, or other information necessary in English. “It’s because Japanese is a high context culture, whereas English is a low context culture,” explains Sega Lost Judgment producer Scott Strichart. “Japanese expects you to understand the implication of a sentence. There’s a lot of other stuff under the hood in Japanese culture; you just naturally can appreciate when someone says something. They don’t speak directly about people often. There’s no subject, so to speak.”

And then there’s the issue of how different cultures view certain terms. “A word’s dictionary definition and its actual usage and the image it conjures up for a native speaker can be very different at times,” says Capcom localization director Janet Hsu. “An example is the English word ‘animation’ being shortened to anime in Japanese, and then getting re-imported into English as ‘anime.’ The Japanese word [means] ‘any kind of animation,’ including cartoons, but in English, the word “anime” is strictly reserved for Japanese animated works. Now, imagine trying to directly translate whole concepts and trains of logic from one language into another, and you can see how things can quickly go off the rails.”

It’s important to look at how languages differ because little things have huge consequences in the process. The hottest debates surrounding localization today center on translation and how faithful it is to the source. Fans worry about not getting an authentic experience or localization teams taking too many liberties. This is where most misconceptions originate, and localizers have heard it all, from people assuming Google Translate can do the job to cries of censorship over alterations made for Western sensibilities. However, the biggest request from gamers is often for a “direct translation.”

The Problem With Direct Translations

Many in localization will tell you direct translation is not their job. “Literal translation does not exist because translating is a creative venture,” says freelance localization editor Derek Heemsbergen, who worked on Dragalia Lost and Sakuna: Of Rice and Ruin. “When people talk about direct translation, what they mean is literal translation in as much as translation can be literal. They want Japanese grammar and idioms preserved as one-to-one as possible, and that makes for really clumsy text and writing.”

Literal translation does not exist because translating is a creative venture.”

Direct translations can actually harm the message and change the intent. Jessica Chavez, a freelance localization writer, who was previously on staff at Xseed Games and most recently worked on Mistwalker’s Fantasian mobile game, affirms that not everything translates. “There’s a really famous example of Kentucky Fried Chicken back in the ’80s when they decided to release their product in China,” she says. “They really wanted to keep their slogan; it’s something that’s really iconic. Everybody knows it’s ‘finger lickin’ good,’ right? So they directly translated it. And in Chinese, it came to, ‘eat your fingers off.’”

This example demonstrates the importance of a localization team, but many confuse what localization actually is. According to John Ricciardi, founder of 8-4, the goal is maintaining the intent and feeling. “We try to preserve the experience so that people, when they’re playing it in English or vice versa, are basically getting the same feelings and having similar reactions. And I feel like if we’ve done that, then we’ve done our job. It’s not about having one-to-one word [translations], because there is no one-to-one word. That’s the great myth. People think that with translation, you can just put it into a machine, and it comes out the other side. It doesn’t work that way.”

Chavez shares a similar sentiment. “My personal philosophy is intent and meaning over a literal translation,” she says. “The whole goal for teams when they’re making these games and they’re releasing it in another country is they want to deliver the experience; they want players to laugh at the parts that they wrote that were funny. They want players to feel what their original audience felt. I think it’s our job to communicate that, and a literal translation is going to lose that.”

Yakuza: Like a Dragon

Chavez illustrates how things get altered during localization, referencing cultural traditions regarding how babies are delivered. In Japan, Momotaro is a popular folktale hero who was born from a giant peach. This story is used to say babies come from floating peaches, but a good equivalent from American culture is storks delivering babies. “So we’re delivering the same intention, this folktale way of how babies are delivered, but we’re making it make sense for a Western audience. If you directly translate that, you’re going to lose what the dev team is trying to convey.”

Of course, it helps that people are more aware of Japanese culture and common phrases nowadays, but it’s still a tricky line to walk to ensure an English player understands the meaning. The Yakuza series and its Judgment spin-offs have the extra challenge of making Japan integral to the story. “It’s a balance between authenticity, accuracy, and clarity,” Strichart says. “I think someone who goes in to play Yakuza, we have to expect that what that player wants to get is a somewhat foreign experience; they want a game about Japanese people to feel like it’s about Japanese people.”

Strichart says the team is careful not to over-localize, but does question things like whether Americans will know what Tonkotsu ramen is or if it needs to be changed to pork broth ramen. A lot of times to solve this issue, additional text can explain a term. Or, if a close English equivalent exists, the team will use that for better comprehension. Strichart says when something is changed, it’s in order to ensure the player can understand the content; the team strives to avoid over-explaining things. “We make sure that we never forget that [these games are] set in Japan,” he says. “And that it feels like it is Japanese, despite being in English.”

Getting Creative

Localizers use their skills in a wide variety of ways, as it’s their job to solve for anything that could be problematic. This can range from thinking of different ways to get a character’s personality across to making a puzzle or riddle work in a language it wasn’t designed for. Every game is different and has different obstacles to solve.

Strichart has spent the last seven years working on the Yakuza series, and anyone who has played the games knows they’re rife with minigames, but some minigames just don’t work if you try to translate them directly. “There are chat minigames where you have to form words together or give responses to sentences that if you didn’t translate them correctly, the wrong answer is too obvious or the right answer isn’t obvious enough. Sometimes these minigames have to go through a lot more localization than we would just taking words from the page.”

And sometimes, you just have to admit defeat. Strichart points to Mahjong, a commonly played tile-based game in Asia. “There’s nothing more fun and kind of humorous than the [Western] Yakuza audience interacting with Mahjong, who are just like, ‘I don’t touch it.’ Or people who are trying to get into it and trying to understand it and still can’t. We can only bridge that gap so much. Over the years, we’ve added little numbers to indicate what the tiles are. We’ve added increasingly complex and massive tutorials to the game where we’re trying to make it as accessible as possible. And yet, it still remains just this wall.”

Phoenix Wright: Ace Attorney Trilogy

Puzzles can be the hardest to convey in another language, especially when they use clever mechanics. “Because the entire gameplay of an Ace Attorney game resides in the strength of the logic in the writing, the localization itself is the gameplay, and how detail-oriented you are as a localizer will show in how playable the final product is as a game,” Hsu says. “Sure, there are some leaps in logic that the original Japanese may force the player to make. However, if the lines are translated poorly, or if the foreshadowing is not set up properly, someone playing the English version will have a much tougher time than the original Japanese version intended, and that would negatively impact the player experience.”

Hsu says some of her favorite moments from localizing the series have been finding word puzzle solutions, like Spirit of Justice’s karuta cards trick. In the English version, the cards spell out WHET NO 4, but have a different message once you sleuth it out. “Nothing feels better than when you know you’ve finally found a truly great localization solution that will hopefully provide players with that same sense of ‘aha!’ when they solve it in English that a Japanese player had with the original version.”

Chavez can attest that figuring out puzzles is one of the most rewarding parts of the job. She recalls a recent achievement from an unannounced project. “I had to translate an 11th-century poem, and I had to edit that into a code puzzle that had to be input,” she says. “So in the Japanese [version], they just had like, ‘ka ki ke ko ku,’ so they could have kind of a chanting style for it. But I had to work it from this English translation of this 11th-century poem that I boiled down into five lines, and I had to turn it into a computer code. And it still makes sense! The solution to when you get to the end of it also changes and ever so slightly, and also makes sense. I was like, ‘I nailed this one!’ Changing a super ancient poem into a computer code was fun.”

Bringing characters to life in another language can also be tricky and often requires creativity and subtlety to convey their personalities and make them relatable to a North American audience. Sega/Atlus lead editor Josh Malone fondly looks back on Judgment, his first full-fledged project as an editor, and finding the right way to represent the foreigner-in-Japan character, Ryan Acosta.

“If I had gone with a one-to-one translation, Ryan would have used some corrupted form of Elizabethan English and the result would have been more like an SMT angel than a fervent otaku,” he recalls. “Instead, I had to pull a Kagutsuchi and scan his heart – what were his conversational cues trying to tell me? At that point, I started thinking, ‘Okay, this dude’s definitely a weeb, that’s what the writers were going for,’ so I took that idea and ran with it. Thankfully, his character ended up being quite well-received, so I’m glad I went out on a limb and added a bit of personal experience to his dialogue.”

For Trails of Cold Steel, the team struggled with ways to capture elder Roselia’s personality. At first, NIS America was planning on giving her have an old-timey English accent, but when the team heard it read out loud, it just didn’t feel right. NIS localizers worked to find a good way to capture the different parts of her personality, from when she’s acting more high and mystical to when she’s just being an annoyed grandma. “The sort of middle ground between those two that we reached was we limit her use of contractions for the more casual scenes, and when she’s being more fancy, she’ll speak without them,” says NIS America lead editor Eric Budensiek.

Trails of Cold Steel 3

Something not often discussed is the challenges of character counts for localizers. Text has to fit within a certain amount of space per the game’s programming, frequently seen as text boxes. While sometimes programmers can make these bigger and add extra text boxes to accommodate the English language, it’s a rare luxury. “Japanese is a dense language; orthographically, there’s more information in a smaller number of [characters],” Heemsbergen explains. “So there could be a compound that’s five kanji, so only five characters displaying on the screen, but the meaning in English is something like, ‘super incredible, enchanted potion of ultimate revival,’ which is much longer.”

What makes this even more complicated is Japanese scripts are already very dense and use up the majority of space, so it’s up to localization to rewrite, trim, and condense the text in a way that gets all the information across and fits into a smaller amount of space. And they have to do it all on tight deadlines.

Under Pressure

Thousands of lines in games need to be adapted, and deadlines and costs often factor into the equation. Localizers constantly need to weigh what battles to fight and make choices in a timely manner. “The framework that localizers have to work with are really quite constrained,” Chavez explains. “We don’t get a lot of time on these things. So when you’re under a hard deadline, you have to choose between eloquence, or ‘does it make sense?’”

The job also requires doing research and sometimes going back and forth with the original team for clarity and understanding. The amount of collaboration depends on the developer, but it seems like overall interaction is increasing, thanks to evolving tech providing easier and faster ways to communicate. Some interviewees explained their localization software has collaboration tools baked in, whereas others said they keep an open dialogue with message boards. “There’s a misconception that the developer throws text over, we do it, they implement it, and no one reads it,” Strichart says. “There’s this constant back and forth, and it’s a very collaborative process now. It has to be, like you can’t throw text and renders and expect us to get it. Localization teams need context; that’s 100 percent of our job.”

Despite the time taken to preserve intent, the turnarounds can be brutal, and last-minute decisions – even those that seem small – can throw an entire project into chaos. Chavez learned this first hand when working on Half-Minute Hero for Xseed. After the game’s localization was complete, the development team changed the font set to something easier to read. But altering the font style affected the character limits, meaning the team had to redo its work and come up with even shorter text. The kicker? They had one week to do it. “I had to go through every single line in the game and either fix them or rewrite the ones that went over,” she recalls. “Luckily, it was a smaller game, and it was a completely wacky game. So it sort of worked out in the end, but there was definitely a moment where I wondered, ‘What am I doing?’”

Deadlines are part of the job, but some are more taxing than others. Lost Judgment had a very aggressive timeline, something Strichart doesn’t mince words about. “Lost Judgment was the ultimate pinnacle of challenge, just turning around that game in essentially a year with the amount of audio and languages that we had to do,” he says. “It takes its toll. Under the weight of that, you’re looking at it almost like, ‘Okay, next time, we need to not do it this way, but for this time, let’s just get it done.’”

Lost Judgement

Strichart said starting the localization process as early as they did was difficult because half the game wasn’t built yet. “For a team that was mostly used to being able to just turn on the game and see how the characters interacted, you had to go ask the developers things like, ‘How close are these two standing?’ ‘Should they be yelling?’ That was a huge learning curve for us.”

Certain games also require more research than others, and the only way to truly convey the material is to know it intimately and thoroughly. “I’ve learned the subtle flavors of whisky, the intricacies of pachislot machines, and the worst things to say to your bartender – all for the sake of crafting realistic dialogue that leaves a deep (or deeply silly) impression,” Malone says about his time working on the SMT and Persona brands alongside Yakuza and Judgment.

Chavez had to take extra care when she worked on Mario & Sonic at the Rio 2016 Olympic Games because it involved a lot of trivia. “I had to do a lot of research looking at, ‘What’s the actual world record for this?’ or ‘What’s the name of this specific area in the Amazon?’ So it took a lot of checking back and forth.” She also recalls how on Fantasian, the editor “had a heck of a time” reading very technical scientific journals to try and understand the Higgs Boson, a subatomic particle that gives other particles their mass.

A localizer’s work is far from easy, and it doesn’t help that people trying to break into the field can often be exploited. Beyond localization members not always getting their due in game credits [see sidebar], the demands can reach concerning levels. “I’ve heard stories of freelancers working for other companies, and they’re being asked to do like 10,000 characters [a day], which is insane,” Ricciardi says. “Our standard for translators is like 4,000 at most, and that’s from what I’ve learned over the years is comfortable in one day for a typical Japanese-to-English translator.” Ricciardi said he’s also heard of people getting paid as low as two cents a character. Just like other areas of the game industry, localization has its share of problems that need better solutions.

For the Love of Language and Games

A lot of blood, sweat, and tears go into adapting video games into other languages, and much of it we never see. Localizers are asked to be many things: creative, problem solvers, and masters of language, to name a few. The people who do it have an enormous task on their hands, and they don’t take it lightly. “I’ve been in the business since I was like 19, and for me, games are everything,” Ricciardi says. “I love games. I appreciate games. I respect game creators. I want as much as possible when we’re working on this stuff to be able to preserve the integrity of what was intended with the game.”

Localizers are asked to be many things: creative, problem solvers, and masters of language, to name a few.”

Hsu sums up localization wonderfully. “I like to think of localizers as bridge builders – people who help to bring entertainment from a different culture to their audience by building the smoothest bridges they can, so that as much of the experience remains intact as possible, and doesn’t get bent out of shape during transit,” she says. “Sometimes, you can reuse words from the original language to help build your bridges, and sometimes, you might need some additional context mortar to fill in the gaps and hold it all together. Other times, you might just find that a narrow stone bridge is unsuitable for the cart, and you need to expand it horizontally with more explanations or pave it over with cement by rewriting a segment for clarity. Each sentence is a unique bridge with a role to play over the course of the journey from the start of the game to the end.”

This article originally appeared in Issue 340 of Game Informer.


Fortnite Chapter 2 Is Coming To An End, See The Trailer, Learn How To Be A Part Of The Action

Click here to watch embedded media

Epic Games is ending Fortnite‘s second chapter sooner than expected. On December 4 at 4 p.m. ET, the Cube Queen is waging war against all of the combatants on the Island in a new limited event called “The End.”

This event is a one-time instance, meaning you won’t be able to play it again after you complete it. Epic recommends content creators and players record their playthrough as it will be the only way to see it again.

The End allows for groups of up to 16 players to queue together. Friends can get together 30 minutes before the event begins. This current season is ending a day earlier than Epic originally announced, so anyone who logs in now between December 4 will receive a 225,000 XP reward. Players who compete in The End event will earn a themed loading screen and wrap. From November 26 to 29, Epic is holding a power-leveling weekend with supercharged XP to help players complete the battle pass.

What comes next is anyone’s guess. Epic will likely continue on with Chapter 3 and a new theme. We know Boba Fett is coming to the game, and there are rumors that The Matrix will be involved as well.

What do you hope to see from Fortnite next? And what did you think of the current chapter? Let us know in the comments section below!


Halo Infinite Multiplayer: Here’s What’s You Can Unlock This Week

Click here to watch embedded media

Halo Infinite’s free multiplayer experience offers many avenues of play, including timed events. This week, 343 Industries introduced the game’s first limited event called Facture: Tenrai.

From now until November 30, players can make progress on a new 30-tier battle pass, with the ultimate goal of unlocking a complete set of Yoroi Armor. The Tenrai battle pass is free, and although it isn’t here for long, 343 Industries states that it will return at future dates, starting again in January. All progress made on the battle pass now will carry over when it returns.

Most unlocks on this new battle pass come after gaining experience by completing challenges in the limited-time game mode: Fiesta. This 4-versus-4 skirmish gives random weapons to every player each time they spawn. Rockets, swords, and sniper rifles are all a part of the mix.

On top of this event, 343 Industries has set 10 a.m. PT as the weekly date that Halo Infinite’s shop is restocked with new gear. This week, players can purchase the Chonmage Armor set (for 2,000 credits, which is roughly $17.99). Along with the samurai-like armor, this bundle includes the Thorn Diver legendary stance, Sundown Smile epic armor coating, and the Chonmage epic helmet.

Other items in the shop include the Sentinel’s Blade legendary utility, which comes with the Sentinel epic nameplate and emblem. If you want your weapons to have a little more style, the Shinobi Wrap decal is available, and gives your weapon a lilac-steel color, along with a Shinobi wrap model and a Shuriken charm. The last item available this week is the Six Date Loyalty bundle, consisting of the Noble Loyalty epic armor coating and two sixth gate shoulder pads. You can see all of the offers below:


10 Fun Games To Play With The Kids This Holiday

If you have family visiting for a Thanksgiving feast and a holiday weekend of relaxation and shopping, there’s a good chance the younger demographic will be looking for entertainment. If they have their iPads, they’ll likely retreat into YouTube watching mode, but you can use that screen to bring the family together for some fun game time as well. 

I rounded up a handful of games that should deliver entertainment for groups of kids and adults alike. The difficult task is finding games that are available on a wide variety of devices and offer crossplay support – meaning you can play together, even if you are on PlayStation 4 and the kids are on their iPads.

If you are just entertaining one or two kids, I also included a few games that they should get a kick out of, yet are only available on select machines. These games have different age ranges in mind, but can be fun for everyone.

The first three games I’ve selected are no-brainers, but as I’ve found, parents often don’t know that they offer crossplay and don’t need three or four of the same system to get kids playing together in their household.

I hope this list brings you some fun. Happy turkey day, everyone!


PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, PC, Mac, iOS, Android

Easily the best pick on this list, Roblox offers the widest variety of experiences to all age groups and is a phenomenal cooperative experience. It’s also absolutely free! Getting the family together in any game doesn’t take much effort at all.

Here are the Roblox games my daughter and I enjoy playing together: Adopt Me, a simulation about raising pets and furnishing a house. Meep City, another robust simulation with minigames, building aspects, and deep player interaction. Ghost Simulator, a game that takes after the Ghostbusters and pushes you to battle and catch as many ghosts as you can. Scuba Diving at Quill Lake, a relaxing underwater adventure. Hide and Seek Extreme, a surprisingly fun take on the childhood game that will have the family screaming as the person approaching their hiding spots.


For the slightly older ages: Sharkbite, a game about staying alive as long as possible as a player-controlled shark hunts them. Tower Defense Simulator, a great multiplayer combat experience against waves of enemies. Jailbreak, an intense and hilarious multiplayer game that lives up to its name. Piggy, a dark yet exciting fight for survival against evil pigs. There are also a variety of fun titles based on the hit Netflix show Squid Game.

And let the kids search for games that they want to play. Not all of them will be hits, but the process of finding something new to check out is a lot of fun in its own right.


PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Switch, PC, Mac, iOS, Android

Similar in conceptual design to Roblox, Minecraft allows groups of players to journey and survive together in thousands of worlds, many are made by players. Minecraft’s basic building component tap into your creative side and embrace the true essence of teamwork as you build homes and societies together. Each player will need their own copy of the game on their respective devices, and most add-ons cost extra money. The official Toy Story, Star Wars, Magic Kingdom, and Jurassic World expansions are excellent, offering rewarding sightseeing and fun interaction points.

For any mode you are playing, if you are a newcomer to Minecraft, I recommend jumping into the settings and changing the play style to creative to remove the frustration of starting out and getting your bearings.


PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Switch, PC, Mac, Android

If you are looking to avoid violence, Fortnite isn’t the game for you. It’s a competitive shooter at heart that can be an absolute riot. I play it almost every night with my daughter, my girlfriend, and her two young sons. We’re a well-oiled unit that enjoys the four-player squads option the most, but also spends some time in other modes if we have five players. The standard 100-player battle-royale experience remains the main attraction, and the kids absolutely love the variety of licensed skins that are available – from Marvel to Naruto. 

The constant flow of new content makes this a game that we can’t put down. We love being there on day one for the new seasons and enjoy seeing how they evolve every week. Ongoing games don’t get much better than Fortnite, and it’s also a great pick-up-and-play game for holidays like Thanksgiving. The one downside is it was recently pulled from iOS devices due to a legal battle between Apple and Epic Games, meaning iPad and iPhone are no longer in the mix. If you do play this game, make sure you mute other players in the options to avoid hearing random people say horrible things.

Super Mario Maker 2


This one will take some prep work, but if you have toddlers in the house or older kids who love a great challenge, you can create levels to challenge them in Super Mario Maker 2. For the toddlers, you can make death-free stages that helps them learn how to use a controller. For the older kids, seeing who can get through your creations the fastest is another fun way to pass the sticks. If you really get into this concept, you can also enter the creative mode to allow the kids to make levels for the adults to run through. Multiplayer modes for co-op and competitive play are also a part of the mix.

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I am Fish

Xbox Series X/S, Xbox One, PC

A lovingly made adventure about a goldfish exploring the world, I am Fish is a fun physics-based challenge that will put everyone watching on the edge of their seats. As the fish rolls in his water ball, he’ll often be asked to navigate thin walkways over deep pits and slopes that will make him race along the terrain.

The ball operates on real-world physics, so keeping it on those narrow ledges can be difficult, but that’s where the fun (and audible gasps) come into play. Nicely placed checkpoints relieve some of the frustration from the hard challenges, and level-based play means you’ll be moving to different environments often. It also has a weird story about bread that sets the stage for a wacky, good time.

I am Fish is only on PC and Xbox at the moment, but is a part of Microsoft’s Game Pass, so you can download it and check it out for free if you are a subscriber to that service.

Overcooked 2

PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Switch, PC, Mac, Luna

Don’t be surprised if your throat is a little sore from screaming for help when playing Overcooked 2, another multi-system game with crossplay options. Four players can take to a kitchen to try to serve up tasty dishes to hungry customers. Time is of the essence, as you are racing to feed as many of these people as you can before the clock ticks down to zero.

Each restaurant is different, and all bring different challenges that will force you to run as fast as you can and even throw food all over the place. Overcooked 2’s difficulty isn’t as harsh as its predecessor’s, but it is still a challenging game that requires quick controller inputs and even quicker thinking. It can be tough for toddlers but should be a good fit for any kid who plays games often.

Hidden Through Time

PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Switch, PC, Mac

Do the kids enjoy Where’s Waldo books? If you don’t mind getting fingerprints on your TV, Hidden Through Time offers up an interactive experience similar to those seek-and-find books. You can either hand the controller over to the kid to try to find on their own secrets or have them point to what they want you to interact on the TV. The levels in Hidden Through Time grow in size, change historical themes, and have plenty to look at, making for a spirited time sleuthing with the little ones.

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Rocket League

PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Switch, PC, Mac

Getting used to Rocket League’s controls (not to mention the unique concept of playing soccer in a car) takes time, but great thrills still come from the early moments, especially when you and the kids are on a team. If you don’t want to take on other players, bot matches of varying skill levels are available. After a few rounds, you’ll be hitting the ball across the field and scoring goals – feats that always bring about loud celebrations. Teamwork is everything when competing in Rocket League. Like many of the games on this list, it supports crossplay and is great on all systems.

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Mario Kart 8 Deluxe


Mario Kart 8 Deluxe is one of the best racing games of all time and isn’t just about Mario and his friends. From Zelda to Donkey Kong, many of Nintendo’s most popular characters are here to race. While satisfying as a single-player game, the most fun comes from the multiplayer experience. You can race or battle against each other with up to four people on one Switch. You can up that number to eight if you have two Switches and the controllers to support it. The options for all multiplayer modes are through the roof and can even stretch to a 48-race circuit if you want to play late into the night and into the morning.

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Just Dance 2022

PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Switch, Stadia

If you want to get your family moving after stuffing their faces with food, no game series accomplishes this act better than Just Dance. The newest iteration features over 40 songs, including “Don’t Go Yet” by Camila Cabello, “Love Story” by Taylor Swift (Taylor’s version), “Happier than Ever” by Billie Eilish, and more. A free trial of the Just Dance Unlimited subscription comes with the game, and ups that song total to over 700! The game shows you the dance moves, too. If you and other family members are doing them right, you end up looking like a dance troupe that has been training together for years. Odds are you won’t be doing them right and will end up looking hilarious together. Just make sure you keep some distance so you don’t accidentally punch or kick each other.

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December Xbox Games With Gold Lineup Includes The Escapists 2, Tropico 5, And More

Xbox has announced the Xbox Games With Gold line up for December and per usual, it includes two Xbox One games and two older-generation games. 

Four games are up for grabs this month. They are The Escapists 2 on Xbox One, Tropico 5: Penultimate Edition on Xbox One, Orcs Must Die on Xbox 360, and Insanely Twisted Shadow Planet on Xbox 360. Of course, thanks to Xbox’s backward compatibility features, anyone with an Xbox Series X/S or Xbox One can download and play all four of these games. 

The Escapists 2 is a game about, well, escaping… be it from snowy tundras to deserts and more. You and up to three friends can team up to escape from some of the toughest prisons in the world, and you can do so by following the rules, learning the routines, and discovering the best ins and outs of each location. The Escapists 2 represents a $19.99 value, and it’s available for download from December 1 through December 31. Check out our thoughts on it in Game Informer’s The Escapists 2 review

Tropico 5: Penultimate Edition is the entire base game of the island domination sim but with the added Hostile Takeover and The Big Cheese add-ons. In this game, you can simulate the growth of an island from an early colonial period to beyond the 21st Century, and you’ll be tasked with creating trade routes, building a city’s infrastructure, and more as you attempt to rise to the top. Tropico 5: Penultimate Edition represents $24.99 in value and is available to download from December 16 to January 15. For more information about it, check out Game Informer’s Tropico 5 review

In Orcs Must Die, you play as the powerful War Mage. As this character, you must defend 24 fortresses from a mob of beastly enemies using traps, weapons, and magic, of course. Representing the first in a series that has spawned multiple sequels, you’ll be able to experience the franchise’s start beginning December 1 through December 15. Orcs Must Die represents $14.99 in value. Read our thoughts on it in Game Informer’s Orcs Must Die review

The final free game this month is Insanely Twisted Shadow Planet. In this 2D action-adventure game, you’ll explore unique environments while attempting to reach the center of the mysterious Shadow Planet. Prepare to solve some puzzles and defeat alien creatures from December 16 through December 31. This game represents $9.99 in value. If you’re curious about what awaits you in this one, check out Game Informer’s Insanely Twisted Shadow Planet review

Are you excited about picking up any of these? Let us know in the comments below!


Harmonix Is Being Acquired By Epic Games

According to announcements from both companies, music and rhythm game developer Harmonix is being acquired by Epic Games. 

Epic Games made a statement saying on its website about the company’s future, saying, “The Harmonix team will collaborate closely with Epic to develop musical journeys and gameplay for Fortnite while continuing to support existing titles including Rock Band 4.”

Harmonix has a brief blog post on its site as well, followed by a short Q&A covering the obvious questions regarding its active support for Rock Band and most recent release FUSER. Here’s the statement from Harmonix about joining the Epic family: 

“Over the last 26 years we have pushed ourselves to redefine how people experience and interact with music. From the earliest days of The Axe to Guitar Hero, Rock Band, Dance Central, our VR titles, FUSER, and everything in between, we have aspired to redefine what a music game can be. Now, we’ll be working with Epic to once again challenge expectations as we bring our unique brand of musical gaming experiences to the Metaverse, and we couldn’t be more excited.”

For the time being, the company is sticking to keeping its upcoming seasons and events for its games in the pipeline, and won’t be discontinuing support in any way. Other than that, details are scant other than Harmonix games like Rock Bank will continue to stay up and running, though expect the developer to leverage its talents in Fortnite sometime in the future musical talents as well.

Epic has, of course, been dipping its toes into interactive concerts and musical performances in recent years, and that trend will undoubtedly continue and expand with a team like Harmonix under its umbrella. If any team can top what Epic has done with experiences like last summer’s Ariana Grande performance, Harmonix would be the group to do it

Does this make you hopeful for more dedicated music games, or are you potentially excited for more rhythm content in Fortnite? Give us your thoughts on the Harmonix acquisition in the comments below.


Mario Movie Producer Says Chris Pratt’s Plumber Won’t Have Italian Accent, Calls Actor’s Voice ‘Phenomenal’

Nintendo and Illumination announced that Chris Pratt would voice Mario in the upcoming Mario movie exactly two months ago. In those eight weeks, the conversation around this choice has focused on the accent of the famous plumber. Will he be doing the traditional Mario accent, or will he do something else?

In a new interview with TooFab, Mario movie co-producer Chris Meledandri has defended Pratt’s casting, calling his voice for Mario phenomenal. 

Click here to watch embedded media

“All I can tell you is the voice that he’s doing for us, and Mario, is phenomenal,” Meledandri told TooFab. “Yeah, I can’t wait for people to hear it.”

TooFab asked the producer about the decision to cast Pratt, someone who isn’t Italian, as the Italian plumber. Meledandri said he’s an Italian American and understands some of the feelings people have over the casting choice. He said Charlie Day, who is Italian, being cast as Luigi, is this movie’s nod to the Italian background of the famous plumber duo. 

However, Meledandri adds that you can expect the Mario movie to touch on the Italian accent, or rather, lack thereof. 

“We cover it in the movie,” he said. “So, you’ll see we definitely nod to that.” 

Meledandri also said that you should not expect Pratt’s performance to lean too much into the “It’s a-me, Mario!” side of the character, popularized by Charles Martinet, who’s been the voice of Mario for decades. 

While waiting to hear Pratt’s Mario, check out the full cast list for Illumination’s Mario movie.

[Source: TooFab]

What do you hope Pratt’s Mario sounds like? Let us know in the comments below!


New Digital Xbox Museum Features Interactive Exhibits About Company’s History, Includes Section For Your Own Achievements

With it being Xbox’s 20th anniversary this year, the company has done a lot to commemorate the special milestone. There’s the limited edition Adidas shoes, the fancy Halo Xbox Series X, and more. Now, there’s a digital Xbox museum you can peruse through, too. 

Getting there is quite simple – head to We highly recommend signing in because doing so will create a museum space unique to you that features information about your history with Xbox as a brand, your achievements, and more. That’s not all, though. Within the museum are multiple other sections for your metaverse-like avatar to visit: the original Xbox, the Xbox 360, the Xbox One, the Xbox Series X/S, and a Halo section. 

As you walk through each museum section using your keyboard, you can place your 3D avatar into yellow circles on the ground. These circles are found in front of museum exhibits and once in the circle, you can interact with the exhibit to learn more. For example, in the original Xbox space, there’s a circle in front of an exhibit with the title “Bill Gates and The Rock join forces to unveil Xbox.” Upon interacting with this exhibit, you’ll be taken to an interactable story that features information about this unveiling, a video of the event, and more. 

That’s what each of the digital exhibits is like, too, and it seems like making your way through the entire museum would take hours. It’s quite an expansive lineup of information, not to mention it features your own personal history with Xbox in a section as well. 

Head to to tour through the exhibit yourself and then catch up on some of Game Informer’s Halo Infinite coverage – it’s Halo’s 20th birthday too this year, after all. After that, check out these Xbox 360 Adidas sneakers and then take a look at this new Halo Xbox Elite controller

What’s your favorite Xbox memory? Let us know in the comments below!


Sony Granted Patent For Official PS5 Faceplates

When the PlayStation 5 was first revealed last year, the console design was polarizing. On one end of the spectrum, PlayStation fans were excited about the new futuristic, sleek look. In contrast, other consumers were not as impressed, namely in regards to the white faceplates. Once the next-gen console launched, third-party companies began producing different colored faceplates, with black being one of the most popular options on the market. Sony, for the most part, legally brought an end to those competitors. And now, the entertainment conglomerate has been granted its own patent for official PS5 faceplates. 

According to GameSpot, the patent is listed as a “Cover for Electronic Device” and comes paired with a few mock-up sketches of the PlayStation 5. The text within the patent claim mentions a “Skin cover for PS5 console” and “the ornamental design for a cover for an electronic device.” 

Of course, this doesn’t immediately equate to a future where Sony-labeled faceplates might be sold at your local electronic establishments. For all we know, nothing will come of this. But it’s nice to imagine a new look for the PlayStation 5. Only time will tell what this patent means for the console’s aesthetic. 

Do you think this is simply Sony cornering the market without the intention of actually releasing faceplates? Or are we going to see this patent put to use? Throw down your theories in the comments below! 

[Source: GameSpot]


Death’s Door Review – Reaping The Rewards

Publisher: Devolver Digital
Developer: Acid Nerve

July 20, 2021
(Xbox Series X/S,
Xbox One,
PC), November 23, 2021
(PlayStation 5,
PlayStation 4,

Rating: Everyone 10+
Reviewed on: Xbox One
Also on:
PlayStation 5, Xbox Series X/S, PlayStation 4, Switch, PC

Death is one of the few things we all have in common. We all experience death sooner or later, and that can be terrifying because we don’t truly know what awaits us on the other side. Salvation? Oblivion? Death’s Door offers an amusing interpretation of death by framing it as a boring, day-to-day business run by crows. While some of the crows may not find much enjoyment in their work, playing Death’s Door couldn’t be further from their dull reality. It’s an entertaining and engrossing action-adventure romp that you’d do well to enjoy before your time is up. 

As a young crow and a rookie reaper working for this morbid organization, your task is to retrieve one particularly large soul. Once you do, however, it’s promptly stolen by a mysterious figure. The soul’s recovery is paramount because while the crows are immortal in their home dimension, traveling to the living realm leaves them vulnerable to aging and death, and they can’t return home for good until the job is done. While this recovery mission of why your soul was taken is a good hook on its own, the story quickly expands into a larger, more compelling mystery revolving around figures who have cheated death for ages and the true meaning behind your work.

Relieving bad guys of their souls is a fun, strategic dance of dealing simple close-range combos and rolling to evade, all while chipping away at their health from afar using your bow and ranged spells such as a fireball. When it comes to attacking at a distance, you have a limited number of shots, but ammo refills with every successful melee strike. I love this system as it kept me from leaning on ranged attacks as a crutch and forced me to get my hands dirty. It also rewards that aggression by renewing your chances to back off. Tight controls allow for smoothly dealing attacks after making split-second dodges, and that maneuverability becomes swifter by upgrading your abilities. 

That sense of risk versus reward extends to refilling health. Throughout the environment, you collect flower seeds, and when you plant them in scattered pots, they bloom into permanent health stations. However, you have a limited number of seeds, depending on how thoroughly you explore, so deciding which pots to plant requires serious thought. The choice of healing now or waiting until I visit a pot I’m more likely to frequent gives the design a fun element of risk and improvisation as I’m effectively creating my own safe zones. 

You can mix up combat by finding hidden weapons such as daggers that trade power for slightly speedier combos or a mighty hammer that channels electricity. While these alternatives feel fine in battle, the differences between them and your standard sword are negligible. I happily stuck with the sword for much of my adventure. Thankfully, the same can’t be said for your arsenal of spells, all of which feel useful. A chain hook attaches to foes so you can quickly zip in their face and close the gap. I smiled every time I lobbed a bomb-like fireball and watched it obliterate multiple targets in short order.

Combat encounters are often challenging, especially when an assortment of baddies swarms you, forcing you to use every trick you have to survive. That includes using their own abilities and the environment against them. Many projectiles can be deflected back to the sender or to their buddies. Arenas sometimes contain hazards such as laser turrets or plants that fire mortar-like exploding gas bubbles that, with the right positioning, can easily clear entire mobs. Death’s Door does a great job encouraging players to work smarter and not harder to overcome its occasionally overwhelming combat challenges. 

The handful of major boss battles against beings who have lived far beyond their natural life cycle are fantastic and are my favorite confrontations in the game. These epic bouts pushed me to use my full suite of abilities, and the giant armored frog who gradually destroys your small platform with each hop was a particular standout. The final boss battle, in particular, plays out as a neat amalgamation of every obstacle you faced before, offering an entertaining final exam of everything you’ve learned. In a great touch, enemy bodies accumulate scratches and cracks to indicate damage status, which is way cooler than a plain old health bar. 

Your journey to retrieving your wayward soul involves exploring pretty, visually distinct areas such as seaside docks, an eerie-yet-opulent mansion, and a forest-covered temple. I also like how the living world’s color contrasts with the noir-esque greyscale of your otherworldly headquarters. Areas are littered with enemies, tons of secrets, and hidden paths that lead to goodies such as new weapons, flower seeds, collectibles, and vital souls used to purchase stat upgrades. You can even find hidden bosses that bestow powerful upgrades to your spells. 

Many areas are ability-gated; I’m sure you can connect the dots on what a cracked wall or unlit torch requires. Other environmental puzzles and secrets require more observational skills, such as spotting discreet hedge maze entrances or using a bathroom floor’s reflection to find a concealed door. Death’s Door’s world feels like a living puzzle that I was always chomping at the bit to fully unravel. Plus, some of its coolest mysteries don’t reveal themselves until after the credits roll. 

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Despite their long association with death and the macabre, crows are clever animals known for their funny behavior; the game’s tone sports a similar playfulness. Your quirky co-workers include a typing-obsessed data entry worker elated to generate all of the paperwork your adventure creates. A passionate bard tags along for a period in search of inspiration for a wacky song, the quality of which I’ll leave you to judge. A jovial knight cursed with having a stewpot for a head is bluntly, but hilariously, named Pothead. 

Death’s Door is more lighthearted than it looks, and that’s to its benefit. These amusing moments complement weightier themes about respecting the dead (no matter how terrible they were in life), the fear of death’s inevitability, and whether anything we accomplish truly matters when our time is limited. Death’s Door isn’t the most profoundly written story, but it handles these sensitive topics well. My favorite moments, outside of the moment-to-moment action and exploration, are when it reminds us that death isn’t something to be feared. Rather, it’s just a necessary step in the cycle of life; a cycle that cannot exist without it.

Score: 9

Summary: Death’s Door marries fine-tuned hack n’ slash action with a cool world ripe with secrets to unravel. The result is an entertaining, densely-packed trip to the other side.

Concept: As a reaper of souls working for an organization of crows, you must recover a stolen soul while unraveling a mystery surrounding figures who’ve lived for centuries

Graphics: The black-and-white headquarters contrasts nicely with a colorful world, and Death’s Door biomes are distinct visual treats

Sound: Pleasant piano melodies and epic boss music perfectly suit the ebb and flow of combat and exploration

Playability: I love the strategic loop of executing melee attacks to refill ranged abilities, and exciting boss fights push an otherwise simple combat system to enjoyable limits

Entertainment: Death’s Door presents a compelling world begging to be explored until every secret is found alongside satisfying combat and intriguing lore

Replay: Moderate

Click to Purchase


Keanu Reeves Doesn’t Want John Wick Or Neo In Mortal Kombat

Keanu Reeves has revealed that he doesn’t believe Mortal Kombat to be a good fit for John Wick or Neo. 

It’s always tough when you hear people you look up to say something wrong, but sometimes you just have to power through it and that’s what we’re all doing after Reeves told Esquire he doesn’t want his characters in Mortal Kombat. As reported by GameSpot, it’s not that Reeves isn’t a fan of Mortal Kombat – he just thinks John Wick and Neo don’t belong. 

“If it was up to me? No, Mortal Komat is awesome in so many ways, but I think…you know, Neo, John Wick, they’re doing their own thing,” Reeves told Esquire. “Mortal Kombat is doing their own thing.” 

Look, Reeves certainly knows these characters more than us Internet folks who want to see Neo lean back to dodge Scorpion’s infamous “get over here” chain attack, but c’mon, no to John Wick as well? That character is a trained assassin that has killed anyone in his way – surely Sub-Zero doesn’t stand a chance. 

Regardless, there might still be a chance despite what Reeves says. As noted by GameSpot, Mortal Kombat and its developer NetherRealm are owned by Warner Bros. which is the same company that owns The Matrix franchise…so the possibility is there. In fact, Game Informer reported in 2019 that series creator Ed Boon said NetherRealm was “pretty close” to adding Neo to Injustice 2. 

Speaking of Injustice 2, check out our thoughts on the DC fighter in Game Informer’s Injustice 2 review and then read Game Informer’s Mortal Kombat 11 review. Check out our review of its DLC, Aftermath, after that.  

[Source: Esquire]

Who would you rather see in a Mortal Kombat game: John Wick or Neo? Let us know in the comments below!


New Project L Details Emerge From Riot Games’ Undercity Nights

Riot Games’ League of Legends fighting game, still known only as Project L, was shown off in much greater detail during this weekend’s Undercity Nights event, solidifying its genre, a few characters, and even its plans for online infrastructure. 

The video features executive producer Tom Cannon and technical lead Tony Cannon unveiling a verticle slice of what Project L will eventually offer. The title will remain a 2D fighting game set in the world of Runeterra, as was initially hinted towards when the game was revealed, but now we know it’ll feature 2-on-2 battles, and character assists will factor into the gameplay. “We feel this is the right foundation to build a game that rewards strategic team building and on-the-fly decision making on top of strong fighting fundamentals,” says the executive producer. Taking cues from games like Marvel Vs. Capcom: Infinite, Project L will seemingly allow players to swap between their characters at will, making for fast, flowing combos between fighters and exciting moments to play out or even to watch as a fan. Speaking to this notion, Tom Cannon says, “Like a lot of you out there, we’re inspired by insane outplays, hard reads, and 200 IQ plays behind some of the most iconic moments in fighting game history.”

The entire control scheme isn’t apparent quite yet, but the reintroduction video showed some moves and the mapped buttons to perform them. Straying away from complex direction motions many fighters utilize, Project L is looking to simplify inputs, such as unleashing special moves with the push of one button or only adding a single direction to a button press. While this approach does make attack and combo execution a bit easier for players to grasp, the developers seem to still be leaving in plenty of complexity when it comes to each character’s capabilities. 

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One new character shown off was Ekko, who plays with the fabric of time while he fights. Ekko’s attacks can create an after image, showing where he has been over the last few seconds. He can zip back to the point of that image in an instant and continue his onslaught or escape to safer territory. Ekko looks to have many exciting options at the player’s disposal and will surely be a tricky character to both learn to use and fight against. 

Tony Cannon introduced the current plan for Project L’s online play, featuring server technology Riot already uses. Project L will use “rollback networking at the core,” which delivers “a constant low input delay across a wide range of pings.” This is enhanced by Riot Direct, a networking solution used by the company on League of Legends and Valorant that utilizes multiple servers between two players to manage the connection and “ensure consistent, fair play experience” if one player has network speed or reliability issues. According to the technical lead, this means someone with a good connection will not experience some or any problems caused by an opponent’s potential worse connection. Riot is also taking measures to determine who wins a match when a participant rage quits before the fight ends.

Other characters shown off were Jinx, Darius, and Ahri, all in a new art style similar to what’s present in the new Netflix animated series, Arcane. It’s still very early days for Project L (it still doesn’t even have a name!), but the Cannons promise we’ll be seeing more of it next year. In a blog post, Tom Cannon stated that we shouldn’t expect to see Project L released in 2021 or 2022, so those looking forward to throwing down with these champions for a while.

How’s Project L looking to you? Are you excited for the tag team battles, or were you hoping for another genre of fighter? Let us know in the comments!


Dead Cells Update Adds Outfits And Weapons From Hollow Knight, Guacamelee, And More

Dead Cells’ 26th update is assembling the best and brightest of the indie action adventure genre. The aptly named Everyone Is Here patch adds familiar faces from games like Hollow Knight and Guacamelee, along with their respective weapons, to use in-game.

Click here to watch embedded media

The free update, which is now available on PC and comes consoles later this year, lets players don the costumes of the protagonists from Hollow Knight, Hyper Light Drifter, Blasphemous, Guacamelee!, Skul: The Hero Slayer, and Curse of the Dead Gods. Better yet, you’ll wield the weapons/ability of each character. They control largely as you’ll remember them but have a Dead Cells twist. Motion Twin has outlined the functionality and stats for each weapon below:

Hollow Knight – Pure Nail: Can attack upward and downward. Attacking downward while airborne causes you to bounce on your enemies, dealing critical damage.

Blasphemous – Face Flask: Crush a flask on your forehead, dealing low damage to yourself and transforming 35 percent of your missing health into recovery.

Hyper Light Drifter – Gun & Sword: The gun marks its targets while also dealing damage. The sword deals critical damage to the marked targets, increasing with the number of gun marks on the target. Sword hits also recharge the gun’s ammo, which doesn’t recharge passively.

Guacamelee! – Pollo Power: Turn into a chicken for a few seconds, firing several explosive eggs around you because, of course.

Skul: The Hero Slayer – Bone: Smash enemies with a bone club. Hitting with the second attack enables a whirlwind attack that deals critical damage.

Curse of the Dead Gods – Machete & Pistol: Slash twice with a machete. The third attack uses the pistol to bump and inflict critical damage to nearby enemies. Holding the attack button charges a slow and powerful ranged attack.

To access the new content, you’ll need to complete the challenges from a new book at the start of the game. A new character unlocks for every finished challenge. Weapons and skills are found in Lore Rooms, a new area in the game. 

You can view the full list of patch notes here. You can also read about some of these games and other on our list of the Top 10 Best Metroidvanias To Play Right Now


Inscryption Review – Engraved Secrets

Publisher: Devolver Digital
Developer: Daniel Mullins Games

October 19, 2021

Rating: Not rated
Reviewed on: PC

You wake up in a dark cabin, chained to a worn table. A mysterious man sits on the other side of the room. You can’t see the details of his face through the darkness, but his crazed eyes pierce the shadows. Something under your belly lurches as he invites you to play a card game. The rules seem simple; you summon creatures to attack your opponent’s army of foes, and you easily win the first few hands. Still, you can’t shake the anxiety of what might happen if – no – when you lose. You play on, the eyes on the other side of the table slowly burning a hole in your stomach.

Inscryption is an incredible tone piece that taps into horror themes while telling an engaging and ever-evolving mystery. While those horror elements are important to the narrative, they are also just a backdrop to this adventure. I loved Inscryption’s moody atmosphere, but I also appreciate that it doesn’t force any jump scares on the player, making it a fairly approachable horror experience.

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At the center of the adventure is a robust card combat system that has you summoning creatures into lanes on a battlefield. Your creatures deal damage to the critters on the opposite side of their lanes and, ultimately, directly to your opponent. The basic setup should be familiar to fans of games like Hearthstone and Magic: The Gathering, but Inscryption puts several fun twists on the formula that kept me coming back for more. For starters, some creatures require a sacrifice to enter battle. This means that when you want to summon a powerful creature like a bear, you’ll have to kill several beasts that you already put on the field. I liked the push/pull of trying to get your strongest creatures into the fray without thinning your ranks too much.

Inscryption’s deck-building system is also much deeper than it first appears. For example, some creatures can be summoned into battle only if you have a certain number of bones acquired through fallen allies. This allowed me to turn my defeats into victories; even if all my creatures were wiped from the board, I often felt like I had an ace up my sleeve or could tap into another strategy to turn the tide in my favor.

As you continue to take down opponents, you move along a gameboard and encounter random events à la titles like Slay The Spire. Some encounters give you new cards, buff existing cards, or grant additional tools to use in combat, such as a fan that allows your creatures to fly over their opponent’s heads. You also have the chance to affix sigils to your cards that offer unique powers, such as the ability to transform into stronger creatures over time or attack multiple lanes at once. These elements give Inscryption’s card system a unique flavor, and I loved experimenting with my deck to find new card synergies or create brand new cards that almost felt overpowered.

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Between card battles, you can stand up from the table and explore your cabin. This space is full of locked drawers and other puzzle boxes. Solving these adventure-game-like mysteries earns you new cards and brings you one step closer to unraveling Inscryption’s larger mysteries. You eventually reach some startling revelations about who you are and why you’re trapped in this cabin, but the less I say about those revelations the better. However, Inscryption successfully flipped my expectations multiple times before the journey was over, and I couldn’t wait to see its satisfying narrative conclusion.

Inscryption is an oddity of the best order. It’s a horror game that isn’t aggressively trying to scare you. It’s also a clever card system wrapped around a compelling mystery that plays with video game conventions. Like a bat out of hell, Inscryption came out of nowhere and quickly became one of my favorite games of the year.

Score: 9

Summary: A horror-themed deck-building experience that evolves in unexpected ways the more you play.

Concept: A horror-themed deck-building experience that evolves in unexpected ways the more you play

Graphics: Inscryption’s low-fi art style and dark atmosphere sends chills up your spine

Sound: A moody soundtrack helps sell the horror theme, but it’s subtle and largely unmemorable

Playability: The card system has clearly defined rules, so playing cards is simple. Building an overpowered deck is highly rewarding

Entertainment: The card combat is engaging, and the larger narrative elements make Inscryption incredibly hard to put down

Replay: Moderately High

Click to Purchase


Horizon Forbidden West’s Open World ‘Feels More Alive And More Real Than Ever’

Horizon II: Forbidden West

This isn’t the first time we’ve read a Horizon Forbidden West blog post to see what Guerrilla Games has been up to. Not only is Aloy more dynamic and realistic-looking in this new chapter, she’ll also be exploring an immense map with its fair share of cutting-edge qualities. According to lead living world designer Espen Sogn, the dev team hopes that players will “encounter a world that feels more alive and more real than ever.” And knowing the impressive pedigree of Guerrilla Games, this will likely be the case.

The latest blog post states that designing Horizon Forbidden West’s sandbox was all about maintaining authenticity. This is primarily reflected in the cultural norms of the tribes that Aloy meets. Espen mentions two tribes and juxtaposes their customs to showcase the player’s positionality in the world at large:

“The Oseram are a social and historically patriarchal tribe, so their animations are more about shoulder punches and high fives. The Utaru, on the other hand, are laid back, so they will often sit down together and be a bit more touchy-feely.”

This level of authenticity is also apparent in customization options. Aloy can upgrade her weapons (she can now carry up to six in addition to her spear) at workbenches. More importantly, Senior designer Steven Lumpkin states that any equipable clothing options reflect a tribe’s access to certain commodities while also providing bonuses and resistances.

“Clothing reflects a unique style, as well as the materials a tribe has access to and knows how to use,” Lumpkin says. “Hunters from the Nora tend to favor ranged combat and stealthy hunting. Carja excel at the use of traps and tripwires. The boisterous Oseram love fighting up close and personal with a hammer. The Tenakth and Utaru have their own preferences as well — and the outfits Aloy can acquire from each culture tend to reflect and support these unique approaches to combat.”

Everything in Horizon Forbidden West’s game world serves some narrative purpose. “When you’re out in the Forbidden West, our hope is that the story is reflected in every detail of the world,” Senior writer Annie Kitain reiterates. “Aloy’s journey will take her through some really gorgeous settlements, allowing her to meet many interesting characters, trade for cool new gear, and prepare herself for the challenges ahead.”

Horizon Forbidden West launches for PlayStation 5 and PlayStation 4 on February 18. Read Everything New In Horizon Forbidden West to stay informed on what Guerrilla Games has in store. 


Geoff Keighley Hosting ‘Inside The Game Awards’ Podcast In New Partnership With Spotify

Geoff Keighley’s annual Game Awards show is right around the corner – December 9 to be exact – and a new podcast leading up to the show will dive deep into all that goes into it. 

The Game Awards announced today that it is teaming up with music streaming service, Spotify, which will be its “exclusive audio streaming partner” for the show. It also revealed that leading up to it, a limited four-episode podcast called Inside The Game Awards will be released. 

“As part of the partnership, The Game Awards creator, executive producer, and host Geoff Keighley is hosting a special 4-episode Inside The Game Awards podcast, exclusively on Spotify beginning today, highlighting the latest news on the awards ceremony, including the incredible nominees for this year’s show, and a look at the musical elements of the show, including the return of The Game Awards Orchestra.” 

Spotify will also announce the “most listened to Spotify artists and songs” on gaming platforms globally in 2021 during the show. 

The first episode of Inside The Game Awards is now live, and the other three episodes are expected to drop leading up to the actual show on December 9. While waiting for those, read through the nominations for the Game Awards 2021. Check out Game Informer’s interview with Keighley about this year’s awards show after that. 

Are you excited about this year’s Game Awards? What announcement do you hope to see? Let us know in the comments below!


Hitman 3: Year 2 Content Includes New Maps, Storylines, Modes, And More

Hitman 3 has been out for nearly a year, and while its first year of content was expansive, Year 2 is shaping up to be just as big, if not bigger. 

IO Interactive, the developer behind Hitman 3 and the two Hitman games that came out before it, released a new blog post today detailing the game’s first year. IO revealed that Hitman 3 is the most successful Hitman game of all time and that its World of Assassination Trilogy has reached the milestone of 50 million players. It also revealed that Year 2 is starting in less than two months.

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“Hitman 3 – Year 2 will start on [January 20, 2022] with post-launch support confirmed for another 12 months,” IO writes in the blog. “New maps, storylines, modes, and ways to play are all lined up for 2022, which is set to be another exciting year.” 

Also, coming to Hitman 3 next year is ray tracing on PC. Plus, PC VR support is coming in January, as is a new Elusive Target Arcade mode. 

“A new way to play Elusive Targets arrives in Hitman 3 in a brand new game mode that we’re calling Elusive Target Arcade,” the blog post reads. “Prepare to take on the ultimate Elusive Target challenge in a change to the established formula in this fan-favourite game mode. All Elusive Target Arcade content will be a permanent addition to the game. Full details on how this game mode works will be shared in early January 2022.”

The blog post ends with a “[REDACTED] update that states that IO has a “major update to the game planned” for Spring 2022. No other details were given, but the image below was included with it. 

While waiting for Year 2 to begin, check out our thoughts on the game in Game Informer’s Hitman 3 review and then read the Game Awards 2021 nominations to see where Hitman 3 appears. 

Are you excited about Year 2 of Hitman 3? Let us know in the comments below!


Marvel’s Avengers – Breaking Down Spider-Man’s Gameplay And Moveset

Publisher: Square Enix
Developer: Crystal Dynamics, Eidos Montreal

September 4, 2020
(PlayStation 4,
Xbox One,
Stadia), March 18, 2021
(PlayStation 5,
Xbox Series X/S)

Rating: Teen
Platform: PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC

Since before the game even launched, fans of Marvel’s Avengers, specifically those on PlayStation, have anxiously waited for Spider-Man to swing into the adventure. Over a year later, Marvel’s flagship character finally arrives on November 30. We’ve seen his costume and have gotten a sense of his personality in a cinematic trailer, meaning the final questions revolve around the story and how Spider-Man controls in-game. 

Spider-Man’s debut comes via the free Hero Event, “With Great Power.” Speaking with Crystal Dynamics, it’s still unclear how big the story is compared to the more compact Operations or large-scale expansions. As for the character himself, Crystal Dynamics shares that their Spider-Man, voiced by Sean Chiplock, is in his early 20s and has been a superhero for “a little while.” That likely indicates he started after A-Day, which would mean he’s spent the entirety of his career protecting an Avengers-less New York City. As such, this isn’t an origin story. Spider-Man is an experienced crime-fighter at this point but has primarily worked alone. 

Peter stumbles upon a sinister plot connected to AIM that may be bigger than he can handle. After interacting with Black Widow via her “Tiny Dancer” online alias, the two exchange information on AIM. He eventually meets the entire team and agrees to tackle this threat alongside them but struggles to work under a team dynamic. By the end, Spider-Man will ultimately decide whether or not to remain a full-fledged Avenger. Other characters involved in the story include Liz Allen, Peter’s friend and college classmate, who players will find in the Ant Hill. Mark Raxton also appears, who comic fans know best as the villain Molten Man, but Crystal Dynamics didn’t confirm if we’ll see his transformation here. 

So let’s jump into gameplay. First and foremost, can Spider-Man web swing? Yes, he can. Crystal Dynamics described his web-swinging as an expanded, less-restrictive take on Ms. Marvel and Black Widow’s forms of swinging around. Unlike them, Spider-Man doesn’t need ledges or poles to attach web lines. His webs attach to pretty much anything, even if you don’t always see it. This means he can swing in more open spaces. It may not always make sense, but Crystal Dynamics emphasized fun over realism after considering more limiting alternatives. 

Holding down the right shoulder trigger while jumping initiates web-swinging, meaning Spider-Man’s traversal feels fundamentally different from those of other heroes whose moves are mapped to the jump button. This design gives players more control over activating/deactivating web-swinging and should feel familiar to fans of dedicated Spider-Man games, such as Insomniac’s series.

Wall-crawling is present, and players can freely cling to and move around most surfaces. Spider-Man can also wall-run like Captain America and Black Panther. The difference is that Spidey can wall-run indefinitely; he does have sticky feet, after all. He can run left, right, and up walls and bank around corners to leap into web-swinging. 

Of course, Spider-Man’s web-shooters are an important offensive tool. Shooting targets builds up “web status,” a meter that, when full, immobilizes enemies. You can also knock webbed-up foes into walls, making them stick there. Webs can also inflict various debuffs unlocked from a skill tree, such as making webbed targets more vulnerable to damage and status effects from other heroes or causing them to drop more health packs upon defeat. Crystal Dynamics says Spider-Man feels like a support hero in that sense. 

Web shooters have alternate firing modes such as a charge shot, web bombs, a web tether to stick enemies together, and a trap set on floors or walls that ensnare bad guys. Spidey even has a wide-reaching web attack that pushes mobs backward while immobilizing them. Additionally, Spider-Man can deploy a drone that fires web projectiles to help tie up enemies. The drone can also create bubble shields around Spidey, which helps defend objectives. 

Spider-Man’s ultimate heroic ability is his web-wrecking ball. As the name implies, Spidey weaves a gigantic web ball that he slams down onto targets to deal significant damage. Some of the abilities are available right off the bat, while others are unlocked and improved through skill-tree upgrades. Overall, Spider-Man is very adept at crowd control, but Crystal Dynamics says he isn’t a ranged character despite his array of web attacks. Spider-Man still relies on an acrobatic flurry of punches and kicks to handle most threats. 

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Peter’s trusty Spider-Sense serves as a defensive ability. While other heroes block or parry attacks, Spider-Man dodges with players hitting the button when an indicator appears on-screen. Nailing perfect dodges grants a defensive boost, making you sturdier for a limited period while also inflicting an impact armor debuff to the attacker. Like his other moves, the Spider-Sense has a line of upgrades to make evasion even more powerful. 

Spider-Man boasts plenty of unlockable costumes. He’ll begin wearing his redesigned take on the classic Spidey outfit, but you can also unlock the original Steve Ditko-designed costume. Crystal Dynamics recently revealed their takes on the Spider-Man Noir, Spider-Armor MK 1/ MK 3, and Secret Wars costumes as well.

Spider-Man looked like a blast to use in the footage we’ve seen, and he should make for an entertaining addition to the roster. Players can see him in action themselves by watching an Avengers War Table gameplay deep-dive presentation on Monday, November 29, the day before Spider-Man’s arrival. We can’t wait to finally get our hands on Spider-Man, and if With Great Power’s story proves to be as exciting as its starring hero’s gameplay, PlayStation fans may have a great reason to boot up Marvel’s Avengers one more time.


GTA Trilogy Modders Are Fixing The Game

Grand Theft Auto: The Trilogy – The Definitive Edition continues to be stuck between a rock and a hard place. Just one week after the highly-anticipated remasters released everywhere, Rockstar Games promised the originals would eventually be available on PC in an effort to calm angry fans. The Red Dead Redemption developer released a statement acknowledging that “the updated versions of these classic games did not launch in a state that meets our own standards of quality, or the standards our fans have come to expect.” Some players, however, are taking matters into their own hands. GTA Trilogy modders are working together to fix the game.

According to Gamespot, a bevy of issues that range from bizarre typos to immersion-breaking bugs have plagued all three GTA titles. But, as we already know, not all heroes wear capes; some just need a comfy chair to sit in and a mouse and keyboard. You can find some projects on NexusMods. 

Better Rain,” by Instanity666, is precisely what it sounds like. It fixes any visually-jarring downpours that are currently in the game. GTA 3’s opening, for example, is particularly disorienting to watch/sit through. Another mod, called “Make Los Santos Great Again,” uses the vibrant color schemes that the PS2 port of San Andreas is known for. There’s also heavier fog for more realism. 

The downside is that these mods are only supported on PC, so console players will be stuck with the faulty Definitive Edition until Rockstar starts rolling out patches and hotfixes. A support tweet from last week (seen above) stated, “We sincerely apologize for the inconvenience, and are working to improve and update overall performance as we move forward.” 

What’s your experience with the GTA Trilogy been like? Are there any issues that you’d like to see remedied? Let us know in the comments below! 

[Source: Gamespot]


Analogue Pockets Will Begin Shipping In Three Weeks

The Game Boy-like device known as the Analogue Pocket will finally ship out in three weeks. 

More specifically, the first batch of devices will begin shipping on December 13 and orders are expected to reach customers sometime between December 14 and December 30. This news comes after multiple delays for the Pocket, most of which occurred due to ongoing shipping struggles and chip shortages due to the global COVID-19 pandemic. 

If you preordered the Pocket, you should have received an email already from Analogue that states the Pocket will ship in three weeks. That email also includes information about delaying your order should you be out of town for the holidays when it’s delivered. 

“We understand that some of you will be away during the holiday season and would prefer delivery in the new year,” Analogue’s announcement reads. “With this in mind, we are offering to hold your package over the holiday period and start shipping on January 3. If you cannot accept delivery between December 14 and December 30, you should request a hold for your order.”

The final date to change your order is November 28, and Analogue says no changes can be made following that. The email you’ve received includes more instructions on how to go about those changes, if necessary. While waiting for your Pocket to ship, check out the various features it includes and the accessories that go with it.

Are you getting an Analogue Pocket next month? Let us know in the comments below!


Kojima Productions Is Opening A New Business Division Focused On Film And Television

Kojima Productions is opening a new California-based business division that will focus on movies and television. 

It’s no secret that Kojima, the famed game director behind the Metal Gear Solid series and Death Stranding, is a fan of movies and TV. All it takes is one glance at his Instagram feed to realize that. His primary focus has always been games, but it seems his studio, Kojima Productions, is preparing for a shift to other entertainment mediums. 

“Today, I can finally confirm that Kojima Productions will be opening a new business division in California, USA,” division lead Riley Russell writes in a press release. “The new division will be tasked with working with creative and talented professionals in television, music, and film, as well as the more familiar games industry. The team has as its charter, the goal of expanding the reach and awareness of the properties now under development at Kojima Productions, and to make them even more a part of our popular culture.” 

Kojima Productions business development manager, Yoshiko Fukuda, says this new division will take the studio into new sectors to develop narratives beyond video games. 

As for what to expect first from this business division, that’s unclear, although Russell does mention that it will focus on expanding narratives outside of games based on games currently in development at the studio. Perhaps it’s cooking up a Death Stranding TV series, or maybe a film based on some game the studio is working on that hasn’t even been announced yet. Only time will tell. 

While waiting to learn more, check out Game Informer’s thoughts on Death Stranding and then read this story about why Death Stranding Director’s Cut is worth another trek across America

Are you excited about a possible movie or TV series from Kojima? Let us know in the comments below!


New Deathloop Update Makes NPCs Smarter, Invasions Harder For Colt

A new update for Deathloop is live, and it dramatically changes the way players will make moment-to-moment decisions, both in terms of how they take on NPCs as well as invasions from Julianna. 

Game Update 2 (about as big as Game Update 1) brings a slew of changes to many of the game’s systems alongside bug squashes and fixes, too. The two most notable changes coming to Deathloop by way of this update are that NPCs are a lot smarter now, and Colt will have a harder time avoiding Julianna during an invasion, as reported by Digital Trends

Click here to watch embedded media

“Game Update 2 improves NPC reactions and pathing, UI clarity and appearance, audio mix quality, and many other elements,” Bethesda’s blog post about the update reads. “It also adds controller remapping as well as field-of-view and motion-blur controls for PS5.” 

In terms of NPC behavior, here are the changes now live in-game:

  • NPCs now react to bullets passing close by, such as headshots that miss
  • NPCs now react when another is assassinated close by
  • NPCs now hear better and react faster to nearby footfalls
  • NPCs under fire no longer move to take cover if the player is too close
  • NPCs can now deduce the direction from which a grenade was thrown
  • NPCs no longer stop trying to kill Colt if Julianna uses Nexus to link him to them
  • Interrupted aerial assassinations will no longer cause NPCs to become mostly invulnerable 
  • Numerous other small fixes and improvements to NPC behavior, reactions, pathing, and placement
  • Charlie Montague no longer gets stuck in the floor or ground if he’s kicked while using Shift

In terms of new invasion changes, here’s what you can expect:

  • Colt dropping that game now counts as a win for a player-controller Julianna
  • AI-controlled Julianna is now more reactive to Colt’s actions
  • The antenna that Colt must hack to escape now takes slightly longer to hack
  • AFK players are tagged
  • Colt players who linger in Colt’s tunnels for too long are automatically tagged and that causes the tunnel doors to open
  • Higher chance that you will invade players on your Friends list while they are playing in “Online mode”
  • Strelak Sapper Charges thrown by NPCs that Julianna has attacked will no longer create false Colt tags for Julianna
  • Players now properly head audio reactions from the opposing player during melee
  • Strelak Sapper Charges will now stick to Julianna as they do to other NPCs

Other notable changes include the ability to remap buttons, invert sticks, and new options that allow players to adjust field-of-view and motion blur. UI buttons and text in menu options are larger, too. Check out Bethesda’s blog post for a full rundown of all the changes in Deathloop Game Update 2. 

Read why we gave Deathloop a 9 out of 10 in Game Informer’s Deathloop review after that, and then watch this episode of The Game Informer Show to hear why Deathloop is a Game of the Year contender. 

[Source: Digital Trends]

Are you excited about these changes coming to Deathloop? Let us know in the comments below!


Bobby Kotick To Consider Resigning If Workplace Issues Aren’t Fixed Soon [UPDATE]

Update: 11/22/21 7:20 a.m. Central: As per the Wall Street Journal via, Bobby Kotick held a meeting with top executives to discuss the state of Activision Blizzard in the face of recent controversy and allegations. The CEO told his colleagues he’d consider resigning if the countermeasures in place to combat the developers’ criminally-toxic workplace culture didn’t fix issues “with speed.” This news comes days after company shareholders called on Kotick to resign. Consequently, some of the executives that Kotick conferenced with last week emphasized that a number of staff members want him gone. A “workplace excellence committee” is being implemented, but whether or not the Activision Blizzard work conditions will change for the better, or if Kotick will be true to his word about stepping down, remains to be seen.

Update: 11/18/21 2:00 p.m. Central: We have learned through the reporting of Shannon Liao at The Washington Post that Activision Blizzard employees have begun signing an open petition for CEO Bobby Kotick to resign from his position at the company. At the time of this update, over 500 workers have put their names on the petition, which reads, “We, the undersigned, no longer have confidence in the leadership of Bobby Kotick as the CEO of Activision Blizzard.” The group’s demand is succinct and simple, saying, “We ask that Bobby Kotick remove himself as CEO of Activision Blizzard, and that shareholders be allowed to select the new CEO without the input of Bobby, who we are aware owns a substantial portion of the voting rights of the shareholders.” According to data from 2020, Activision Blizzard employs somewhere in the ballpark of 9,500 people, which means this petition currently represents over 5% of the workforce.

Original Story: Yesterday, The Wall Street Journal published an extensive report detailing evidence that Activision CEO Bobby Kotick was aware for years of the company’s long history of sexual misconduct. The report also points to Kotick withholding information about these events from the board of directors and surfaces abuse allegations levied at Kotick himself. You can read the full story here, but the revelations sparked an industry-wide outcry that resulted in over 100 Activision Blizzard employees staging an impromptu walkout yesterday demanding Kotick’s resignation. It now appears that a group of shareholders is echoing the same sentiment. 

The Washington Post published a story revealing that several shareholders, led by the Strategic Organizing Center (SOC) Investment Group, have penned a joint letter to Activision’s board of directors requesting Kotick to step down. The letter also asks for the resignation of two of the board’s longest-tenured members, Brian Kelly and Robert Morgado. Kelly, who joined the company in 1995, serves as chairman of the board. Morgado has been with Activision since 1997 and acts as lead independent director. 

These shareholders have requested Kotick, Kelly, and Morgado resign by December 31. If they do not, the group vows not to vote for the reelection of current board members during next June’s annual shareholder’s meeting. The SOC tells the Post that current Activision leadership has repeatedly failed to foster a safe working environment for all employees and that the company needs “a reset button on the board.” Among their replacements, the group wishes to appoint at least one non-executive Activision Blizzard employee and wants a more diverse board overall.

Several investment groups have signed the letter and, as a whole, account for 4.8 million owned shares of Activision’s nearly 779 million total outstanding shares.  SOC Investment Group is a firm that works with union-sponsored pension funds and, in its own words, “holds corporations and their leadership accountable for irresponsible and unethical corporate behavior and excessive executive pay”. The SOC has previously opposed Kotick’s substantial income, which is one of the highest among U.S. executives. 

It’s worth noting that Activision’s board of directors issued a statement yesterday in response to the WSJ’s report, saying it “remains confident that Bobby Kotick appropriately addressed workplace issues brought to his attention.” Kotick himself sent a transcribed video message to Activision Blizzard employees calling the WSJ‘s report “inaccurate and misleading.”

[Source: The Washington Post, Wall Street Journal via]


The History And Lore Of Metroid Prime 2 | Video Gameography

The first season of Game Informer’s Video Gameography explores the history of the Metroid series. We’re knee-deep in the Prime era now, and we’re tackling Samus’ sophomore 3D outing, Metroid Prime 2: Echoes. 

This sequel to the acclaimed Metroid Prime was released November 15, 2004 in the U.S. and upped the ante with Zelda-style dark world/light world exploration. Players traverse two versions of a labyrinthine map, solving puzzles that opened paths in the opposite dimension and enduring the damaging effects of the dark world. Samus faces off against Dark Samus for the first time, one of a series of challenging boss encounters that cemented Echoes as the most challenging entry in the Prime series – for better or worse. 

Join hosts Ben Reeves (@BenjaminReeves), Marcus Stewart (@MarcusStewart7), and Nintendo Ambassadors/Metroid fanatics Ky and Kyle Parker (@CaptDangerous64, @admiralboogaloo) for the next hour as we explore Metroid Prime 2’s lore, development history, and lasting impact. 

If you’d like to get in touch with the Video Gameography podcast, you can email us at You can also join our official Game Informer Discord server by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. From there, find the Video Gameography channel under “Community Spaces.”


An Interview With Geoff Keighley About The Game Awards 2021 And The Game He’d Love To See Announced

Last year’s The Game Awards show was the biggest yet in terms of viewership. Growing more than 84 percent year-over-year to the tune of a staggering 83 million livestream views, The Game Awards has become one of the video game industry’s biggest events. But we aren’t just tuning in to find out which title will be crowned Game of the Year; we are also there for the World Premieres, which shine the spotlight on new games we’ll be playing in the years ahead. Some publishers save their biggest surprises for The Game Awards, a show that almost didn’t exist.

For a decade, Keighley was the producer and host of Spike TV’s Video Game Awards, a show that started strong in the early 2000s, but fizzled out in 2013 due to poor viewership numbers and criticism over the show’s format. For the 2014 show, Spike wasn’t going to broadcast it on TV, opting instead to stream it online. Keighley didn’t agree with Spike’s direction and dropped out of the presentation. For unknown reasons on top of Keighley’s departure, Spike canceled that year’s event in the eleventh hour. That didn’t stop Keighley from having an awards show that year. He worked with publishers to fund a new show simply titled The Game Awards. Given the diminishing returns of Spike’s show, he didn’t know if this new program would draw people in. That year’s livestream netted nearly two million views – a respectable number – but the true victory was the format and tone of the show. This was the format people were clearly looking for. In each following year, The Game Awards’ viewership has doubled and is now one of the highest viewed programs of any entertainment medium.

Sean Murray accepts accolades for No Man’s Sky, which won Best Ongoing Game last year

In October, I caught up with Keighley as he was finalizing plans for this year’s show. He once again serves the dual duties of producer and host. He has always been open about the ups and downs of The Game Awards, and always seems relaxed, no matter how close the show is to airing. This year, he tells me he has too many World Premiere reveals and feels terrible turning publishers down.

The Game Awards grew from 45 million viewers to an unfathomable 80 million in one year. Given we were sheltering in place during the Covid-19 pandemic, can you speak to how the growth was potentially tied to that?
I’m still amazed we were able to do the show last year. That happened right when the second lockdown was just starting. We were in Los Angeles, and in the days leading into the show, we were unsure what was going to happen. We had a satellite truck parked outside my house just in case I would have to broadcast the show from home. We had this set we were building every day and were worried [the show] would get canceled if the government was going to shut down the city. [The pandemic] was getting increasingly worse, almost every day as we led up to the show. I didn’t believe the show was happening until the day before. I was like, “I guess we’re really going to get a chance to do it.”

It was really challenging to pull it together and do things over Zoom and figure out how to do it safely with our team with all the testing and everything around it. The victory was just getting to do the show. I was kind of depressed for months thinking that we weren’t going to be able to do it. The fact that it actually did so well was incredible. Seeing it grow was really heartwarming.

There are always two sides to the coin, though. Success on one, and on the other, the pressure for this year. Can we keep growing? We never think about the audience numbers. We don’t sit around and plot a strategy to get another 10 million viewers. We just focus on making an awesome show for the community.

For safety concerns, the pandemic continues to throw kinks into live events. At this point in time, you are planning on returning to an in-person format with an audience. Does it feel like business as usual, or are you planning on having that satellite truck in waiting again?
The big difference this year is we have vaccines. We had a year of learning the process around how to do these things. We decided pretty early that we’re going to go back to the Microsoft Theater, and we’re going to build our set and have our orchestra there. There are a lot of protocols and costs about, like, doing a show like this, and the testing and everything involved in doing it. We’re planning to do a full-scale show at the theater. This will be our biggest set yet. It’s our biggest production. We’re going full tilt with the full experience, but keeping safety in mind. We do have contingency plans if there is another variant or issues pop up. How can we pivot and sort of do something different?

We’re doing a traditional show with some capacity restrictions on the audience and some other requirements. We have to see if people are comfortable traveling, including internationally. We are unsure about that. That’s everyone’s personal decision. I’m excited to be back in a venue. Most of the game companies, when we talk to them this year, they all like the idea of finally being able to get back to doing something in person. I’m honored that we’re sort of the first event that’s going to do something with people gathering in a safe and controlled way.

Nolan North presents the award for Best Multiplayer in 2020

Given last year’s success, I have a feeling every publisher and developer is jumping at the chance to be a part of the show.
Generally, people are really positive on wanting to be a part of the show. And I see some of that is physical presence, but a lot want to contribute content. One of the greatest things last year, was in the middle of a pandemic, all these developers were able to make awesome trailers and give us content to put in the show. In terms of things to be announced at the show, we have more games this year than ever before. We’re in a nice position that people want to be a part of the show. And you know, it’s an award show, but increasingly, I think more we want to use it as a vehicle to kind of share news on games. So that’s this sort of internal balance that we’re striking.

The other thing that is in the background is there’s a lot of these streaming shows and movies based on games. We’re trying to figure out how to navigate some of that, like The Witcher and the Cuphead shows, as well as the Uncharted movie. This is the first year we’re trying to navigate how to include some of that stuff. They are based on games, but not actually games.

You said you have more reveals than ever. What can we expect from them?
As always, we try and balance things between brand-new games to updates on games that people really care about. There are also live-service games that could have content dropping the night of the show. This year, we have a lot of stuff being announced for the first time at the show, which is exciting. I feel like next generation has started but it hasn’t really in a way. And I don’t mean that to disparage any existing games, but there’s [new stuff] coming down the pipe from first- and third-parties. The install bases of the current consoles have limited how much stuff is coming out. I believe 2022 is when the jets really get turned on. We’ll have a couple things in our show that I think are going to be truly next-gen. Experiences that I think will excite people about the future and where games go. And I’m not just saying just first-party games. There are technical showpieces that I’m excited about. And then we also have a balance between big franchises with small developers, and smaller teams are doing really interesting things. It’s a constantly moving target. I’ve said this before, but some things drop out the week before the show, and there are also new things that show up on my doorstep a week before the show.

I always tell the story of In the Valley of the Gods from Campo Santo, the studio with Valve now. They came to me two weeks before the show. I’m like, “This is amazing. Where was this trailer three months ago?” People think [the show] is all plotted out well in advance. Sometimes it is, but oftentimes things are just shifting. I feel pretty confident that we have a really good lineup that’s going to excite people. I’ve also learned that you have to manage expectations because everyone has a different game in their mind’s eye.

I think next year is going to be really exciting for games overall. There’s so much content coming out.

The 2020 show had to make many accommodations for the ongoing pandemic; Innersloth celebrates Among Us winning Best Multiplayer Game from a remote location

Figuring out where the reveals go has to be a big jigsaw puzzle. Have you figured out what the first and last reveal will be? They always seem to be two of the big ones.
Good question. I think I sort of know the last thing, which is going to be really cool. And the first thing, I think I know, but it might shift around a little bit. The positioning of things in the show is always interesting. Some companies are very specific about where they want to be in the show. I honestly do not make those calls until probably about a month before the show when we really see everything that comes in. The minute I say yes to something, something else might show up. We keep it fluid. We definitely have a good sense of the stuff that’s early and late in the show. And then there’s a bunch of cool stuff in the middle of it as well. We want to surprise people with stuff they aren’t expecting.

Any new awards this year?
We don’t have any new awards. The accessibility award will be back this year. We’ve been toying with a couple categories that I think we’ll add in the future. We’re not quite there yet, though. I think eventually we might do an award for best adaptation with all these streaming shows, movies, comic books, and other things coming out. I think there’s something interesting there. There’s just not enough yet. I think in the next couple of years, that’ll be something. And we’re also thinking a little bit about user-generated content being made in games like Fortnite, Core, and Roblox. Again, I don’t think we’re quite there yet, but that’s one that I think is on the radar for the future. This year, it’s pretty much the same.

Geoff Keighley has been the host and executive producer for The Game Awards since its inception in 2014

You mentioned you’re building the biggest set yet. I can’t even wrap my brain around what it could be. You already have giant statues on it, one of the biggest screens out there, and a complete orchestra. What is the space for?
We just keep adding more every year. We have a really cool video floor that we’re doing that’s kind of a video screen. It’s really interesting. We haven’t revealed some of the musical guests, but we’ve got amazing, huge names doing that. Every year I think we’re slowly building this show into what I hope is the biggest award show in entertainment, which just happens to be about games. We’re cautious this year obviously because of Covid, but that has not stopped us. I think you’ll see it’s definitely our most ambitious set. We’re upping the scale and scope. It’s a little bit of a dangerous game to play, but yeah, we want to keep building, create more of a spectacle.

How limited will capacity be?
It will number in the thousands, but it’s not going to be a full house. We’re just trying to control the numbers a little bit.

Recent years have seen increased involved from Hollywood talent. John David Washington (Tenet) presented last year’s Best Narrative category

You highlighted something a lot of people are feeling about PlayStation 5 and Xbox Series X: a lack of games that are built just for those machines. What are your thoughts on next-gen gaming so far?
I mentioned earlier that I think next-gen has started, but we haven’t really seen a ton of showcases, right? I would say Forza Horizon 5 is really spectacular. Ratchet & Clank: Rift Apart is a cool showcase, and I love the DualSense – that controller just gives people so much opportunity to think of where games are going to go. We haven’t seen a lot of new next-gen IP yet. Returnal is probably the best example of that so far.

These systems are so powerful, and there’s so much opportunity there, but this has been a difficult year for developers to make these games while working from home. A lot of stuff has been delayed. I have games that we were going to announce last year at The Game Awards, and we’re probably going to announce this year. They were delayed at least a full year. Some people lost a year or two in development. There are a lot of delays that have affected next-gen and that pipeline of content. It was still a good year, but I think next year and beyond are going to be exciting. The thing that I think has happened with a lot of these next-gen boxes is people buy them yet play their old games on them. They look better, right? It’s a better quality of life. The attach rate with these new systems has not been great, partially because of the Game Pass thing, but also to play Warzone or Fortnite or stuff they already have. Even though people are buying the systems, they don’t have those true next-gen showcase titles to play. They are coming. Those are the ones that have been delayed. Performance capture is really hard to do in the middle of Covid. All of these story games that we love take a lot of time to make.

Of any game that hasn’t been announced, what is one game franchise that you want to see come back? What would you love to have as a World Premiere?
I would love to see BioShock come back. I’ve missed that franchise a lot. Infinite, I still think of. I miss that franchise. An awesome new BioShock would be hype. I’m also a Valve fan, so anything Valve-related would be fun to see. One of the best games I played in the past year was Crash Bandicoot 4. That was an awesome game. I wouldn’t mind seeing some of those classic franchises come back in a new way, like a new Jak & Daxter.

The Game Awards will be held on December 9, live from Los Angeles’ Microsoft theater. It will broadcast around the world and can be viewed from various streaming services like YouTube and Twitch.

This article originally appeared in Issue 341 of Game Informer.


2021 Video Game Release Schedule

If you’re wondering what games are coming up in 2021, we’ve put them all in one convenient location. This list will be continually updated to act as a living, breathing schedule as new dates are announced, titles are delayed, and big reveals happen. This should help you plan out your next several months in gaming and beyond.

As the gaming calendar is constantly changing, we highly recommend you bookmark this page. You’ll likely find yourself coming back to this to find out the most recent release schedule for the most anticipated games across PC, consoles, handhelds, and mobile devices. If you notice that we’ve missed something, feel free to let us know! Please note that games will not get assigned to a month until they have confirmed release dates.

Hitman 3


Cobra Kai: The Karate Kid Saga Continues
(PC) – January 5

Iron Conflict
(PC) – January 7

MXGP 2020
(PlayStation 5) – January 14

Scott Pilgrim vs. The World: The Game – Complete Edition
(PlayStation 4, Xbox One, Switch, Stadia, PC) – January 14

Hitman 3
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, Stadia, PC) – January 20

 – Read review

(PlayStation 4, Xbox One, PC) – January 20

Dyson Sphere Program
(PC) – January 21

Ride 4
(PlayStation 5, Xbox Series X/S) – January 21

(Xbox One, Switch) – January 21

Gravity Heroes
(PlayStation 4, Xbox One, Switch, PC) – January 22

(Switch, PC, iOS) – January 22

Cyber Shadow
(PlayStation 5, PlayStation 4, Xbox One, Switch, PC) – January 26

 – Read review

Main Assembly
(PC) – January 26

Stronghold: Warlords
(PC) – January 26

The Sims 4: Paranormal Stuff Pack
(PlayStation 4, Xbox One, PC) – January 26

Ryte – The Eye of Atlantis
(PC) – January 27

The Dark Eye: Chains of Satinav
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch) – January 27

The Dark Eye: Memoria
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch) – January 27

(PlayStation 4, Xbox One, Switch, PC) – January 28

Madden NFL 21
(Stadia) – January 28

 – Read review

(PlayStation 4, Xbox One, Switch, PC) – January 28

 – Read review

Sword of the Necromancer
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – January 28

The Medium
(Xbox Series X/S, PC) – January 28

 – Read review

The Yakuza Remastered Collection
(Xbox One, PC) – January 28

(PlayStation 4, Xbox One, Switch, Stadia, PC) – January 28

(PlayStation 4, Xbox One, Switch, PC) – January 29

Gods Will Fall
(PlayStation 4, Xbox One, Switch, Stadia, PC) – January 29

Re:ZERO -Starting Life in Another World- The Prophecy of the Throne
(PlayStation 4, Switch, PC) – January 29

Turrican Flashback
(PlayStation 4, Switch) – January 29

Super Mario 3D World + Bowser’s Fury


(PlayStation 5, Xbox Series X/S) – February 2

 – Read review

Destruction AllStars
(PlayStation 5) – February 2

 – Read review

Ys IX: Monstrum Nox
(PlayStation 4) – February 2

Blue Fire
(Switch, PC) – February 4

(Switch) – February 4

 – Read review

Werewolf: The Apocalypse – Earthblood
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – February 4

 – Read review

Kinetic Edge
(PC) – February 5

Nioh 2 Remastered – The Complete Edition
(PlayStation 5, PlayStation 4) – February 5

Nioh Remastered – The Complete Edition
(PlayStation 5) – February 5

The Nioh Collection
(PlayStation 5) – February 5

 – Read review

Ori: The Collection
(Xbox Series X/S, Xbox One, PC) – February 9

Little Nightmares II
(PlayStation 4, Xbox One, Switch, PC) – February 11

 – Read review

Super Mario 3D World + Bowser’s Fury
(Switch) – February 12

 – Read review

Fallen Legion Revenants
(PlayStation 4, Switch) – February 16

The Sinking City
(PlayStation 5) – February 19

 – Read review

Curse of the Dead Gods
(PlayStation 4, Xbox One, Switch, PC) – February 23

 – Read review

Horned Knight
(PlayStation 4) – February 23

Inked: A Tale of Love
(iOS, Android) – February 23

Persona 5 Strikers
(PlayStation 4, Switch, PC) – February 23

 – Read review

Rogue Heroes: Ruins of Tasos
(Switch, PC) – February 23

 – Read review

We Were Here (Series)
(PlayStation 5, PlayStation 4) – February 23

Horned Knight
(Xbox One) – February 24

Cotton Reboot
(PlayStation 4, Switch) – February 25

Darius Cozmic Revelation
(PlayStation 4, Switch) – February 25

Forward to the Sky
(Switch) – February 25

Ghosts ‘n Goblins: Resurrection
(Switch) – February 25

 – Read review

(Switch) – February 25

Wrath: Aeon of Ruin
(PlayStation 4, Xbox One, Switch, PC) – February 25

Bravely Default II
(Switch) – February 26

 – Read review

Horned Knight
(Switch, PC) – February 26

RetroMania Wrestling
(PC) – February 26

Yakuza: Like A Dragon

Yakuza: Like A Dragon


Harvest Moon: One World
(PlayStation 4, Switch) – March 2

(PlayStation 5, PlayStation 4, PC) – March 2

 – Read review

Neptunia Virtual Stars
(PlayStation 4) – March 2

Yakuza: Like A Dragon
(PlayStation 5) – March 2

 – Read review

Puyo Puyo Tetris 2
(PC) – March 3

Ar Nosurge DX
(PlayStation 4, Switch, PC) – March 4

Ciel Nosurge DX
(PlayStation 4, Switch, PC) – March 4

Loop Hero
(PC) – March 4

 – Read review

Sea of Solitude: Director’s Cut
(Switch) – March 4

Two Point Hospital: Jumbo Edition
(PlayStation 4, Xbox One, Switch) – March 5

Apex Legends
(Switch) – March 9

 – Read review

Gensou Skydrift
(PlayStation 4) – March 9

(PC) – March 10

Crash Bandicoot 4: It’s About Time
(PlayStation 5, Xbox Series X/S, Switch) – March 12

 – Read review

(PC) – March 16

Kingdoms Of Amalur: Re-Reckoning
(Switch) – March 16

Monster Energy Supercross: The Official Videogame 4
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC) – March 16

(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – March 16

 – Read review

R.B.I. Baseball 21
(Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC, iOS, Android) – March 16

Samurai Shodown
(Xbox Series X/S) – March 16

 – Read review

Saviors of Sapphire Wings & Stranger of Sword City Revisited
(Switch, PC) – March 16

Stubbs the Zombie in Rebel Without a Pulse
(PlayStation 4, Xbox One, Switch, PC) – March 16

(Xbox Series X/S, Xbox One, PC) – March 17

Dungeon Defenders: Awakened
(Xbox One) – March 17

Red Ronin
(PC) – March 17

Cartel Tycoon
(PC) – March 18

DARQ: Complete Edition
(Switch) – March 18

Jack Jeanne
(Switch) – March 18

Maglam Lord
(PlayStation 4, Switch) – March 18

Marvel’s Avengers
(PlayStation 5, Xbox Series X/S) – March 18

 – Read review

Marvel’s Avengers – Operation: Future Imperfect
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC) – March 18

Can’t Drive This
(PlayStation 5, PlayStation 4, Xbox One, Switch, PC) – March 19

Plants vs. Zombies: Battle for Neighborville
(Switch) – March 19

 – Read review

Root Film
(PlayStation 4, Switch) – March 19

Overcooked: All You Can Eat
(PlayStation 4, Xbox One, Switch, PC) – March 23

Story of Seasons: Pioneers of Olive Town
(Switch) – March 23

 – Read review

Dirt 5
(Stadia) – March 24

 – Read review

Love Live! School Idol Festival: After School Wai-Wai! Home Meeting!!
(PlayStation 4) – March 24

Paradise Lost
(PlayStation 4, Xbox One, PC) – March 24

Black Legend
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – March 25

Crash Bandicoot: On the Run
(iOS, Android) – March 25

Dandy Ace
(PC) – March 25

DARQ: Complete Edition
(PlayStation 5, Xbox Series X/S) – March 25

El Hijo – A Wild West Tale
(PlayStation 4, Xbox One, Switch) – March 25

Yakuza 6: The Song of Life
(Xbox One, PC) – March 25

 – Read review

Balan Wonderworld
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – March 26

Genesis Noir
(Xbox One, Switch, PC) – March 26

It Takes Two
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – March 26

 – Read review

Monster Hunter Rise
(Switch) – March 26

 – Read review

Tony Hawk’s Pro Skater 1 And 2
(PlayStation 5, Xbox Series X/S) – March 26

 – Read review

Neptunia Virtual Stars
(PC) – March 29

Auto Chess
(PlayStation 5) – March 30

Disco Elysium: The Final Cut
(PlayStation 5, PlayStation 4, Stadia, PC) – March 30

 – Read review

Evil Genius 2: World Domination
(PC) – March 30

 – Read review

Kingdom Hearts 2.8 Final Chapter Prologue
(PC) – March 30

 – Read review

Kingdom Hearts HD 1.5 Remix
(PC) – March 30

 – Read review

Kingdom Hearts HD 2.5 Remix
(PC) – March 30

 – Read review

Kingdom Hearts III
(PC) – March 30

 – Read review

Kingdom Hearts III Re Mind
(PC) – March 30

 – Read review

Kingdom Hearts Melody of Memory
(PC) – March 30

 – Read review

Narita Boy
(PlayStation 4, Xbox One, Switch, PC) – March 30

 – Read review

Tennis World Tour 2
(PlayStation 5, Xbox Series X/S) – March 30

Drive Buy
(Switch, PC) – March 31

The Binding Of Isaac: Repentance
(PC) – March 31



(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – April 1

 – Read review

What Comes After
(Switch) – April 1

World of Demons
(iOS) – April 2

Lost Words: Beyond the Page
(PlayStation 4, Xbox One, Switch, PC) – April 6

 – Read review

Oddworld: Soulstorm
(PlayStation 5, PlayStation 4, PC) – April 6

 – Read review

Star Wars: Republic Commando
(PlayStation 4, Switch) – April 6

Pac-Man 99
(Switch) – April 7

 – Read review

Before Your Eyes
(PC) – April 8

 – Read review

Borderlands 3: Director’s Cut DLC
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – April 8

Cozy Grove
(PlayStation 4, Xbox One, Switch, PC) – April 8

Scarlet Hood and the Wicked Wood
(PC, Mac) – April 8

What The Dub?!
(PlayStation 4, Xbox One, Switch, PC) – April 8

The Legend of Heroes: Trails of Cold Steel IV
(Switch, PC) – April 9

The Walking Dead: Survivors
(iOS, Android) – April 12

Poison Control
(PlayStation 4, Switch) – April 13

(Switch) – April 14

 – Read review

(PC) – April 15

Drifters Loot the Galaxy
(PC) – April 15

SaGa Frontier Remastered
(PlayStation 4, Switch, PC, iOS, Android) – April 15

Super Meat Boy Forever
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One) – April 16

 – Read review

Tribal Pass
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch) – April 16

MLB The Show 21
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One) – April 20

 – Read review

Atelier Mysterious Trilogy Deluxe Pack
(PlayStation 4, Switch, PC) – April 22

Buildings Have Feelings Too!
(PlayStation 4, Xbox One, Switch, PC) – April 22

Immortals Fenyx Rising: The Lost Gods DLC
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC) – April 22

(PlayStation 4, PlayStation Vita) – April 22

Turnip Boy Commits Tax Evasion
(Switch, PC) – April 22

(PlayStation 5, Xbox Series X/S, Stadia) – April 23

 – Read review

Nier Replicant ver. 1.22474487139
(PlayStation 4, Xbox One, PC) – April 23

 – Read review

Death end re; Quest
(Switch) – April 27

Genshin Impact
(PlayStation 5) – April 28

 – Read review

The Sinking City
(Xbox Series X/S) – April 28

 – Read review

Total War: Rome Remastered
(PC) – April 29

New Pokémon Snap
(Switch) – April 30

 – Read review

R-Type Final 2
(Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – April 30

RetroMania Wrestling
(PlayStation 4, Xbox One, Switch) – April 30

(PlayStation 5) – April 30

 – Read review

Terminator Resistance: Enhanced
(PlayStation 5) – April 30

Resident Evil Village


Sayri: The Beginning
(PC) – May 4

The Colonists
(PlayStation 4, Xbox One, Switch) – May 4

Skate City
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – May 6

Baldur’s Gate: Dark Alliance
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch) – May 7

Resident Evil Village
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – May 7

 – Read review

Hood: Outlaws And Legends
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – May 10

Call of the Sea
(PlayStation 5, PlayStation 4) – May 11

 – Read review

Destiny 2: Season of the Splicer
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – May 11

Assassin’s Creed Valhalla: Wrath of the Druids DLC
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC) – May 13

Before We Leave
(PC) – May 14

Famicom Detective Club: The Girl Who Stands Behind
(Switch) – May 14

Famicom Detective Club: The Missing Heir
(Switch) – May 14

 – Read review

Mass Effect Legendary Edition
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – May 14

 – Read review

(Switch) – May 14

 – Read review

Subnautica: Below Zero
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – May 14

 – Read review

Days Gone
(PC) – May 18

 – Read review

Divinity: Original Sin 2
(iOS) – May 18

 – Read review

(Switch) – May 18

Aerial_Knight’s Never Yield
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – May 19

 – Read review

Elite Dangerous: Odyssey
(PC) – May 19

Manifold Garden
(PlayStation 5) – May 20

The Wild At Heart
(Xbox Series X/S, Xbox One, PC) – May 20

Knockout City
(PlayStation 4, Xbox One, Switch, PC) – May 21

 – Read review

(Switch) – May 21

(PlayStation 4, Xbox One) – May 21

 – Read review

(PlayStation 4, Xbox One, PC) – May 25

 – Read review

Final Fantasy XIV
(PlayStation 5) – May 25

King of Seas
(PlayStation 4, Xbox One, Switch, PC) – May 25

(Switch) – May 25

 – Read review

Shin Megami Tensei III Nocturne HD Remaster
(PlayStation 4, Switch, PC) – May 25

Maid Of Sker
(PlayStation 5, Xbox Series X/S) – May 26

Earth Defense Force: World Brothers
(PlayStation 4, Switch, PC) – May 27

MechWarrior 5: Mercenaries
(Xbox Series X/S, Xbox One) – May 27

Oddworld: Collection
(Switch) – May 27

The Idolmaster: Starlit Season
(PlayStation 4, PC) – May 27

The Longest Road on Earth
(PC) – May 27

Port Royale 4
(Switch) – May 28

Song of Horror Complete Edition
(PlayStation 4, Xbox One) – May 28

 – Read review

Wonder Boy: Asha in Monster World
(PlayStation 4, Switch, PC) – May 28

World’s End Club
(Switch) – May 28

 – Read review

Mario Golf: Super Rush


Ghosts ‘n Goblins: Resurrection
(PlayStation 4, Xbox One, PC) – June 1

 – Read review

Operation: Tango
(PlayStation 5, PlayStation 4, PC) – June 1

(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – June 1

The Elder Scrolls Online: Gates of Oblivion
(Stadia, PC) – June 1

World of Warcraft: Burning Crusade Classic
(PC) – June 1

(PlayStation 5) – June 1

 – Read review

Pro Cycling Manager 2021
(PC) – June 3

Tour De France 2021
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – June 3

(PlayStation 5) – June 4

Sniper Ghost Warrior Contracts 2
(Xbox Series X/S, PlayStation 4, Xbox One, PC) – June 4

The Last Kids on Earth and the Staff of Doom
(PlayStation 4, Xbox One, Switch, PC) – June 4

The Persistence
(PlayStation 5, Xbox Series X/S) – June 4

Mighty Goose
(PlayStation 4, Xbox One, Switch, PC) – June 5

(PC) – June 8

Chivalry 2
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – June 8

Edge of Eternity
(PC) – June 8

The Elder Scrolls Online
(PlayStation 5, Xbox Series X/S) – June 8

The Elder Scrolls Online: Gates of Oblivion
(PlayStation 4, Xbox One) – June 8

Alba: A Wildlife Adventure
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch) – June 9

 – Read review

No More Heroes
(PC) – June 9

No More Heroes 2: Desperate Struggle
(PC) – June 9

 – Read review

Phantasy Star Online 2: New Genesis
(Xbox Series X/S, Xbox One, PC) – June 9

Chicory: A Colorful Tale
(PlayStation 5, PlayStation 4, PC, Mac) – June 10

 – Read review

Final Fantasy VII Remake Intergrade
(PlayStation 5) – June 10

 – Read review

Ninja Gaiden: Master Collection
(PlayStation 4, Xbox One, Switch, PC) – June 10

Game Builder Garage
(Switch) – June 11

Guilty Gear -Strive-
(PlayStation 5, PlayStation 4, PC) – June 11

Ratchet & Clank: Rift Apart
(PlayStation 5) – June 11

 – Read review

Star Wars Jedi: Fallen Order
(PlayStation 5, Xbox Series X/S) – June 11

 – Read review

The Solitaire Conspiracy
(Switch) – June 11

Wave Break
(Switch, PC) – June 11

Strange Brigade
(Switch) – June 15

(Xbox Series X/S, Xbox One) – June 16

(Xbox Series X/S, Xbox One) – June 18

Dungeons & Dragons: Dark Alliance
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – June 22

 – Read review

Ender Lilies: Quietus of the Knights
(Switch, PC) – June 22

 – Read review

Lego Builder’s Journey
(Switch, PC) – June 22

 – Read review

Olympic Games Tokyo 2020 – The Official Video Game
(PlayStation 4, Xbox One, Switch, Stadia, PC) – June 22

Worms Rumble
(Xbox Series X/S, Xbox One, Switch) – June 23

Alex Kidd in Miracle World DX
(PlayStation 5, PlayStation 4, Xbox One, Switch, PC) – June 24

Legend of Mana
(PlayStation 4, Switch, PC) – June 24

(PC) – June 24

The Eternal Castle Remastered
(PlayStation 5, PlayStation 4) – June 24

 – Read review

Mario Golf: Super Rush
(Switch) – June 25

 – Read review

Scarlet Nexus
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – June 25

 – Read review

Tony Hawk’s Pro Skater 1 And 2
(Switch) – June 25

 – Read review

Ender Lilies: Quietus of the Knights
(Xbox Series X/S, Xbox One) – June 28

 – Read review

Curved Space
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – June 29

Destroy All Humans
(Switch) – June 29

 – Read review

Disgaea 6: Defiance of Destiny
(Switch) – June 29

Doom Eternal
(PlayStation 5, Xbox Series X/S) – June 29

 – Read review

Sky: Children Of The Light
(Switch) – June 29

 – Read review

Spirit of the North
(Xbox Series X/S, Xbox One) – June 29

(PlayStation 5, Xbox Series X/S) – June 30

 – Read review

The Legend of Zelda: Skyward Sword HD


Blaster Master Zero
(Xbox Series X/S, Xbox One) – July 1

 – Read review

Operation: Tango
(Xbox Series X/S, Xbox One) – July 1

A Plague Tale: Innocence
(PlayStation 5, Xbox Series X/S, Switch) – July 6

 – Read review

Ys IX: Monstrum Nox
(Switch, PC) – July 6

Sam & Max: This Time It’s Virtual!
(Quest) – July 8

Blue Fire
(Xbox One) – July 9

Monster Hunter Stories 2: Wings Of Ruin
(Switch, PC) – July 9

 – Read review

Claire de Lune
(PC) – July 12

Curved Space
(Switch) – July 13

Where the Heart Leads
(PlayStation 5, PlayStation 4) – July 13

Bullet Age
(PC) – July 15

Lost At Sea
(PlayStation 5, Xbox Series X/S, PC) – July 15

Space Jam: A New Legacy
(Xbox Series X/S, Xbox One) – July 15

Streets of Rage 4
(Stadia) – July 15

 – Read review

F1 2021
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – July 16

Observer: System Redux
(PlayStation 4, Xbox One) – July 16

The Legend Of Zelda: Skyward Sword HD
(Switch) – July 16

 – Read review

Akiba’s Trip: Hellbound & Debriefed
(PlayStation 4, Switch, PC) – July 20

Cris Tales
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, Stadia, PC) – July 20

 – Read review

Death’s Door
(Xbox Series X/S, Xbox One, PC) – July 20

 – Read review

Ender Lilies: Quietus of the Knights
(PlayStation 5, PlayStation 4) – July 20

 – Read review

Monster Harvest
(PlayStation 4, Xbox One, Switch, PC) – July 20

Pokémon Unite
(Switch) – July 21

 – Read review

The Witcher: Monster Slayer
(iOS, Android) – July 21

Last Stop
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – July 22

 – Read review

Blue Fire
(PlayStation 4) – July 23

Orcs Must Die 3
(Xbox Series X/S, PlayStation 4, Xbox One, PC) – July 23

Contra Returns
(iOS, Android) – July 26

(PlayStation 4, Xbox One, PC) – July 27

Hell Let Loose
(PC) – July 27

Microsoft Flight Simulator
(Xbox Series X/S) – July 27

Neo: The World Ends With You
(PlayStation 4, Switch) – July 27

 – Read review

Samurai Warriors 5
(Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – July 27

The Great Ace Attorney Chronicles
(PlayStation 4, Switch, PC) – July 27

 – Read review

Tribes Of Midgard
(PlayStation 5, PlayStation 4, PC) – July 27

(PC) – July 28

Nier Reincarnation
(iOS, Android) – July 28

The Forgotten City
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – July 28

 – Read review

Eldest Souls
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – July 29

 – Read review

Final Fantasy Pixel Remaster Series
(PC, iOS, Android) – July 29

The Ascent
(Xbox Series X/S, Xbox One, PC) – July 29

 – Read review

Alone With You
(Switch) – July 30

 – Read review

Psychonauts 2


(Stadia, PC) – August 2

Hunter’s Arena: Legends
(PlayStation 5, PlayStation 4) – August 2

The Ramp
(PC) – August 3

Dungeon Defenders: Awakened
(Switch) – August 4

My Time At Portia
(iOS, Android) – August 4

 – Read review

Dodgeball Academia
(PlayStation 4, Xbox One, Switch, PC) – August 5

 – Read review

(Switch, PC) – August 5

 – Read review

The Falconeer
(PlayStation 5, PlayStation 4, Switch) – August 5

I Am Dead
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One) – August 9

Action Arcade Wrestling
(PlayStation 4, Xbox One) – August 10

Black Book
(PlayStation 4, Xbox One, Switch, PC) – August 10

Button City
(PlayStation 5, Xbox Series X/S, Switch, PC) – August 10

(PlayStation 4) – August 10

 – Read review

Lawn Mowing Simulator
(Xbox Series X/S, PC) – August 10

Library of Ruina
(Xbox Series X/S, Xbox One, PC) – August 10

Sam & Max Save The World Remastered
(Xbox Series X/S, Xbox One) – August 10

Shadowverse: Champion’s Battle
(Switch) – August 10

Axiom Verge 2
(PlayStation 5, PlayStation 4, Switch, PC) – August 11

 – Read review

Boyfriend Dungeon
(Switch) – August 11

 – Read review

(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One) – August 11

Garden Story
(Switch, PC) – August 11

(PC) – August 11

(PC) – August 11

(Switch) – August 11

 – Read review

Seed of Life
(PC) – August 11

Slime Rancher
(Switch) – August 11

 – Read review

Art of Rally
(Xbox Series X/S, Xbox One, Switch) – August 12

Blair Witch
(PlayStation VR) – August 12

 – Read review

(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, Stadia, PC) – August 12

Naraka: Bladepoint
(PC) – August 12

(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One) – August 13

 – Read review

PAW Patrol: The Movie Adventure City Calls
(PlayStation 4, Xbox One, Switch) – August 13

Road 96
(Switch, PC) – August 16

Greak: Memories Of Azur
(PlayStation 5, Xbox Series X/S, Switch, PC) – August 17

(PC) – August 17

Marvel’s Avengers – War for Wakanda
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC) – August 17

Young Souls
(Stadia) – August 17

 – Read review

Monster Train
(Switch) – August 19

 – Read review

Quake (2021)
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – August 19

(PlayStation 5, Xbox Series X/S, PC) – August 19

RiMS Racing
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – August 19

The Vale: Shadow of the Crown
(Xbox One, PC) – August 19

Twelve Minutes
(Xbox Series X/S, Xbox One, PC) – August 19

 – Read review

Arietta of Spirits
(PlayStation 4, Xbox One, Switch, PC) – August 20

Ghost of Tsushima Director’s Cut
(PlayStation 5, PlayStation 4) – August 20

Madden NFL 22
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC) – August 20

 – Read review

Aliens: Fireteam Elite
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – August 24

 – Read review

(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – August 24

I Expect You To Die 2: The Spy and The Liar
(PlayStation VR, Rift, Quest, Vive) – August 24

King’s Bounty II
(PlayStation 4, Xbox One, Switch, PC) – August 24

Sniper Ghost Warrior Contracts 2
(PlayStation 5) – August 24

Marvel Future Revolution
(iOS, Android) – August 25

Psychonauts 2
(PlayStation 4, Xbox One, PC) – August 25

 – Read review

Myst (2021)
(Xbox Series X/S, Xbox One, PC, Mac) – August 26

(Switch) – August 26

 – Read review

Spelunky 2
(Switch) – August 26

 – Read review

(Switch) – August 26

Baldo: The Guardian Owls
(PlayStation 4, Xbox One, Switch, PC, iOS) – August 27

Inked: A Tale of Love
(Switch, PC) – August 27

No More Heroes 3
(Switch) – August 27

 – Read review

(Switch, PC) – August 31

(PlayStation 4, Xbox One, Switch, PC) – August 31

The Big Con
(Xbox Series X/S, Xbox One, PC) – August 31



Ark: Survival Evolved
(Stadia) – September 1

Cloud Gardens
(Xbox Series X/S, Xbox One) – September 1

Darksiders II Deathinitive Edition
(Stadia) – September 1

(Xbox Series X/S, Xbox One, PC) – September 1

Bravely Default II
(PC) – September 2

 – Read review

El Shaddai: Ascension of the Metatron
(PC) – September 2

 – Read review

Pathfinder: Wrath of the Righteous
(PC) – September 2

Puzzling Places
(PlayStation VR, Rift) – September 2

Surgeon Simulator 2
(Xbox Series X/S, Xbox One) – September 2

WRC 10
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – September 2

Big Rumble Boxing: Creed Champions
(PlayStation 4, Xbox One, Switch, PC) – September 3

Golf Club Wasteland
(PlayStation 4, Xbox One, Switch, PC) – September 3

The Medium
(PlayStation 5) – September 3

 – Read review

Bus Simulator 21
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – September 7

(PC) – September 7

F.I.S.T.: Forged In Shadow Torch
(PlayStation 5, PlayStation 4) – September 7

 – Read review

Harvest Moon: One World
(PC) – September 7

Sonic Colors: Ultimate
(PlayStation 4, Xbox One, Switch, PC) – September 7

Vampire: The Masquerade – Bloodhunt
(PC) – September 7

BloodRayne Betrayal: Fresh Bites
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – September 9

Night In The Woods
(iOS) – September 9

 – Read review

The Artful Escape
(Xbox Series X/S, Xbox One, PC) – September 9

 – Read review

Inked: A Tale of Love
(PlayStation 4, Xbox One) – September 10

Kraken Academy
(PC) – September 10

Life is Strange: True Colors
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, Stadia, PC) – September 10

 – Read review

Lost in Random
(PlayStation 4, Xbox One, PC) – September 10

 – Read review

NBA 2K22
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – September 10

 – Read review

Port Royale 4
(PlayStation 5, Xbox Series X/S) – September 10

Sam & Max: This Time It’s Virtual!
(PC) – September 10

Tales of Arise
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – September 10

 – Read review

WarioWare: Get It Together!
(Switch) – September 10

 – Read review

Cruis’n Blast
(Switch) – September 14

Darksiders III
(Stadia) – September 14

 – Read review

(PlayStation 5, PC) – September 14

 – Read review

Flynn: Son of Crimson
(PlayStation 4, Xbox One, Switch, PC) – September 15

(Switch, PC) – September 16

 – Read review

(Xbox One, Switch, PC, Linux) – September 16

Aragami 2
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – September 17

Deltarune: Chapter 2
(PC, Mac) – September 17

Ni no Kuni II: Revenant Kingdom
(Switch) – September 17

 – Read review

(PlayStation 5, Switch, PC) – September 17

Kena: Bridge of Spirits
(PlayStation 5, PlayStation 4, PC) – September 21

 – Read review

Sheltered 2
(PC) – September 21

World War Z: Aftermath
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – September 21

Pokémon Unite
(iOS, Android) – September 22

 – Read review

Actraiser Renaissance
(PlayStation 4, Switch, PC, iOS, Android) – September 23

Beast Breaker
(Switch, PC) – September 23

Castlevania Advance Collection
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – September 23

Deltarune: Chapter 2
(Switch) – September 23

Diablo II: Resurrected
(PC) – September 23

 – Read review

(PlayStation 4, Xbox One, Switch, PC) – September 23

MechWarrior 5: Mercenaries
(PlayStation 5, PlayStation 4) – September 23

(Xbox Series X/S, Xbox One, PC) – September 23

 – Read review

The Forgotten City
(Switch) – September 23

 – Read review

The Plane Effect
(PlayStation 5, Xbox Series X/S, Switch, PC) – September 23

Death Stranding Director’s Cut
(PlayStation 5) – September 24

Dragon Ball Z: Kakarot
(Switch) – September 24

 – Read review

Lost Judgment
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One) – September 24

 – Read review

Away: The Survival Series
(PlayStation 5, PlayStation 4, PC) – September 28

Before Your Eyes
(Mac) – September 28

 – Read review

(PlayStation 4, Xbox One) – September 28

(PlayStation 5, Xbox Series X/S) – September 28

Harvest Moon: One World
(Xbox Series X/S, Xbox One) – September 28

In Sound Mind
(PlayStation 5, Xbox Series X/S, PC) – September 28

(PlayStation 5, PlayStation 4) – September 28

Lemnis Gate
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – September 28

Neo: The World Ends With You
(PC) – September 28

 – Read review

New World
(PC) – September 28

Outer Wilds: Echoes of the Eye
(PlayStation 4, Xbox One, PC) – September 28

Steel Assault
(Switch, PC) – September 28

Insurgency: Sandstorm
(PlayStation 4, Xbox One) – September 29

 – Read review

AI: The Somnium Files
(Xbox Series X/S, Xbox One) – September 30

Aeon Drive
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – September 30

Astria Ascending
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – September 30

Bubble Bobble 4 Friends
(PC) – September 30

Darksiders III
(Switch) – September 30

 – Read review

Hot Wheels Unleashed
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – September 30

 – Read review

Imposter Factory
(PC) – September 30

Rogue Lords
(PC) – September 30

The Last Friend
(Switch, PC) – September 30

(PlayStation 4, Xbox One, Switch, PC) – September 30

 – Read review

Back 4 Blood


(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – October 1

 – Read review

Phoenix Point
(PlayStation 4, Xbox One) – October 1

Alan Wake Remastered
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – October 5

 – Read review

Hell Let Loose
(PlayStation 5, Xbox Series X/S) – October 5

Jett: The Far Shore
(PlayStation 5, PlayStation 4) – October 5

 – Read review

Lego Marvel Super Heroes
(Switch) – October 5

 – Read review

Nickelodeon All-Star Brawl
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – October 5

 – Read review

Super Monkey Ball Banana Mania
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – October 5

The Falconeer
(Stadia) – October 5

Art of Rally
(PlayStation 5, PlayStation 4) – October 6

(Xbox One) – October 7

Far Cry 6
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC, Mac) – October 7

 – Read review

Gang Beasts
(Switch) – October 7

Song in the Smoke
(PlayStation VR, Rift, Quest) – October 7

Doki Doki Literature Club Plus
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – October 8

Metroid Dread
(Switch) – October 8

 – Read review

Tetris Effect: Connected
(Switch) – October 8

Back 4 Blood
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – October 12

 – Read review

Circuit Superstars
(Xbox One, PC) – October 12

Disco Elysium: The Final Cut
(Xbox Series X/S, Xbox One, Switch) – October 12

 – Read review

Monster Crown
(Switch, PC) – October 12

Ori: The Collection
(Switch) – October 12

Red Ronin
(Xbox One) – October 13

Slender: The Arrival
(iOS, Android) – October 13

Dungeon Encounters
(PlayStation 4, Switch, PC) – October 14

Red Ronin
(PlayStation 4, Switch) – October 14

The Jackbox Party Pack 8
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – October 14

The Riftbreaker
(PlayStation 5, Xbox Series X/S, PC) – October 14

Crysis Remastered Trilogy
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – October 15

Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – October 15

NHL 22
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One) – October 15

 – Read review

The Good Life
(PlayStation 4, Xbox One, Switch, PC) – October 15

 – Read review

Nuclear Blaze
(PC) – October 18

(PC) – October 19

Into the Pit
(Xbox Series X/S, Xbox One, PC) – October 19

Corpse Party (2021)
(Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – October 20

(PC) – October 20

(iOS, Android) – October 20

Echo Generation
(Xbox Series X/S, Xbox One, PC) – October 21

Resident Evil 4 VR
(Quest) – October 21

 – Read review

The Dark Pictures Anthology: House of Ashes
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – October 21

 – Read review

(PlayStation 5, PlayStation 4) – October 22

 – Read review

Iron Harvest
(PlayStation 5, Xbox Series X/S) – October 26

L.O.L. Surprise! Movie Night
(Switch) – October 26

Marvel’s Guardians of the Galaxy
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – October 26

 – Read review

NASCAR 21: Ignition
(PlayStation 4, Xbox One, PC) – October 26

Pikmin Bloom
(iOS, Android) – October 26

Workshop Simulator
(PC) – October 26

Super Robot Wars 30
(PC) – October 27

Age of Empires IV
(PC) – October 28

 – Read review

(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One) – October 28

(Switch) – October 28

 – Read review

Fatal Frame: Maiden of Black Water
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – October 28

 – Read review

Riders Republic
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC) – October 28

 – Read review

(PlayStation 5, Xbox Series X/S) – October 28

Voice Of Cards: The Isle Dragon Roars
(PlayStation 4, Switch, PC) – October 28

Mario Party Superstars
(Switch) – October 29

 – Read review

Jurassic World Evolution 2


First Class Trouble
(PC) – November 1

First Class Trouble
(PlayStation 5, PlayStation 4) – November 2

Fortnite Minty Legends Pack
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch) – November 2

(PlayStation 4, Xbox One, Switch, PC) – November 2

(Xbox One, Switch, PC) – November 2

World War Z
(Switch) – November 2

 – Read review

(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC, iOS, Android) – November 3

The Solitaire Conspiracy
(PlayStation 5, Xbox Series X/S) – November 3

A Boy and His Blob
(Switch) – November 4

 – Read review

Just Dance 2022
(PlayStation 5, Xbox Series X/S, Xbox One, Switch, Stadia) – November 4

The Binding Of Isaac: Repentance
(PlayStation 5, Xbox Series X/S, PlayStation 4, Switch) – November 4

Where Cards Fall
(Switch, PC) – November 4

Animal Crossing: New Horizons – Happy Home Paradise DLC
(Switch) – November 5

Call of Duty: Vanguard
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – November 5

 – Read review

Let’s Build a Zoo
(PC) – November 5

Airborne Kingdom
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch) – November 9

Disney Classic Games Collection
(PlayStation 4, Xbox One, Switch, PC) – November 9

Football Manager 2022
(Xbox One, PC) – November 9

Forza Horizon 5
(Xbox Series X/S, Xbox One, PC) – November 9

 – Read review

Jurassic World Evolution 2
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – November 9

 – Read review

Among Trees
(PC) – November 10

Bright Memory: Infinite
(PC) – November 11

 – Read review

Grand Theft Auto: The Trilogy – The Definitive Edition
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – November 11

Star Wars: Knights of the Old Republic
(Switch) – November 11

The Elder Scrolls V: Skyrim Special Edition
(PlayStation 5, Xbox Series X/S) – November 11

Shin Megami Tensei V
(Switch) – November 12

 – Read review

(PC, iOS, Android) – November 16

 – Read review

Ruined King: A League of Legends Story
(PlayStation 4, Xbox One, Switch, PC) – November 16

Sherlock Holmes: Chapter One
(PlayStation 5, Xbox Series X/S, Xbox One, PC) – November 16

Surviving The Aftermath
(PlayStation 4, Xbox One, Switch, PC) – November 16

The Smurfs: Mission Vileaf Smurftastic Edition
(Xbox Series X/S, PlayStation 4, Xbox One, Switch) – November 16

The Wild At Heart
(PlayStation 4) – November 16

Fae Tactics
(Xbox Series X/S, Xbox One) – November 17

Final Fantasy VII The First Soldier
(iOS, Android) – November 17

(Xbox Series X/S, Xbox One) – November 17

BloodRayne 2: ReVamped
(PlayStation 4, Xbox One, Switch) – November 18

BloodRayne: ReVamped
(PlayStation 4, Xbox One, Switch) – November 18

Epic Chef
(PlayStation 4, Xbox One, Switch, PC) – November 18

Exo One
(Xbox Series X/S, Xbox One, PC) – November 18

(Xbox Series X/S, Xbox One, PC) – November 18

Battlefield 2042
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – November 19

 – Read review

NERF Legends
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC) – November 19

Pokémon Brilliant Diamond
(Switch) – November 19

 – Read review

Pokémon Shining Pearl
(Switch) – November 19

 – Read review

Farming Simulator 22
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, Stadia) – November 22

Death’s Door
(PlayStation 5, PlayStation 4, Switch) – November 23

 – Read review

Oddworld: Soulstorm
(Xbox Series X/S, Xbox One) – November 29

 – Read review

Beyond a Steel Sky
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch) – November 30

Evil Genius 2: World Domination
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox 360) – November 30

 – Read review

Halo Infinite


Solar Ash
(PlayStation 5, PlayStation 4, PC) – December 2

(PlayStation 5, Xbox Series X/S, Xbox One, Stadia, PC) – December 3

Danganronpa Decadence
(Switch) – December 3

Danganronpa S: Ultimate Summer Camp
(Switch) – December 3

Final Fantasy XIV: Endwalker
(PlayStation 5, PlayStation 4, PC, Mac) – December 7

SpellForce III Reforced
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC) – December 7

Halo Infinite
(Xbox Series X/S, Xbox One, PC) – December 8

Loop Hero
(Switch) – December 9

 – Read review

Monster Rancher 1 & 2 DX
(Switch, PC, iOS) – December 9

Among Us
(PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One) – December 14

 – Read review

The Smurfs: Mission Vileaf Smurftastic Edition
(PlayStation 5) – December 14

Alien: Isolation
(iOS, Android) – December 16

 – Read review

Five Nights at Freddy’s: Security Breach
(PlayStation 5, PlayStation 4, PC) – December 16

The Gunk
(Xbox Series X/S, Xbox One, PC) – December 16

Babylon’s Fall

To Be Announced

Abandoned (PlayStation 5)

Action Arcade Wrestling (Switch)

Anno: Mutationem (PlayStation 4, PC)

As Dusk Falls (Xbox Series X/S, Xbox One, PC)

Babylon’s Fall (PlayStation 5, PlayStation 4, PC)

Backbone (Switch)

Balsa Model Flight Simulator (PC)

BattleCakes (Xbox One, PC)

Boundary (PlayStation 4, PC)

Braid: Anniversary Edition (PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC, Mac, Linux)

Bright Memory: Infinite (PlayStation 5, Xbox Series X/S)

 – Read review

Card Shark (Switch, PC)

Circuit Superstars (PlayStation 4, Switch)

CrossfireX (Xbox Series X/S, Xbox One)

Dangerous Driving 2 (PlayStation 4, Xbox One, Switch, PC)

Devolver Tumble Time (iOS, Android)

Dual Universe (PC)

Dungeon Defenders: Awakened (PlayStation 4)

Dustborn (PlayStation 5, Xbox Series X/S, PC)

Earth Defense Force 6

Evil West (PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC)

Fall Guys: Ultimate Knockout (Xbox Series X/S, Xbox One, Switch)

 – Read review

Frozen Flame (PC)

Heavenly Bodies (PlayStation 5, PlayStation 4, PC)

Hindsight (Switch, PC, iOS)

Hollow Knight: Silksong (Switch, PC)

Humanity (PlayStation VR, PlayStation 4)

Industries Of Titan (PC)

KeyWe (Xbox Series X/S, Xbox One)

League of Legends: Wild Rift (iOS, Android)

Little Witch in the Woods (PC)

Martha Is Dead (PlayStation 5, Xbox Series X/S, PC)

Mineko’s Night Market (Switch, PC, Mac)

Necrobarista (PlayStation 4)

 – Read review

Neon White (Switch, PC)

No Place For Bravery (Switch, PC)

Open Roads (PlayStation 4, PC)

Panzer Dragoon VR

Paranoia: Happiness Is Mandatory (PlayStation 4, Xbox One, PC)

ProtoCorgi (Switch, PC)

Puzzle Quest 3 (PC, iOS, Android)

Rawmen (PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, PC)

Roller Champions (PlayStation 4, Xbox One, Switch, PC)

RPG Time: The Legend of Wright (Xbox Series X/S, Xbox One, PC, iOS, Android)

Scorn (Xbox Series X/S)

Second Extinction (Xbox Series X/S, Xbox One)

Session (Xbox One, PC)

She Dreams Elsewhere (Xbox Series X/S, Xbox One, Switch, PC)

Shredders (Xbox Series X/S)

Skater XL (Switch)

Smash Ball (PlayStation 5, Xbox One, Switch, Stadia, PC, iOS, Android)

Soup Pot (Xbox Series X/S, PC)

State of Decay 3 (Xbox Series X/S, Xbox One)

System Shock Remastered (PC)

Temtem (Xbox Series X/S, Switch)

The Academy: The First Riddle (PlayStation 4, Xbox One, Switch)

The Anacrusis (Xbox Series X/S, Xbox One, PC)

The Binding Of Isaac: Repentance (Xbox One)

The House of the Dead: Remake (Switch)

The Settlers (PC)

The Slormancer (PC)

The Stanley Parable: Ultra Deluxe (PC)

Those Who Remain (Switch)

Tunic (Xbox Series X/S, Xbox One, PC)

Ultimate Fishing Simulator 2 (PC)

Ultimate Rivals: The Court (PC, iOS)

Unknown 9: Awakening (PlayStation 5, Xbox Series X/S, PC)

Valheim (PC)

Vampire: The Masquerade – Bloodhunt (PlayStation 5)

Way to the Woods (Xbox One, PC)

We Are The Caretakers (Xbox One, PC)

White Shadows (PlayStation 5, Xbox Series X/S, PC)

Wreckfest (Switch)

 – Read review

Wytchwood (PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC)

Young Souls (PlayStation 4, Xbox One, Switch, PC)

 – Read review

2022 Video Game Release Schedule »


Test Out The King Of Fighters XV Beta Starting Tonight

It’s time to break out and dust off your arcade sticks and prepare for a weekend of 3v3 battles in The King of Fighters XV open beta.

Starting tonight at 7 p.m. Pacific and running until 7 a.m. Pacific on November 22, PlayStation 5 and PlayStation 4 owners will have the opportunity to go hands-on with eight characters out of the final roster of 39 that will be available at launch. The primary function of this beta will be to test out the online multiplayer before the game releases in a couple of months. For the first time ever, KOF will feature rollback netcode from day one in an effort to improve the general online experience when connecting to individuals over a long distance. 

This KOFXV test will feature both online and offline modes, including a training option, giving players a chance to learn character attacks and workshop combos or strategies without having to figure them out in heated battles. Five modes total will be present during the beta: Casual Match and Room Match for the online portion, giving players a taste of what matchmaking and lobbies will look like, while offline warriors can look forward to the aforementioned Training as well as Versus and a tutorial.

King of Fighters XV will have you build teams of three characters to duke it out by one against someone else’s chosen trio. There’s no tag mechanic, and you will only be able to play subsequent team members if you lose a round, so the order in which you position your characters will matter. Here’s the list of characters available during the test this weekend:

  • Kyo Kusanagi
  • Iori Yagami
  • Chizuru Kagura
  • Shun’ei
  • Delores
  • Shermie
  • Chris
  • Yashiro

Each character belongs to a canonical team in the story of King of Fighters, but you can mix and match them as you please. SNK has released a PDF primer for the KOFXV beta, which you can view here. It gives the basic rundown on what to expect during the test and some issues the developers are aware of already (like how throws can sometimes desync the match). 

The King of Fighters XV is scheduled to release on February 17, 2022. While this weekend’s beta is only appearing on PlayStation consoles, the final game will be available on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC.

Who’s your team going to be for this weekend’s KOFXV beta test? Are you looking forward to playing around with the new systems and characters? Let us know in the comments below!


Halo Infinite Has Gone Gold

Having released half of the game earlier this week (albeit in beta), 343 Industries has announced Halo Infinite is ready to make preparations for release in a few weeks.

In a tweet this afternoon on the Halo account, the message sent was very clear, saying, “#HaloInfinite has officially gone gold! We’ll see you on December 8, Spartans.” The tweet was followed by a map of release times for regions across the world. Well, specifically when the campaign releases.

Forgoing the typical midnight release, Halo Infinite’s single-player campaign will see the light of day (literally), landing at 10 a.m. Pacific on December 8. Other release times for various time zones can be seen below, although note that New York should say EST and has not moved into the Central time zone.

Of course, if you want to play Halo Infinite right now, you can! The multiplayer section of the game is available right now on Xbox Series X/S, Xbox One, and PC, and is free to play. After a somewhat surprise launch on Monday as part of Microsoft’s Xbox 20th anniversary celebration, 343 Industries unleashed an open beta of Halo Infinite on the gaming public.

We discuss our time with the multiplayer beta on this week’s Game Informer Show, but that’s not all! Halo Infinite is gracing the current cover of Game Informer, where we have pages upon pages of information about the game. It’s technically also the first place Halo Infinite went gold. Game Informer Gold, that is. Check out that incredible ultra-rare print variant here. Also, check out the trifecta of New Gameplay Today videos released today, showing off that now-golden campaign.


Pokémon Remakes | All Things Nintendo

Pokémon Brilliant Diamond and Shining Pearl are out now. However, if you listened to episode two of All Things Nintendo, we already extensively covered what these remakes bring to the table. Instead of retreading old ground, this episode shifts the focus to the Pokémon series’ long-standing tradition of bringing remade versions of its older games to modern platforms. Host Brian Shea invites fellow Game Informer editor John Carson back to retrace the history of Pokémon remakes before getting some final thoughts on Pokémon Brilliant Diamond and Shining Pearl.

If you’d like to follow the people from this episode on Twitter, hit the following links: Brian Shea (@brianpshea)John Carson (@John_Carson)

The All Things Nintendo podcast is a weekly show where we can celebrate, discuss, and break down all the latest games, news, and announcements from the industry’s most recognizable name. Each week, Brian is joined by different guests to talk about what’s happening in the world of Nintendo. Along the way, they’ll share personal stories, uncover hidden gems in the eShop, and even look back on the classics we all grew up with. A new episode hits every Friday!

Be sure to subscribe to All Things Nintendo on your favorite podcast platform. The show is available on Apple PodcastsSpotify, and Google Podcasts.

00:00:00 – Introduction
00:02:12 – GameCube and Wii Anniversaries
00:11:26 – Switch Continues Strong Sales
00:13:39 – Mario Kart Live: Home Circuit Update 2.0
00:17:02 – Twitch is on Switch
00:18:56 – Sonic Coming to Monster Hunter Rise
00:21:02 – Dragon Ball: The Breakers
00:22:46 – Ed Sheeran Coming to Pokémon Go
00:25:22 – Legendaries from Older Games in Brilliant Diamond and Shining Pearl
00:28:52 – Pokémon Remakes Intro
00:31:24 – Pokémon FireRed and LeafGreen
00:37:33 – Pokémon HeartGold and SoulSilver
00:41:49 – Pokémon Omega Ruby and Alpha Sapphire
00:45:36 – Pokémon Let’s Go, Pikachu and Eevee
00:51:52 – Pokémon Brilliant Diamond and Shining Pearl
01:00:59 – Definitive Ranking: Nintendo Remakes
01:08:52 – eShop Gem of the Week: Picross S6 Genesis & Master System Edition

If you’d like to get in touch with the All Things Nintendo podcast, you can do so by emailing, tweeting to Brian (@BrianPShea), or by joining the official Game Informer Discord server. You can do that by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. From there, find the All Things Nintendo channel under “Community Spaces.”

For more Game Informer podcasts, be sure to check out The Game Informer Show, which covers the weekly happenings of the video game industry, and Video Gameography with host Ben Reeves, which explores the history of video games – one series at a time!


Read An Excerpt From Double Fine’s 20th Anniversary Art Book

Double Fine Productions, the developer behind the Psychonauts series, Broken Age, and many more, recently celebrated its 20th anniversary. To celebrate this milestone, Double Fine partnered with Indie By Design to release a comprehensive art book that details the visual history of every single game the developer has released over the years – including insights from developers, in-depth interviews, and never-before-seen concept art. 

Read down below for an exclusive excerpt from the book, titled 20 Double Fine Years, giving a brief look at the design decisions behind Psychonauts 2’s Aquato family and the game’s many, many brains. We’ve also collected a handful of pages so you can see how the entire book is laid out. 

If you’d like to check out 20 Double Fine Years for yourself, it is available in a standard and collector’s Legend Edition right here. Alongside peeks behind the curtain of every Double Fine game, the book also covers 2 Player Productions’ Double Fine Adventure documentary series, webcomics the studio used to publish on its website, its Day of the Devs events, and much more. 

Lastly, for more on Double Fine, make sure to check out our History of Double Fine Productions story we ran back in July to read how the entire studio came together. 

20 Double Fine Years is available now.

Raz & The Aquatos

“It was crazy addictive to be drawing these characters again,” describes concept artist Scott Campbell, art director on the original Psychonauts. “It was almost like being wrapped in this warm, comforting blanket.”

Raz returns as protagonist in Psychonauts 2 and this time more of his family members are explored, with their lives and relationships shown in greater detail. Much of the joy for Campbell in designing them came from being able to build meaning into them, as opposed to creating them from scratch.

“It’s like you’re pulling at an old family patchwork quilt that you’re also adding to at the same time. You need these characters to feel as though they’ve been brought here through the lore of the previous games. 

“They can’t feel wholly new, you want them to feel like they’ve existed in this world and created their own place within it. Taking something that already exists and creating connections and history for it is really fulfilling.”

Click image thumbnails to view larger version



The Brains

Psychonauts 2 takes us through an incredibly diverse set of brains, each one presented as a fully-formed level for the player to explore. These levels are connected in the sense that you’re always seeing them through the eyes of Raz and that each represents a character’s innermost thoughts, but visually they are strikingly distinct.

“We looked back to Psychonauts to figure out what it was that made those different environments feel cohesive even though you’re jumping through all of these different brains,” explains environment artist Levi Ryken.

“One of the biggest things is proportions. We have this thing that we call the ‘Psychonauts wonk,’ which is basically that you can include stuff that seems pretty normal and consistent but you can’t present it normally. It has to have the ‘wonk’ to it.”

Parallel lines, for instance, are avoided for the most part. Characters are allowed to have two eyes that are essentially the same, but they’re typically presented as one being bigger than the other or one being higher or lower on the face.

“It makes the whole world feel a little off at all times,” Ryken continues. “It’s almost as though it was drawn by someone who holds a pencil really haphazardly and is dropping it all of the time.”


Rockstar Is Bringing Back Original PC Versions Of GTA Trilogy

A week after Rockstar Games released Grand Theft Auto: The Trilogy – The Definitive Edition, the company is returning the original versions of those games to PC.

The PC versions of GTA III, Vice City, and San Andreas were removed from digital storefronts in preparation for the remastered editions. However, poor reception from consumers has spurred Rockstar to make the originals available through the Rockstar Store.

In an announcement on its website, the developer explained the decision saying, “The updated versions of these classic games did not launch in a state that meets our own standards of quality, or the standards our fans have come to expect.” Owners of the PC edition of the remaster through the Rockstar Store are being taken care of. Rockstar says, “We will be adding the classic PC versions of Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas back to the Rockstar Store shortly as a bundle. Additionally, everyone who has purchased Grand Theft Auto: The Trilogy – The Definitive Edition for PC from the Rockstar Store through June 30, 2022, will receive these classic versions in their Rockstar Games Launcher library at no additional cost.”

While this make-good takes care of specific PC gamers, there’s no word on those who own the package on PlayStation, Xbox, Switch, or other PC storefronts. Rockstar does say it’s committed to fixing the issues with GTA: The Trilogy stating, “We have ongoing plans to address the technical issues and to improve each game going forward,” and, “A new Title Update is on the way in the coming days for all versions of Grand Theft Auto: The Trilogy – The Definitive Edition that will address a number of issues.”

Last week on Twitch, Andrew Reiner and I explored GTA: The Trilogy for a few hours, and while I had a pretty good time waxing nostalgic with the series, I was fairly put off by some of the graphical changes. Especially the sheets of nightmarish rain plaguing Grand Theft Auto III.


Rockstar Is Brining Back Original PC Versions Of GTA Trilogy

A week after Rockstar Games released Grand Theft Auto: The Trilogy – The Definitive Edition, the company is returning the original versions of those games to PC.

The PC versions of GTA III, Vice City, and San Andreas were removed from digital storefronts in preparation for the remastered editions. However, poor reception from consumers has spurred Rockstar to make the originals available through the Rockstar Store.

In an announcement on its website, the developer explained the decision saying, “The updated versions of these classic games did not launch in a state that meets our own standards of quality, or the standards our fans have come to expect.” Owners of the PC edition of the remaster through the Rockstar Store are being taken care of. Rockstar says, “We will be adding the classic PC versions of Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas back to the Rockstar Store shortly as a bundle. Additionally, everyone who has purchased Grand Theft Auto: The Trilogy – The Definitive Edition for PC from the Rockstar Store through June 30, 2022, will receive these classic versions in their Rockstar Games Launcher library at no additional cost.”

While this make-good takes care of specific PC gamers, there’s no word on those who own the package on PlayStation, Xbox, Switch, or other PC storefronts. Rockstar does say it’s committed to fixing the issues with GTA: The Trilogy stating, “We have ongoing plans to address the technical issues and to improve each game going forward,” and, “A new Title Update is on the way in the coming days for all versions of Grand Theft Auto: The Trilogy – The Definitive Edition that will address a number of issues.”

Last week on Twitch, Andrew Reiner and I explored GTA: The Trilogy for a few hours, and while I had a pretty good time waxing nostalgic with the series, I was fairly put off by some of the graphical changes. Especially the sheets of nightmarish rain plaguing Grand Theft Auto III.


Pokémon Brilliant Diamond And Shining Pearl Review – Refurbished Gems

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Publisher: The Pokémon Company
Developer: Ilca, Game Freak

November 19, 2021

Rating: Everyone
Reviewed on: Switch

Originally released in 2006, Pokémon Diamond and Pearl ushered in a new generation of Pokémon games onto the Nintendo DS. With the themes of evolution and creation woven throughout the story, the upgraded designs of the new Pokémon found throughout the Sinnoh region, as well as newly discovered evolutionary lines of fan-favorite monsters, these games felt like a notable step forward for the franchise. In remaking these classics new Pokémon developer ILCA proves it can handle recreating the crucial tenants of the franchise.

For the most part, Brilliant Diamond and Shining Pearl are “faithful remakes” – as The Pokémon Company likes to call them – of their namesake DS games. The skeleton is there, with the same towns, routes, trainers, and Pokédex of monsters found throughout the adventure. You still start from humble beginnings in Twinleaf Town, where starry-eyed trainers receive a Pokédex from Professor Rowan and their choice of starter Pokémon. From there, you meet your friends and rivals, Dawn and Barry, and set off along your journey to conquer eight Gyms and become champion of the region. You’ll also uncover Team Galactic’s plans to harness the energy of evolution and the legendary creation duo of Dialga or Palkia. Nothing in the story is new or surprising, but I found that acceptable – and preferable – after being away from Sinnoh for over a decade.

ILCA opted to recreate the DS games’ chibi characters in 3D and keep the world’s top-down perspective, which accentuates the feeling of these remakes remaining faithful to the source material. This is a deviation from how previous remakes have modernized their graphical styles and feature sets. That’s not to say the visuals look dated. New graphical enhancements to lighting, shadows, and water look great. The abundance of reflections on surfaces throughout the world and especially during Pokémon battles is also impressive. Unlike characters in the overworld, fights utilize full-size Pokémon and trainer models with unique environments determined by your location in the world. These scenes look great and are mostly free of framerate drops or the slowdown that plagues other 3D entries in the series.

Brilliant Diamond and Shining Pearl deviate from the mechanical blueprint, with varying degrees of success. Newer innovations like autosave or the ability to view the strength and weaknesses of moves in battle are great additions, which I always like to see.  Pokémon also no longer need to be taught HMs to utilize moves like Rock Smash or Cut to navigate puzzles or obstacles in the world, something that would have taken up a move slots in the original titles. EXP Share is, on its face, a great way to cut down on unnecessary grinding to ensure your lesser-used Pokémon are battle-ready. However, the developers haven’t taken any measures to balance this feature, and there isn’t a way to turn EXP Share off. As a result, my teams felt over-leveled as the game progressed, making big matches against Team Galactic or any of the Gym leaders feel easy and insignificant. I steamrolled through challengers on the surface of Sinnoh and had to find more formidable foes elsewhere.

My favorite place to explore has been the Grand Underground, a massive subterranean cave system lying beneath the surface of Sinnoh. I mean it, this place is enormous and spans just about the size of the main map. Here you dig for countless gems, fossils, and statues in the walls and Hideaways. These Hideaways are larger areas found within the Grand Underground, complete with biomes and higher-leveled Pokémon you wouldn’t normally find above ground, many of which aren’t a part of the standard Sinnoh Pokédex. I found the challenge I craved above ground in these Hideaways as I captured new, exotic creatures to diversify my team. Players can create Secret Bases by digging customizable rooms in the cavern wall. Placing special Pokémon statues inside these rooms altered which monsters I found within the Hideaways. Those looking to catch ‘em all should spend a lot of time in the Grand Underground, excavating precious items and tweaking statue combinations to fill out the Pokédex.

Other activities include the Pokémon pageants called Super Contest Shows, which I liked more than I thought I would. You’ll wow judges with a simple rhythm game and unleash a pre-chosen attack at the perfect moment to score points. I also loved customizing my Pokéballs with the Ball Capsule system. With an expanded system from Diamond and Pearl, you can slap various stickers on the capsules to create unique animations and earn extra points when tossing a Pokémon into these Super Contest Shows. Stickers add cool flames, bubbles, sparks, or musical notes to give an extra bit of flash and flourish, granting a level of personalization absent in the DS games. Even better, your Ball Capsule animations show up in battle but won’t affect how fights play out in any way.

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While Brilliant Diamond and Shining Pearl don’t move the needle in terms of what Pokémon games will look and play like moving forward, they mostly hit the mark in being faithful to the originals. I’ve really enjoyed my time re-exploring Sinnoh, despite my qualms with the lack of critical path difficulty. They’re a welcome throwback to a simpler time when I felt completing a Pokédex was a somewhat realistic task to undertake. Veteran trainers will find plenty here to scratch a nostalgic itch, and new trainers who missed out the first time around have a solid adventure to embark on.

Score: 8.5

Summary: Pokemon’s debut DS games have been remade on Switch with welcomed quality of life changes while staying close to the vision of the originals.

Concept: Pokémon’s fourth-generation games, Diamond and Pearl, are recreated with new visuals and modern conveniences while retaining the core story and world of the originals

Graphics: Pokémon, trainers, and environments in head-to-head conflicts look great, using detailed models you’d expect from a modern Pokémon game

Sound: The remastered and rearranged soundtrack is as catchy as ever. Minor additions and changes to the sounds and cries Pokémon make are also neat touches

Playability: EXP Share makes the main-line fights a tad too easy over time, but other quality of life changes like constant access to Pokémon storage boxes and adjustments to the HM system are welcome improvements

Entertainment: Catching, training, and trading Pokémon remains a blast, and Sinnoh is a great region to explore

Replay: Moderately High

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Test Fly Over 120 Ships In Star Citizen For The Next Two Weeks

Star Citizen, the ever-in-development interstellar flight sim about piloting impressive spaceships you can buy with your real hard-earned money, is holding the Intergalactic Aerospace Expo 2951 (IAE 2951) from today until December 1. 

Typically, to get yourself behind the yoke of a space cruiser in Star Citizen, you’d have to cough up at least $45 for access to one of the game’s more basic ships. However, like a real-life car show (or a trip to almost any vehicle dealership), IAE 2951 will let intrepid pilots test out over 120 different flyable ships from various fictional manufacturers. Each day of the event will shift focus to specific ship companies and their wares.

A press release from Star Citizen developer Cloud Imperium reveals the Intergalactic Aerospace Expo 2951 will feature “six notable ship reveals,” listing the “heavily armed gunship” Aegis Redeemer, along with a duo of Ares Starfighter variants called Ion and Inferno among these unveilings while also promising a few surprises. 

For the duration of the expo, Star Citizen will be free to play, though at what capacity outside of the starship convention was not detailed in the press release. New pilots can go to the game’s website to sign up for an account and download the client to take part in IAE 2951.

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For those wondering when Star Citizen was released, it kind of hasn’t yet. After starting its crowdfunding efforts in 2012, Cloud Imperium has steadily been building new ships and features for its ambitious space-faring followup to Wing Commander, collecting funding from selling ships and subscriptions along the way. In 2018, a star-studded cast was announced for the game’s campaign mode called Squadron 42. The story featuring actors like Mark Hamill, Gillian Anderson, Henry Cavill, and Mark Strong hasn’t seen the light of day, nor do we know when it’s coming.

Are you looking to fly amongst the stars and test out one of Star Citizen’s many ships? Have you invested in the space flight sim and have stories you’d like to share? Send all transmissions to the comments below! 


Pac-Man Museum + Lets You Play 14 Pac-Man Games As Pac-Man

Bandai Namco found out you like Pac-Man and has decided to add more Pac-Man to your Pac-Man. The publisher announced a new compilation called Pac-Man Museum +, which bundles 14 different games in the series in one, bright yellow package.

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While not the first Museum style collection (it’s a follow-up to 2014’s Pac-Man Museum), this newest iteration includes popular modern titles such as Pac-Man Championship Edition and Pac-Man 256 and oddities like the Wii-exclusive Pac-Motos. The full list of titles is as follows:

  • Pac-Man
  • Super Pac-Man
  • Pac & Pal
  • Pac-Land
  • Pac-Mania
  • Pac-Attack
  • Pac-In-Time
  • Pac-Man Arrangement (Arcade Version)
  • Pac-Man Arrangement (Console Version)
  • Pac-Man Championship Edition
  • Pac-Motos
  • Pac ‘N Roll Remix
  • Pac-Man Battle Royale
  • Pac-Man 256

To access each game, you’ll explore an actual arcade as Pac-Man himself, which is pretty meta. This arcade can be customized to your liking Animal Crossing-style by purchasing decor using coins earned by completing in-game missions. 

Pac-Man Museum + gobbles its way to Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC in early 2022.