The Lord of the Rings: Gollum has become the latest game in 2023 to be launched in a buggy, broken state. Some outlets have gone so far as to call it “the worst game of the year,” and in a year where titles like Hogwarts Legacy, Jedi: Survivor, Redfall, and The Last Of Us Part 1 have been sharted out in unfinished states by major publishers, there’s a lot of competition for that title!
I want to try to treat The Lord of the Rings: Gollum as fairly as possible. Developer and publisher Daedalic Entertainment isn’t one of the games industry’s biggest corporations, with relatively few titles having been developed across its fifteen-year history – and even fewer that I’d heard of. A company with around 100 employees made Gollum, whereas corporations like Activision Blizzard or Microsoft have far more resources at their disposal when it comes to game development.
A promotional screenshot of the game.
As much as I detest the “release now, fix later” business model that too many games corporations have adopted over the past couple of console generations, smaller studios working on passion projects have always been in somewhat of a different category. I’m far more willing to be sympathetic to an independent game developer than I am to one of the industry’s major publishers, simply because the realities of game development and working to a deadline or with a limited budget can go some way to explaining why a game may be released in a worse-than-expected state.
With Gollum having already suffered several lengthy delays, and with Daedalic Entertainment being a relatively small studio, I could forgive a degree of jankiness. That being said, I could forgive quite a bit more jankiness if Gollum had been more appropriately-priced, say around the £30 mark instead of greedily pushing for £50. And of course, a “special edition” will set you back an extra £10.
Gollum in an out-of-bounds area.
Some adverts and marketing material for Gollum have tried to paint the game as the kind of expansive adventure title that you’d get from a major publisher, and combined with the high price, I fear that unrealistic expectations were set. Even if the game had been released in a fully-complete, bug-free state, I daresay a lot of folks would still have found Gollum’s core gameplay and story to be underwhelming.
To me, there are two lessons from Gollum that the games industry – and smaller studios in particular – need to pay attention to. The first, of course, is that the accursed “release now, fix later” business model never works. No matter how good your game could have been, if you try to launch it before it’s ready, you’re going to have a bad time! The second lesson is that games need to be targeted, marketed, and priced appropriately. Gollum isn’t a AAA action-adventure that could go toe-to-toe with the likes of Shadow of Mordor or the earlier Lord of the Rings movie tie-in games. So why present it as that kind of experience? Marketing the game like that was only ever going to lead to disappointment.
Gollum was never meant to be comparable to the likes of Shadow of Mordor.
I don’t know what may have transpired behind the scenes at Daedalic Entertainment that led to Gollum’s disappointing release. I don’t think it’s an unfair assumption, though, that the game had a difficult and troubled development – perhaps with a degree of “feature creep” as the original vision for a small-scale title comparable to Daedalic’s past offerings may have been expanded. Either way, delays clearly added to the game’s cost, and eventually Daedalic decided that they couldn’t wait any longer and needed to push the game out. The result was Gollum’s troubled launch.
On a personal note, The Lord of the Rings: Gollum is one of the titles I’d been looking forward to in 2023. Not simply because a return to the world of Middle-earth is always welcome in the gaming realm, but because it seemed like something genuinely different. A game in which the protagonist is an anti-hero or even a contemptible villain was already enough to pique my curiosity, but there was also the kind of gameplay that Gollum seemed to be promising: puzzle-heavy, stealthy, and with a degree of platforming.
Gollum can get stuck in the environment due to a bug.
For me, the real tragedy of Gollum’s release isn’t just that a game I was looking forward to was pushed out too early in a broken, unfinished state. It isn’t even that Gollum is unlikely to ever be completely fixed and brought up to the level that it should be able to reach. No, the real tragedy of this whole situation is that it will almost certainly dissuade other developers – and especially other publishers – from taking risks like this in future.
However you look at it, the decision to create a stealth-puzzle-platformer based on a character like Gollum was a huge risk. This is the kind of game that just doesn’t get made any more, with the games industry retreating to the safest, most overtrodden ground for the most part. Fewer studios are willing to take on risky projects like Gollum, with publishers doubling-down on well-known franchises, popular genres, and looking for any kind of online experience that can generate “recurring revenue streams.”
Making a game like this was already a risk.
With the undeniable failure of Gollum – a failure that seems impossible to overcome, even if Daedalic continues to work on the game for years to come like Hello Games has done with No Man’s Sky – there’s a real danger that the lesson the games industry as a whole will take from this mess will be to continue its retreat from any project that falls outside of the mainstream. Gollum was always going to be a game with limited appeal; a niche product at best. It was also a game that felt innovative in both its premise and the kind of gameplay that it offered – and I truly fear that fewer games that meet those kinds of descriptors will be greenlit in future.
The games industry is already dominated by a handful of genres, most of which haven’t offered much by way of genuine innovation in years. Corporations are quick to chase the next “big” trend, with a focus on whatever looks likely to rake in the largest amount of cash possible. What was appealing about a game like Gollum, at least to me, was that it was a title that didn’t seem to care about those things; it knew what it wanted to be, what kind of gameplay it wanted to employ and what kind of story it aimed to tell, and wasn’t about chasing trends. The games industry needs more of that – because that’s where innovation almost always comes from.
Gollum with a baby bird in a promotional screenshot.
Even on a good day, Gollum was never going to be a genre-busting epic. If it had launched in a better state, I daresay I’d have had fun with it for the twelve or so hours that it would’ve lasted, then I’d have put it down and moved on. But the games industry needs these kind of experiences. It needs the diversity that smaller games bring. And it needs at least some of those titles to exist outside of the self-published, independent space. Gollum could have been precisely the kind of “double-A” release that used to exist in between the big franchises and the small independent titles. Once upon a time, there were a fair few games in that category.
My fear is that the spectacular failure of Gollum, which has been one of the main gaming news headlines over the past week or so, will have a chilling effect that will extend far beyond Daedalic Entertainment. Projects that aim to create a game that might be a bit more of a niche product, outside of the mainstream and perhaps not in one of the biggest genres, will become suspect. Smaller-scale games in that “double-A” space will be less likely to be backed. And innovative, potentially-interesting stories and ideas will be passed over in favour of projects that feel “safer” to publishers.
I hope that I’m wrong, and that smaller studios won’t be impacted by Gollum’s very public failure. But I really do fear for the repercussions that this debacle could have on an industry that needs titles like Gollum. Not every game is going to be Call of Duty or Fortnite, and especially for players who long for single-player experiences, games like Gollum that offer something a little different will continue to appeal. Let’s just hope that this broken, borderline-unplayable mess doesn’t ruin that for everyone else.
The Lord of the Rings: Gollum is out now for PC, PlayStation 5, and Xbox Series S/X. The Lord of the Rings: Gollum is the copyright of Daedalic Entertainment. The Lord of the Rings and Middle-earth are the copyright of the Tolkien Estate. Some images and promotional art used above are courtesy of Daedalic Entertainment. Images of bugs and glitches via Digital Foundry on YouTube. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
If you’ve spent a reasonable amount of time playing Mario Kart 8 Deluxe online, chances are you’ve been in races where practically everyone uses the same combination of driver and kart. Usually this ends up being Waluigi – Luigi’s “evil twin” – for reasons that will become clear in a moment. I’d been wanting to talk about this phenomenon for a while, but the recent release of Wave 4 of the Booster Course Pass brought some changes to the game that make it even more timely.
In short, Mario Kart 8 Deluxe is unbalanced. The way the game is set up means that each driver and each kart component have their own individual stats, and when there are differences between these elements, that almost always means that there’s one golden combination that ends up being, by as close to objective standards as possible, “the best.” There’s a reason why more than 90% of Mario Kart 8 Deluxe world records all use the same character and build!
Prior to Wave 4, many time trial world records used this combination of Waluigi, roller tyres, Biddybuggy/Buggybud, and paper glider.
Nintendo has made an incredibly late attempt to rebalance this, with Wave 4 of the Booster Course Pass giving a bit of a boost to other characters and kart components, but the only real result of that will be that the best possible combination will change – possibly from Waluigi to Rosalina, in this case. In a few weeks’ time, online races will be full of Rosalinas instead of Waluigis… until the next time Nintendo tries to rework things.
For most players, I guess that this doesn’t really matter. At my low level, online multiplayer lobbies are still pretty varied, and in single-player mode I can just pick whatever combo I like the look of or feel like trying out. But I think the balancing issue in Mario Kart 8 Deluxe speaks to a bigger issue with the game, and while I would absolutely argue that trying to fix it now, almost a full decade after the original release of Mario Kart 8, is far too late and honestly just plain dumb, there are definitely lessons for Nintendo to learn as the franchise moves forward.
Pink Gold peach and Paris Promenade on a promo image for Mario Kart 8 Deluxe.
It’s disappointing that there hasn’t been a Mario Kart 9, and that the next entry in this long-running series is now almost certain not to be released until Nintendo launches a new console. I held out hope for a while that a new game might’ve launched last year to coincide with the 30th anniversary of Super Mario Kart – but alas, it didn’t happen! As we look ahead, though, I have no doubt that Nintendo would want to create a new game for their new console – and with the Switch’s 6th birthday fast approaching, that could be within a year or two!
So when we think about Mario Kart 9, there are definitely lessons to learn from Mario Kart 8 Deluxe. The first is that racing online has become a huge part of the experience for many folks – even casual players like myself. Online gaming has grown a lot since the Wii U’s release back in 2012, and for many players it’s a core part of the Mario Kart experience now. A new game has to be created with that in mind – even though I hope it will retain robust single-player and local multiplayer modes, too!
It’s hard to believe that Mario Kart 8 is almost a decade old and was first released on the Wii U!
But most importantly for what we’re talking about today, I think that the idea of individual character and kart stats has got to go. This isn’t a “hard-core” racing simulation – it’s a casual, fun game with a brightly-coloured cartoon aesthetic aimed at players of all ages. We don’t need stats to tinker with like we might in a game of Forza Motorsport or Project CARS; Mario Kart simply isn’t that type of racer.
The fact that most players online and practically every time-trialler end up picking the exact same racer and kart every time kind of detracts from the experience. It makes races feel less unique and less… well, fun. Although characters having weight classes has been a part of Mario Kart going all the way back to its first title more than 30 years ago, if having these stats means that some characters just aren’t viable choices… maybe it’s better to scrap them altogether.
Mario Kart doesn’t need complex stats calculations. This isn’t Forza Motorsport!
In short, if every character and every kart behaved the same way, the differences between them would be purely cosmetic, and players would have a lot more fun picking the character they liked best or the kart they thought looked the most fun instead of being forced to choose from a very narrow range of options. I mean, if you don’t like Waluigi, it can’t be all that enjoyable to feel like you have no choice but to pick him every time you race online. Can it?
Even if Nintendo completely shakes up the way stats work for each kart and character, if differences remain there will always end up being better and worse options; it’s unavoidable. If the goal here is to give players more choices, and to make the character and kart options matter, then really the only way to achieve that is to drop the stats idea altogether and have every character behave the same way.
A trio of Mario Kart Tour characters – some of whom may be added to Mario Kart 8 Deluxe one day!
I don’t think that this would make races any less entertaining. Far from it, I think it would open up higher-level competitions to look completely different, and the same for time trials and world records, too. Sure, it might not “make sense” that a huge kart with monster truck wheels driven by a tall, husky character would be just as fast as a sleek racecar piloted by a tiny driver… but this is Mario Kart. You’ve got sentient tortoises and literal babies racing against ghosts and a plumber’s evil twin across tracks made from clouds or mushroom-trampolines. We’re way, way past “realism!”
So that’s my proposal in a nutshell: dump the stats. Obviously this can’t happen in Mario Kart 8 Deluxe – nor should it, as that would completely change a long-running game and probably invalidate a bunch of world records that people worked hard to achieve. But when it comes to Mario Kart 9, I think it would be a great way to rebalance the game and to bring diversity back to racers and karts. If such a move were combined with a great variety of racetracks that offered a range of obstacles and shortcuts, as well as plenty of items for players to blast each other with in competitive races, there’d still be lots of ways to have fun.
Racing around one of the newly-added DLC racetracks.
At the end of the day, when practically everyone online ends up picking the same racer and kart combo anyway, at least doing things the way I’ve suggested would mean people could pick the cosmetic/aesthetic options that they liked best instead of being forced to use a particular character whether they like them or not. For online racing, and especially at higher levels, it seems like a good idea to me, anyway!
As to the changes Nintendo introduced in the Booster Course Pass… I’m on the fence. I can understand the intention behind making this kind of change, as it’s basically a scaled-back version of my own proposal. But in an established game that’s been out in some form for almost a decade… these kinds of changes can upset players, and I can understand that. It’s better to work on this while the game is still in development, and that’s why I’ve suggested that Nintendo should look at how this issue arose. Tackling the root cause – stats – will mean it should be able to be avoided by the time the next game in the series is ready!
Mario Kart 8 Deluxe is out now for Nintendo Switch. Mario Kart 8 Deluxe, the Booster Course Pass, and the Super Mario series are the copyright of Nintendo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
The dreaded “release now, fix later” model that has been adopted by corporations across the games industry has shown up constantly in 2023. Although a number of console titles have been affected, by far the worst impact has been felt on PC. As PC is my primary gaming platform these days, this is something that hits me personally. Today, I wanted to talk a little about the absolute state of many recent PC releases.
Jedi: Survivor, Redfall, Forspoken, Hogwarts Legacy, and The Last Of Us Part 1 should have all been among the biggest PC releases in the first half of 2023. I was genuinely looking forward to several of these games myself. But all of them, despite being massive games with huge budgets backed up by major corporate publishers, have been released in broken, unfinished, and in some cases borderline unplayable states.
It’s Joel from The Last Of Us… apparently.
As a rule, I don’t pre-order games. I’ve been burned in the past, and as someone who doesn’t have money to piss away, pre-ordering just doesn’t feel like a good idea any more. But many folks still do, lured in by pre-order exclusive bonuses and the like, and many of these folks – as well as those who picked up titles shortly after launch – have been left severely disappointed in the first half of 2023.
I had hoped, particularly after the Cyberpunk 2077 debacle a couple of years back, that the games industry was beginning to learn its lesson. Just because it’s technically feasible to launch a title in an unfinished state and patch it out later, that doesn’t mean it’s a good idea; the damage done by a rocky launch can be difficult to overcome – if not outright impossible. For every success story like No Man’s Sky, there are dozens of titles like Anthem, Aliens: Colonial Marines, or Assassin’s Creed Unity that are too far gone to be salvageable. And even titles that manage to continue development, like Cyberpunk 2077, are forever tainted by the way they launched.
A hollow character model in Redfall.
Who knows how many more sales Cyberpunk 2077 might’ve made had it been released six months later? The damage that game did to CD Projekt Red has set back the company immeasurably, damaging its share price and tanking its reputation with players. It’s an expensive lesson in how not to release a video game… so why have none of the other corporations in the games industry taken notice?
I didn’t buy Jedi: Survivor this month, even though I’d gone out of my way to save up for it and allocate money for it in my budget. Why? The reason is simple: I read the reviews, saw breakdowns of the PC port of the game, and decided to put my wallet away and wait. Electronic Arts lost what should have been a guaranteed sale because I’m not willing to buy an unfinished product. And make no mistake, that’s what Jedi: Survivor and all the other games listed above are: unfinished.
Cal falls through the map in Jedi: Survivor.
Unlike making a game for a console, developing for PC can be a challenge. Take it from someone who built their own PC last year: there are a huge number of different internal components from CPUs to GPUs, RAM to solid-state drives, and beyond. Ensuring perfectly smooth compatibility across an almost infinite range of potential PCs isn’t as easy as getting a game to run on an Xbox Series X or PlayStation 5, which don’t have this issue of varied internal components. And I get that, I really do.
But that isn’t a good enough excuse. I’d actually rather that a corporation delayed the PC port of a game than release it in a broken state, and I won’t be alone in saying so. It isn’t ideal to break up a title’s release by platform, and it’s something to be avoided if at all possible, but under some circumstances it can be forgiven – especially where smaller, independent studios are concerned.
Characters clipping through each other in Hogwarts Legacy.
I used to work in the games industry, and I know or knew dozens of developers at both small and large companies. Developers are great, passionate people who put a lot of energy and love into their work. Developers working on franchises like Star Wars, for instance, are almost always passionate fans who want to bring their story to life as best they can. These bad releases are not a reflection on developers – nor should anyone try to harrass or attack developers because of these broken games.
The fault here lies with games publishers: corporations like Electronic Arts, Microsoft, Sony, and Warner Bros. Games. They’re the ones who hold the cards, and developers are forced to work to often unreasonable timelines. Even intense periods of “crunch” are often not enough to salvage a project in time, and a premature launch is almost always forced on a developer by a publisher. That’s undoubtedly what happened in each of these cases.
The fault lies with corporations like EA.
Crappy PC ports used to be fairly commonplace, but as the platform has grown and become more lucrative, that games industry stereotype seemed to be fading away. 2023 has brought it right back, and I’m now in a position where every PC game release is treated with scepticism. As players and fans, we shouldn’t be in the position of assuming a PC release will automatically be buggy, laggy, and an overall worse experience – yet here we are.
I’m not prepared to accept this as being “just” one of the downsides of PC gaming, either. Corporations need to make sure they’re allocating enough time and energy to their PC ports as they are for consoles – and if they can’t guarantee that a game will be in a playable state, the only option is to delay it. Ideally a game would be delayed on every platform, but in some cases it might be okay to go ahead with a console release and merely delay the PC port.
Promo art for Jedi: Survivor.
As consumers in this marketplace, all we can do is refuse to participate. It’s on us to tell corporations that we aren’t willing to pay their inflated prices to do the job of their quality assurance team, and that releasing games before they’re finished and before they’re basically playable is not acceptable.
One of the disappointing trends that I’ve seen, not just with PC games in 2023 but with a whole host of “release now, fix later” titles, is players and fans covering for and continuing to support these faceless, greedy corporations. Too many people seem willing to make excuses on behalf of big publishers, essentially doing the job of a marketing team for the. Some games, like Jedi: Survivor, have even received positive reviews on platforms like Steam and Metacritic, even as the reviewer admits that the game is in a poor state and playing it isn’t a great experience. Why say that? What benefit is there?
A couple of examples of positive Steam reviews for Jedi: Survivor.
I’m also deeply disappointed in some professional outlets. Practically all of the titles above received positive reviews from professional critics, reviews which in some cases glossed over or outright ignored bugs, glitches, and other issues with the titles in question. There’s a stinking rot at the core of the relationships between some games corporations and certain media outlets – and while I would never accuse anyone of writing a paid-for review, there are clearly incentives given and threats made to keep review scores higher than they deserve to be in some cases.
I also don’t buy the excuse of “pandemic-related disruption,” not any more. That might’ve worked three years ago, but as the World Heath Organisation downgrades covid and society gets back on track across the globe, it’s beginning to stretch credulity to blame any and all problems on the pandemic. That’s a cheap excuse by corporations who don’t want us to know the truth: they’re greedily publishing unfinished games to grab as much cash as possible for as little work and investment as possible. That’s always been the case, but it’s been turned up to eleven in recent years.
At the end of the day, this is all about money.
Unfortunately, I don’t see this trend disappearing any time soon. For me, all PC releases are now suspect, and I will be checking out multiple reviews and tech breakdowns of the latest titles before I even consider parting with my money. I would advise all PC players to take the same approach – and to not shy away from calling out games corporations that misbehave. No other industry could get away with this – not in entertainment nor in any other sector. We wouldn’t take this kind of behaviour from other corporations and companies – so why should we be forced to put up with it with our games?
It is infinitely better to delay a game, continue to work on the issues it may have, and only release it when it’s ready. This is a lesson that the games industry really ought to have learned by now – but I guess we’ll have to do whatever we can to hammer the point home. Why should we accept low-quality, broken, unfinished games with promises of fixes and patches to come? We shouldn’t – and this awful trend of crappy PC ports has to stop.
All titles discussed above are the copyright of their respective developer, studio, and/or publisher. Some screenshots and promo images courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
The latest update to the Mario Kart 8 Deluxe DLC brought with it a big surprise: the returning character of Birdo! I genuinely couldn’t care less about Birdo, to be honest with you; I didn’t like her in Super Mario Bros. 2 and I’ve never been fussed about having her as a playable character in Mario Kart, either. But that’s beside the point!
The Booster Course Pass has updated the game’s character roster, and in addition to Birdo there are now five mystery characters who will presumably be added later this year. On this occasion, I thought it could be fun to make a few educated guesses about who these mystery characters might be… as well as pick five of my own that I’d add if I had the option!
Who will fill these empty slots?
If you read my review of the Booster Course Pass last year, you’ll know that I think it’s been a decent addition to Mario Kart 8 Deluxe… but it isn’t anywhere near as much fun as a new game would’ve been. The addition of new characters, however, certainly has added an extra element to the game – and as the original version of Mario Kart 8 was released almost a decade ago, that was sorely needed!
I’m breaking this list into two parts. The first part will be characters that I consider likely additions, based on their appearances in Mario Kart Tour – a game that the Booster Course Pass is heavily borrowing from. The second part will be my “fantasy” picks. I’m sticking to five characters in each half of the list – because there are currently only five vacant character slots.
Let’s jump into the list!
Part 1: Mario Kart Tour characters
Promo art for Tour.
With only one exception, all of the racetracks added in the Booster Course Pass so far appeared first in Mario Kart Tour. The character of Birdo, who was a surprise addition in the latest update, also appeared in Tour before joining the roster. So in my view, characters who are already part of Mario Kart Tour are far more likely to join Mario Kart 8 Deluxe than anyone else!
With that in mind, here are five of my favourite contenders.
Tour character #1: King Bob-Omb
Two versions of King Bob-Omb can be seen in this promo screenshot from Mario Kart Tour.
King Bob-Omb first appeared in Super Mario 64, and his turn in the driver’s seat in Mario Kart Tour is the first time he’s appeared in the series. It was also his first time as a playable character, having been a boss or enemy in a number of Mario spin-off titles. King Bob-Omb is a heavy character who could join the likes of Bowser and Wario in that category, and as a villain, he could be a lot of fun to race with.
Tour character #2: Kamek
Promo art for Mario Kart Tour featuring Kamek.
Kamek was originally intended to be a playable character in Mario Kart 64, even appearing in the game’s demo version and in some promotional material released by Nintendo. For unknown reasons, Kamek was subbed out for Donkey Kong before the game’s final release – and that was probably the right call! A quarter of a century later, Kamek made their first appearance as a playable character in Mario Kart Tour, and I think they’ve gotta be in contention to join the main game!
Tour character #3: Diddy Kong
Diddy Kong as he appeared back in the Nintendo 64 era.
Diddy Kong was a playable character in two previous Mario Kart titles: Double Dash and Wii. On the Nintendo 64, Diddy even had his own game: Diddy Kong Racing, which was a fun multi-vehicle arcade racing title. It’s a surprise in some ways that Diddy Kong hasn’t appeared in Mario Kart 8 Deluxe, especially as the Switch port added a lot more characters than the Wii U original. Diddy Kong feels like a strong candidate to add to the game!
Tour character #4: Pauline
Mayor Pauline as she appeared in Super Mario Odyssey.
Because Mario Kart 8 was made years before Super Mario Odyssey, none of the characters from that game made an appearance. But with Odyssey proving so popular – and selling so well – it makes a lot of sense for characters like Pauline to cross over. Cappy is also a great candidate, but Pauline could join Peach, Daisy, and Rosalina to give players another female racer to choose. Pauline originally appeared in 1981’s Donkey Kong – making her one of the original characters in the Mario series.
Tour character #5: DK Junior
DK Junior’s pixellated character model in Tour.
This one is a bit of a wish, to be honest! But back in the SNES days, DK Junior was one of my favourite characters to race with when I played Super Mario Kart. His return in Tour is the first time the character has been seen since. It could be a blast to bring him back, especially as Super Mario Kart has recently celebrated its thirtieth anniversary.
Part 2: My Picks
Karting in The Super Mario Bros. Movie.
There are a whole host of Nintendo and Nintendo-adjacent characters that I can think of who’d be a ton of fun to play as in Mario Kart 8 Deluxe! The game has already expanded beyond the world of Super Mario, bringing in characters from the Zelda, Splatoon, and Animal Crossing franchises. So there’s plenty of scope to cast an even wider net!
These characters are less likely to appear than those above – but if I had my way, all five of them would join the party!
Pick #1: Sonic the Hedgehog
Mario and Sonic are friends nowadays!
Ever since Sega’s unceremonious exit from the console wars shortly after the turn of the millennium, Sonic has teamed up with his old mascot rival Mario on more than one occasion. As strange as it was to see these two long-time adversaries working together, they make a great pair! Although Sega has its own racing games, several of which feature Sonic, perhaps the time has finally come to have Sonic line up alongside Mario in the definitive kart racing series.
Pick #2: Minecraft Steve
Steve in Minecraft.
Minecraft is the best-selling video game of all time, and has sold more than 3.5 million copies on the Nintendo Switch alone. Steve – Minecraft’s iconic default player character – would be a fun and unexpected addition to Mario Kart 8 Deluxe. He’d be no more out-of-place than the likes of Link, and it could be a really fun way to bring two gaming powerhouses together!
Pick #3: Tom Nook
Everyone’s favourite Tanooki!
Joining Isabelle and the Villager from the Animal Crossing series could be extreme venture-capitalist Tom Nook! Tom Nook was a lesser part of Animal Crossing: New Leaf – the Nintendo 3DS title upon which Mario Kart 8 Deluxe’s Animal Crossing inclusions are based – but he went on to play a much larger role in New Horizons. As the second-best selling Nintendo Switch title of all time (despite being unfinished and offering less to do than its predecessor) it would make a lot of sense for Nintendo to take advantage of New Horizons!
Pick #4: Fox McCloud (Star Fox)
Fox McCloud as he appeared in promo art for the SNES title Star Fox.
I absolutely adored Star Fox on the Super Nintendo – though the franchise now feels like one that Nintendo has put on the back burner. With 2023 being the franchise’s thirtieth anniversary, bringing Fox McCloud into Mario Kart 8 Deluxe could be a great way to celebrate! Nintendo could do more with the Star Fox series, and I’m surprised that no new game has been forthcoming on the Switch.
Pick #5: Doom Guy
Doom Guy – a.k.a. the Doom Marine.
The Doom series has a history on Nintendo devices, and there was even an exclusive: Doom 64 was only available on the Nintendo 64 (until a recent port brought it to PC, that is!) Doom and Nintendo also had an unexpected team-up in 2020, when the launches of Animal Crossing: New Horizons and Doom Eternal coincided, leading to some fun collaborations. Doom is also celebrating its 30th anniversary this year, and it could be a blast (pun intended) to bring a character like Doom Guy into a totally different kind of game!
So that’s it!
The train from Kalimari Desert.
I hope this was a bit of fun as we look ahead to some of the characters who may (or may not) be joining the roster of drivers in Mario Kart 8 Deluxe. It now seems all but certain that there won’t be another Mario Kart game until the Switch’s successor console is launched, and while that’s a disappointment in more ways than one, the Booster Course Pass has at least convinced me to dust off my Switch and jump back into the game. Adding new racetracks has certainly padded out Mario Kart 8 Deluxe and extended its playable lifespan, and new characters will do the same.
Who would you choose to add to the lineup? There must be hundreds of Nintendo and non-Nintendo characters that could make for fun or interesting inclusions in a future Mario Kart title, so we’ve only scratched the surface today! Still, I hope it was interesting to consider who might line up on the grid!
Mario Kart 8 Deluxe and the Booster Course Pass are out now for Nintendo Switch. The Booster Course Pass will add more racetracks and characters in two more “waves” across 2023. The Mario Kart series – including all titles discussed above – is the copyright of Nintendo. Some screenshots courtesy of the Super Mario Wiki. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are spoilers ahead for Star Wars Jedi: Fallen Order.
In 2020, I played through Star Wars Jedi: Fallen Order – and I had an amazing time with the game! It’s one of my favourite single-player experiences of the past few years… and one of the better Star Wars stories, too! Rumours of a sequel were confirmed a while ago, and Star Wars Jedi: Survivor is set to launch in a few weeks’ time following a short delay. This time, I’m going to talk about a few things that I’d like to see from the upcoming title.
Jedi: Fallen Order was great – but it wasn’t entirely without flaws. I have no doubt that EA and Respawn Entertainment – the publisher and developer of Jedi: Fallen Order respectively – will have listened to fans and critics on at least some of the points that were raised. Although I wouldn’t say any of these things were horribly damaging, the sequel is an opportunity to take on board feedback, tone down things that didn’t work so well, and generally hone and refine the experience.
Promo art for Jedi: Survivor.
So this list will fall into two parts: things from Jedi: Fallen Order that I’d like to see changed, and new additions that I’d like the game to include. As I always say: this is just the subjective opinion of one person! I feel hopeful that Jedi: Survivor will be a fun ride whether or not any of these wishes are included when the game is released. If I suggest a change you’d hate, or exclude something that you think should be blindingly obvious, well, just keep in mind that all of this is just one person’s take. There’s plenty of room in the Star Wars fan community for different points of view.
It also goes without saying that I have no connection to Electronic Arts, Respawn, Disney, or Lucasfilm! These ideas are mine and mine alone, and I’m not trying to claim that anything listed below can, will, or must be part of Jedi: Survivor. This is a wishlist from a fan that’s been written up for fun – and should be taken in that spirit!
With all of that out of the way, let’s jump into the list.
Part 1: Changes from Jedi: Fallen Order
Cal Kestis in Jedi: Fallen Order.
As great as Jedi: Fallen Order was, it wasn’t an entirely flawless experience from my point of view. I covered a few of these points in less detail when I reached the end of my playthrough back in 2020, and having recently replayed the game I’ve found a couple of other issues that are worth discussing.
Although I’d still say I had a wonderful time with Jedi: Fallen Order, there’s always room for improvement! The benefit of several years’ worth of advancements in game design, as well as a new console generation releasing since Jedi: Fallen Order was launched, should mean that there’s scope to make improvements to the way Jedi: Survivor plays.
Change #1: A better in-game map.
Jedi: Fallen Order’s holomap.
I found Jedi: Fallen Order’s holo-map clunky, unwieldy, and difficult to use. I appreciate that it’s “lore-accurate,” very closely resembling projections that we’ve seen droids like R2D2 make elsewhere in the Star Wars franchise, but its design really got in the way of its utility – at least for me. The all-blue look, the 3D design, and large, expansive levels all came together to make the map hard to use, with it being difficult to pinpoint one’s location. The ability to set waypoints on the map would be useful, even if they didn’t appear outside of the map during regular gameplay, and a general overhaul to bring the map in line with maps used in other titles would be incredibly helpful.
Because of Jedi: Fallen Order’s large-scale levels, having a good map is incredibly useful, especially on a first playthrough. By the time I came back to Jedi: Fallen Order, a few well-trodden areas of some levels were familiar to me – but even then, it would still have been helpful if the map was easier to use.
Change #2: Fewer sliding sections.
Wheeeee!
During the scripted opening level of Jedi: Fallen Order there was an incredibly tense and exciting sliding section, as Cal and Prauf found themselves caught on a wet and slippery piece of a junked starship as it fell apart. But this mechanic was repeated too many times in Jedi: Fallen Order, with several long, boring sliding sections that added nothing at all to the game.
I’m sure sliding will be back in some form in Jedi: Survivor, and that could be okay as sliding is a fairly common 3D platforming mechanic. As noted, sliding sections can be fun – if they’re done right and if there’s a narrative reason for their inclusion. But I hope the new game tones this down, doesn’t make sliding a mandatory part of every level, and in a more general sense, uses this particular trope of 3D platform-adventure games far more sparingly. I don’t want to feel like I’m playing a 3D platformer from the 1990s when I sit down to enjoy Jedi: Survivor!
Change #3: No more backtracking.
I lost count of the number of times I had to backtrack through levels…
A trope of many adventure games, going all the way back to the very beginnings of the genre in the ’80s, is that when the end of a level is reached, there’s an easy shortcut to the exit or overworld that doesn’t force a player to backtrack. In Jedi: Fallen Order, this unwritten rule of gaming was ignored for the most part – and that’s something I’d like the sequel to address.
Having crawled through a dungeon, solved puzzles, beaten enemies, and defeated the boss, it can be quite frustrating to have to then spend a significant amount of time running the whole route in reverse, going back through now-empty areas, past already-solved puzzles, with nothing to do and no objective except “get back to the ship.” These sections felt like unnecessary fluff; padding that may have been intended to make Jedi: Fallen Order’s relatively short twenty-hour runtime last a little longer.
Change #4: No more revisiting past levels.
BD-1 looking at several holographic planets.
In the same vein, Jedi: Fallen Order saw Cal return to the same levels multiple times over the course of his quest – with only a couple of smaller levels just being played through once. There’s scope to re-visit the same planet, if that’s necessary narratively, without revisiting the exact same part of the planet – and I think that’s where Jedi: Fallen Order tripped up.
I’d rather have eight smaller levels that I only play through one time apiece than four bigger levels cleaved in two that I have to return to later on in the game. This would allow for much more diversity in terms of level design, too, as only Kashyyyk’s two sections really managed to feel distinct from one another in Jedi: Fallen Order. I don’t want to see Jedi: Survivor go open-world, either, but I think it should be possible to do what many games have done since the inception of the medium and play through different levels or areas without returning to the same ones.
Change #5: No false choices.
The Stinger Mantis on Dathomir.
Jedi: Fallen Order was a linear game without many places where the path before Cal seemed to branch. But at one point early on in the game, Jedi: Fallen Order seemed to give the illusion of choice – whether to visit the planet of Dathomir or Zeffo. But there’s no way to progress beyond the opening area of Dathomir until Cal has levelled up and learned a new skill – a skill which can’t be learned until other levels have been beaten. There’s no way to describe this as anything other than a totally false choice.
There was a technical reason for offering players the opportunity to visit Dathomir, as that planet was the only place in the game where players could get a double-bladed lightsaber. But this option could have been moved or relocated to Bogano or Zeffo – it wasn’t, if I’m remembering correctly, something that had to be on Dathomir for some narrative reason. The game’s story also worked better and made more narrative sense if Cal went to Zeffo first, then to Dathomir later. In short, it wasn’t a great idea to offer this false choice – and I hope there won’t be others like it in Jedi: Survivor.
Change #6: Ditch the checkpoints.
Cal at a checkpoint.
Checkpoints in older games came about as a result of limitations in hardware and programming. In the very olden days you’d have to write down a passcode on a piece of paper to be able to get back to the same area or level, but as games moved to 3D in the ’90s, checkpoints became the go-to way to save progress. By the turn of the millennium, though, this too had become outdated! It became possible for players to freely save their progress, and as a result there was no longer any need for fixed checkpoints.
Unfortunately, however, some recent games – particularly those inspired by the Dark Souls series – have brought back checkpoints… and I’m not wild about that. Checkpoints can mean players end up having to replay whole chunks of levels – and checkpoints in Jedi: Fallen Order were not exactly ubiquitous. In short, there’s no real reason why a free save system can’t be implemented in a game like Jedi: Survivor – so I’d like to see it happen!
Bonus: Current-gen only. Wish: Granted!
A PlayStation 5 console and DualSense control pad.
I would have put this on my wishlist, but we already know from Jedi: Survivor’s developer that the game will be current-gen only. That’s fantastic news, as it means the game won’t need to be constrained by being compatible with the Xbox One and PlayStation 4 – consoles that will be ten years old in just a few months’ time. This is a model that many more modern titles ought to adopt! Now that we’re well over two years into the current generation of consoles, it’s getting silly that so many games are still limited by decade-old hardware requirements.
There are still issues for some folks in terms of acquiring a current-gen machine, and I get that. That’s the fault of Sony and Microsoft for not producing enough consoles to meet demand. But if the games industry is to evolve and improve, at some point older machines from the previous generation will have to be left behind. Jedi: Survivor is one of a handful of titles on the horizon that will do just that – and I hope we’ll see some visual and mechanical improvements as a result.
Part 2: Additions and New Features
Is this Jedi: Survivor’s main villain?
So those are a handful of things from Jedi: Fallen Order that I’d like the sequel to change or just remove outright. Up next, we’ll talk about a handful of additional features that I think it could be fun to include.
For this section, I’ll try to stick to things that seem plausible based on the kind of game Jedi: Survivor will be. I’m not going to suggest that Jedi: Survivor should be transformed into a role-playing game or an on-rails shooter! Instead, these are a few additional features and gameplay mechanics that I think could work well in this kind of linear, narrative-heavy, action-adventure title.
Addition #1: A vehicle or two to pilot.
It probably won’t be a Star Tours Starspeeder 3000…
One of my absolute favourite parts of Jedi: Fallen Order – and indeed of any Star Wars game that I’ve ever played – was when Cal took control of an AT-AT walker. Everything about that sequence was perfect: it was just the right length, the movement and shooting felt fluid and fun, and the walker felt unwieldy in exactly the way I’d have expected when I first saw them in The Empire Strikes Back decades earlier. This sequence was also a one-off, which made it all the more special.
I don’t think we need a second AT-AT in Jedi: Survivor – though that’s certainly a possibility! And I’m not suggesting that Cal should take control of the Stinger Mantis, with every journey between worlds turned into a mandatory spaceflight section. But if Jedi: Survivor could introduce a vehicle or two, similar to Jedi: Fallen Order’s AT-AT sequence, I think that could be incredible. Maybe Cal could take the controls of a starfighter for one mission, drive a landspeeder to reach an objective, or even do something as bold as hijack a star destroyer! Any of these vessels and vehicles could be a ton of fun to play with.
Addition #2: Carry over progress from Jedi: Fallen Order.
A maxed-out skill tree.
A big part of the story of Jedi: Fallen Order, and particularly the way in which narrative and gameplay intersected, involved Cal learning or re-learning a handful of Force skills. BD-1 also learned new skills along the way – and these skills became essential for completing puzzles and progressing through levels. With that in mind, I really hope that Jedi: Survivor won’t reset Cal.
Many sequels do something like this – where the player character, who may have been at a high level and mastered all of their skills by the end of the last game, appears to have lost all of those same skills at the start of the new game. In many cases it works fine, or at least passes by inoffensively enough. But because Jedi: Fallen Order did such a great job of weaving these gameplay mechanics into its story, it would be profoundly odd if Cal started Jedi: Survivor unable to use his basic Force powers like push and pull, or if BD-1 was likewise limited and unable to slice droids or climb ziplines.
Addition #3: Carry over at least some cosmetics from Jedi: Fallen Order.
A customised lightsaber.
This would really require some kind of integration between Jedi: Fallen Order save files and Jedi: Survivor – but it’s doable, as many other games have proven. In brief, it would be nice if players could retain their customised lightsabers from Jedi: Fallen Order, or at least if the cosmetic options that had been unlocked in the first game could be unlocked by default in the sequel.
We don’t know at this stage how other cosmetics will work, but many players – myself included – found a particular appearance for “our” version of Cal that came to define our playthroughs, so again it would be nice if this could be carried over somehow.
Addition #4: More cosmetic options.
It would be great to get more costumes and other cosmetics.
A game like Jedi: Survivor isn’t going to come with a character creator – nor does it need one! But Jedi: Fallen Order was pretty basic in terms of its cosmetic options, so it would be great to see more outfits and more variety in the sequel. Cal could be given hair and facial hair options, for example, in addition to different types of outfit.
Jedi: Fallen Order included jumpsuits and ponchos, and there were quite a few different colours of each. Naturally, as soon as I found a pink poncho, Cal wore nothing else for the rest of the game! But this is an area ripe for expansion, and it would be great to see customisation options for pants, tops, jackets, shoes, and more. Some of these could be unlockable via exploration, and others could be found at in-game vendors, perhaps.
Addition #5: A story that doesn’t rely too heavily on the minutiae of Star Wars lore.
Promo screenshot of Cal and Merrin.
Some franchises can feel difficult to keep up with, and Star Wars is definitely one of them. I felt hopeful a few years ago, with the erasure of the old Expanded Universe, that the wider franchise might become more accessible… but a decade of films, television shows, animated kids’ shows, books, comics, games, and more has led to the same feeling of an overcomplicated franchise beginning to arise.
With that in mind, it can be a fine line to walk between creating a story that fits in with all of that lore and is still accessible to newcomers and a more casual audience. The inclusion of references and even characters from elsewhere in the franchise is totally okay – and expected, at least to an extent. But an over-reliance on minuscule details that most people won’t understand or know anything about can trip up a story.
Addition #6: Wrap up the bounty hunter story from the first game.
This side-story focused on Greez.
One of the odd things about Jedi: Fallen Order was its bounty hunter side-story. This storyline arrived in pretty spectacular fashion, with Cal being defeated and captured by bounty hunters. But it felt rushed, with the escape from the bounty hunters’ prison taking only a few minutes, and it was definitely incomplete. I don’t think there was a single mention of the bounty hunters after that episode, even as they’d occasionally show up as random enemies for the rest of the game.
There’s scope to do a lot more with this storyline. Heck, it could even become the sequel’s main story! But at the very least, I think we need to get some closure on this, somehow, by the time the credits roll. It could take the form of a single mission, multiple missions, or even just cut-scenes and dialogue… but one way or another, by the time the game ends this storyline should be wrapped up.
Addition #7: A story that doesn’t feel tacked-on.
Case in point.
Jedi: Fallen Order’s main storyline ended quite conclusively. The holocron was retrieved and then destroyed – and there was nothing left for Cal, Cere, and Merrin to do. There are plenty of opportunities for them to have another adventure, but any sequel story has to be careful – because it’s all too easy to wind up feeling unnecessary.
This is perhaps the most important point that we’ve talked about today. A story that brings back these characters needs to serve a purpose, and if it comes across as feeling like nothing more than a corporate-mandated sequel, that will be very disappointing. Star Wars hasn’t always gotten this right, with prequels and sequels telling unnecessary, tacked-on stories even in big-budget productions. So whatever this story is, and whatever Cal does next, I sincerely hope it’s going to feel worthwhile.
So that’s it!
Hang on, Cal!
That’s my Jedi: Survivor wishlist! I’m not sure when I’ll be able to play the game – money is tight at the moment, and with some hefty increases to some of my bills coming in April, I doubt I could really justify buying a brand-new, full-price game on release day – even if it’s one I’m as excited to play as Jedi: Survivor. But you never know, and I’ll certainly try to make space for it in the budget! I’d love to be able to play the game this year, at any rate.
I hope this was a bit of fun, and an excuse to look ahead to one of the most-anticipated single-player titles of the year.
After some disappointing entries in Star Wars’ cinematic canon, Jedi: Fallen Order felt like a breath of fresh air. As Star Wars continues to struggle, in my view at least, by doubling-down on legacy characters and stories of decreasing importance, I’m hopeful that Jedi: Survivor will see Cal, Cere, Merrin, and Greez continue to chart their own path. There are plenty of reasons to be excited for the game – and I can hardly wait to jump in!
Star Wars Jedi: Survivor will be released on the 28th of April 2023 on PC, PlayStation 5, and Xbox Series S/X. Star Wars Jedi: Survivor is the copyright of Electronic Arts and Respawn Entertainment. The Star Wars franchise is the copyright of The Walt Disney Company and Lucasfilm. Some promotional art and screenshots used above courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Microsoft recently talked about the success of its Xbox Game Pass and PC Game Pass subscription services – which between them have somewhere in the region of 30 million subscribers. However, this was accompanied by news from Microsoft that sales on its Xbox platform are down, with some big games not selling as many copies as they might’ve been expected to in years past.
Some outlets and commentators have seized upon this news in a pretty bizarre way, trying to present Game Pass as some kind of “problem” for Xbox and Microsoft, even going so far as to say that Game Pass is “harming” the company. But… Game Pass was designed to lead to fewer sales. It’s something that’s baked into the subscription model. To use a bit of game dev lingo: it’s a feature, not a bug.
An example of the kind of reactions we’re talking about. Image: DreamcastGuy via YouTube
Saying that Game Pass is “harming” sales of games on PC and Xbox is like saying Netflix is harmful to sales of films on VHS, or that Spotify has led to fewer cassettes being sold. The entire point of creating a subscription is to sign people up for the long-term. There are legitimate questions about the viability of the subscription model in the video gaming space, because it’s new and relatively untested. But to say that it’s “harmful” to game sales is, in my view anyway, entirely missing the point.
Consider what Microsoft’s objective is with Game Pass. They hope to create a “Netflix of video games,” where players sign up and remain subscribed for the long haul, playing the games they want as they become available. It’s intended to work in a similar way to the way subscription services work with other forms of media. By definition, that means fewer physical and digital sales. Microsoft will have known this going in, and fully expected it.
Game Pass is shaking up the industry.
Microsoft sees an opportunity to make the Game Pass model the future of gaming. Rather than buying individual titles, players will pay one monthly fee and have access to a range of titles on either PC, Xbox, or both. With a linked Xbox account also tracking achievements, adding friends, and playing online, the corporation hopes that this will keep players “loyal” to their brand for console generation upon console generation.
There’s a subset of self-professed “hardcore gamers” who vocally lament the decline of physical media in gaming, and it seems to me that it’s predominantly these folks who are upset by Game Pass as a concept – and they always have been. If I may be so bold: they’re dinosaurs, and the way they like to purchase and own games is on the way out. We’ve talked about this before, but there will come a time – perhaps within just a few years – when there will no longer be anywhere to buy physical copies of games. Certainly in the area where I live, most dedicated gaming shops have already closed their doors.
There are fewer and fewer retailers like this these days.
The industry is moving on because players are moving on. The convenience of digital downloads is, for a clear majority of players, something to be celebrated. It began on PC with the likes of Steam, but now it also includes Game Pass as well as other digital shops. The way most players choose to engage with games companies is changing – and that trend shows no signs of slowing down, let alone reversing.
Maybe Game Pass won’t end up being the subscription service that takes the gaming world by storm. Perhaps some other platform will come along to dethrone it, a service that offers more games at a lower price, or one that can – somehow – be available on multiple platforms. But Game Pass is, at the very least, the canary in the coal mine: a harbinger of what’s to come.
An example of some of the titles available on Game Pass for PC.
When I see folks criticising Game Pass or trying to manufacture stories about how difficult and problematic it is for Microsoft, I feel they’re rather like the old guard of the music industry railing against people taping their favourite songs off the radio, or a DVD retailer trying to fend off the likes of Netflix and Disney+. The way people consume media – all forms of media, gaming included – is changing, and subscriptions are the current direction of travel. That’s not to say it won’t change in the future, but right now, subscriptions are where the entertainment industry is headed.
With the convenience of digital distribution, it’s hard to see a way back. Having tried Game Pass for myself, it already feels like a big ask to go back to paying £50-60 – or more, in some cases – for a single title when there are dozens available on subscription. Even just playing a couple of new games a year is still cheaper on Game Pass than buying them outright. And the more people who sign up, the more that feeling will grow. Rather than whining about Game Pass, other companies need to be taking note.
Game Pass feels like good value right now.
In the television and film space, we’re firmly in the grip of the “streaming wars,” and that has been a double-edged sword for sure. On the one hand, there’s been a glut of amazing, big-budget content as streaming platforms and the corporations backing them up continue to slog it out, competing for every subscriber. But on the other, the industry feels quite anti-consumer, with too many services charging too much money. Not all of the current streaming services will survive the decade, I am as certain of that as I can be!
But gaming has the potential to be different. Unless Microsoft gives its explicit consent, no other streaming service could set up shop on Xbox consoles, nor could anyone but Sony run a subscription for PlayStation titles. The titans of the gaming industry will continue to compete with one another, but the issue of oversaturation of the kind we’re seeing in the film and television space should be avoidable.
Sony is (belatedly) getting started with the subscription model too.
Games companies will have to adapt. Raw sales numbers are already less relevant now that Game Pass is up and running, and they’re going to be of decreasing relevance as time goes on. The way in which developers and publishers measure the success of their titles will have to change as the industry continues this shift – and the companies that get this right will reap the rewards. Those who don’t – or who try to bury their heads in the sand and pretend it’s not happening – will fall by the wayside.
The way I see it, Game Pass is just getting started. 30 million subscribers may seem like a huge number – but it’s a minuscule percentage of the total number of gamers worldwide, so there’s huge potential for growth. There will be competitors that will rise to meet it – but all that will mean is that more players, not fewer, will get roped into long-term subscriptions. We’ve already seen the beginnings of this with Nintendo Switch Online, PlayStation Plus, and even the likes of Apple Arcade on mobile.
Subscriptions like Game Pass could reach huge numbers of people.
It’s mobile phones, more than anything, that I’d argue kicked off this trend. The biggest, fastest-growing gaming platform of the last decade is entirely digital and has been since day one. Players have always accepted digital distribution on their smartphones – because it’s always been the only option. Subscription services are the natural next step – and the only surprising thing, really, is that it’s taken as long as it has for a gaming subscription to become as successful as Game Pass.
The success of Game Pass is not without pitfalls, and as I said the last time we talked about the decline of dedicated gaming shops, it will impact some people more than others. Younger people, people on low incomes (as I am myself), and others will all find that their relationships with gaming as a hobby will change as a result. Not all of these changes will be for the better for everyone, and people who aren’t able to commit to a monthly expense, or who don’t have the means to do so, risk being left behind. But many of those folks are already priced out of the gaming market, especially as companies jack up their prices to unjustifiable levels.
A closed-down games retailer in the UK.
Some of the “hot takes” on Game Pass over the past week or so have taken me by surprise – but in some cases at least, we can look to the “usual suspects” of Sony supporters and die-hard believers in the supremacy of physical media. Stirring up trouble for Game Pass and Microsoft is a hobby for some outlets!
I’m not a defender of Microsoft by any means, and the corporation has made a lot of mistakes. But Game Pass, at least at time of writing in early 2023, feels like a good deal. It has a mix of new games, older titles, and some big releases – like Halo Infinite and Starfield – come to the platform on release day. I’ve discovered games I’d never have thought to try and been able to play games I’d never have purchased entirely because of Game Pass. That undoubtedly means I’m buying fewer brand-new games… but from Microsoft’s perspective, that’s entirely the point.
Microsoft operates the Game Pass subscription service.
We should all be vigilant and not simply accept what these big corporations want to do. They’re trying to corner the market and rope players into long-term subscriptions, and they’re doing so not because they think it’s particularly beneficial to players – that’s merely a coincidence. They’re doing it to maximise profits. Not having to split the proceeds with shops or storefronts is a big part of it, and Microsoft would rather take £7.99 a month, every month, than take a cut of the profits on a single sale that it has to share with other companies.
But if this corporate skullduggery is beneficial to players, why shouldn’t we participate? An Xbox Series S or a pre-owned Xbox One combined with a Game Pass subscription is an easy and relatively affordable way into the gaming hobby – offering players a huge library of titles that would be impossibly expensive for practically all of us if we had to buy each game individually. The disadvantages are the ongoing nature of the subscription and the inevitability of titles disappearing from the service either temporarily or permanently. But them’s the breaks – that’s the nature of subscriptions across the board. And with Microsoft doing all it can to buy up companies, more and more titles will be locked into Game Pass for the long-term.
There are reasons for scepticism, sure. But trying to spin this particular issue as a negative one for Xbox and Microsoft is disingenuous. Game Pass was always going to lead to fewer game sales in the long-run. Far from worrying about this, Microsoft’s executives will be rubbing their hands together gleefully… because right now, their plan is working.
Game Pass is available now for PC, Xbox One, and Xbox Series S/X. Xbox, Game Pass, and other titles discussed above are the copyright of Microsoft; other games and titles may be the copyright of their respective studio, developer, and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are minor spoilers ahead for The Last Of Us, both the TV series and the video game.
The Last Of Us is finally here! One of the television shows that I’ve been most keen to see over the past couple of years made its debut last week, and with two episodes under its belt, I think it’s a good time to share my first impressions of the show.
First of all, the narrative of The Last Of Us is just perfect for an adaptation like this. Video games have been notoriously difficult to successfully bring to the screen – but in my view, that’s because most previous attempts have been feature films, not television shows. A modern, serialised TV show is a far better option for almost all video game stories for one simple reason: length.
Concept art for The Last Of Us.
The Last Of Us was released on the PlayStation 3 back in 2013, and its main storyline took players anywhere from 16-20 hours, on average, to complete. There’s no way to condense a story like that into a film; even the longest works of cinema clock in around the three-hour mark. By choosing the small screen instead, Sony and developers Naughty Dog have played a masterstroke.
So before the show had even got started, it felt like there was a strong chance for success. If I’d have heard that The Last Of Us was going to be adapted as a film, I’d have been far less interested – because its complex, dark, and deeply emotional story needs more time to play out. And based on the first two episodes, it seems as though we’re in for a solid adaptation that doesn’t rush past or skip over key story points.
Pre-release still frame of Tess and Joel with a victim of the cordyceps infection.
I was worried that I’d find Pedro Pascal miscast as Joel, if I’m being honest. Although Pascal was solid in Game of Thrones, and I’ve enjoyed his performances in other titles, like last year’s The Unbearable Weight of Massive Talent – which you should really check out, by the way, as it’s a solid action-comedy – I wasn’t convinced that he was the right fit for this part. Pascal underwhelms me in The Mandalorian, his other big made-for-streaming series, but that’s more to do with the writing rather than the performance; The Mandalorian doesn’t give Pascal a chance to show his emotional range (nor any range at all, come to that) which is where he shines in The Last Of Us.
So I’m glad to have been proven wrong about that! The central pairing of Joel and Ellie is both the driving force of the plot of The Last Of Us and also its emotional core, and I think we’ve seen the beginnings of that in the show’s first couple of episodes. Again, this is something that builds up slowly, and the initial part of the story – the part that we’ve seen so far – put Ellie with other characters at first. But there’s a hint of good things to come in the pairing of Pedro Pascal and fellow Game of Thrones alum Bella Ramsey.
Pedro Pascal at the premiere of The Last Of Us. Image Credit: IMDB
It’s not a stretch to say that The Last Of Us is one of the best video games I’ve ever played. Mechanically the game is solid, and its stealth-action gameplay is decent – but that was hardly innovative in 2013. What made the game special was its narrative; the game’s story was one I’d long felt was worthy of an adaptation like this. Bringing it to a new audience, as well as providing fans of the game with an adaptation worthy of such a remarkable story, was the challenge that befell HBO – and so far, it seems that they’ve risen to meet it.
Bringing the post-apocalyptic world of The Last Of Us to screen successfully required a huge financial investment – not only to secure big-name stars like Pedro Pascal, but to create intricate sets that reflect twenty years’ worth of decay, and to craft animation work that provides a sense of scale. HBO backed up the show’s creators with a decent budget, and as a result The Last Of Us recreates the game’s hauntingly beautiful world – with a few changes along the way!
The post-apocalyptic world of The Last Of Us is stunning.
I don’t know whether there will be a reason for the decision to change the time period in which the story is set other than perhaps an attempt to play on some kind of hidden early 2000s nostalgia… but maybe there will be more to it than that, we’ll have to see. In the original game, the infection broke out circa 2013 (the year the game was released) with the main story taking place in 2033-34. Perhaps the creators of the show hoped to use a kind of “look at what life could be like right now in an alternate timeline” thing, but if that’s all there is to it I don’t think it adds anything.
In a way, the show might be more relatable, not less, if it were set in the 2030s or 2040s, amidst the decaying remnants of today’s culture, rather than reflecting the way things were twenty years ago. There were what I interpreted as subtle digs at the George W Bush administration and the general post-9/11 culture of the United States in some of The Last Of Us’ scenes and dialogue, but this is something that, to be honest, has been explored in far more depth – and far better – in numerous other works, and again I don’t think it added anything of substance. However, I’m content to wait and see if the time period and other setting changes are going to be paid off later.
In the show, the outbreak occurred in 2003.
One thing that the show absolutely nails is its post-apocalyptic look. The faces of the characters are grimy and dirty from years of living in difficult conditions, the sets all show attention to detail with moss and mould, and every last element has been carefully crafted to simulate a world that is, for the most part, abandoned. CGI and animation work combine with practical effects and some very gruesome makeup to really sell the effect.
Two episodes in and I’ve already noticed multiple locations that look incredibly similar to the video game upon which the show was based. The flooded hotel in particular felt eerily familiar, and doubtless it would to anyone who played through The Last Of Us. There must be a temptation with an adaptation like this to shake things up and put the characters into different-looking spaces, but so far I’ve been struck by just how similar the locations have all felt.
The flooded hotel felt eerily familiar.
The series has made some changes, though, and one of the biggest ones that’s become apparent so far is the relationship between Tommy and Joel. In the video game, Joel was estranged from Tommy by the time of the main story, with Tommy having left to join the Fireflies – an anti-government group whose objective is to both end the military government and find a cure for the cordyceps infection. In the show, however, a big part of Joel’s motivation is to reunite with Tommy, who seems to be a resident of the Boston quarantine zone along with Joel and Tess. It remains to be seen how this change will impact the story, and whether there’s a deeper reason for it.
Another notable change came toward the end of the second episode, with the events that unfolded at the State Capitol also being quite different when compared to the video game – though this one was less impactful as it took the main characters to more or less the same place.
Tess and Joel at the Capitol.
I’m not any kind of “purist” opposed to changes like this, and if they serve the story well and create an engaging narrative, it should be fine. But I do think it’s noteworthy in any kind of adaptation – be that of a book, film, or video game – when narrative beats and characterisations are altered. The Last Of Us worked so well because it’s such a strong character-driven story… and I guess all I can say is that I hope that making changes to that story and its characters won’t have any ill effects or unintended consequences!
There are advantages to changing things up, though. While fans of the game should be confident that they’re familiar with the broad strokes of the plot, smaller changes and additions keep The Last Of Us fresh even for folks who may have played through its story multiple times. That’s a net positive, in my view, and never being quite sure what will happen next is almost always a good thing for a television show like this as it seeks to keep the tension and excitement levels high!
A new creation for the series.
The addition of a sequence set at the very beginning of the outbreak, following a scientist and military officers in Indonesia, was interesting, and the show seems to be making a bit more of an attempt than the game did to explain the origin of its cordyceps infection. Even if that sequence is all we’re going to see, I still think it was a good idea to include it. Changing the disease’s origin from “South America” to Indonesia is certainly an interesting choice, though, and again I wonder if this is something that will be paid off down the line.
The Last Of Us has a beautiful and understated piece of music as its main theme. The Americana-inspired tune is pitch-perfect for the series, and the short, modern title sequence is in line with a lot of other shows in the serialised space; shows from Star Trek: Picard to Game of Thrones have all used CGI sequences like this. I don’t think that The Last Of Us’ theme will become quite so recognisable and iconic as some others, but it’s a great piece in its own right.
Cover art for the original video game.
So let’s wrap things up! The Last Of Us is off to a great start. There are a couple of open questions; elements unique to the series or that have been changed from the source material, and I’m curious to see how that will play out as the story progresses. But overall, the show feels like a great adaptation. It’s easily one of the best video game adaptations that have been created so far, and certainly gives the Halo series on Paramount+ a run for its money!
For someone who isn’t a big horror fan, there were jumpscares and tense moments in The Last Of Us that were definitely pushing me out of my comfort zone as a viewer, but they were relatively few and far between in a complex, nuanced story that has plenty of other things to focus on. At no point did I feel I needed to switch off or skip ahead to get past a difficult or frightening sequence, and I think that’s to the show’s credit.
Above all, The Last Of Us is one of the most incredible and emotional stories that I’ve ever played through in a video game. Bringing that story to a wider audience and making it more accessible is a fantastic thing, and I hope that this series will succeed, bring in huge numbers of viewers, and introduce this wonderful story to a whole new group of folks – while still finding ways to keep it exciting and engaging for people who’ve already experienced it. Based on the first couple of episodes, there are plenty of reasons to think it’s up to the task!
The Last Of Us is broadcast on HBO and streams on HBO Max in the United States and is broadcast on Sky Atlantic in the United Kingdom. The Last Of Us is the copyright of Naughty Dog, Sony Interactive Entertainment, and HBO. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
This article deals with the sensitive subject of transphobia and may be uncomfortable for some readers.
When the Harry Potter books emerged in the late 1990s, I missed out on the craze at first. It was only around the time of the third book in the series that I was convinced to check them out; it had become an unavoidable phenomenon by then, and even though I was outside of the nominal target age range and had long since moved beyond kids’ stories, I felt that the Harry Potter stories were good fun and had a lot to offer. I even went as far as to pre-order a couple of the remaining titles, reading them as soon as they were available.
Although I was never “in” the Harry Potter fan community, I definitely held the books in high regard, and when the films came along I enjoyed those as well. Harry Potter became a point of pride, in a way, as a British person; in an entertainment landscape so utterly dominated by the United States, Hollywood, and American films and television shows, here was a distinctly British entertainment property that was taking the world by storm.
Harry Potter author JK Rowling.
When the Harry Potter film series came to an end at the beginning of the last decade, so too did my involvement with the franchise. I found the first Fantastic Beasts film to be poor, I wasn’t in a position to be able to see the Cursed Child stage play, and although I’d still have said that the films and books were decent, I was in no rush to go back and re-read or re-watch any of them. Harry Potter had come and gone for me – as indeed it had for most of its audience outside of the hard-core fandom.
The recent conversations around JK Rowling, prompted in large part by the upcoming video game Hogwarts Legacy, have dragged up the Harry Potter series for me, though, and it’s fair to say that my feelings have changed a lot since I first sat down to read the books more than twenty years ago. JK Rowling has leveraged the fame and money that Harry Potter brought her to go to some pretty dark places, and as a result I’m one of a growing number of people who can’t support, enjoy, or take part in the Harry Potter series, Hogwarts Legacy, or anything else related to it any longer. In this piece I want to explain, as best I can, why I feel that way.
Upcoming video game Hogwarts Legacy prompted this conversation.
First of all, I believe that each of us has an inalienable right not to be compelled, forced, or shamed into supporting a company, product, or public figure when what they say and do conflicts with our values and beliefs. This applies to conservatives who say they won’t support “woke” corporations and it applies equally to anyone who doesn’t want to lend their support to companies and individuals who express homophobic, transphobic, and other kinds of bigoted views. Whether we agree or disagree with someone about the importance of an issue, the fact remains that we all have the right to determine what’s important to us, where our values lie, and to try – insofar as possible in a corporate capitalist system – to avoid companies and entities that don’t share those beliefs and values.
This is the very definition of “voting with your wallet.”
It doesn’t have to be explained in such lofty philosophical terms, but this is basically what it boils down to. For some folks, JK Rowling’s transphobic public statements, her continued financial support for transphobic organisations, campaigns, and causes, as well as other decisions she’s taken and statements she’s made mean we don’t want to support Harry Potter, Hogwarts Legacy, or anything else in the franchise.
JK Rowling at the White House circa 2010.
Now I’d like to get into some of the reasons why I came to the decision to undertake what essentially amounts to a boycott of Hogwarts Legacy and Harry Potter.
I first started to feel uncomfortable with the way JK Rowling was treating the franchise when she began going back to the books and clumsily tried to insert characterisations and narrative elements that were simply not present – nor even implied to be present – in the original work. She seemed to be doing this for “internet points;” for the clout of being able to claim that she had actually created a series that was more progressive than it truly was.
What Rowling was attempting to accomplish with an unsubstantiated claim that, for instance, the character of Dumbledore was gay, was to award the Harry Potter series – and herself as its author – further prestige and recognition that was unearned. At a time when Rowling’s other endeavours were failing to come anywhere close to recapturing the magic (no pun intended) of Harry Potter, making very public statements about her only genuinely successful work was a way for her to retain a level of attention and relevance – and by keeping a spotlight on Harry Potter at a time when many of the series’ more casual readers and viewers were drifting away, it was a way to try to keep the cash flowing.
JK Rowling went back to the Harry Potter series and tried to arbitrarily insert character traits that didn’t exist.
Long before JK Rowling started down a path that would lead to overt transphobia, I think it was pretty obvious that she was someone who was struggling to let go of Harry Potter. By returning to the series to put out a sequel in the form of a stage play, signing another deal with Warner Bros. to make films based on the book Fantastic Beasts and Where To Find Them, and having the online forum/community Pottermore created, Rowling signalled both a desperation to stay in the spotlight and a cold-hearted greed as she sought to keep the money coming in.
But during this period, Rowling was more a figure of fun than anything harmful. Sure, it wasn’t great to see her trying to almost arbitrarily assign new sexualities and other traits to characters in the Harry Potter books, but it came across more as pathetic attention-seeking than anything malicious. Rowling saw that the LGBT+ movement was advancing, felt that the lack of open or even implicit LGBT+ characters in Harry Potter was hampering its ongoing success, and tried to remedy that in a pretty shameless way. It was sad, almost pitiable… but something I felt was, at most, worthy of being joked about.
JK Rowling with Rupert Grint, Daniel Radcliffe, and Emma Watson in the early 2000s. Image Credit: IMDB
JK Rowling’s very first public step down what we now know to be a transphobic path seemed pretty innocuous at first. I actually interpreted her Twitter post – in which she responded to an article by Devex that used the phrase “people who menstruate” – to be harmless wordplay. People who write a lot often like to play with words, as I can attest, and by sarcastically responding to the post it seemed, for a moment at least, that what she was doing wasn’t anything serious.
But over the following months and years, Rowling has clearly become increasingly transphobic.
Let’s define what we mean by “transphobia” so there are no misunderstandings. Someone who is transphobic has an irrational hatred toward transgender and gender non-conforming people. In this context we aren’t using “phobia” to refer to a fear, but to refer to dislike, disapproval, prejudice, discrimination, and/or hatred. And to be especially clear: if someone says they believe that transgender people, and trans women in particular, should be “treated with dignity,” but then refuse to even accept that transitioning is possible or oppose laws that would affirm someone’s true identity, they are transphobic. Saying they believe in treating people with “dignity” has become a buzzword in some right-wing circles, but if they can’t back up that word with any meaningful action, then it’s nothing but cover for something overtly harmful.
I hope we’re clear on our definitions now.
One half-serious Twitter post that may have been tone-deaf does not constitute transphobia, although it clearly hinted at a deeper dislike or disapproval of transgender and gender non-conforming people. But if that had been Rowling’s sole contribution to the debate, or if she had walked it back, apologised, or even simply ignored transgender issues thereafter, we wouldn’t be having this conversation. But she didn’t – when faced with pushback, she doubled-down.
Although JK Rowling had begun to lose her status as the Harry Potter series slipped out of the mainstream cultural conversation, she was still someone who was held in high regard. She’d become far less important as Harry Potter began to be eclipsed by other, newer franchises, but if you had asked almost anyone throughout the 2010s about JK Rowling, chances are you’d have heard them say something positive about her – or at least about the Harry Potter series. This pushback that she got for her initial transphobic post was the first time since becoming a household name that she’d gotten any kind of major criticism in public – and it clearly had a huge psychological impact on her.
JK Rowling’s Twitter post from June 2020.
Rowling’s initial beliefs about sex, gender, and gender identity may be understandable, to an extent, because of the era in which she was born and the society in which she was raised. Even when I was at school in the ’90s, “sex education” lessons entirely excluded any mention of homosexuality, and the idea that someone could transition from one gender to another was never even discussed in any health or even biology lesson. If transgender people were mentioned at all, it was for the sake of mockery; “trannies” were the butts of jokes and figures of fun, and nothing more.
Some people of my generation still cling to those beliefs even as science and society have moved on in leaps and bounds – but thankfully, better education, increased awareness, and more scientific and sociological research into sex, gender, and gender identity have already changed minds. Unfortunately, though, people are using JK Rowling’s public and vocal transphobia to try to push back against the societal acceptance of trans people – and even to attack legislation that protects trans rights.
A protest in the UK in January 2023. Image Credit: Sky News
Rowling herself has become the figurehead of this movement, and the current Conservative government in the UK has been able to turn the question of trans rights into what is insultingly termed the “trans debate,” in part using Rowling and others like her as cover for some seriously harmful legislation that either seeks to block the advance of trans rights in the UK, or in some cases, actively rolls back pre-existing trans rights.
This is the real crux of the JK Rowling problem: her status and wealth have allowed her free rein to spearhead one of the worst and most aggressive anti-trans campaigns anywhere in the western world, lending undue legitimacy and standing to a point of view that is mostly shared by a bizarre coalition of religious fundamentalists, paleoconservative reactionaries, and internet trolls. At a time when LGBT+ rights were advancing across the board, Rowling stepped in and has actively worked to push back against those rights, scoring some successes as the current Conservative government and its allies use her and the people who support her as a shield.
The current Conservative government in the UK is keen to oppose and roll back trans rights.
This is why I can’t “separate the art from the artist,” as some folks have suggested. Because what JK Rowling is doing is still happening and is continuing to actively cause harm to trans people, I find myself in a position where I can’t support the Harry Potter franchise. Moreover, with Rowling retaining ownership of the franchise, any purchase of books, films, video games, and other merchandise gets her a cut of the proceeds – and as we’ve just been discussing, Rowling uses some of her money to provide financial support to transphobic campaigns, causes, and organisations. I feel that making any new purchase of Harry Potter merchandise, at this time, is akin to donating to such causes myself – something I would categorically never do.
Last time we talked about JK Rowling we touched on this concept, which is referred to in some academic circles as “the death of the author.” Taken from the title of an essay by French critic Roland Barthes, “death of the author” is primarily about discovering one’s own interpretation of a published work independent from the original intent of the author and who they are or were – but I would very strongly argue that it doesn’t apply in this case, and that separating JK Rowling from Harry Potter is impossible as long as she remains in control of the franchise and continues to monetise it.
It isn’t possible to separate JK Rowling from Harry Potter.
There are plenty of authors and other creators whose work I would also choose not to support under similar circumstances – but they’re either long dead, no longer actively involved in their franchise, or their franchise has been taken over and moved on. This is the key difference, and while there are many, many creative people who were unpleasant or even harmful during their careers and lifetimes, JK Rowling is continuing to cause harm to her targets right now.
I also found some of JK Rowling’s recent attacks on the Harry Potter fan community to be pretty distasteful, showing how little respect or appreciation she has for the people who quite literally gave her the position and power that she’s wielding. In her recent book The Ink Black Heart, Rowling clumsily inserts a character as a stand-in for herself, then makes that character the target of an angry and murderous mob stemming from an online fan community. The book, much like everything else Rowling has tried outside of Harry Potter, got mixed reviews and didn’t sell especially well. But the intent was there – and Rowling has shown her true colours, sneering at and judging the very people who made her who she is.
The Ink Black Heart got mixed reviews.
One interesting thing that has come out of this whole unfortunate mess that is to the overall good, I feel, is a reevaluation of JK Rowling’s work and the Harry Potter series in particular. While the setting of Harry Potter captured the attention of a worldwide audience, there’s a reason why it’s always still referred to as “Harry Potter” instead of its official title: “the Wizarding World.” The world of Harry Potter doesn’t stand up to scrutiny, and without its titular characters and the admittedly engaging story that they were part of, it doesn’t feel as though there’s anything else of substance there.
Look at franchises like Star Trek or Star Wars – deep world-building created rich, lived-in settings in which characters could get lost, where their skills and talents mattered and could be applied to any number of roles in those universes. Harry Potter, in contrast, is both shallow and inconsistent; a cobbled-together mix of English folklore, tropes of the fantasy setting, and even elements and narrative beats directly plagiarised from other literary works. It invented practically nothing new, and its few original elements are actually its weakest points. As a setting and a fictional world, it doesn’t survive more than a cursory glance.
The “Wizarding World” is not a well-constructed setting.
And that’s totally fine. Not every author can be brilliant, not every fictional setting can be wonderfully rich and deep, and for its intended purpose and target audience, there’s nothing wrong at all with the setting of the Harry Potter books. But it does raise a wry smile when I hear people leaping to its defence, claiming it’s a unique and brilliant fictional setting comparable with the likes of Tolkien’s Middle-earth. It isn’t… and it was never meant to be. JK Rowling simply doesn’t possess the talent to create something anywhere close to that level.
There are some deeply troubling and problematic depictions within the Harry Potter books, too. Goblins who run the Wizarding World’s banks – and who are set to be a major villainous faction in Hogwarts Legacy – clearly and obviously draw on anti-semitic tropes and stereotypes. The Wizarding World practices slavery, enslaving “inferior” house elves to do the bidding of witches and wizards. And when, in the books, a character tries to point this out and campaign against it, she’s ridiculed not only by her friends, but really by the narrative itself. Harry even takes ownership of a house elf at one point, sending him to complete tasks for him; his own personal slave.
Kreacher, Harry’s personal house elf.
JK Rowling also seems to delight in making fun of people with different body types, using “ugliness” and fatness as indicators of maliciousness and evil. And, of course, Harry Potter falls into the trap of racial stereotyping, with its tiny number of minority characters being deeply problematic.
It’s actually been good to see more and more folks taking a critical eye to the Harry Potter series in light of the issues surrounding JK Rowling. Some criticisms of the books at the time of their publication and in the years since had been written off or just ignored – and for folks who always felt uncomfortable with certain aspects of the stories or the ways in which they treated marginalised and minority groups, it must be cathartic to find more support.
Katie Leung as Cho Chang in The Goblet of Fire.
I won’t ask anyone to boycott or refuse to purchase Harry Potter merchandise or Hogwarts Legacy, because I don’t think it’s my place to do that. This piece wasn’t intended to change minds or convince people on the fence to adopt a certain point of view. It was more a way for me to get my thoughts in order and share why, as someone who talks a fair amount about the video games industry here on the website, I won’t be covering Hogwarts Legacy this year. Hogwarts Legacy could end up being a bust, at the end of the day – an overhyped, mediocre video game not worth all of this fuss and bother.
As I said at the beginning, we all have the right to decide for ourselves which products, companies, and public figures we want to support – and which ones we don’t or can’t support. For me, Hogwarts Legacy and the entire Harry Potter series now fall firmly into the latter category, and unless there’s a massively compelling reason to discuss the franchise in future, I hope that this will be the last time I have to comment on it.
A replica of the Hogwarts Express steam locomotive.
I would love to see greater acceptance of transgender and gender non-conforming people. I myself am non-binary, and it isn’t always easy in the UK in 2023 to be open about that. People like JK Rowling have caused and are continuing to cause harm to trans women in particular, and unfortunately her very public attacks on trans folks have been seized upon by people and organisations with pre-existing anti-trans views and agendas to halt and reverse trans rights.
Hogwarts Legacy and the Harry Potter series may not be openly transphobic in terms of narrative, but because a cut of the proceeds go to someone who is, and who uses the wealth, fame, and status she has to contribute to these causes, I’m now in a position where I can’t support them. As a consumer in a capitalist marketplace, all I can do is vote with my wallet – so that’s what I’m choosing to do.
I’m done with Harry Potter.
This is not an easy subject, and for people who are much greater fans of Harry Potter than I ever was, all I can really say is that I empathise with you. I keep thinking how I might feel if this kind of controversy were engulfing something I deeply care about, like Star Trek, and whether I could realistically cut off the entire Star Trek franchise as a point of principle. I genuinely don’t know what I’d do in that situation – so I sympathise with any Harry Potter fan who feels that way.
I also don’t think that many of the “hot takes” floating around on social media on this subject are doing anyone any favours. Viral videos proclaiming that anyone who purchases Hogwarts Legacy must be transphobic and is automatically a “bad person” don’t help the discourse around this complex and sensitive subject, and such polarising language arguably pushes away just as many people as it converts to this cause. So I feel that, while passions are understandably high, we need to try to approach these conversations, and our interlocutors on the other side of the debate, with as much calmness as possible.
So that’s it. I hope you now have a better understanding of why I can’t support Hogwarts Legacy and the Harry Potter series.
This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
I recently saw a video on TikTok of all places where a player was talking about their list of games that, for one reason or another, they had tried but didn’t like or couldn’t get the hang of. I’ve lost the video now and can’t find it to credit the person, unfortunately – so if you somehow see this please don’t think I’m stealing your idea! But I liked the concept, so today I wanted to talk for a few minutes about five highly-rated games that I just couldn’t get into.
A note before we start: these games are, according to most reviews, thoroughly enjoyable. The fact that I’m personally not interested in them, or couldn’t get to grips with them, is not meant as an attack. Chances are you’ll find some or all of these games to be great – and that’s okay! All of this is just the subjective opinion of one person. While I will try to explain what it was that put me off or what I didn’t like about each of these titles, I recognise that all of them are held in high regard. The fact that I didn’t enjoy them or couldn’t get stuck into them is a personal thing and nothing more!
It’s someone who isn’t enjoying a game!
The first games console I owned in the early 1990s was a Super Nintendo, and even back then I remember struggling with some particularly challenging titles. Gaming has not always been accessible to everyone – and I’m not the most skilled player in the world by any stretch. There were also games on the SNES that I tried out but didn’t like or wasn’t interested in, as there were on every subsequent console I owned, too! At least in those days it was easier to re-sell or trade in a game that I didn’t like!
As gaming has evolved, it’s become easier than ever to get started with playing games – and there are more titles more easily accessible on more platforms than ever before. But despite the ubiquity of gaming today, and the myriad titles in every imaginable genre, not every game is going to be right for every player!
So without further ado, let’s jump into my list.
Number 1: Star Trek Online 2010
Promo art for Star Trek Online.
I’m a huge Star Trek fan and have been for more than thirty years. At a time when the Star Trek franchise had stepped out of its prime timeline to make the reboot film trilogy, Star Trek Online came along and promised to return to that setting and take a look at events after The Next Generation era, around the turn of the 25th Century.
This is exactly the time period that I was (and still am) most interested to see explored, so Star Trek Online should have been perfect for me! The game has also brought on board many Star Trek actors, both series regulars and guest-stars, to voice versions of their beloved characters. Storylines would take players to different eras of Star Trek’s history thanks to missions that travelled through time, and almost every Star Trek race was present – with several major factions being fully playable, too.
Several Star Trek Online characters.
I tried Star Trek Online shortly after it launched, and I even paid for some of its in-game currency and cosmetic items like uniforms. But despite sinking somewhere in the region of 35 hours into the game, I just couldn’t find a way to enjoy it, and I quickly felt that I was playing it more out of obligation and hope rather than for any real sense of fun.
I just can’t get on with online multiplayer games for the most part. In titles like Fall Guys I can have fun, and I’ve played some racing games online too, but in a game with a story where I want to get immersed in a fictional world and enjoy interacting with characters, seeing hundreds of other players cutting about just rips me right out of it. There can’t be 16,000 “one and only heroes” who are all the best hope for saving the galaxy… that just doesn’t make sense. So for me, Star Trek Online’s genuinely interesting stories and missions clashed in a fundamental, irreconcilable way with its gameplay.
Number 2: Kingdom Come: Deliverance 2018
Box art for Kingdom Come: Deliverance.
I followed the development of Kingdom Come: Deliverance for a while, and in 2018 it was definitely one of the titles I was most interested to try out. I’m a history buff (it was the subject I read at university) and the idea of stepping into a realistic recreation of the high medieval period was genuinely exciting. Kingdom Come: Deliverance seemed to be offering a unique experience; an action/role-playing game but without the fantasy elements that are often present in the genre.
I like to think that I gave Kingdom Come: Deliverance a fair shake when I was able to eventually get the game for myself. But to my disappointment, I found it punishingly difficult to the point that it was basically unplayable. One day we’ll need to have a longer conversation about difficulty in games, because this is a big topic, but for now suffice to say that Kingdom Come: Deliverance didn’t respect me or my time.
A fistfight is part of why I called it quits…
By denying players the option to freely save their game, Kingdom Come: Deliverance forced me to replay long sections with no good reason. And with no way to turn down the difficulty, I found myself dying over and over even in what was supposed to be the introductory area. Combine those two things together and I was already having an incredibly frustrating time. I put Kingdom Come: Deliverance down and simply never went back to it.
Difficulty settings are accessibility features, opening up games to disabled players and players with different abilities. Moreover, they’re commonplace and not that hard to implement – there’s no technical reason why a modern game can’t offer a way to change the difficulty for players who want or need an easier experience. I don’t have the time or energy to spend hours and hours practising one aspect of one game, and I don’t really have the ability or skillset, either. Kingdom Come: Deliverance was basically denied to me as a result – and that’s unfortunate, because I genuinely wanted to play it.
Number 3: Marvel’s Spider-Man 2018
Swinging through New York City!
Although I’m not the world’s biggest fan of comic books and their cinematic adaptations, Marvel has been unavoidable over the past few years. I wouldn’t have normally sought out a superhero title, but Spider-Man is widely considered a masterpiece; one of the best open-world adventures certainly of the last generation. So I thought I’d give it a shot.
Perhaps it’s because I have no real investment in the world of Marvel or its characters, but I found that I just couldn’t get into Spider-Man’s story. Several hours into my playthrough I’d done a handful of story missions and spent a bit of time enjoying the scenery – the game’s recreation of New York City really is a sight to see, and one of the most interesting and vertical cityscapes ever brought into the gaming realm. But despite a great setting, the game’s version of New York seemed to be filled with bog-standard open-world busywork and little else; most encounters consisted of beating up a handful of nondescript thugs and bad guys.
Promo screenshot of Marvel’s Spider-Man.
At first I thought I was going to have a hard time with the web-swinging mechanic that’s a big part of how Spider-Man traverses the open world, but after a little while – and more than a few false starts and mistakes – I think I more or less got the hang of it. Swinging is pretty forgiving, and at least in the denser parts of the city, there’s no shortage of things to grab hold of. It’s certainly an unusual way to navigate a game world!
The game’s story included a number of Marvel villains and characters whose names were familiar to me, but I feel that without that investment in either the films or comic books, I just wasn’t particularly interested to see where the story and its characters went. I didn’t actively choose to stop playing Spider-Man – the game is actually still installed on my PC at time of writing – but I put it down one day and just… didn’t pick it back up. I found other things to watch and play instead, and I feel no pressing need to return to Spider-Man and see its story continue.
Number 4: Elden Ring 2022
Many publications picked Elden Ring as their game of the year, and it’s considered by a lot of folks to be one of the best open-world games and one of the best “Souls-like” games of all-time. But as I said above when discussing Kingdom Come: Deliverance, it’s that punishing difficulty that I found to be offputting.
FromSoftware – developers of both Elden Ring and the Dark Souls series – use this kind of excessive, punishing difficulty as a selling point in their games and have for years, but I’m not on board with it at all. Granted I’m not the world’s best gamer, and that’s probably part of it, but I also see this style of gameplay being used to cover up game mechanics and design elements that aren’t great, and especially to pad out the runtime of a game that would ordinarily be a lot shorter. Think about it: the combination of very difficult combat encounters and a checkpoint system that can mean having to replay entire chunks of the game over and over clearly adds to the runtime of titles like Elden Ring.
A familiar sight to anyone who’s played a “Souls-like” game!
This is much more of a subjective thing, but I felt that, despite having decent graphics, Elden Ring actually looked pretty bland. A colour palette that was swamped by brown, khaki, green, and grey tones just didn’t impress me, and the game had a pretty drab and even depressing look to it as a result. Maybe there was a reason for that, but it didn’t exactly leave a good impression.
At the end of the day, I’d have given Elden Ring a shot if the game offered difficulty and accessibility options. There’s absolutely no technical reason why every game in 2023 shouldn’t be able to do this – and while it’s a choice the developers made, and will presumably continue to make in future titles, it’s one that is intentionally cutting off millions of potential players. I knew from the second it was announced that Elden Ring wouldn’t be for me because I knew that the company developing it would ensure it would be a game I would find inaccessible. And that’s kind of sad, especially if it really is as good and as immersive as people have said.
Number 5: Grand Theft Auto V (Online) 2013
Promo art for the game’s online mode.
I played through Grand Theft Auto V’s single-player campaign and I had a decent enough time with it. The open world is great – or at least it was by the standards of games a decade ago; it’s definitely showing its age by now! But the game’s online mode was, for the same kinds of reasons that we’ve already discussed, just something I couldn’t get into.
Grand Theft Auto V also feels remarkably pay-to-win for a game that costs money up-front, and probably deserves more blame than it gets for normalising in-game microtransactions and pay-to-win elements in online multiplayer games that we’ve seen explode in the decade since it was released. Other titles such as Fortnite and Overwatch definitely contributed to this as well, and the less said about the FIFA series or Battlefront II the better… but Grand Theft Auto V was doing the pay-to-win thing before any of them.
Racing is one of a number of activities players can partake in online.
By 2023 I had expected to see the Grand Theft Auto series move on, releasing a new game. And no, the awful “remaster” of the Grand Theft Auto III trilogy doesn’t count! Obviously this wasn’t an issue in 2013 or 2014, but as Grand Theft Auto V was ported to more and more platforms, including the latest generation of home consoles, there’s a growing sense that Rockstar is milking it dry, and is unwilling to let it go. Development time and resources than could – and I would argue should – have been allocated to the next game in the series have been taken up by creating new missions and microtransactions for Grand Theft Auto V. That’s great for folks who are still playing – but some of us are ready for a new game!
At the end of the day, when Grand Theft Auto V became the highest-grossing entertainment product of all-time, I guess it’s understandable that Rockstar would struggle to let it go. But on the other hand, with all the money it’s made them, there’s more than enough to spend on developing a new game! We know that Grand Theft Auto VI is being worked on, at least, but it’s taking an awfully long time.
So that’s it!
Did I just lose my “gamer” credentials?
Those are five highly-rated games that, for the reasons discussed above, I just couldn’t get into. If one or more of your favourites made the list, well… just keep in mind it’s only the opinion of one person! We’re all allowed our own preferences, and while I tried to explain what it was that made these titles unappealing or offputting to me, it’s all subjective. I recognise that these games are all bestsellers and held in high esteem by many players… they just weren’t right for me.
We’re lucky that gaming has grown to such a point where there are so many different choices available to players. These games aren’t my cup of tea… but there are many that I’ve enjoyed over the years – and many more coming up that I hope to enjoy in the months and years ahead! Whether you want to play a quiet, casual game for a spot of relaxation or punish yourself with an impossibly difficult title, there really is something for everyone. And I think that’s fantastic!
So I hope this was a bit of fun – and please try not to take it too seriously, especially if I made criticisms of one of your favourite titles!
All titles discussed above are the copyright of their respective studio, developer, and/or publisher. Some screenshots and promotional artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: Minor spoilers may be present for some of the titles on this list.
As a new year gets underway, it’s a good opportunity to look ahead. There are some exciting-sounding films, television series, and video games that are currently on the schedule for 2023, and on this occasion I thought it could be fun to pick out a few that I find particularly interesting and preview them! I’ll share some of my preliminary, pre-release thoughts on ten of each.
On balance, I don’t think 2022 will be held in particularly high esteem in future in terms of its entertainment experiences. There were some good ones, but there were also plenty of delays and projects that just underwhelmed for one reason or another. Will 2023 fare any better? That’s still an open question… but there are certainly some big releases on the horizon that could potentially excel.
What does 2023 have in store?
It’s time for a couple of caveats! First of all, delays can happen at any time in the creative process, especially in a war-torn, pandemic-disrupted world. As a result, any or even all of the films, shows, and games that we’re going to talk about today could miss their intended release dates or release windows – and there really isn’t anything we can do about that! I’m firmly in the camp that says delays are almost always a net positive; while never fun, I’d rather creatives spent longer working on a project to finish getting it ready rather than launching it too soon. We don’t need to look far for examples of how wrong that goes!
Finally, these projects seem interesting or exciting to me personally for one reason or another… in my subjective opinion! I’m not trying to say that these are or will be “objectively the best” releases of 2023, nor should the exclusion from the lists below be interpreted as any kind of snub. I’ve just picked out a few projects that I find to be of interest, and if you hate all of my picks or I’ve excluded some of your favourites, please just keep in mind that this is only the opinion of one person!
With all of that out of the way, let’s get started!
Films:
I confess that I didn’t see a lot of films in 2022. I can’t go to the cinema any more due to my declining health, and while practically every major title made its way to a streaming platform last year, there were some I just wasn’t interested in or found that I didn’t have the right mindset or headspace for. That’s just the way it goes sometimes! That being said, there are some interesting films on the schedule for this year, and I shall be keeping an eye out for these ten in particular!
Film #1: The Super Mario Bros. Movie
I’ve been pleasantly surprised by the two trailers we’ve seen so far for The Super Mario Bros. Movie. The film looks like it’s going out of its way to stay as true as possible to its source material, while at the same time putting a twist on Mario’s adventures in the Mushroom Kingdom. The “hero who has to save a princess” trope has been rather overdone – and feels pretty outdated in 2023 in more ways than one – so seeing Luigi being held captive by the villainous Bowser and Mario working with Peach feels like it should be a great change of pace.
The inclusion of an all-star Hollywood cast has proven controversial in some quarters, but from what I’ve seen of the film so far, I will be surprised if most folks aren’t won over by the time the credits roll. There will be some die-hard haters – as there always are in any franchise any time something is changed – but overall, I have high hopes for this one. This film could easily be the best animated film of the year – and one of the best non-Disney animated films of the decade!
Film #2: Dune: Part Two
The first part of Dune was a surprisingly strong adaptation of a book that has proven to be notoriously difficult to adapt. I had a fantastic time with it when it was released at the end of 2021, and I’ve been meaning to go back and re-watch it for some time now. I was concerned that this sequel might not see the light of day if Warner Bros. didn’t feel the first part did as well as they’d hoped – but fortunately there was no denying the critical and commercial success of Dune in 2021!
The cast from the first film are all reprising their roles, and director Denis Villeneuve is returning to the big chair. Filming officially wrapped a couple of months ago, and Dune: Part Two is well into post-production at this stage. A November release is on the cards, and I’m really excited to see the story continue.
Film #3: Knock at the Cabin
Director M. Night Shyamalan has an inconsistent track record, and I suspect his career has been more harmed than helped by acquiring an early reputation as the “master of twists.” But regardless, he’s back with Knock at the Cabin in 2023, a psychological horror film about a family who are confronted by four people who claim to be trying to prevent the apocalypse.
The film’s premise sounds interesting to me, and a cast that features Jonathan Groff and Rupert Grint feels like it has potential. I wouldn’t say my expectations for Knock at the Cabin are sky-high, but we could certainly be in for one of the more interesting titles in the horror genre this year.
Film #4: The Little Mermaid
To be blunt, I wasn’t blown away by the visuals in the teaser trailer for The Little Mermaid. The CGI looks fantastic, but the fully live-action moments didn’t feel convincingly “underwater,” and actually looked pretty amateurish. Assuming that Disney can figure out a way to pull off those underwater sequences convincingly, though, The Little Mermaid should be a creditable adaptation of the 1989 animated film.
Visual criticisms aside, I feel hopeful that this new version of The Little Mermaid will introduce the story to a new generation. While the animated film is still perfectly watchable in its own right, there’s nothing wrong with updating things and recreating the film for a younger audience, and Disney has a pretty good track record at doing so by now.
Film #5: Indiana Jones and the Dial of Destiny
Is it a great idea to bring back Indiana Jones for another adventure? As a child of the ’80s, I’d be lying if I said I don’t enjoy the Indiana Jones films… but Kingdom of the Crystal Skull was already a let-down. Dial of Destiny could redeem the series, ending Harrison Ford’s turn with the famous hat and whip on a high note – or it could double down on the disappointment!
This film is definitely one I’m placing in the “interested in” rather than “excited about” category. I don’t really have high hopes, but I’d love to be proven wrong. At the very least, I hope Dial of Destiny will be a passable popcorn adventure flick. Whether it will truly live up to its illustrious forebears… well, I’m less hopeful of that. If it succeeds at bringing in a wad of cash, though, I think we can expect to see reboots, prequels, and spin-offs in the years ahead!
Film #6: Asteroid City
There isn’t a lot to go on with this film, billed as a “romantic comedy-drama.” But the director, Wes Anderson, has pedigree, and has put together a diverse ensemble cast that rivals his previous pictures, such as The Grand Budapest Hotel. The full cast list is far too long to include, but some of the standout performers for me that I’m interested to see include Bryan Cranston, Tom Hanks, Willem Dafoe, Tilda Swinton, and Scarlett Johansson.
Though I’m not entirely sure what to expect from this one, it could be a lot of fun! The setting is the mid-1950s somewhere in the American Southwest, and some kind of “stargazer convention” will be part of the plot, too.
Film #7: Wish
To mark the company’s centenary, Disney is going to release Wish – a film all about the “wishing star;” the star upon which characters in other Disney films have made their wishes. The star itself is going to be a character of sorts, but the film will also introduce a new cast of characters, including Asha, voiced by Ariana DeBose of West Side Story fame.
Wish will also bring back a hand-drawn animation style, something Disney hasn’t used since The Princess and the Frog more than a decade ago. While we haven’t seen just how the film will look, some concept art has been released that looks absolutely beautiful. Disney’s big animated releases are almost always fantastic, and I have high hopes for Wish.
Film #8: The Haunted Mansion
The third Disney entry on this list, The Haunted Mansion is the company’s latest attempt to turn a theme park ride into a film! No one would deny that Pirates of the Caribbean set a high bar for that concept a few years ago, but other attempts haven’t always worked! An adaptation of The Haunted Mansion twenty years ago (that I’m fairly sure I’ve seen but can’t really remember much about) starred Eddie Murphy, but even he couldn’t salvage what critics regarded as a picture that was average at best.
Jungle Cruise may not have been 2021’s film of the year, but I enjoyed it for what it was, so there’s definitely room for another theme park adaptation. The Haunted Mansion could be great to watch around Halloween; a kind of lighter, child-friendly horror title that will be spooky… but not too spooky!
Film #9: 65
65 has an unusual premise – an astronaut accidentally travels back in time to the era of the dinosaurs, and must figure out a way to survive. Adam Driver will take the lead in this sci-fi action-adventure, and his presence alone should make it worth checking out. Driver’s performances as Kylo Ren in the Star Wars sequel trilogy were outstanding, and his turn as a divorcee in Marriage Story was Oscar-worthy in my opinion.
That being said, I can’t help but feel that 65 could go either way! Its premise could make for a different kind of sci-fi title in a genre overrun by sequels and comic book adaptations… or it could turn out to be an overblown B-movie that didn’t deserve a leading man of such quality! Time will tell… but I’m definitely interested to see how it shakes out.
Film #10: Napoleon
Ridley Scott will direct this historical epic that focuses on the rise to power of Napoleon Bonaparte. Scott has a great track record, with films like Alien and Thelma & Louise under his belt, but an earlier attempt at an historical epic – 1492: Conquest of Paradise – was not particularly well-received! Could this be a chance for redemption for the director in the genre?
The title role has gone to Joaquin Phoenix, and that feels like it could be an inspired choice. Backed up by a cast that features Ben Miles and Vanessa Kirby, I’ll be curious to see what Napoleon has to offer when it releases. The film will be an Apple TV+ exclusive, which is also a point of note.
Television Series:
2023 looks set to be another year where franchises, spin-offs, and continuations of ongoing stories dominate the television landscape. There are several big shows whose new seasons I’m eagerly anticipating, but it feels like there are fewer wholly original projects to look forward to. That being said, there were some great new stories in 2022 – so hopefully this year will bring along some surprises, too!
Television Series #1: Star Trek: Strange New Worlds Season 2
Strange New Worlds was truly outstanding in its first season, blending old-school episodic storytelling with modern serialised elements. As much as I like what Discovery and Picard have done with season-long story arcs, the approach used by Strange New Worlds should, in my view at least, serve as a model for the entire Star Trek franchise going forward.
The show’s second season wrapped months ago – and I will be positively stunned if we don’t get an announcement that a third season is being worked on sometime before Season 2 premieres this spring. I absolutely cannot wait to spend more time with Captain Pike, Spock, and the rest of the crew of the Enterprise!
Television Series #2: Hailey’s On It!
Hailey’s On It! is a Disney Channel animated series that will feature Moana’s Auli’i Cravalho in its leading role. The premise sounds interesting – a young woman must step outside of her comfort zone and confront her fears in order to “save the world.” And with Cravalho leading the charge, I think there’s the potential for the show to be something a little more than just a distraction that parents can use to get a few minutes’ peace!
The animation style shown off in concept art looks fantastic, and while I wouldn’t normally say that I’m excited for a new Disney Channel cartoon, I feel hopeful, at least, that Hailey’s On It! could be the kind of kids’ show that has something to offer to a grown-up audience as well.
Television Series #3: Star Trek: Picard Season 3
After a decidedly lacklustre second season, my disappointment was compounded by the announcement that all but one of the new characters introduced in Picard will not be returning for the show’s final outing. Season 3 has a lot of work to do, then, to pull out a satisfying ending to what has been a troubled production. If the trailers and teasers are anything to go by, it just might be up to the task after all!
The return of main characters from The Next Generation feels bittersweet because of who had to be unceremoniously kicked off stage to make room for them. This season could be a roaring return to form, or it could drown in failed attempts to play the nostalgia card. I’m absolutely hoping for the former… but trying to prepare myself for the latter.
Television Series #4: The Lord of the Rings: The Rings of Power Season 2
It isn’t entirely clear when The Rings of Power’s second season might be ready. Filming only started in October, and a series with such extensive post-production work may take a while. That’s not to mention that Season 2 is being filmed in new locations, and may even serve as somewhat of a soft reboot of a series that proved controversial in some quarters.
Despite that, however, I called The Rings of Power my favourite television series of 2022, so I’m incredibly excited to see what happens next. The first season ended with several massive cliffhangers for both individual characters and for the story as a whole, so it’ll be great to see the next chapter of this fantasy epic unfold.
Television Series #5: Star Trek: Discovery Season 5
Discovery’s fourth season ended on a high, with what is almost certainly one of the best episodes that the show has ever produced. I was concerned that the show would attempt yet another recycling of the old “the entire galaxy is in danger and only Burnham and the crew can save it!!!” narrative framework that has been used four times now… but thankfully, based on the first trailer and comments from the show’s producers, it seems as though Discovery will finally be bold enough to try something different!
As a result, my excitement for Season 5 grew immensely! Although Season 4 dragged in parts, on the whole I think it marks a turning point in the show’s run, and the addition of some wonderful secondary characters to the cast has given new life to a series that is rapidly approaching its sixth anniversary and sixty-fifth episode. Season 5 could build on what Season 4 did, taking these well-rounded characters to new thematic and storytelling places.
Television Series #6: Masters of the Air
Produced by the same team that created Band of Brothers and The Pacific, this new World War II drama will follow the stories of members of the United States Army Air Forces – the precursor to the Air Force. The miniseries seems to be following a similar format to its popular predecessors, with an expansive cast of characters, almost all of whom are based on real people. Masters of the Air is based on a biography of the unit that was published in 2007.
I’m expecting a tightly-focused story with plenty of character. CGI and visual effects have improved since Band of Brothers premiered, so I’d hope that the show will look fantastic and really succeed at bringing World War II to life on the small screen.
Television Series #7: Shōgun
The second adaptation of James Clavell’s 1975 novel has a lot to live up to! An earlier adaptation, made in 1980, was one of the most popular shows of the year, and with a troubled production that saw scripts scrapped and rewritten, new showrunners brought on board, and a shoot that overran by two months… let’s just say that Shōgun has work to do.
But the story, set in 17th Century Japan, is an interesting one, and there’s potential in this new adaptation to see it introduced to legions of new fans. A shipwreck sets up the story of a “fish-out-of-water” hero in an unfamiliar land, and the palace intrigue at the castle of the titular Shōgun could rival the very best drama series of the year.
Television Series #8: The Last Of Us
Video game adaptations are notoriously difficult, but The Last Of Us has an all-star cast, a sky-high budget, and crucially, it seems to have won over many fans of the video game. The Last Of Us is one of the best video game narratives that I’ve ever experienced, and it feels like a natural fit for a serialised drama series; the story would certainly be far too long to condense into a film. So I’m hopeful that – finally – a video game adaptation will get the accolades it deserves!
Moreover, I’m really excited to be able to show this fascinating and unique horror-drama story to friends and family members who have no interest in gaming. The story of The Last Of Us is fabulous and absolutely deserves to find a bigger audience. There’s reason to hope that this adaptation will be up to the task.
Television Series #9: Halo Season 2
I enjoyed what the Halo series did in its first season, all things considered. It succeeded at bringing the long-running video game franchise to the small screen, adapting its story to fit the new format and making a few changes along the way. Some of those changes proved controversial – as such things always do – and I can certainly entertain the argument that there was less action than fans were hoping for.
But Halo will press on, potentially taking on board some of those criticisms, and it’s my hope that Season 2 will build on the accomplishments of Season 1 to progress the story in an enjoyable way. The first season had some great performances, clever cinematography that incorporated a first-person perspective during key sequences, and a mysterious story that will have kept even fans of the games guessing. I’m interested, and dare I say even excited, to see more.
Television Series #10: Faraway Downs
I am joking. This is a joke. Nobody should ever be tortured into watching Faraway Downs. I can honestly think of nothing less appealing than watching an extended, reworked version of Baz Luhrmann’s Australia – quite possibly the worst film that I have ever had the misfortune to see. When I heard that Luhrmann was planning to use cut footage to expand Australia into a six-part miniseries I was flabbergasted. Who on earth would possibly want to see this? Was anyone asking for it to be made?
I’d rather trek to the bottom of the garden, heave the lid off the septic tank, and spend six hours staring unblinkingly at the festering sewage within.
Television Series #10: The Three-Body Problem
China can often feel like a world unto itself; western productions struggle to cross over, and Chinese productions seldom attract mainstream attention over here. The Three-Body Problem is an adaptation of a Chinese sci-fi novel (or rather, the first part of a trio of novels) and is helmed by Game of Thrones’ showrunners David Benioff and DB Weiss.
I haven’t read The Three-Body Problem, but the premise sounds absolutely fascinating to me. Benioff and Weiss have proven themselves capable when it comes to adapting novels for the small screen – at least, completed novels – so there’s reason to hope that The Three-Body Problem will be interesting and entertaining in equal measure. This one could easily go toe-to-toe with the likes of Foundation in the sci-fi genre.
Video Games:
There are some massive releases on the schedule for 2023 – several of which were originally promised for last year! If even one of these big titles succeeds, 2023 will already be a great year for gaming. Single-player games are definitely holding the line in an industry where online multiplayer continues to bring in the big bucks, so there are plenty of reasons to think that 2023 could actually turn out to be a fantastic year for the medium.
Video Game #1: Tchia
I’ve been tracking the progress of this amazing-looking indie game for more than a year, and it looks like 2023 could be Tchia’s moment. Based on legends from the developers’ New Caledonia home, Tchia will see players take on the role of a young girl on a quest to rescue her father. In addition to platforming and action-adventure gameplay in an open-world archipelago based on the island of New Caledonia, the ambitious game promises to unleash players’ creativity – and even includes a playable ukulele!
There have been some fantastic debut games by indie studios in recent years. My game of the year in 2021 was Kena: Bridge of Spirits – and without wanting to raise expectations too high, at least part of me is hoping that Tchia might just reach that same high bar.
Video Game #2: Mario Kart 8 Deluxe DLC: Booster Course Pass Waves 4, 5, and 6
You might think it a cheat to include a piece of downloadable content on this list, but it’s my list so that’s just tough! Although I was disappointed not to see a wholly new Mario Kart title in 2022, the Booster Course Pass for Mario Kart 8 Deluxe has been a surprising amount of fun. Not only have racetracks from past games in the series been updated and made welcome returns, but wholly new tracks have been created, too.
The Booster Course Pass is only half-finished, and three more waves are planned for 2023. Specific dates aren’t known, nor is it certain which racetracks will be appearing, but I’m nevertheless excited to have more Mario Kart to get stuck into!
Video Game #3: Star Trek: Resurgence
A narrative adventure game with a branching storyline sounds like a perfect fit for the Star Trek franchise. After years in which no new Star Trek games had been licensed for PC or home consoles, two have come along within a few months of each other; Resurgence is hot on the heels of last year’s Star Trek: Prodigy – Supernova, which I really must get around to playing!
The game is being developed by folks who used to work for studio Telltale Games, a developer whose games were often praised for their narratives. I’m hopeful that, after a drought of games for Trekkies who aren’t interested in the online multiplayer scene, Resurgence will be a welcome return to the video game realm for the Star Trek franchise.
Video Game #4: Disney Speedstorm
Developers Gameloft worked with Disney and created my favourite gaming experience of 2022:Disney Dreamlight Valley. Having taken Nintendo’s Animal Crossing formula and massively improved upon it… could they be about to do the same thing by creating a Disney-based rival to the Mario Kart series? Maybe that’s expecting too much… but Disney Speedstorm looks like a ton of fun!
I like casual, arcade-style racing games, and I’m a pretty big Disney fan, too. Bring those two things together and I hope it’ll be a fun time.
Video Game #5: Starfield
One of the year’s biggest releases has to be Bethesda’s Starfield – the company’s first foray into a wholly new world in a quarter of a century. An epic sci-fi adventure has been promised, with all of the hallmarks of past Bethesda titles: joinable factions, a huge mix of varied side-quests, diverse non-player characters to interact with, customisation of every facet of your character, and much more besides.
Starfield will also give players the opportunity to design and upgrade their very own spaceship, before setting off to journey to one of a thousand different planets across dozens of star systems. Starfield is ambitious, and while there are certainly things that give me pause – such as Bethesda’s insistence on reusing its outdated game engine – I can already feel myself getting swept along by a growing hype train!
Video Game #6: The Lord of the Rings: Return to Moria
I confess that I’m not entirely sure what to expect from this one. The game promises base-building and adventures in the Dwarven realm of Moria, set years after The Lord of the Rings as the Dwarves seek to reclaim their abandoned halls. It sounds as if the game will be set up for multiplayer – though the official blurb promises that it can be played solo, too.
There’s something about an underground setting that harkens back to the days of dungeon-crawler games, and the subterranean setting combined with the lore of Tolkien’s Middle-earth could make for a genuinely exciting title. I’m curious and perhaps a little hopeful of having some fun adventures deep underground!
Video Game #7: Star Wars Jedi: Survivor
The much-anticipated sequel to Jedi: Fallen Order is almost ready! The game – which I played through back in 2020 – is one of the best Star Wars experiences I’ve had in recent years, and it was left open-ended by the time the credits rolled. Finding out what happens next for Cal Kestis, the former Jedi padawan, is something I’m really interested in!
Jedi: Survivor seems to have taken the gameplay of Fallen Order and expanded upon it, giving Cal new weapons and abilities – and at least one new companion, too. I recently played through it for a second time, which seems to be perfect timing with the sequel coming up! I really can’t wait to join Cal and the crew of the Stinger Mantis for another adventure in a galaxy far, far away.
Video Game #8: Forspoken
Unlike many action-adventure titles, it seems as though Forspoken will focus much more on magic and spell-casting – something that could be absolutely fascinating. Set in an open-world, the game will follow the story of Frey, a young woman from our world who finds herself transported into a mysterious realm where magic exists and must find her way home.
Forspoken hadn’t really been on my radar until recently, but I’m now genuinely looking forward to it.
Video Game #9: Perfect Dark
Though unconfirmed at this stage, Xbox’s Perfect Dark remake/reimagining would be well-timed if it should be ready this year – because the original game on the Nintendo 64 was set in 2023! Perfect Dark was originally created by Rare, hot on the heels of their success with Goldeneye 007 on the same platform, and it was a ton of fun when it released in the year 2000.
I’m genuinely curious to see what a recreated Perfect Dark might look like. Could it kick off another first-person shooter series for Xbox… and, perhaps more importantly, for Microsoft’s Game Pass service? I think that’s a possibility – but my main hope is that the single-player campaign will be fun to play through!
Video Game #10: EA Sports FC
Bear with me on this one, okay? I know football (soccer) isn’t everyone’s favourite thing, and I know that sports games – and especially Electronic Arts’ sports games – have been particularly scummy with their in-game gambling and monetisation. But for the first time since EA published FIFA International Soccer in 1993, the corporation won’t have the official license or naming rights from world football’s governing body. That could mean we’re about to witness a sea change in the series… or it could lead to nothing of consequence at all!
Nevertheless, I’m curious to see what changes – if any – will come about as a result of EA and FIFA going their separate ways. Will EA Sports FC be noticeably different from recent entries in the FIFA series? We’ll find out later this year!
So that’s it!
We’ve picked out ten films, ten television shows, and ten video games to watch out for as 2023 gets underway. There will be many surprises along the way, I have no doubt, and it’s possible that some of the entertainment experiences that I’m excited in right now will either end up being disappointments or won’t even make it out of the door this year. But I’m hopeful that we’ll get some exciting, dramatic, and just plain fun stories to enjoy between now and Christmas!
There are definitely things to look forward to. I’ll try to cover at least some of these titles with reviews, first impressions, and general commentary here on the website over the next twelve months. I hope that you found this interesting, and that it was a fun, positive look ahead to some of what I hope will be the entertainment highlights of 2023.
Until next time!
All titles discussed above are the copyrights of their respective studio, developer, publisher, distributor, broadcaster, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: Minor spoilers may be present for some of these titles.
As we enter the final hours of 2022, it’s time to look back at the entertainment experiences that we’ve enjoyed – as well as a few that we didn’t enjoy all that much! I’ve cobbled together a few categories from the world of television, film, and video games, and today I’m going to hand out some highly-coveted Trekking with Dennis Awards to some of my favourites!
You’ll find a couple of titles from the tail end of 2021 on this list; I reckon anything released in December is fair game as those titles often get the short end of the stick when it comes to lists like these. Some outlets put together their “best of” lists way back at the start of December, which is far too early in my opinion! But we’re drifting off-topic already!
It’s time to hand out my End-of-Year Awards!
There are plenty of titles that, for one reason or another, I didn’t get around to this year – so for reasons that I hope are obvious they can’t be included. I’m only one person and I don’t have every minute of the day to devote to these pursuits, so the exclusion from this list of certain big titles shouldn’t be interpreted as any kind of deliberate snub!
And as always, a caveat before we begin: all of this is the subjective opinion of one person. I may give an award to a production you vehemently hate, or talk negatively about something you enjoyed, but at the end of the day this is supposed to be a bit of fun. Feel free to disagree with any or all of my picks – but there’s no need to take any of it too seriously!
With all of that out of the way, let’s get started!
Best Television Miniseries/Limited Series:
🥈 Runner-Up🥈 Five Days At Memorial
Five Days At Memorial had the challenging task of dramatising a real-world event – and a gruelling one at that. I remember the harrowing news reports in 2005 showing the aftermath of Hurricane Katrina, and I could absolutely understand why some folks might feel it’s too soon to make a programme like this. But for my money, Five Days At Memorial did a good job at adapting the events at Memorial Hospital as delicately as possible, staying true to what happened while still making the story engrossing and understandable for viewers.
The fact that Five Days At Memorial shows what happened at Memorial Hospital from two very different angles felt a bit strange at first, but by doing so the series lends the events the challenging ambiguity that they continue to have. By refusing to come down on one side or another – to condemn as guilty or exonerate Dr Pou – Five Days At Memorial strikes the right balance. There was some choppy editing in some sequences that meant the miniseries didn’t feel as smooth as it could’ve, but other than that it was a very interesting look at a very difficult moment in the recent past.
🏆 Winner 🏆 1899
Netflix original 1899 is taking the crown in this category this year. The show goes on a wild and unpredictable ride, blending themes of mental health that resonated strongly with me with mystery and psychological horror. The multilingual series is, in my view, best enjoyed without being dubbed, as the different characters and the language barriers between them are key elements in the story at several crucial junctures.
I was first attracted to 1899 because of its setting – both in time, at the end of the 19th Century, and on a boat making a transatlantic voyage. But what I found when I got started was one of the most unique and different television productions that I’ve seen in a long time. 1899 may not be to everyone’s taste, but I found it absolutely riveting all the way through.
Worst Television Series:
🏆 “Winner” 🏆 Obi-Wan Kenobi
After I’d enjoyed what The Book of Boba Fett brought to the table, I felt a pang of hope that Obi-Wan Kenobi might at least be passable. But it wasn’t to be, and the series was a horrible slog through the absolute worst kind of tacked-on story that used increasingly desperate nostalgia plays to try to recreate some of the magic that, frankly, Star Wars hasn’t had since the ’80s.
Say it with me, folks: it’s time for Star Wars to move on! The vast sandbox that is the Star Wars galaxy has trillions of inhabitants, millions of star systems, thousands of planets, and hundreds of factions and organisations – and tens of thousands of years of history that could explore any of them. For more than forty years, Star Wars has been laser-focused on the same handful of characters and the same tiny sliver of this wonderful setting, but it’s over. If Star Wars is to survive, something’s gotta change. Obi-Wan Kenobi proved that.
Best Television Series:
🥈 Runner-Up🥈 Halo
Halo wasn’t spectacular, but as the first real attempt to bring the long-running video game franchise into a new medium, it got a lot right. The story it told was a riff on the familiar story that fans will remember from the games, but there were important differences which not only kept the mystery going, but also gave genuine characterisation to the Master Chief.
In terms of cinematography, I liked the way that Halo incorporated some first-person sequences into its action-heavy moments. This could have easily felt like a gimmick, but the way it was done – and crucially, not overdone – made it feel like a throwback to the series’ source material while also mixing things up in the television space. Halo used a fairly standard format that would be familiar to anyone who’s seen a made-for-streaming television show in the past few years, with a slowly unfolding mystery, multiple storylines, and characters who grow and change over the course of the series. It wasn’t anything groundbreaking, and I certainly get the argument that it wasn’t as action-packed as some fans might’ve wanted. But it was, all in all, a decent bit of sci-fi.
🏆 Winner 🏆 The Lord of the Rings: The Rings of Power
The Rings of Power had a lot of work to do to impress me. It had to live up to the legacy of the trilogy of films from a few years ago. It had to show that it could go toe-to-toe with the likes of Game of Thrones, The Witcher, and other big-budget productions in the fantasy space. And, to be blunt, it had to justify its billion-dollar price tag.
Whether The Rings of Power managed to accomplish all of those goals in its first season is still arguably an open question. But it certainly laid the groundwork for what should be a television spectacular, and it was, on balance, probably the best show I’ve seen this year. When I was at a low ebb in the autumn and didn’t have the energy or headspace for watching many new things, The Rings of Power was the one show that I made time for. Sure, there were big battles and other CGI spectaculars, but there were also some genuinely wonderful performances that brought to life some incredible character-focused storytelling. I can’t wait for Season 2!
Best Web Series:
🥈 Runner-Up🥈 How To Cake It
After a hiatus of more than a year, YouTube show How To Cake It made a welcome return this year. This time, there’s less of a focus on the kind of attention-grabbing, visually spectacular cakes that look like rocket ships or Princess Elsa or a completely different food, and I think that’s actually been a positive thing! Host Yolanda Gampp has branched out, doing much more of a variety when it comes to baking. Some highlights include flavoured cookies, baklava, and even popcorn.
As often happens when a web series takes an extended break, recent episodes of How To Cake It haven’t been doing the same numbers as the series used to get. But I hope that, as time goes by, it will pick up some of those wayward viewers – and perhaps bring on board a whole host of new ones, too. This new version of How To Cake It seems to be making more down-to-earth recipes that you or I might feel brave enough to attempt, rather than showing off impressive designs that only a master baker could create. For me at least, that’s a great thing, and I hope to see much more from Yolanda and the team in the new year.
🏆 Winner 🏆 Anti-Chef
If How To Cake It shows a master at work, Anti-Chef – as the name suggests – is the complete opposite! The show is a lot of fun, and Jamie, the host, isn’t shy about sharing his failures in the kitchen as he works his way through some very complicated recipes. Though he’s not a total newbie any more, many of the techniques in the recipes he challenges himself to try are very advanced, and the personal, relatable style makes me feel like I’m right there in the kitchen.
I love a good cooking show, and as much fun as it can be to see an experienced chef at work, it can be even more entertaining to see an inexperienced home cook tackling some of these recipes. Anti-Chef has given me a lot of laughs this year – but also some cooking tips and inspiration, too.
The Worst of Star Trek:
🏆 “Winner” 🏆 Most of Picard Season 2
I thought long and hard about whether I wanted to call out Picard Season 2, but I think it’s earned a place on this list. The first episode of Season 2 was absolutely fantastic, and if the rest of the season had been anywhere close to that level, we’d be talking about Picard as the best show of the year. But unfortunately things took a pretty sharp nose-dive after the second episode of the season, with Picard and his crew wandering aimlessly for much of the season in a present-day setting that didn’t feel inspiring or enjoyable in the least.
By the time the action returned to the 25th Century in the second half of the season finale, the damage had been done, and despite Farewell pulling out a decent ending, this disconnected, disjointed, overly-long story has to go down as one of Star Trek’s big misses – perhaps even one of the biggest missteps in the franchise’s history. There were individual elements in most episodes that I can honestly say that I enjoyed… but Picard Season 2 overall feels like a massive disappointment.
Star Trek’s Biggest Surprises:
🥈 Runner-Up🥈 Kobayashi Star Trek: Prodigy
We ought to talk more about Prodigy here on the website – and I hope we will next year! But for now, the episode Kobayashi came out of nowhere in January to be one of the biggest surprises in the show’s first season. The Kobayashi Maru training programme famously tests would-be captains in a “no-win scenario,” and you wouldn’t think that premise would lead to such a genuinely heartwarming and wholesome episode – but as a longstanding fan, I really appreciated what Kobayashi brought to the table.
Without giving too much away, the Kobayashi Maru scenario plays out on the holodeck, and a cast of fan-favourite Star Trek characters all join in on the action. It’s a nostalgic treat – but it doesn’t overplay its hand, keeping a tight focus on the new characters introduced in Prodigy.
🏆 Winner 🏆 All Those Who Wander Star Trek: Strange New Worlds
Strange New Worlds had an incredible first season, showing off a varied, episodic approach in which it wasn’t shy about trying out many different genres. All Those Who Wander draws inspiration from the likes of The Thing and Alien to create a tense, claustrophobic sense of horror aboard a crashed starship.
It’s hard to say too much more without getting into spoiler territory – and of all the episodes in Season 1, All Those Who Wander has to be the most important to go into un-spoiled! Suffice to say that the episode takes the horror angle right up to the edge of my personal comfort zone, but never crosses that line. It’s an intense experience, and one that shows just how incredible Star Trek can be when it throws itself into another genre.
The Best of Star Trek:
🥈 Runner-Up🥈 Coming Home Star Trek: Discovery
Discovery’s fourth season plodded along, in places, and definitely teased us with mysterious factions and characters that ultimately turned out to be brand-new. But by the time the season finale rolled around, most of that was already settled. What we got was an incredibly emotional episode that saw Captain Burnham and the crew racing against time to reach an unknown, uncontacted alien race.
There were resolutions to disagreements between characters, several incredibly dramatic moments, and a storyline involving Admiral Vance at Federation HQ that showed off Starfleet and the Federation at their very best. Coming Home is, without a doubt, one of Discovery’s very best episodes.
🏆 Winner 🏆 A Quality of Mercy Star Trek: Strange New Worlds
Captain Pike gets a visit from “the Ghost of Christmas Yet To Come” in A Quality of Mercy – and the episode is incredible. In Discovery Season 2, when it became apparent that Captain Pike knew in advance that he was going to suffer a debilitating accident, an obvious question would be “why didn’t he try to prevent it?” And A Quality of Mercy takes that idea and runs with it.
In addition to a very emotional story involving Captain Pike – one that I, as a disabled person, found incredibly relatable – there’s also a wonderful callback to an episode of The Original Series, and moments for all of the main characters to get a chance to shine. Ethan Peck puts in a spectacular performance as Spock, and there was even time at the very end of the episode for one final twist as the curtain fell on one of the best seasons of Star Trek ever put to screen.
Best Animated Film:
🥈 Runner-Up🥈 Minions: The Rise of Gru
The Despicable Me franchise is usually good for some fun escapism, and so it proved again with The Rise of Gru. There isn’t anything completely groundbreaking here; you know how the titular Minions behave by now. But stepping back in time to a ’70s setting allowed for some fun jokes, and the over-the-top villains that Gru encountered were a ton of fun.
There was still heart and emotion in The Rise of Gru thanks to Gru’s relationship with the villainous Wild Knuckles, and that did enough to ground what was otherwise a pretty wacky adventure. There were plenty of references and callbacks to other franchises for nerds like us to enjoy, and on the whole, I had a good time with the film. I’m not in a desperate rush to re-watch it, but it was good fun for what it was.
🏆 Winner 🏆 Encanto
After several years in which Disney has focused on live-action adaptations and sequels, Encanto came along like a breath of fresh air! It’s one of the best Disney films of the current era without a doubt, with a deeply engrossing and frequently emotional story that has an uplifting message. And thanks to a wonderful soundtrack by the phenomenally talented Lin-Manuel Miranda, there are some incredible songs too!
A setting inspired by Colombia was also something different for a major Disney production, and the company has done well at diversifying the peoples and places it depicts in its major releases. But that would have been meaningless had Encanto not been such a wonderful, well-told story – and I’m so very pleased that it was.
Best Live-Action Film:
🥈 Runner-Up🥈 The Unbearable Weight of Massive Talent
With the caveat that I didn’t see that many films this year, The Unbearable Weight of Massive Talent is definitely up there as one of the better ones! I genuinely couldn’t believe that this film existed when I first heard of its premise – Nicolas Cage playing a fictionalised version of himself and going on a wacky adventure. But you know what? I’m very glad that it does!
The Unbearable Weight of Massive Talent could have ended up as a bargain-bin B-movie – or worse, it could’ve tried to take itself far too seriously. But instead it leans into a kind of self-deprecating humour as well as tropes of the action genre, coming across as light-hearted and just plain fun. Nicolas Cage is a good sport for taking part, and The Unbearable Weight of Massive Talent is definitely worth a watch if you haven’t seen it already.
🏆 Winner 🏆 All Quiet on the Western Front
Netflix’s reimagining of this classic German war film is absolutely brutal. If any film has ever come close to accurately depicting the true horrors of the First World War, this is it. The story follows a young conscript from Germany as he joins the army and is dispatched to the front line, and then jumps ahead to the closing days of the war.
Every version of All Quiet on the Western Front – and there have now been three adaptations of the original novel – have shown just how senseless and meaningless war can be, taking a very individualist, human look at warfare. This version hammers that home, and can be uncomfortable viewing. But it’s an incredibly powerful film – one that absolutely deserves to be in contention for some of the top awards.
The “I-didn’t-play-this-game-but-you-probably-should” Award:
🏆 Winner 🏆 Elden Ring
I wish I could say I was interested in Elden Ring… but I’m just not. The “difficult for the sake of it” style of gameplay that has come to be known as the “Souls-like” genre just isn’t my cup of tea, but by all accounts Elden Ring is one of the best examples of this type of game, and one of the best games of the year – if not the generation.
Taking the Dark Souls format into an expansive open-world setting, Elden Ring has won almost universal acclaim from critics and players alike, becoming one of the most talked-about releases of the year. For a single-player title in a gaming landscape increasingly dominated by the online multiplayer scene, I think that’s a fantastic thing, and even though Elden Ring isn’t for me, I still think it’s worth noting it as one of the most important releases of the year.
Best Browser Game:
🏆 Winner 🏆 Wordle
I wouldn’t usually dedicate much time to browser games on a list like this, but since I first played Wordle back in February or March, I don’t think I’ve missed a single day. The format is fun, with a single word each day to guess and only six chances to get it right. Wordle was snapped up by the New York Times and has since spawned dozens or perhaps even hundreds of clones – including variants that have multiple words to guess, and variants based on specific topics or franchises. There’s even a Star Trek-themed one!
Wordle blew up to become an internet phenomenon in 2022, and for a while it seemed like you couldn’t move for people showing off their Wordle results on social media. It’s become part of my daily routine – and my current streak is 77 wins in a row, going all the way back to the middle of October!
The “buggy piece of crap” Award:
🏆 “Winner” 🏆 Uncharted: Legacy of Thieves Collection (PC version)
The PC port of Uncharted: Legacy of Thieves Collection is the worst I’ve come across in recent years. I’d thought that the days of amateurish PC ports were finally over, but PlayStation Studios, Naughty Dog, and Iron Galaxy Studios showed me that I was wrong about that. In short, Uncharted is incredibly poorly-optimised for PC, with a piss-poor frame rate and weird visual and texture bugs that were incredibly offputting. The screenshot above shows off one such glitch.
It’s such a shame because the Uncharted series has always been a blast. The Indiana Jones-inspired games still feel like something different in the action-adventure space, even with the likes of Tomb Raider being reimagined for a new generation. The stories present here are great – but if I have to spend as much time battling bugs as I do enemies, I’m going to have a bad time. Other PlayStation titles – like Spider-Man and God of War – don’t have these issues, so I don’t understand how Uncharted: Legacy of Thieves Collection managed to launch on PC in such a bad state.
Best Expansion Pack/DLC:
🏆 Winner 🏆 Mario Kart 8 Deluxe – Booster Course Pass
The Booster Course Pass has given Mario Kart 8 Deluxe a new lease on life – even if it’s not as transformative as a new entry in the series would’ve been. I was disappointed as the year went by and it became clear that there would be no Mario Kart 9, but the Booster Course Pass has definitely convinced me to dust off my Nintendo Switch and pick up Mario Kart 8 Deluxe again.
The “wave” approach to the DLC has been fun, too, keeping the game feeling fresher for longer when compared to dumping all 48 new racetracks at once. Don’t get me wrong, the longevity of Mario Kart 8 Deluxe is still an issue, and I now have the additional concern that there will be fewer racetracks left to adapt whenever Mario Kart 9 eventually comes along. But in the short-term, the Booster Course Pass is proving to be great fun.
Game of the Year:
🥈 Runner-Up🥈 Stray
Stray is absolutely adorable: a game in which you get to play as a kitty cat! I was sold on that premise alone, but what I found when I got stuck in was a genuinely enjoyable, well-paced, well-structured indie title. Stray has great graphics, with the movement of the main cat character in particular being incredibly realistic. There’s some wonderful art design in both the environments and the robotic non-player characters, too.
Stray is further proof that there’s plenty of life in the narrative, linear, single-player space, and that not every game needs to be forced into the open-world mould. But at the same time, it’s something very different. Not only is the idea of playing as an animal unique, but the game’s slow pace and focus on peaceful interaction with the environment instead of combat and quick-time events all make for a relaxing, yet deeply engrossing experience.
🏆 Winner 🏆 Disney Dreamlight Valley
If you’d told me a few months ago that my favourite game of 2022 would be an early access Disney title, I wouldn’t have believed it! But I’ve sunk well over 150 hours into Disney Dreamlight Valley since its launch at the end of August, and I’ve been having an incredible time. The game basically took all of my criticisms of Animal Crossing: New Horizons and fixed them, then threw in dozens of new features I didn’t even know I wanted – and some fun Disney-centric stories with a diverse cast of characters for good measure.
Disney Dreamlight Valley is so much fun and has so much to offer, even in this early access form, that it’s hard to know where to begin. There’s an interesting main quest, dozens of character-focused missions, the kind of home-building and design gameplay that players loved about titles like The Sims, and all of the fun of living another life in a fantasy land as you’d expect from an Animal Crossing game. There’s so much to love about Disney Dreamlight Valley, and I’m happy to crown it my favourite game of the year.
So that’s it!
At the first Academy Awards in 1929, Joseph Farnham receives his award from Douglas Fairbanks. Image Credit: oscars.org
We’ve dished out awards to some of my favourite entertainment experiences of the year. The countdown is on to 2023 – there are just hours left until the sun will rise on a whole new year! Stay tuned in the days ahead because I plan to take a look at some of the things I’m most looking forward to between now and Christmas. Is that the earliest you’ve seen someone mention Christmas 2023?
I hope that this was a bit of fun. There were plenty of enjoyable films, television shows, and video games this year – despite the delays that still hang over the entertainment industry. Though I wouldn’t say that 2022 is likely to go down in history as one of the best-ever years for entertainment, I think we still got a wide variety of experiences, many of which were enjoyable.
So I suppose all that’s left to say is this: Happy New Year! Whatever you plan to do, I hope you have a wonderful time!
See you next year!
All titles listed above are the copyright of their respective owner, company, studio, broadcaster, developer, distributor, publisher, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Check out reviews or articles featuring some of the films, games, and TV shows mentioned on this list by clicking or tapping the links below:
Important: All prices listed below were correct at time of publication. All of these holiday sales end around New Year; prices will no longer be accurate after that point. All prices listed below in GBP; prices and discounts may vary by region.
In 2019, one of the very first pieces that I put together for the website was a list of some of the best holiday sale deals for PC gamers – and with it being the most wonderful time of year once again, it’s time for a new list! All of these games are titles that I personally enjoyed – or that have excellent reviews and write-ups – and that I reckon are good value at their discounted price.
There are two absolutely amazing things about gaming on PC: firstly, it’s possible to pick up old and even out-of-print games from years past, and secondly, massive sales like these! There are usually two big sales times on PC – in the summer and around the holidays. Smaller sales come and go at different times of the year, too, so unless a new game is something you simply cannot wait for, it can absolutely be worth saving your pennies until one of the big sales rolls around! A PC may be more expensive to get started with (and take it from someone who built their own PC this year, some components can be very pricey!) but sales like these more than make up for it, in my view.
I built my own PC this year for the first time!
I’ll be looking mostly at Steam, Epic Games, and GOG on this occasion, though there are other digital shops on PC that may also be having holiday sales. Not every game is the same price on every digital shop, so it can absolutely be worth shopping around to get the best deals. Remember that these sales don’t last long – some deals will be gone before New Year. So be sure to act fast if you see something you’re interested in!
For less than the price of a coffee, XCOM 2 feels like an absolute steal! A turn-based strategy game about humanity’s attempt to fend off an alien invasion, XCOM 2 has an old-school feel in a gaming landscape dominated by fast-paced shooters and MMOs – and for a certain type of player, that’s just what the doctor ordered! I used to say that I prefer real-time strategy games to turn-based ones, but in recent years I’ve definitely come to appreciate titles like XCOM 2.
Deal #2: Elden Ring Steam: 30% discount, £34.99
For a game that was released earlier this year, and that recently won “game of the year” at The Game Awards, a 30% discount seems pretty good for Elden Ring! A “souls-like” game like this is absolutely not something I’m interested in, but I can appreciate the skill that went into crafting Elden Ring even if I have no plans to play it myself any time soon! Widely considered to be one of the best games of the year and one of the best open-world titles of the last few years, Elden Ring could be your thing – even if it isn’t mine!
Deal #3: Star Trek: Hidden Evil GOG: 25% discount, £6.29
Hidden Evil isn’t the best adventure game you’ll ever play, and it’s probably fair to say it isn’t the best Star Trek game ever created, either. But it’s a game I remember with a degree of fondness from the late 1990s, and its story is definitely strong, fun, and very Star Trek-y! Set shortly after the events of Insurrection, players take on the role of a human character who was raised by Vulcans (sound familiar?) as they serve aboard the Enterprise-E and unravel a mystery. Patrick Stewart and Brent Spiner lend their voices to the roles of Picard and Data respectively.
Deal #4: Red Dead Redemption II Steam & Epic Games: 67% discount, £18.14
Red Dead Redemption II is a masterpiece, a game that shows just how incredible interactive entertainment can truly be. It is, without a doubt, one of the best games I’ve ever played, and its story is dark, bleak, and deeply emotional in places. Red Dead Redemption II is set in a wonderfully crafted open world that recreates the look and feel of the United States at the end of the 19th Century. Gameplay takes place from a third-person perspective, but the addition of the “dead-eye” slow-mo targeting mechanic makes its signature quick-draw shooting feel like something different. An incredibly easy game to recommend – especially at a steep discount.
Deal #5: Lego Star Wars: The Skywalker Saga Steam & Epic Games: 50% discount, £19.99
Lego Star Wars: The Skywalker Saga doesn’t actually do anything new. If you’ve played a Lego game on any platform at any time in the past fifteen or so years, you know the formula by now: this is a light-hearted Lego take on a familiar story. Lego Star Wars: The Skywalker Saga polishes that familiar gameplay style, throws in plenty of humour, and makes the graphics look shinier than ever. Right now, this is the definitive Lego Star Wars experience!
Deal #6: The Saboteur GOG: 75% discount, £4.39
A stealth-action game set in World War II, The Saboteur’s unique selling point was its “black-and-white turns to colour” gameplay mechanic. In short, as players moved through the game and liberated different sections of Paris, the game’s monochrome aesthetic would give way to full colour. It was a gimmick, perhaps, but underneath that hides a genuinely fun stealth game and a decent recreation of World War II-era Paris.
Six years on from its release, Civilization VI has racked up a number of expansion packs and additions that take the total price of the game to well over £100. It’s a bit much to pay that all at once in my view, so picking up this turn-based strategy game while it’s on sale makes a lot of sense. Civilization VI was one of my most-played games of the last few years, with its digital board game style being incredibly engaging! I’ve had fun learning the ins and outs of the different expansions and rule changes as they’ve been released, and when no two matches are the same, it really is a blast.
Of all the Star Wars games released in the last few years, Squadrons is probably the most niche. But if you’ve ever wanted to really feel like you’re in the cockpit of a starfighter in a galaxy far, far away… there’s literally nothing quite like it. A solid single-player campaign is let down by a multiplayer scene that never really saw huge numbers of players, but there’s plenty of replayability in Squadrons nevertheless. This is the game we dreamed we were playing in the ’90s when we picked up the likes of TIE Fighter and Rogue Squadron!
I actually felt that Legendary Edition was a bit of a let-down; a remaster that didn’t do as much to the Mass Effect trilogy as I’d have liked to see. But for anyone who has never played this amazing trio of games, Legendary Edition is by far the best and easiest route into the Mass Effect universe. Forget my gripes with the way the remaster was handled – the Mass Effect trilogy is one of the best sci-fi stories I’ve ever experienced. At such a steep discount, there’s no excuse not to get started with this single-player adventure. I have a full review of Legendary Edition which you can find by clicking or tapping here.
Deal #10: Forza Horizon 4 Steam: 67% discount, £18.14
The Forza Horizon games are incredibly accessible and fun arcade-style racing games, and both Forza Horizon 4 and Forza Horizon 5 in particular are fantastic! With Forza Horizon 4 on offer with a bigger discount, that’s the title I’m picking for this list, and there’s so much to see and do in the game’s open-world racing festival – and more than 700 cars to race in – I’m pretty sure that you won’t get bored any time soon! Also the game’s open-world map is loosely based on the UK, which is neat!
Deal #11: Disney Dreamlight Valley Steam & Epic Games: 25% discount, £17.84
Disney Dreamlight Valley comes with the major caveat that the game is still in early access – and that it will be free-to-play at some point in the future. But for anyone who likes Disney or casual life-sim games like Animal Crossing, Disney Dreamlight Valley is a must-play. It’s my favourite game of 2022 and I’ve sunk over 100 hours into it since it launched. Two major updates have already dropped, adding new characters and quests, and there’s lots more to come before the game leaves early access. Check out my full early access review by clicking or tapping here!
Control is a tense and exciting single-player action game set in a seemingly-abandoned government facility. It’s full of twists and turns, and despite its seemingly simplistic “office block” environment, once you get stuck into the story things get pretty wild pretty quickly! Control has one of the best and most mind-bending sequences that I’ve played through in any game over the past few years as it reaches its climax, but all the while the story of a woman looking for her long-lost brother keeps the story emotionally grounded. I’ve been meaning to go back and re-play Control… so maybe I will in the new year!
Deal #13: Banished Steam: 66% discount, £5.09
Banished is an incredibly fun town-building game, and one that I’ve sunk literally hundreds of hours into since its 2014 release. It’s deceptively simple, as managing your town, resources, and population isn’t as easy as it looks! Balancing all of the different things that the townsfolk need to stay warm, fed, and healthy is a challenge – but a truly entertaining one. It’s still amazing to me to know that Banished was created by just one person! I have a more detailed write-up of the game that you can find by clicking or tapping here.
Kena: Bridge of Spirits was my pick for 2021’s game of the year. It’s visually stunning, with an adorable cast of characters and some fun, surprisingly old-school adventure and 3D platforming gameplay. The titular Kena has a handful of abilities thanks to her magical staff, and each new skill that she learns makes a massive impact on the next section of the game. For a new studio’s debut release, Kena: Bridge of Spirits is absolutely fantastic. Check out my full review of the game by clicking or tapping here.
Deal #15: Sonic Frontiers Steam: 30% discount, £34.99
Sonic Frontiers was released less than two months ago, so its 30% discount feels generous considering the game’s positive reception by Sonic fans. There’s always been a question-mark for me over how well Sonic’s signature ability of incredibly fast movement can work in a fully 3D setting. In 2D platformers this was fantastic, but 3D Sonic titles haven’t always figured out a way to make it work. By all accounts, Sonic Frontiers gets it right – and is chock-full of callbacks and references to the franchise’s past.
Deal #16: Two Point Hospital and Two Point Campus Steam: 46% discount, £32.52
Steam is offering both of these critically-acclaimed “tycoon” games as a package deal, and honestly it’s a pretty good offer! There seemed to be a time when the tycoon genre was disappearing, but games like Two Point Hospital came along and revitalised it! Two Point Hospital feels like a spiritual successor to the much-loved Theme Hospital from the 1990s, and Two Point Campus is in a similar vein but, unsurprisingly, with a university instead of a hospital!
The Mafia trilogy was remade from the ground up over the past couple of years, and the entire trilogy is now available for purchase. Open-world crime games inspired by the likes of the Grand Theft Auto series, Mafia puts a new spin on the concept by focusing heavily on the mob and by stepping back in time. Some great storytelling, fun characters, and enjoyable action gameplay awaits!
With Skyrim having long since worn out its welcome and The Elder Scrolls VI still years away, going back to re-play Oblivion might just scratch that fantasy role-playing itch for some of you! And there’s a whole generation of players who’ve grown up since Oblivion made its debut back in 2006 and who missed out on playing it first time around. Many of the elements that players love about Skyrim are on full display here – though some are a little less refined. But Oblivion has some wonderful stories and side-quests, and is well worth picking up at such a steep discount.
Deal #19: Shenmue I & II Steam: 80% discount, £4.99
I can never quite manage to properly explain just how utterly revolutionary Shenmue felt when I played it on the Dreamcast in the year 2000. A realistic modern-day setting, an intense murder mystery, fascinating characters… Shenmue was the first game I ever played that felt truly cinematic, as if its story could play out on the big screen. It’s a slow-paced game in some ways, with long periods of exploration and dialogue in between fast-paced quick-time events and combat encounters. But it’s one of my favourite titles of all-time!
Deal #20: Call of Duty: WWII Steam: 67% discount, £14.84
I’m not much of a multiplayer gamer, so I’m looking at Call of Duty: WWII for its single-player campaign. A relatively short but well-crafted affair, I think it’s worth it when the game goes on sale. Unfortunately the Call of Duty franchise has largely abandoned single-player in favour of multiplayer deathmatches, but WWII’s campaign shows that the developers can still create fun and engaging stories. Modern and near-future settings are currently in vogue for first-person shooters, so WWII feels like something a little different for players burnt out on those kinds of titles.
So that’s it!
I tried to pick a range of different titles, some of which may be more popular than others. I also tried to branch out a little beyond my usual games and genres to cast a wider net. There are plenty of fantastic games out there that, for one reason or another, just aren’t “my thing,” but I can still appreciate the work that went into them and that, for folks who like those styles of games, they’ll be great fun!
But at the same time, it’s nice to pull out some old and new favourites and show them off! When these sales roll around, it’s absolutely wonderful to think that someone is going to pick up one of these games and experience a fantastic story for the very first time. PC as a platform and its digital shops like Steam, Epic Games, and especially GOG are doing a great job at keeping older games alive – and that’s a wonderfully positive thing.
If money’s a bit tight right now, don’t panic! There will almost certainly be more big sales in the summer – if not before! I hope I’ve given you some inspiration for games to pick up, or at least that you had fun geeking out about some of these titles with me!
All titles listed above are the copyright of their respective studio, developer, and/or publisher. Some screenshots and promotional artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
It’s official: I’ve given up on seeing Mario Kart 9 any time soon. That game most likely won’t arrive until the Nintendo Switch’s successor console is released, which is a shame if you ask me! 2022 has been the Mario Kart series’ thirtieth anniversary, and with Mario Kart 8 Deluxe being just an extended port of a Wii U game released back in 2014, I felt that the time was right for a brand-new entry in the series. But Nintendo disagreed, and instead what we’ve had this year has been the Booster Course Pass – downloadable content for Mario Kart 8 Deluxe that’s slowly adding extra tracks to the game in “waves” of eight at a time.
Let’s set Mario Kart 9 and its associated disappointment to one side for now and focus on the Booster Course Pass. For the money, I reckon the Booster Course Pass is pretty good value – or at least it will be when all of the tracks are ready! Only half of the new racetracks have been released at time of writing, so your mileage may vary on how much value for money you think you’re getting!
As I said when I reviewed the Booster Course Pass, several of my favourites from past editions of the series have already been added. Racetracks like Kalimari Desert, from the Nintendo 64, and Coconut Mall, from the Wii, have been included in the Booster Course Pass already, and would likely have made a list like this if I’d made it a few months ago! But there are still plenty of racetracks from past iterations of Mario Kart that I’d love to see updated – so that’s what we’re going to look at today!
I’ve tried to pick tracks from different entries in the series, some of which I’m more familiar with than others. I haven’t invented any brand-new racetracks this time around; these are all tracks that have appeared in one or more Mario Kart titles. For obvious reasons, I haven’t picked any tracks that are already part of Mario Kart 8 Deluxe or the Booster Course Pass! And as always, my usual caveats apply: I have no “insider information,” and I’m not trying to claim that any of these racetracks will be part of the Booster Course Pass in future. Finally, all of this is just the subjective take of one person! If I don’t include your favourite racetrack, or include a track you absolutely hate, that’s just the way it goes!
With all of that out of the way, let’s begin!
Trekking Cup:
Racetrack #1: SNES Bowser Castle 2
We’ll start by going all the way back to the Super Nintendo! Super Mario Kart may seem rather basic by today’s standards, but it’s where the series began – and it was one of my most-played games of the mid-90s! There were three Bowser Castle tracks, all of which used the same basic aesthetic, and on this occasion we’re going to pick Bowser Castle 2, from the Flower Cup.
Bowser Castle 2 has the infamous “STOP” sign if players take a wrong turn, and that could be something fun as relatively few Mario Kart tracks have anything quite like it; a dead-end path that leads to nothing but lava! The track also splits into two roughly equal paths at one point, and has several hops over the lava. As we’ve seen with other older racetracks, Bowser Castle 2 could be adapted to incorporate anti-gravity or gliding sections.
Racetrack #2: Tour Singapore Speedway
One of the surprise hits for me from the first three waves of the Booster Course Pass has been the inclusion of real-world cities. I talked extensively about New York Minute in my review of the Booster Course Pass as I think it’s one of the best racetracks in the game, but I’ve also really enjoyed what Mario Kart has done with Tokyo, Paris, Berlin, Sydney, and London. At time of writing there aren’t many more Tour-exclusive tracks that could be added to Mario Kart 8 Deluxe, so I’m picking Singapore Speedway this time.
Singapore would join Tokyo and Sydney to represent another non-European city, and while I’d love to see many more real-world cities represented as I feel it’s a fun concept, of the cities that Nintendo has chosen to adapt so far, Singapore feels the most interesting. As the world’s only real city-state, Singapore is a unique place – and I’m sure it’ll be fun to race through!
Racetrack #3: N64 Frappe Snowland
I like the music that accompanies this winter-themed track, and I think it would be fun to see it updated. Out of 72 racetracks in the game (at time of writing) only five are winter- or ice-themed (six if you include the winter variant of the Animal Crossing track). So there’s definitely room for another snowy, wintertime track in Mario Kart 8 Deluxe.
As happened with Kalimari Desert when it was added to the Booster Course Pass, there’s scope to reimagine parts of Frappe Snowland, updating them for the Switch. The jump could be replaced by a glider ramp, an anti-gravity hill could be added, and the final part of the lap, with towering walls of snow, could become narrower or even change shape with each lap.
Racetrack #4: Wii Moonview Highway
One of the few Wii tracks not to have been ported to another game, Moonview Highway is notorious for its difficulty. Some fans consider Moonview Highway to be one of the hardest tracks in the entire Mario Kart series – so perhaps some adaptations would need to be made to mitigate this before it could join Mario Kart 8 Deluxe!
Moving traffic is always a difficult obstacle in a racetrack, and has proven tricky going all the way back to Toad’s Turnpike on the Nintendo 64. But as annoying as they can be, moving vehicles keep players on their toes and ensure that every lap – and indeed every race – feels different. I also really like the theming of Moonview Highway; the night time setting, the rising moon, and the combination of city and forest sections make it a visually interesting and distinct racetrack.
Dennis Cup:
Racetrack #1: 3DS Shy Guy Bazaar
There are plenty of desert levels in the Mario Kart series (and several already in Mario Kart 8 Deluxe) but for me, Shy Guy Bazaar has always been a little different. It picks up a vaguely Arabian-inspired theme, with some of the buildings and the main marketplace using that aesthetic. Most other desert tracks in the Mario Kart series take place across dunes or ruins, so having one set in the marketplace of a living town definitely makes Shy Guy Bazaar unique.
I have very fond memories of Mario Kart 7. When the game was released, I was working in a large office in a big city, and I had several colleagues with whom I’d play the game using the 3DS’ download play feature. It was great fun to take part in some very competitive races! Shy Guy Bazaar may not be Mario Kart 7′s best-remembered racetrack – but that’s just another reason to bring it back!
Racetrack #2: Arcade GP Diamond City
Now we’re heading into some real uncharted territory! Beginning in 2005, Nintendo created a series of arcade machines based on the Mario Kart series, each of which featured a handful of new and unique racetracks. At time of writing, none of these tracks have made it to a home console, remaining arcade exclusives. That means relatively few players have had the chance to try any of these racetracks – and I can’t be the only one who thinks it’s high time to change that!
Diamond City has a fun look – at least based on what I’ve seen of it. A Wario-themed near-future city with some Japanese elements, the racetrack is at least superficially different from others set in big cities. The layout is more than just a simplistic oval, with a tight turn at the beginning, and there are plenty of places where anti-gravity, gliding, or even underwater sections could be included.
Racetrack #3: N64 Unfinished Town
If you thought we were getting into some weird territory with the arcade version of Mario Kart, you ain’t seen nothin’ yet! This racetrack was seemingly abandoned during development on Mario Kart 64, never making it into the final game. However, thanks to the tireless work of modders and data-miners, the track’s existence was confirmed, and a playable version has even been recreated from files that were uncovered.
The racetrack known simply as “Town” is actually pretty basic from what I can tell, following a fairly straightforward route through a generic town setting. Had work on the track continued, perhaps more theming would have been added! The concept remains interesting, though, and as a slice of Mario Kart history, I think it would be incredible to finally allow this unfinished track to see the light of day in an official release.
Racetrack #4: GCN Rainbow Road
In true Mario Kart style, we finish with Rainbow Road! The version from Mario Kart: Double Dash has yet to be remade, and I think it would be great to bring it back here. Like other Rainbow Roads it’s a difficult racetrack, but one whose verticality could lead to a truly excellent reworking that would really showcase Mario Kart 8′s anti-gravity feature in particular.
There are already four Rainbow Roads in Mario Kart 8 Deluxe – so what’s one more? The tracks are all different enough from one another to be distinct, so there’s no harm in including this version of Rainbow Road. With only four tracks from Double Dash in Mario Kart 8 Deluxe at time of writing, bringing back another from the GameCube era would be no bad thing, too.
So that’s it!
I think we’ve picked some different racetracks that would make for fun and exciting additions to the Booster Course Pass – although I’d be happier, in many ways, if they’d be part of a brand-new game instead! But in lieu of Mario Kart 9, the Booster Course Pass is definitely filling a gap, and has convinced me to pick up Mario Kart 8 Deluxe all over again. I suppose in that sense it’s achieved its aim!
This time, I tried to pick racetracks that haven’t gotten as much attention, or that haven’t been remastered or made many appearances outside of the games in which they originally appeared. I’d be happy to see any of these tracks return to the Mario Kart series – and if none of them make it into the Booster Course Pass then maybe they’ll crop up in a future title!
I’ve been having a good time with Wave 3 of the Booster Course Pass. The track Merry Mountain in particular is just what I want to see at this time of year, and it’s been a blast racing through that Christmassy village! London – the place where I was born! – also features in Wave 3 as one of the more interesting (and longest) city tracks shown off so far, and it’s been a blast to replay racetracks like Maple Treeway too.
So I hope this was a bit of fun; some fantasy racetrack additions from a long-time Mario Kart fan. I certainly had a good time going back to replay some of these tracks or just looking at gameplay videos. What better way to celebrate Mario Kart’s thirtieth anniversary?
Mario Kart 8 Deluxe and the Booster Course Pass are out now for Nintendo Switch. The Booster Course Pass will add more racetracks in three “waves” across 2023. The Mario Kart series – including all titles discussed above – is the copyright of Nintendo. Some screenshots courtesy of the Super Mario Wiki. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: Although there are no major plot spoilers for Cyberpunk 2077, minor spoilers may be present for some of the game’s missions.
Thanks to a combination of a sale and a rather generous £10 voucher courtesy of the Epic Games Store, I was able to buy Cyberpunk 2077 for just £15 – that’s about $17 or $18 for my friends in the United States. For that price, it’s actually pretty easy to recommend CD Projekt Red’s role-playing shooter, despite the game’s reputation and its shockingly bad launch two years ago.
By the time I got around to fully playing through Cyberpunk 2077 earlier this year, most of the game’s most egregious bugs, graphical issues, and other glitches had been fixed, at least on PC (which is the platform I played on). So from that point of view, I think I got the best possible Cyberpunk 2077 experience – and certainly a far, far better experience than the poor souls who picked up the game on launch day for PlayStation 4 or Xbox One consoles! Although I did encounter a handful of bugs during my 60-hour playthrough, none were what I’d call game-breaking, and as of late 2022, the PC version of Cyberpunk 2077 is probably comparable with the likes of the launch versions of Skyrim or Fallout 4 in terms of bugs and glitches – a low bar, perhaps, but one the game is finally on the cusp of clearing.
Johnny Silverhand.
As I’ve said before on more than one occasion: Cyberpunk 2077 was released far too early in an unfinished state. It took well over a year of additional development time to knock the game into shape – and that work is still ongoing at time of writing, especially for the console versions. The “release now, fix later” business model that we’ve talked about at length here on the website really screwed Cyberpunk 2077 – and the fact that CD Projekt Red lied about the game’s condition in the weeks leading up to its launch is not something players will ever forget.
But for me, Cyberpunk 2077 doesn’t disappoint because of its bugs, glitches, and graphical issues. By the time I got stuck into the campaign, most of those – and certainly the worst and most obvious ones – had been patched. In fact, I’d argue that the bugs and glitches became a distraction that arguably shielded the game from what I consider to be its real flaw: it’s just not that good.
One of the many bugs that plagued Cyberpunk 2077.
I realise that’s a horribly subjective statement, so let me try to qualify. Cyberpunk 2077 has a genuinely interesting and entertaining story. It has fun characters with some great voice acting, a world that feels dense and lived-in, and an interesting visual style that blends a kind of ’80s retrofuturism with East Asian influences and then sets it all against the backdrop of a dark corporate dystopia. As a narrative experience, Cyberpunk 2077 was genuinely enjoyable for me, and I found myself getting stuck into its story.
But in terms of the mechanics of its gameplay, Cyberpunk 2077 is sorely lacking. Far from being the genre-redefining epic that CD Projekt Red’s out-of-control marketing seemed to be promising, the game is comprised entirely of systems and mechanics that have been done before – and in many cases, done far, far better – by other titles.
An atmospheric view.
Compare Cyberpunk 2077 to Fallout 4 and it comes up short. Heck, compare it to Fallout 3 and, at least in terms of quests and characters, it feels much the lesser title. For a game that seemed to be promising the moon, Cyberpunk 2077 didn’t even make it to the launch pad. On a good day, it’s an above-average role-playing shooter… but that’s it. It’s never going to be anything more than that – because it never tried to be.
Let’s start with the game’s mandatory first-person perspective. Many games are first-person only, and it’s a creative choice that I respect. But in practical terms, what that decision has meant is that Cyberpunk 2077′s character creator – which is one of the game’s better elements – is basically useless. It’s only right at the very end of the game, literally in one of the final missions, where it’s even possible to see the player character for any length of time.
This was “my” V. Not that I ever got to see her face…
This feels like such a waste because of how good the in-game character creator actually is. There are so many options to customise every aspect of a character’s appearance – but then Cyberpunk 2077 makes it so that even cut-scenes are from a first-person point-of-view, rendering all of that work essentially pointless for the bulk of the game.
Sticking with the player character’s appearance, we have costumes, outfits, and armour. Once again, the first-person perspective is limiting, meaning that players can only really see their outfit in the pause menu, but that’s not the worst of it in this case. Because Cyberpunk 2077 employs a very outdated sliding scale for its items, including clothing and armour, as the player character levels up, there’s a constant need to change clothing to get better armour stats.
Cyberpunk 2077 has a great character creator; one of the best around.
Failing to improve your armour – which is basically done by throwing together the most random and mismatched outfits – can lead to being instantly killed in some missions or when facing off against particularly difficult enemies. During my entire playthrough I don’t think I stuck with the same outfit for more than a few minutes; I was constantly searching the bodies of defeated enemies and picking up the pieces with the best armour stats and just throwing them on.
This renders the in-game clothing shops pretty impotent, and while it’s possible, I suppose, to keep going back to the same shop and buying better versions of the same pieces of clothing if you were really attached to a specific look, doing so is pretty pointless when you consider that you hardly see the outfit anyway. With outfits and costumes being so random, a pretty big part of the role-playing side of the game felt like it disappeared, at least for me.
An in-game clothes vendor.
I love being able to customise my character and choose how they look, but the way Cyberpunk 2077 handles this feels like it’s straight out of a role-playing game from 2000, not 2020, leading to much less of an immersive experience. Throwing together a random, mismatched outfit just to get the best stats feels very video-gamey and breaks the immersion of the role-playing experience.
Sticking with the theme of outdated game mechanics, Cyberpunk 2077 was a surprisingly linear experience for a game that bills itself as “open-world.” In my 60+ hours with the game, I completed 90% of the available missions and side-quests, as well as the main story – and most of the missions and questlines don’t offer much by way of replayability. There are no factions to join, as there are in other open-world games like Skyrim, for instance, and once the player character is sufficiently leveled up, all the game’s missions are available to play.
A list of completed missions.
Although there are different basic play styles – utilising stealth, hacking and tech powers, and weapons in different combinations and to different extents – the missions themselves are linear, with one beginning and one end point. The final act of the game offers a branching storyline, leading to four potential final missions and four different epilogues. But again, each of these missions are pretty linear once they get going, and any player who’s paid attention to more than a handful of side-missions will be able to experience all of them; Cyberpunk 2077 even has a mandatory save point before kicking off the final act, making it easy to go back and try out each of the different endings.
Story missions in Cyberpunk 2077 are fun and engrossing, and the characters feel real and well-rounded, with their own lives and motivations. This gives the game a boost, and even while playing through some bog-standard gameplay, the story was decent enough to elevate Cyberpunk 2077 to something a tad more entertaining. But the same can’t be said for all of the side-missions.
Most of the game’s main characters are fantastic.
Practically all of Cyberpunk 2077′s side-quests follow the exact same formula: go to a location marked on the map, defeat either one overpowered enemy or a handful of normal ones, and receive a check mark on the quest list. The stories that set up some of these missions feel like they have the potential to be interesting on the surface, but when the way that’s communicated to the player is through in-game text messages that are easy to skim or just skip altogether, it makes a mission structure that’s already pretty flimsy feel downright disappointing.
These missions are your typical open-world busywork; padding to give Cyberpunk 2077 a boost to what would otherwise be a pretty meagre runtime for a game of this type. There are a few side-missions that, thanks to some creative voice acting or a particularly interesting premise, manage to feel a little more exciting or entertaining, but even these are pretty basic in terms of what there is to do. If the quest isn’t to kill a specific enemy or clear out an area, it’s basically “go to location, press button to interact with an item, the end.”
One of the game’s side-missions.
Because enemies don’t level up with the player character, many of these missions – despite being nominally “available” to play as soon as the prologue is complete – result in immediate death, even on the lowest difficulty setting. It was incredibly frustrating to stumble upon a side-mission – which in-game text seemed to suggest was urgent – only to die over and over again in a single hit.
Cyberpunk 2077′s open world feels lived-in, so the fact that these scripted missions could be ignored for weeks and weeks’ worth of in-game time sticks out like a sore thumb and further damages the sense of immersion. If I’m told that a dangerous killer is on the rampage right now, my first thought shouldn’t be “oh well, I’ll leave them to it for a fortnight while I do other things and level up; they’ll still be here when I get back.” That’s just so… video-gamey.
An example of an impossible side-mission.
One of Cyberpunk 2077′s selling points before its launch was the different “life paths” that players could start from. Three options were available, with players able to choose what amounted to their character’s “origin story.” However, having toyed with all three, the impact they had on the game itself was minimal. A short prologue was different for each life path, but once that was over, the main game played out in identical fashion. There were a handful of different dialogue options, and one unique “mission” – which, as above, was something incredibly basic. But that was it.
In a role-playing game, I can’t excuse that. The point of offering a choice like this is to give players a fundamentally different experience; a reason to return to Cyberpunk 2077 and do things differently next time. But as with other aspects of the game, this was incredibly short and incredibly linear, offering the appearance of a choice while providing what amounts to the bare minimum.
The much-vaunted “life paths” were basically meaningless.
One other point where a false choice was presented really came to bug me. At the start of the game (after the prologue, at least) V has their own apartment. And this apartment had very limited customisation options, but there were a couple of aesthetic choices that players can make to mix it up. But throughout the game’s open world, other apartments are available to purchase, and V can then use them to rest, store weapons and items, and so on.
But there’s no way to make these properties V’s home. None of them can be customised at all, which is bad enough, but at several points in the game, V will be forced to return to their default, beginning-of-the-game apartment in order to do things in the story or side-missions. It’s as if the game is incapable of recognising that players might want V to move to a nicer part of town (or a more central location). There’s really no reason why it shouldn’t be possible to choose which apartment to make V’s primary residence. Again, this just feels like a break in the immersion and a let-down.
One of the apartments that can be purchased.
So to me, that’s where Cyberpunk 2077 falls short. It fails to live up to the hype in a massive way, and players who were initially disappointed by the game’s awful condition at launch have found, when the dust has settled, a game that simply doesn’t do what they had been expecting. The bugs, glitches, and other problems that Cyberpunk 2077 had may have actually covered up some of these problems, drawing flak away from the real disappointment – the gameplay itself.
I’ve played far better open-world games, far better shooters, and far better role-playing games than Cyberpunk 2077. Games from literally twenty years ago, like Morrowind, or almost a decade ago, like Grand Theft Auto V, brought to the table many of the same elements that Cyberpunk 2077 tries to use – and despite being so late to the party and having seen what other titles in the same space can do, Cyberpunk 2077 doesn’t improve on them in any meaningful way. In some ways, some of Cyberpunk 2077′s in-game mechanics are actually worse than other titles in these genres.
Shooting and combat in Cyberpunk 2077 are nothing special.
Where Cyberpunk 2077 finds a redeeming feature is its main story. The stories of V, Johnny Silverhand, Jackie, and the intrigue at the Arasaka Corporation are genuinely fantastic, and the scripting and voice acting that brought it all to life were fabulous. But even here, Cyberpunk 2077 falls short – literally, because the main quest itself is a relatively short affair. I reckon the main quest might’ve taken me about 18 hours, all told, spread across a prologue and two main “acts.” Distracting myself with side-missions took up the rest of my time.
The main quest also has a rather abrupt feel at points. Without getting into spoiler territory, there are a couple of points toward the middle and end of the game where it feels as if something has been cut out – or more likely, something should have been added – to give a bit more detail to the events that were unfolding. The story itself was fantastic – but on these occasions, the way in which it unfolded just felt rather brief.
The Arasaka Corporation was a big part of the game’s main story.
As I said before Cyberpunk 2077 was even launched: this was a game that was massively and catastrophically over-hyped. By promising what seemed to be a once-in-a-lifetime, genre-busting experience, CD Projekt Red spectacularly – and stupidly – overplayed their hand. Had expectations been reined in and kept in check through 2018, 2019, and into 2020, players would have had a more reasonable and realistic picture in their minds of what to expect from the game. The bugs at launch, the overall appalling state that the game was in, and CD Projekt Red’s outright lies would still have harmed the game immeasurably – but at least when the dust had settled, players would have known what they were getting into.
There are some games I’m happy to go back and replay over and over, and some open-world games from years past that are so overstuffed with content, missions, and characters, that even years after their release I still haven’t been able to see and do everything. Cyberpunk 2077 is in neither category. I’m glad to have played it, and in terms of story it’s certainly one of the better games I’ve played in recent years. But its story is a one-and-done, surprisingly linear affair – and when the side-missions that comprise the rest of the game are so incredibly basic, going back and replaying them all feels more like a chore than anything I would actually enjoy.
Promotional art for Cyberpunk 2077.
We’re into December at time of writing, and Cyberpunk 2077 may well go on sale at a pretty steep discount in the days or weeks ahead. If you can pick it up at a low price, as I did, it’s definitely worth playing now that CD Projekt Red has actually had more time to finish developing it and bashing it into a playable state. For full price though, I think it’s a much harder sell – but if you buy a physical copy, I suppose it’s possible to trade it in or sell it on once you’ve beaten it, so that option could be a good one.
Despite the controversy that will forever define Cyberpunk 2077, I didn’t hate it. There was some great storytelling, some wonderfully realistic characters, one of the best character creators in any modern game, and an immersive world that could be fun to just drive around in, soaking up some of the scenery and checking out this dystopian vision of the future. But considering the way the game actually plays, Cyberpunk 2077 was pretty average.
And for a game that had promised so much and been hyped to oblivion for close to a decade, “average” isn’t good enough.
Cyberpunk 2077 is out now for PC, Playstation 4 & 5, Xbox One, and Xbox Series S/X. Cyberpunk 2077 is the copyright of CD Project Red. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
I’m not any kind of Pokémon fan. I haven’t played the card game, watched the cartoon, nor have I tried any of the 100+ video games in the series and its various spin-offs. But as someone who watches the games industry and its shenanigans, I feel compelled to add my two cents to the conversation surrounding the latest entries in the long-running series: Pokémon Scarlet and Pokémon Violet.
If you didn’t know already (and you didn’t gather from the title of this article), Pokémon Scarlet and Pokémon Violet have become the latest games to fall victim to one of the worst trends in modern gaming: the dreaded “release now, fix later” business model. To put it bluntly, both games (which are 99% the same game, but Pokémon as a series has been intent on ripping off its biggest fans since the first titles were released more than twenty-five years ago) are buggy messes. Pokémon Scarlet and Pokémon Violet are unfinished at best, and players have found what is arguably the worst experience ever in the long-running series.
The three starter Pokémon – which I’m told are all new for Pokémon Scarlet and Pokémon Violet.
Today we’re talking about the Pokémon series. But this “release now, fix later” approach has been tried by many different companies over the last few years, and after every big blow-up I think – and hope – that this will surely be the last one. Whether it’s Mass Effect: Andromeda, Cyberpunk 2077, or even 2013’s Star Trek, every time one of these unfinished messes is pushed out too early by a corporation that should know better, I hope that we’ll finally see the back of this truly irritating trend. But it just keeps happening!
Pokémon is one of the biggest names in gaming, and certainly one of the biggest franchises on Nintendo hardware, so you’d think that The Pokémon Company, Nintendo, and developers Game Freak would want to ensure the highest possible quality. With Pokémon Legends: Arceus released just this January, and Pokémon Brilliant Diamond and Pokémon Shining Pearl released last November, it’s not like there’s been a dearth of games in the series lately, nor is Nintendo exactly struggling for money; the company has sold almost 90 million Switch systems and made a quarterly profit of just over $1bn in the three months up to the end of June.
An excerpt from Nintendo’s most recent financial statement.
Why bring up the financials? Well, it’s simple: there was no need to rush this game out of the door. A few weeks or even a few months of extra development time could have solved many of the issues that players have been complaining about, turning a disappointing experience that will be forever tainted in players’ minds into a perfectly creditable new entry in this long-running series. I don’t claim to assess Pokémon Scarlet and Pokémon Violet from the point of view of a fan, so I can’t tell you how well-received the new setting, new characters, and new critters might’ve been. But as someone who used to work in the games industry, I can tell you this: it’s very difficult to recover from a bad launch, and it’s nigh-on impossible to change opinions about a game after it’s already out in the wild and criticism is spreading.
And I don’t understand how corporations in the games industry consistently fail to learn this lesson. Very occasionally a title like No Mans Sky will take a disastrous launch and turn it around, but even then, that game forever comes with a caveat in the minds of many players – and many more will forever choose to skip it in favour of other titles that weren’t released too soon. And for every No Mans Sky there are dozens of Anthems and Aliens: Colonial Marines that never win back the support of players. And the jury’s still out on 2020’s most notorious mess, Cyberpunk 2077.
Promo image for Pokémon Scarlet and Pokémon Violet.
So why did Nintendo do this? There was no need and no benefit to releasing an unready game – and plenty of dangerous consequences. As a brand you have to say that Pokémon feels rock-solid, but it only takes one or two rotten releases to turn fans away, and while Pokémon was a unique proposition when it launched in the 1990s, other games and series have since come along and could pose a challenge. The history of the games industry is littered with once-celebrated franchises that are now either entirely dead… or worse, relegated to nothing more than crappy mobile releases.
Nintendo needs to learn lessons from this, as do The Pokémon Company and Game Freak. While internet connectivity makes it technically and logistically possible to launch a game in an unfinished state and patch out the bugs and glitches later, it’s been proven time and again to never be a good idea. Once the narrative sets in that “Pokémon Scarlet and Pokémon Violet are buggy and unplayable,” it becomes very difficult to change – and once a game is routinely picking up 0/10 or 1/10 scores from players, that’s more than enough to cost sales.
A player character in an out-of-bounds area. Image Credit: Beta Brawler on YouTube
But there’s also a lesson for us as players and consumers, too. The most important takeaway should be this: pre-ordering is never a good idea. I’ve lost count of the number of games that were released to poor reviews or in a disappointing state, and when there are so few benefits to pre-ordering – especially for digital games where scarcity isn’t a concern – there’s just no need to do it. It’s better to wait and see how well a game is received – especially if, like me, you don’t have a huge amount of disposable income to spend on video games.
That’s before we consider the advantages of waiting. Obviously if a game is released in an unfinished state, waiting even just a few weeks can mean the difference between an awful experience and a significantly better one, but it’s also possible to see significant price drops or sales. Games that don’t perform well at launch can be heavily discounted within a very short span of time. Even the Nintendo eShop has sales from time to time, so unless you’re the hardest of hardcore Pokémon fans, it can make a lot of sense to wait and exercise a little patience and caution. Perhaps it’s too late to do that with Pokémon Scarlet and Pokémon Violet (though I hear rumours of Nintendo issuing refunds to some disgruntled players) but it’s definitely something to keep in mind for future releases.
A visual bug in Pokémon Scarlet or Pokémon Violet. Image Credit: Beta Brawler on YouTube
It’s unfortunate that the games industry has worked itself into such a rotten state that we have to say “be cautious” even about games that we want to be excited for – but that’s the reality of where we’re at. Corporations have continued to push the boundaries of what’s acceptable, and while some games – like Pokémon Scarlet and Pokémon Violet – generate a degree of backlash as a result, the sad fact is that this will happen again, perhaps as soon as next week. Even companies with good reputations – like Nintendo or CD Projekt Red – can get themselves into trouble, and we shouldn’t be afraid to call them out for it. It’s poor behaviour, and while Nintendo is definitely getting a kick in the wallet, it likely won’t be enough to dissuade the company from misbehaving again.
For Pokémon fans who feel let down, I feel ya. I’ve been there too – and unfortunately, so have most players at one time or another. It’s never a pleasant feeling when a game we’re hyped or excited for turns out to be a disappointment, and it’s even worse in a case like this where just a little extra development time would, in all likelihood, have resulted in a much better product.
Definitely steer clear of Pokémon Scarlet and Pokémon Violet for now. I hope that Nintendo and Game Freak get their acts together and patch out as many of these bugs and glitches as they can as quickly as they can – but for now, it’s one to avoid.
Pokémon Scarlet and Pokémon Violet are out now for Nintendo Switch. The Pokémon franchise – including all titles discussed above – is the copyright of Nintendo, The Pokémon Company, and/or Game Freak. Some screenshots and promotional artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are minor spoilers ahead for Disney Dreamlight Valley.
I don’t usually go for “early access” titles. Some developers and publishers really take advantage of early access, pushing out incomplete games and getting players to effectively pay full price to do the work of a quality assurance team, and just in general, I’d rather wait until a game is ready for prime-time before sinking my energy and money into it. A title has to be something truly exceptional to attract my attention while it’s still in early access. Enter Disney Dreamlight Valley.
At time of writing in November 2022, Disney Dreamlight Valley still has some of the issues that make early access titles so offputting – major missing features, an incomplete story, and some bugs, glitches, and areas where more development time is needed to give the game some polish. But despite that, I’ve sunk more than 100 hours into the game since it launched in early access back in August, and I’ve been having a whale of a time!
The title screen as of the most recent update.
Disney Dreamlight Valley blends the customisation and design gameplay of titles like The Sims with the casual life-sim gameplay of the likes of Animal Crossing, combines those with some simple but fun nonviolent puzzle-solving gameplay, and then also throws in character-focused storytelling that can absolutely compete with any narrative game on the market – at least if you’re a Disney fan! The game’s characters, all of whom are lifted directly from Disney’s extensive back catalogue of blockbuster films, feel real and feel fun to engage with, and the game has so much to offer to kids and adults alike as a result.
As expected, recent titles like Frozen and Moana feature in a big way, but Disney Dreamlight Valley also happily incorporates characters from titles that are almost certainly less well-known nowadays (especially among younger players) like The Sword in the Stone. In fact, the very first character that players will meet upon starting a new game is Merlin – a storytelling decision that I find incredibly bold.
Mickey Mouse, a player character, and Merlin.
Unlike in games like Animal Crossing, where villagers can feel flat and repetitive after a while, the characters in Disney Dreamlight Valley feel much more complete. Partly, it must be said, that’s because they’re all familiar characters from films that most players will be familiar with, but a big part of the way they come across in the game is down to some creative quest design and some pretty good writing. Characters will also interact with one another, stopping for a casual chat that players can overhear while wandering around the valley or participating in other quests, and this small detail goes a long way to making Dreamlight Valley feel like a real place and its inhabitants like real people.
As an early access title, there are of course areas with room for improvement. But I have confidence that developers Gameloft will take player feedback on board and implement changes and fixes as they have done already. Improvements have already been made, for example, to the in-game photo mode, to the impact weather can have on the game world, to certain character interactions that players generally weren’t happy with, and much more besides. One of the advantages of early access is that developers have an opportunity to get feedback from real players – and Gameloft has certainly shown a willingness to change, adapt, and tone down different elements of the game in response.
Promo screenshot featuring Ursula.
Disney Dreamlight Valley feels like it’s also taken on board feedback and criticism of other titles in the casual life-sim genre, particularly 2020’s Animal Crossing: New Horizons. Complaints and criticisms about that game and how difficult it was to play long-term when compared to other Animal Crossing titles abounded, and while Disney Dreamlight Valley is still very much incomplete – multiplayer and cross-platform play have yet to be added, for example – other criticisms that I and others levelled at New Horizons simply don’t apply here. Crafting, for example, is so much easier and smoother in Disney Dreamlight Valley, and the simple fact that tools don’t need to be replaced every five minutes is fantastic!
Characters feel dynamic and respond in real-time to events in the game, and each character has their own series of quests to play through in addition to the main storyline. While there’s a case to be made that exhausting all of the quests should bring the game to an end, there are still “daily duties” – mini-quests that can involve some or all of the game’s roster of Disney characters. Moreover, when the main quests and character quests have all been completed, Disney Dreamlight Valley remains fun to play as an Animal Crossing-esque casual life-sim game; there’s still fun to be had. Racing through certain questlines is not how the game is intended to be played, and several quests have natural timers – plants that take time to grow, or objectives that can only be performed at certain times of day, for instance.
Crafting in Disney Dreamlight Valley.
Although the in-game economy works relatively well at the moment, there are potentially things that could be reworked or rebalanced in future. The titular “dreamlight,” for example, that players accumulate as a reward for accomplishing tasks and finishing quests has a limited number of uses – and when all of the different areas of the map have been unlocked, I found myself simply accumulating dreamlight by the boatload with no way to use it or spend it.
Likewise, the in-game “coins”, while slow to acquire at first, soon build up, and I found that getting a moderately decent crop farm going soon racked me up over 2 million coins – and although there are things to spend those coins on, I’ve hardly made a dent in a money vault that even Scrooge McDuck would be envious of!
Scrooge McDuck in Disney Dreamlight Valley.
While we’re on the subject of currencies, it’s clear that when Disney Dreamlight Valley exits its early access phase and goes free-to-play that a significant focus for the game will be on recurring monetisation and in-game microtransactions. Gameloft and Disney have not promised that all characters and story content will take the form of free updates, either, so there’s a risk in the longer-term that Disney Dreamlight Valley will turn into one of those titles that can be quite a money-sink. For parents of younger kids, that can absolutely be an issue, and it’s worth being aware of at this stage. While Disney Dreamlight Valley is currently quite generous with its various in-game currencies, one in particular – “moonstones” – is clearly being readied to be sold.
Moonstones can be earned in-game at time of writing, and are used to purchase cosmetic items like furniture, clothing, and motifs that can be added to custom designs. Players are also required to spend a large cache of moonstones in order to unlock more items for purchase via a kind of “season pass” that, once again, feels like it will be the target for future monetisation. Free-to-play games and ongoing “live services” require a source of income, but again it’s worth being aware even at this early stage that this is the model Disney Dreamlight Valley plans to adopt.
In-game monetisation is planned in future.
Character customisation is fun in Disney Dreamlight Valley, and I feel that there are a decent range of options including different body types, hairstyles, and so on – with some extras that can be unlocked in-game that weren’t available right at the start. There’s also a huge range of different types of furniture – many pieces of which are lifted from or inspired by modern and classic Disney films. And while there are plenty of clothes to choose from, I think I’d like to see a few more outfits and costumes that allow players to dress up as their favourite Disney characters. Some of the clothes feel a little too “generic” to me, and some of the costumes and outfits are more “inspired by” the films rather than directly taken from them. So that’s an area that I’d like to see improved upon! To give one example that may be more relevant to some fans than others, while Disney Dreamlight Valley includes a decent approximation of Princess Anna’s dress from Frozen, there really isn’t a good facsimile of Elsa’s dress from the same film, despite it being one of the most iconic of modern Disney Princess costumes.
But for the creatives among you, Disney Dreamlight Valley offers a pretty extensive customiser, allowing budding designers to create their own Disney-inspired outfits. The game includes a range of blank clothes – tops, dresses, hoodies, and even Mickey Mouse ears – that can be customised with patterns, designs, and much more. These designs are unlockable through gameplay, so the more time players invest in Disney Dreamlight Valley, the more options there will be when it comes to making fun outfits. Although I have the imagination and creativity of a colour-blind slug, even I managed to create a few fun designs with an intuitive and easy-to-use customiser.
Customising a dress in Disney Dreamlight Valley.
So that’s all there is to say for now! I may take another look at Disney Dreamlight Valley in the months ahead, perhaps when it’s ready to leave early access and go free-to-play. If you have Game Pass either for PC or Xbox, Disney Dreamlight Valley is incredibly easy to recommend. At £35/$30, there’s more than enough content to justify the price in my view – and coming in at less than “full price” is fair for a game that is still in early access and has a few issues as a result. However, despite being in early access, I found my 100+ hours with Disney Dreamlight Valley to be remarkably smooth and free from major bugs; there have only been a couple of occasions on which the game crashed, and thanks to a frequent auto-save, I didn’t even lose any progress.
There are anecdotal reports from folks who play on Nintendo Switch having a worse time with more frequent crashes and finding the game to be a less stable experience, but as I’ve played it on PC I can’t speak to that – however, it’s worth being aware of that and checking out other reviews if you plan to play on Switch.
Remy from the film Ratatouille.
For my two cents, Disney Dreamlight Valley is probably the most fun gaming experience I’ve had in 2022. For anyone who’s a Disney fan there’s a lot to love – familiar and new friends to meet and hang out with in a game that blends both narrative storytelling and casual life-simulation. I haven’t seen some of the newer films from which some characters were taken (Remy from Ratatouille and the titular Wall-E were both new to me) but even with that limitation, I had a whale of a time.
Disney Dreamlight Valley is also one of the best early access games that I’ve played – speaking for the PC version, at least. Despite a persistent issue with cloud saving (which I’ve been repeatedly assured is being worked on) the game is largely bug-free on PC, runs smoothly and plays exceptionally well. Were it not for the incomplete story and some impassable doors, you’d hardly realise that the game was in fact still in early access!
So there we go. I’m happy to recommend Disney Dreamlight Valley at this time. Check back when the game leaves early access and I’ll try to share my updated thoughts!
Disney Dreamlight Valley is out now – in early access – for PC, Mac, Xbox One, Xbox Series S/X, PlayStation 4, PlayStation 5, and Nintendo Switch. Disney Dreamlight Valley is the copyright of Gameloft and the Walt Disney Company. Some screenshots used above are courtesy of Gameloft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
There’s a phrase that seems to be appearing more and more often these days – at least in the increasingly left-wing social media circles in which I find myself after hours of doomscrolling. The “cost of living crisis” that we’re all feeling biting us in the backside is being reframed as a “cost of greed crisis,” as massive corporations continue to profiteer off the misery of ordinary people. It’s incredibly galling to see a company pleading poverty in public statements, then turning around to its shareholders and boasting of record-setting profits, but it’s something that we see more and more often these days. Corporations will claim they’re “suffering” through this crisis just like the rest of us – but they still seem to find the money to pay massive shareholder dividends and furnish their executives with eye-watering bonuses.
It’s through this lens that I view Sony’s PlayStation price hike. If you’ve missed the news, Sony is jacking up the price of PlayStation 5 consoles around the world from a recommended retail price of £449 to £470 here in the UK, and from €499 to €549 in the European Union. Similar price hikes are taking place in Australia, Canada, China, Japan, and Latin America – although the USA seems to have escaped, at least for now.
PlayStation 5 consoles are about to get a lot more expensive.
This is unprecedented for a games console. As time goes by, consoles have always seen price reductions, not price increases, and as each generation of home consoles wears on there’s an expectation that manufacturers will lower the price, enabling more and more people to pick up the latest machines. Sony is bucking this trend in the worst way possible and at the worst time possible, throwing into chaos plans many folks will have had to pick up a PlayStation 5 in the run-up to the holidays.
At a time when many of us are suffering as a result of inflation, excessive bills, and other financial pressures, it’s incumbent upon corporations like Sony to try to minimise the damage. Sony doesn’t need to jack up the price of PlayStation 5 consoles now; doing so is pure greed and a desire to make already-excessive profits look positively gluttonous. It’s a reminder, if one were needed, that no corporation is ever a friend. Corporations’ loyalties lie with those who are already wealthy: the 1% who own massive stock portfolios and for whom there will never be a choice between going cold or going hungry. Sony has nailed its colours to the mast with this decision – but it’s hardly the only corporation to be using the current cost of living and inflation crises as a paper-thin excuse for profiteering.
Sony is jacking up the price of PlayStation 5s all over the world.
Sony has already demonstrated how anti-consumer it can be with the piss-poor launch of the PlayStation 5, one of the worst console launches ever. By failing to produce enough machines, Sony played right into the hands of touts and scalpers, ensuring that many players – and many children – were left disappointed and unable to acquire a console. Those who did either had to be exceptionally lucky to find a shop that had a console in stock or pay ridiculously-inflated rates to a scalper. Sony took no action whatsoever to prevent this, and for months after the console launched it wasn’t uncommon to see units on auction sites and private social media sales where prices were more than double the RRP.
In addition, most new PlayStation 5 games have seen a huge increase in price since the beginning of this new console generation. Games that used to cost $60/£55 now regularly go for $70/£65 – and that’s often just for the “base” or “core” version. Complete games, including pre-order bonuses, special editions, and the like can easily be in excess of £100. So players are being hit and hit again by Sony – and by other greedy companies in the gaming realm.
Different special editions are available for upcoming PlayStation title The Last Of Us Part I.
At the end of July, shortly before this PlayStation price hike was announced, Sony made another announcement. The corporation told investors and shareholders that it was predicting profits for the 2022-23 financial year of $8.4 billion. Let’s repeat that: Sony expects to make $8.4 billion of pure profit over the next few months – and they have the sheer fucking audacity to turn around a couple of weeks later and tell players that it’s getting too expensive to make PlayStation 5 consoles so the price has to go up. Two words for you, Sony: fuck off.
Earlier in the year, Sony also announced record-setting profits in both its film and music divisions, with Sony Pictures making a profit of $394 million in just the first quarter of the year and the corporation’s music division surpassing that, posting a quarterly profit of $471 million. This reminds us of something important, too: Sony is a massive corporation whose reach extends far beyond gaming.
A summary of Sony’s increased profits in the first quarter of this year. Image Credit: Sony Group Corporation.
Even if we accept Sony’s claim at face-value – that manufacturing PlayStation 5 consoles and buying the required components has become more expensive – then Sony, as a massive corporation, can easily offset any increased costs with the record-breaking profits it’s been making in other fields. Music and cinema are just two examples shown above, but Sony also has many other profitable business divisions and subsidiaries, and by taking a tiny fraction of those record profits, Sony could have avoided passing the price increase on to the rest of us at a time when inflation and the cost of living catastrophe is really hurting a lot of people.
This is pure greed, there’s no two ways about it. Sony has demonstrated, in truly callous and uncaring fashion, just how little respect or care it has for practically everyone. And if you’re an American thinking that this isn’t coming your way: I wouldn’t bet on it. Sooner or later Sony – and perhaps other corporations in the gaming space, too – will increase your prices just like they have in the rest of the world.
Different PS5 editions.
We could talk at length about where inflation has come from, what’s causing all of these problems (and spoiler alert, it isn’t all Putin’s fault), and maybe one day we should. But for now, I think it’s enough to say that this price hike from Sony is about greed. Sony is a greedy, money-grubbing corporation that has chosen to screw over its own fans and players at a time when it’s already making more money than it’s ever made before. Sony will soon be paying out some of that money – your money – to shareholders in the form of dividends and to executives in the form of massive bonuses, all while the rest of us are barely keeping our heads above water with a huge storm heading our way this winter.
For some folks, a PlayStation 5 was something that, despite shortages, they were still hoping to pick up in the months ahead. For some parents, a PlayStation 5 seemed like a great Christmas gift. Sony is doing everything it can to hurt those people, forcing them to pay more unnecessarily at a time when people simply can’t afford it.
Profiteering is absolutely disgusting and Sony should be ashamed of itself.
PlayStation and PlayStation 5 are the copyright of Sony/Sony Interactive Entertainment. This article contains the thoughts and opinions of one person only and is not intended to cause any offence (except to corporate profiteers).
I’ve got to be honest with you right at the start: Mario Kart 8 Deluxe – Booster Course Pass disappointed me before I’d raced a single lap… or even downloaded it. That’s because I was really hoping to see Mario Kart 9 this year; a brand-new game with new features rather than just an expansion pack for Mario Kart 8 Deluxe. The original version of Mario Kart 8 released for the Wii U back in 2014 (though I played a preview build at a press event in 2013; lucky me!) so I’ve been waiting to see what Nintendo would do next for a long time. This Booster Course Pass just felt underwhelming when it was announced compared to what I’d been hoping for.
With 2022 being the thirtieth anniversary of the Mario Kart series (Super Mario Kart was released for the SNES all the way back in 1992), and with Nintendo’s love of celebrating big milestones and anniversaries, again the timing for a new game felt right. But I guess Nintendo is sticking to the “one Mario Kart game per console” thing, and the Booster Course Pass is intended to throw players a bone and give the game a bit of a refresh as the Switch enters what must be the latter part of its life. I have no doubt that there’ll be a Mario Kart 9… but now it seems like it’ll be on whatever console Nintendo makes in the years ahead rather than coming to the Switch.
Pink Gold Peach in a promo image for the Booster Course Pass.
But the Booster Course Pass makes Mario Kart 8 Deluxe “feel like a new game,” right? That seems to be the cliché that a lot of folks have trotted out to describe the expansion pack. I’d answer that question with a firm “no.” An expansion pack like this refreshes the game, gives it a new lick of paint and shuffles things around, but the same Mario Kart 8 gameplay and visual style is still front-and-centre, even as new racetracks are added. For players who’d been getting bored of that, or who had drifted away from Mario Kart 8 Deluxe in search of new experiences, this will be at best a shot in the arm; a temporary boost to bring them back for a while. But the novelty of the new courses will fade faster than it would had there been a brand-new game this year.
But is it fair to judge the Booster Course Pass by that standard? No expansion pack is really intended to be a wholly new game, and there are undoubtedly some fun tracks that have been added to Mario Kart 8 Deluxe this time around. Not only that, but the format that Nintendo has used here is a fun one; tracks will be added in “waves” of eight at a time until the end of 2023. The total number of tracks added by the time the Booster Course Pass is complete will be forty-eight – doubling the number of racetracks in Mario Kart 8 Deluxe.
The Booster Course Pass includes tracks from past Mario Kart titles.
I quite like the “wave” approach to the expansion pack. Building up the Booster Course Pass slowly over the span of a couple of years keeps the game feeling fresh for longer compared with dumping all of the racetracks at once in a single event. Your mileage on that may vary, though, and there’s nothing wrong with holding off on picking up the Booster Course Pass until late 2023 when the final wave of racetracks has been added. At a cost of £20 ($25 in the United States) it felt a bit steep at first for only eight additional racetracks; the value of the Booster Course Pass will feel a lot better when all forty-eight are playable!
So who is this expansion pack really for? I don’t think it’s necessarily the natural next step for the Mario Kart series in general, rather the Booster Course Pass is for people who’ve started to get bored of what Mario Kart 8 Deluxe has to offer. Once you’ve played Rainbow Road, Toad Harbour, and GBA Cheese Land a hundred times apiece, this expansion pack shakes things up and provides some new layouts, new scenery, and a bit of a new challenge. For someone new to the Nintendo Switch and/or Mario Kart 8 Deluxe, I’d say you don’t have as much to gain by picking up the Booster Course Pass at this stage, but it could be worth it later on. It just depends on how repetitive you begin to find the forty-eight courses that come with the base game!
The Booster Course Pass may feel like better value in a year’s time.
I’ve made a couple of lists here on the website of racetracks that I’d want to see in a future Mario Kart title, and two of my favourites have appeared already in the first couple of waves of the Booster Course Pass. As with racetracks across the rest of Mario Kart 8 Deluxe, older tracks have seen more changes to both mix things up and to fit with the game’s anti-gravity, flying, and underwater mechanics that weren’t present in earlier titles.
Both Coconut Mall and Mushroom Gorge, which were tracks that debuted on the Wii, feel more or less unchanged in the Booster Course Pass. Both tracks were fantastic in Mario Kart Wii and make wonderful additions here. Their musical accompaniments are likewise neat, and both feel like a nostalgia blast! I have fond memories of playing these racetracks with friends during the Wii days, and replaying them in HD on the Switch has been a blast.
Coconut Mall is back!
Kalimari Desert and Choco Mountain have returned from the Nintendo 64, and the former in particular is one of my all-time favourite Mario Kart racetracks. Choco Mountain is a fun course, although I would say that its all-brown colour palette makes it feel a little bland, and that’s something that could’ve been worked on or adapted for this new version.
Kalimari Desert, though, is absolutely fantastic in the Booster Course Pass. It’s more linear this time around – each of the three laps follows a definite route, meaning players don’t have as much choice when it comes to taking risky shortcuts through the tunnel or over the train tracks. But the adaptations that have been made are fantastic and really showcase the course at its best. There’s something about the “American Southwest” aesthetic that I’ve always loved about Kalimari Desert, and seeing it brought into the modern day thanks to a visual and gameplay overhaul has been wonderful. Although the track also appeared on the 3DS back in 2011, this new version feels like the definitive take on Kalimari Desert.
Kalimari Desert is one of my favourite Mario Kart tracks… ever.
Mario Kart Tour is a crappy mobile game that is bedevilled by many of the pay-to-play and pay-to-win microtransactions that blight the mobile gaming scene. As a result I’m not familiar with most of its racetracks, so the inclusion of several in the Booster Course Pass has given me my first real opportunity to play them. At time of writing (wave two) there have been four racetracks from Mario Kart Tour added; there may be six more to come for a total of ten.
I’ve been lucky enough earlier in my life to have visited both Paris and New York – the settings for two of the Mario Kart Tour tracks included in the Booster Course Pass – and I have to say that New York Minute in particular really hit me in a way that I wasn’t expecting. There were some genuinely recognisable locations in Central Park and the downtown area that I vividly remember travelling to with friends years ago, and again I wasn’t expecting this brand-new track to give me the nostalgic feels in the way that it did! The music for New York Minute is one of the best in the game; the perfect jazz accompaniment to a beautiful racetrack.
New York City comes to Mario Kart 8 Deluxe!
The Mario Kart Tour tracks also have fun and varied layouts, with each of the three laps taking different routes. I think this keeps things interesting and makes it a lot harder to just drive on “autopilot” even after playing each of the tracks a dozen times. The three other Mario Kart Tour tracks – Paris Promenade, Tokyo Blur, and Sydney Sprint – all hit a number of tourist attractions and key locations in their real-world settings, and it’s something both fun and a little different to race through a Mario Kart track based on a real-life locale.
Having first played Super Mario Kart in the early 1990s, not too long after it was released here in the UK, I’m a dab hand at practically all of the SNES courses that have been included in Mario Kart 8! The sole SNES inclusion in the Booster Course Pass (again, at time of writing after wave two) is Mario Circuit 3, and it’s perhaps the least-interesting from my perspective. Not much has been done to the course’s layout, and with Donut Plains 3 as part of the base game I guess it just wouldn’t have been my first choice. There are better SNES courses, like one of the Vanilla Lake tracks or possibly a Bowser Castle or Koopa Beach that might’ve offered a bit more diversity. That isn’t to say Mario Circuit 3 is bad, just that as an addition to Mario Kart 8 Deluxe it doesn’t offer as much originality as some of the other SNES courses could’ve.
Though there’s nothing wrong with SNES Mario Circuit 3 per se, there are other SNES tracks that might’ve been more fun.
Rounding out the retro courses we have Toad Circuit from the 3DS, which is fine, Snow Land from the Game Boy Advance, which is a cute winter-themed track with an icy road, Waluigi Pinball from the DS, which is one of the most unique concepts on show in the Booster Course Pack so far, Sky Garden from the Game Boy Advance, which reminded me a lot of Cloudtop Cruise from the base game in terms of the way it’s been adapted, and finally Shroom Ridge from the DS – a racetrack with traffic.
There are two brand-new tracks, too: Sky High Sundae and Ninja Hideaway. I like food-themed tracks, so Sky High Sundae was a visual treat! It’s also one of the rare tracks to fully take advantage of Mario Kart 8′s anti-gravity racing feature, which is neat. Ninja Hideaway is a Japanese-themed track with a couple of flying sections that break up what is otherwise a pretty basic layout – albeit one with a fun aesthetic.
Sky High Sundae.
So that’s the Booster Course Pass for Mario Kart 8 Deluxe. I’ve tried to judge the additional racetracks on their own merits as much as possible, and there are definitely some fun inclusions that make Mario Kart 8 Deluxe worth returning to for lapsed players and those who’d been getting bored of the same lineup over and over again.
However, I can’t shake the feeling that it would’ve been better for Nintendo to include these tracks as part of a new game: Mario Kart 9. There could’ve been transformational gameplay changes, perhaps some new drivers from both Nintendo titles and from games and series that have found success on the Switch in recent years, and while the visuals wouldn’t be significantly improved due to the limitations of the Switch’s hardware, changing things up from a gameplay perspective would’ve been worth doing. The Booster Course Pass adds a lot of content and a lot of value to Mario Kart 8 Deluxe, but a new game this ain’t.
For what it is, though, and for the price, the Booster Course Pass has plenty to offer. There are some fun tracks that I hadn’t played before as well as several blasts from the past that really hit the right nostalgic notes. I daresay the Booster Course Pass will keep Mario Kart 8 Deluxe at the top of the Switch charts now that we’re well into the second half of the console’s life – though whether it’s worth picking up now and trying out each wave of tracks as they arrive or whether it would be better to wait and pick it up in the latter part of next year is going to be up to you.
Mario Kart 8 Deluxe is out now for Nintendo Switch. Mario Kart 8 Deluxe – Booster Course Pass is available as an expansion pack for an additional fee. Mario Kart 8 Deluxe, Mario Kart 8 Deluxe – Booster Course Pass, and all other titles and properties discussed above are the copyright of Nintendo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
We’re about a month away from the release of Saints Row – the long-awaited reboot of the open-world crime franchise. In the run-up to the game’s launch, developer Volition released Saints Row: Boss Factory, which is the game’s character creator. I took a look at this free download (because you know I love freebies!) and I wanted to briefly share my thoughts today.
First of all, it’s nice to get a demo for once! Demos used to be commonplace in the games industry, particularly in the 1990s and early 2000s, but have more or less disappeared since then. Downloading and booting up Saints Row: Boss Factory felt like somewhat of a throwback to the days when game demos came on CDs attached to magazine covers!
Choosing teeth in Saints Row: Boss Factory.
I put Saints Row on my list of games to check out in the second half of 2022, and it’s been a project I’ve watched from afar since it was first announced. I don’t think it’s fair to say that the Saints Row series is just a “Grand Theft Auto clone,” because over the course of fifteen years it’s carved out its own niche in the open-world space. But there’s no denying that, with Grand Theft Auto V wearing out its welcome and Grand Theft Auto 6 nowhere to be seen, Saints Row has the potential to fill that void for many players.
This reboot aims to tone down some of the silliness that has typified the franchise’s most recent instalments – and if you ask me, that’s probably for the best! Rebooting the series and taking it back to its roots feels like a good move, especially in an environment where many players are looking around for a new open-world crime experience.
There are a huge range of colour options in Saints Row: Boss Factory (and note the prosthetic arm!)
So for all of those reasons and more, Saints Row has been on my radar! But that isn’t really what prompted me to talk about Saints Row: Boss Factory. Sure, it’s nice to get a demo. And it’s a great way for Volition and Deep Silver to remind players that the game is coming up! But from my point of view, Saints Row: Boss Factory actually serves as a great example of what in-game character creators can look like in 2022.
Games like Cyberpunk 2077, Elden Ring, Fallout 76, and many more have put together great character creators in recent years. And that’s important because having a customised, personal character is a big part of what makes (some) video games the immersive experiences that players can get lost in. Speaking for myself, I love tinkering with a character creator, choosing every aspect of my character’s appearance, and really tailoring them to the gameplay experience I want to have.
For all the game’s issues, Cyberpunk 2077 has a stellar character creator.
One of the disappointing things for me about Cyberpunk 2077 (aside from the shocking state that the game was in at launch) was that, despite having an absolutely excellent character creator and seeming to bristle with hundreds of clothing and outfit options, the mandatory first-person perspective meant that you almost never got to see the face and body you spent so much time making! That was combined with the fact that, in order to get the best gameplay experience, every few minutes you needed to pick up some new article of clothing because it offered better armour stats.
But we’ve drifted off-topic! A good character creator can absolutely make a difference, and a bad or mediocre one can drag down a game. Just look at last year’s Mass Effect: Legendary Edition as an example. The game used Mass Effect 3′s character creator – a character creator that was already limited even by the standards of the game’s original launch in 2012, so by 2021 it felt very basic with only a handful of different hair and other options. Remaking or expanding the character creator would’ve made Mass Effect: Legendary Edition so much better.
The character creator in Mass Effect: Legendary Edition was a bit of a let-down.
So that brings us to Saints Row: Boss Factory. The character creator is incredibly impressive, with customisation options for basically every aspect of the character’s face and body. Every race is represented – including hair styles – and players can make their character a male, female, cis, trans, or non-binary thanks to a huge variety of options.
Whether you’re trying to make a photo-realistic copy of yourself (something I always struggle with, for some reason!) or create the weirdest-looking creature ever glimpsed by mankind, I daresay you can do it with Saints Row: Boss Factory. I’ve had a blast messing around with all of the different options already, and if Volition has put as much care and effort into the rest of Saints Row as they have to its character creator, I think we’re in for a fun time when the game arrives next month!
Some of the skin tone options in Saints Row: Boss Factory.
One thing I loved about earlier Saints Row games that returns this time are the different voice options. There are eight different voices in Saints Row: Boss Factory – four masculine and four feminine – and they offer a variety of different accents and personalities to really bring a custom character to life. It must be one heck of a task to record all of the dialogue for the game eight times over, but this level of dedication is something special! I’d love to see other games, particularly role-playing experiences, offer something similar.
Most of the sliders in Saints Row: Boss Factory move a long way in both directions – meaning you get a lot of customisability for each individual feature. Not only that, but each one can be moved in tiny increments, allowing for anyone with the time and attention to detail to really nail each and every aspect of their character. It’s a lot of fun for someone like me – but in the right hands this powerful tool with so many different options should allow players to create basically any character that they can imagine!
Look at all of these different options just for one single facial feature!
So I think that’s it for now. Saints Row: Boss Factory has surely succeeded at getting me even more interested in Saints Row – which is due out in just over a month’s time. But beyond that, it’s another great example of what a character creator can (and should) be in 2022. Creating your own character and being in control of every aspect of their appearance is part of what makes video games the immersive and engaging experiences that they are, and while there’s nothing inherently wrong with playing a set character, if the choice is there I’ll always opt to change up my character’s look.
Saints Row: Boss Factory was a fun little experience in and of itself, and I’m genuinely looking forward to the full game’s release.
Saints Row: Boss Factory is available to download now for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S/X. Saints Row and Saints Row: Boss Factory are the copyright of Volition and Deep Silver. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Since I covered the announcement of The Last Of Us Remastered… Remastered last year, I’ve left the project alone. I’m flat-out not interested in a game that’s been remastered or reworked for the second time in just nine short years, especially when the PlayStation 4 version is perfectly playable. I don’t seek out projects that I don’t like with the intention of crapping all over them; there’s more than enough negativity in gaming communities online that I don’t want to add to it.
But a widely-reported remark from a developer/animator (whose name I won’t share to avoid piling on) really pushed me over the edge. The Last Of Us Remastered… Remastered (or whatever it’s going to be called) is a cash-grab. It’s the second remake of a game that was released in 2013 at the tail end of the PlayStation 3’s life, and it’s being resurrected for the second time entirely as a cheap cash-grab by Sony.
The Last Of Us is being re-remade.
After sharing my initial thoughts back when the announcement was made, I was content to ignore this new remaster. I have no plans to buy it – especially not with a ridiculous £70 price tag (or close to £100 for the deluxe version) – so that was that. Comment made, time to move on. But for one of the senior developers to have the audacity to speak about the game in such a brazen and dishonest way… I just couldn’t let it lie.
The Last Of Us is a good game. It was a great way to close out the PlayStation 3 era for Sony, and it was the game that convinced me to buy my first ever PlayStation console. I consider it one of the best games of the 2010s, and even though its sequel struggled under the weight of a clumsy narrative that tried to be too smart for its own good, the original game hasn’t been sullied by that controversy and remains one of the best examples of narrative, linear, single-player adventures.
The Last Of Us is undeniably a great narrative experience.
But this second attempt to “update” The Last Of Us for a new console generation is motivated purely by profit. Sony is cheaping out; recycling a game that they already have rather than investing in something new. By reusing things like recorded dialogue and motion-capture performances, and by not having to pay a team of writers to come up with a new story, the project can cut costs compared to making a new game from scratch.
There are remasters and remakes that are absolutely worth your time. Resident Evil 2, for example, was remade a couple of years ago from the ground up, and updating a title from 1998 to bring it into the modern-day with a new engine, new voice acting, and so on was absolutely worth doing. It introduced the title to a crowd of new fans who didn’t play it the first time around – and for whom going back to a clunky PlayStation 1 title would be offputting.
The remake of Resident Evil 2 feels much more worthwhile.
The Last Of Us doesn’t have that excuse. Not only is the PlayStation 3 version still perfectly playable in its own right, the PlayStation 4 remaster is an iterative improvement, bringing sharper graphics and ensuring that the game can be played on both PlayStation 4 and new PlayStation 5 consoles. As I said when the project was announced last year, I can’t imagine it would be worthwhile to resurrect the game for a second time – not so soon after the first two versions were released.
New video game generations have offered diminishing returns over the years. There was a huge difference between games from 1980 to 1990, and from 1990 to 2000. But even by the turn of the millennium, things were slowing down. The difference in graphical fidelity between a game from 2000 and one from 2010 was less noticeable than it had been in previous decades, and the difference between a game from ten years ago compared to a brand-new game released today can be so small that it’s difficult to spot.
Is this image from the PlayStation 3, 4, or 5?
Grand Theft Auto V is the same game fundamentally as it was when it was released in 2013 – the same year as The Last Of Us – and it’s still going strong. There have been tweaks as the game was brought to new consoles, but those changes have been criticised for being incredibly minor. Skyrim, The Witcher 3, and many other games from the past decade likewise hold up incredibly well and are still a ton of fun to play.
The only reason for a project like The Last Of Us Remastered… Remastered to exist is to be a cash-grab. That’s why it was dreamt up and that’s all it will ever be. It might be a good cash-grab – and with a game as good as The Last Of Us at its core it should be, provided the new team doesn’t screw it up – but it’s still a cash-grab. And I don’t want to claim that the people working on it aren’t working hard – I’m sure that they are. I’m sure a lot of energy and passion has gone into this cash-grab from the developers. As someone who worked in the games industry, I know how passionate developers can be, and even when a game isn’t great, good developers will still give it their all. That’s commendable.
Promotional image for The Last Of Us.
But that doesn’t excuse trying to present a project like this as something it’s not. The Last Of Us Remastered… Remastered may end up being decent with pretty graphics and neat animation work that talented developers put a lot of time, effort, and passion into making. But that doesn’t make it any less of a cash-grab. I genuinely hope that it will be good – because I don’t want the reputation of The Last Of Us tainted by being associated with a sub-par remaster. But this isn’t a fundamentally new or even different experience; anyone who’s played the original game won’t need to play this version.
And that’s what makes it a cash-grab. It’s an attempt by Sony to, well, grab as much cash as possible for as little investment as possible. Without spending the big bucks that would be needed to create The Last Of Us Part 3, or any other brand-new game, Sony hopes to grind out a remaster that will save them some money but still rake in the cash from fans of the original game. And that strategy will probably succeed, if past experience is anything to go by.
For just $100, you can own the “Digital Deluxe Edition!”
Buy The Last Of Us Remastered… Remastered if you want. Or don’t. If you haven’t played the game yet, it might even be worth waiting for the new remaster to get the most up-to-date and visually polished experience. It’s definitely a game worth playing… but I’m not convinced that this version will be, at least not for me – nor for most folks who’ve already played it.
But whether it’s good, bad, or mediocre, and regardless of how hard individual developers have worked on it, The Last Of Us Remastered… Remastered is a cash-grab. Trying to pretend otherwise is either pure and selfish dishonesty or abject self-delusion.
The Last Of Us Part 1 will be released for PlayStation 5 on the 2nd of September 2022, and for PC at an unspecified later date. The Last Of Us is the copyright of Naughty Dog and Sony Interactive Entertainment. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There may be minor spoilers for some of the entries on the list below.
The end of June marks the halfway point of the year, and I think that makes it a great time to take a step back. There are a lot of entertainment experiences that lie ahead over the next few months, and with the nights already starting to get longer it’ll be autumn and then Christmas before we know it! There’s a lot coming our way before we must bid farewell to 2022, though, so today we’re going to take a look at a few of the projects on my radar.
Since the vaccine rollout peaked last year we’ve seen an easing of pandemic restrictions, including in the entertainment industry. That bodes well for at least some of the projects that have been in development! While there are still regulations and guidelines being enforced on film and TV sets, it’s much easier for many productions to work than it has been for the past couple of years. There may be disruptions to come thanks to lockdowns in China and the war in Ukraine, though… so watch this space!
I’ve broken down my choices into three categories – films, television shows, and video games – and I’ve picked six titles in each category that I’m hoping to pick up and enjoy before the sun sets on New Year’s Eve!
Film #1: Avatar: The Way of Water
I took a look at Avatar: The Way of Water when we got a brief teaser trailer earlier in the year, but suffice to say I’m curiously interested to see what writer-director James Cameron has to offer this time around. I never felt that the original Avatar was the genre-defining epic that its creators hoped it would be, and over the course of the past decade I don’t think it’s unfair to say that the world of Avatar has largely dropped out of the cultural conversation.
The Way of Water has a lot to do, then, to reintroduce viewers to a fictional universe that many haven’t revisited since 2009 or 2010. It also has the task of expanding the world of Avatar beyond the events of the first film, showing us more about the world of Pandora, the Na’vi, and this future version of Earth and humankind. There have been some clever technical feats that have gone into the production of this sequel – including gruelling underwater motion-capture shoots – so I’ll be interested to see if it all comes together when the film releases in December.
Film #2: Jurassic World: Dominion
Technically Jurassic World: Dominion has already been released – but as my health prevents me from doing things like taking trips to the cinema these days, I’m waiting for it to become available to stream! The teaser trailer for the film, which was released back in December, looked great, and the prospect of a reunion of the main cast members from the first film – Sam Neill as Dr Alan Grant, Laura Dern as Dr Ellie Sattler, and of course Jeff Goldblum as Dr Ian Malcolm – is a pretty significant draw.
There is always going to be the question of whether the premise of the original Jurassic Park – which was based on a novel by Michael Crichton – can really sustain a multi-film franchise. The first film was brilliant in both premise and execution, but was it a one-trick pony? I’m curious to see what director Colin Trevorrow can do to make dinosaurs both fun and intimidating once more! I’ve been trying to avoid reading reviews and spoilers for this one, and when it’s available to stream I hope to get a review written here on the website – so stay tuned for that!
Film #3: Minions: The Rise of Gru
Despicable Me was a fun film that managed to be surprisingly heartwarming, and the franchise it spawned has gone on to become one of the biggest animated properties of all-time. The last Minions film was released back in 2015, and this sequel will reintroduce Gru – the antihero/evil villain from Despicable Me – as he teams up with his Minions for the first time.
There’s potential for a lot of fun, kid-friendly hijinks in The Rise of Gru, and I’m genuinely looking forward to another outing with the Minions. Steve Carell has been on top form in previous entries in the franchise, and the film will also feature Star Trek: Discovery’s Michelle Yeoh as part of a star-studded cast.
Film #4: Glass Onion: A Knives Out Mystery
I had a good time with Rian Johnson’s “whodunnit” Knives Out a couple of years ago, so this follow-up definitely holds appeal. Without wanting to give away any spoilers for the first film, suffice to say that I’m excited for one character in particular to make a return!
From what I can gather, Glass Onion isn’t so much a direct sequel as it is a follow-up; a film set in the same world and that will bring back at least one familiar face, but that will also introduce an ensemble cast of new characters and perhaps a new setting as well. Hopefully what results will be just as fun and dramatic as the original!
Film #5: Hocus Pocus 2
I missed the original Hocus Pocus when it was released in 1993, and it wasn’t until years later that I finally sat down to watch it at the insistence of a friend. What I eventually found was a fun, even somewhat clever film; a light-hearted take on Halloween that’s just right for someone who isn’t a big fan of horror!
The sequel aims to bring back Sarah Jessica Parker, Bette Midler, and Kathy Najimy as the three witches from the original for a new adventure that sounds like it will be a riff on the original concept. Keep an eye out for Star Trek: Discovery’s Doug Jones, who will also be reprising his role from the original film. Hocus Pocus 2 might be just right for Halloween 2022!
Film #6: Beast
Could Beast be “Jaws but with a lion?” Because the marketing material released by the studio makes it sound like that! I quite like a good thriller or monster flick, so maybe Beast will be a bit of fun. I don’t have especially high expectations; it’s unlikely to be a cinematic masterpiece. But it might just be entertaining enough to waste a little time.
Idris Elba is always fun to watch regardless of what he’s doing – see last year’s The Suicide Squad as a case in point! So at least on that front there’s a solid star in the leading role, and the film’s South African setting appeals to me as I used to live there. I’m curiously interested to see what Beast will have to offer when it’s released in August.
Television Show #1: Lego Star Wars: Summer Vacation
Lego Star Wars: Summer Vacation will be the third Lego Star Wars special released on Disney+, and the first two were fantastic! 2020’s Holiday Special was a barrel of laughs, and last year we enjoyed Terrifying Tales in October, a lightly spooky Halloween special featuring Poe Dameron. The trailer for Summer Vacation had me in stitches, so if the special itself lives up to its marketing then we’re in for a wonderful time!
Expect to see some cheeky marketing for Disney’s “Galactic Starcruiser” themed hotel (which hasn’t been doing particularly well) in a special that will star “Weird Al” Yankovic and will bring back Finn, Poe, Rey, Rose, and other Star Wars characters.
Television Show #2: Star Trek: Lower Decks Season 3
At time of writing we don’t have a confirmed premiere date for Season 3 of Lower Decks, but if it follows the same pattern as it did in 2020 and 2021 we might see it in late summer, perhaps mid-to-late August. Season 2 actually ended on a cliffhanger – which I won’t spoil – and I still have a few theories and ideas kicking around that I’ll try to get written up before the new season arrives!
Lower Decks took a couple of episodes to fully get going, but it’s been an absolute blast across its first couple of seasons. Consistently high quality has left the series with only a couple of boring or unenjoyable episodes, and there’s a surprising amount of emotion at the heart of the Lower Decks crew. It’s a Star Trek show through-and-through, and one I find myself getting surprisingly invested in. I’m hopeful for more of the same when Lower Decks returns.
Television Show #3: The Lord of the Rings: The Rings of Power
Although The Rings of Power is already (and prematurely, in my view) proving to be controversial in some quarters, I have high hopes for what will be the most expensive television show ever produced! A return to Tolkien’s world is, of course, hugely enticing, but The Rings of Power is aiming to be a spiritual successor to Game of Thrones, telling a multi-season serialised story set in the realm of high fantasy. With a massive budget to back it up, I couldn’t be more excited about that concept!
However, with a high budget and high expectations come dangers. The Rings of Power has a long way to fall if it fails to live up to expectations, and no matter what the producers and creative team try to do, the Peter Jackson Lord of the Rings trilogy will be the yardstick by which this new series is measured. I hope it can compare favourably!
Television Show #4: House of the Dragon
Take everything I said in the entry above, copy-and-paste it, and that’s how I feel about House of the Dragon as well! This Game of Thrones prequel is one of several projects currently in production, but as far as I can see the biggest hurdle it has to surmount is not its predecessor’s reputation as one of the best television shows of all time, but the deep disappointment practically all Game of Thrones fans felt at its finale.
Just convincing people to show up for House of the Dragon in light of Game of Thrones Season 8 feels like a big ask… but if the show learns from those mistakes and makes changes, we could be in for something genuinely exciting. The first five-plus seasons of Game of Thrones were some of the most tense, atmospheric, and exciting ever brought to the small screen, so a return to Westeros – and to the writings of George R R Martin – could be fantastic. Could be.
Television Show #5: Star Wars: Andor
A prequel to a prequel (or should that be a spin-off from a spin-off?), Andor will follow Rogue One’s Cassian Andor in the years before the events of the film. We might get to see more detail about the early days of the Rebel Alliance prior to the Battle of Scarif, which would be interesting in itself, but more than that I’m curious to see what Star Wars can do with a genuinely different premise. In this case, we’re talking about a spy thriller.
Is there room in the Star Wars galaxy for stories that aren’t just about Jedi Knights, the Force, and lightsaber duels? The Mandalorian and The Book of Boba Fett could’ve begun to show us what the Star Wars galaxy looks like away from those familiar elements, but chose not to do so. So it falls to Andor to potentially become the first Star Wars series to really broaden the franchise’s horizons and show us what’s possible. Is that too much to hope for? Maybe… I guess we’ll have to see!
Television Show #6: Five Days At Memorial
When done well, a miniseries can be a great format for storytelling. Five Days At Memorial aims to adapt the true story of doctors and nurses working at Memorial Medical Center in New Orleans in the immediate aftermath of Hurricane Katrina. Based on a book from 2013, the miniseries will take a look at some of the events that transpired – including how patients were triaged when the hospital’s systems failed and supplies ran low.
Most controversially, some patients were euthanised by doctors at the hospital – leading to a legal case against them in the months and years afterwards. Hopefully the miniseries will be faithful in its adaptation and won’t try to over-sensationalise these difficult events. I’m really curious to see how it turns out.
Video Game #1: Star Trek: Prodigy – Supernova
You wait years for a Star Trek video game and then two come along at once! This year should see the release of Star Trek: Resurgence – a narrative adventure game – as well as Star Trek: Prodigy – Supernova, a kid-friendly adventure title based on the new animated series. With new episodes of Prodigy’s first season set to air later this year, the time is right for a tie-in.
I was disappointed (and a little concerned) that Prodigy kicked off its first season with no toys or tie-in products, but that is slowly being addressed. Supernova looks a little last-gen in terms of its graphics, and I’m not going to pretend it doesn’t, but I’m still hopeful for a fun game that ties in with the show, and one that can appeal to the younger audience that the show has been targetting.
Video Game #2: Stray
Stray has been on my radar for a while, and it’s finally due for release in July! Getting to play as a cat is already a huge part of the appeal, but it sounds as if Stray will have a genuinely interesting mystery at its core: what happened to all of the humans in its world? Players will assume the role of a stray cat in a cyberpunk-inspired city, and solving that mystery will be top priority.
I’m really looking forward to what I hope will be a different experience with Stray. Many games do mystery, third-person exploration, and create atmospheric worlds, but Stray feels like it could offer something that I haven’t experienced before.
Video Game #3: Grounded
If a game has been in early access for more than two years, should its “release” even count on a list like this? Regardless, I haven’t played Grounded yet – because I largely avoid early access titles – so I’m looking forward to seeing what the full release will have to offer. I loved Honey, I Shrunk The Kids, and even visited the attraction at Disney World… could Grounded let me live out a long-held childhood fantasy?
There are survival aspects to Grounded that could either work exceptionally well… or feel annoying, depending on how good the rest of the game is and how much fun I’m having! But I’ve heard good things from players who’ve enjoyed the early access version, so I’m going to give Grounded a shot when it officially releases in September.
Video Game #4: Return to Monkey Island
Despite loving the first three games in the series, I seem to have fallen behind on my Monkey Island adventures! The fourth and fifth games in the series ended up on my “pile” of unplayed games, and despite meaning to get around to them I still haven’t! Perhaps I should rectify that before Return to Monkey Island – the sixth game in the series – arrives.
Updated versions of the first three Monkey Island games proved that point-and-click adventure titles could still find an audience when they were released a few years ago, and there’s still an appetite for this kind of comedy-adventure. I’m hopeful that Return to Monkey Island will deliver more of the same humour and excitement as the series did in its early days.
Video Game #5: The Lord of the Rings: Gollum
After being on my radar for a while, The Lord of the Rings: Gollum has finally set a release window. All being well we’ll see the weird-sounding game in September. I honestly don’t know what to expect from this one, as Gollum would never be the kind of character I’d have expected to build a game and a story around. However, there’s clearly more to his story than we saw in the films – or even the books – so this could be an interesting adventure!
With a renewed focus on the world of Tolkien and high fantasy thanks to the Amazon show and other fantasy films and TV shows, The Lord of the Rings: Gollum could be a surprise hit. I don’t want to go overboard with the hype, but I’m definitely interested to see what the developers have come up with.
Video Game #6: Saints Row
It does the Saints Row series a grave disservice to call it simply a “Grand Theft Auto clone,” even if that’s where it might’ve begun. This soft reboot of the series aims to take it back to its roots, setting aside at least some of the over-the-top hijinks of the third and fourth games in favour of a return to the gangland roots of the original Saints Row from 2006.
With no Grand Theft Auto VI on the horizon any time soon, Saints Row might just scratch that open-world crime itch for players who are getting tired of Grand Theft Auto V – but hopefully Saints Row can continue to carve its own niche and stand on its own two feet.
So that’s it!
Those are just some of the projects that we can look forward to in the weeks and months ahead. There are plenty more, of course, and I’m sure there’ll be some surprises along the way, too! Although 2022 has been much better than the past couple of years, there’s still the potential for disruption and delays, so keep in mind that any of the shows, films, and games listed above may not make their currently-scheduled launches. Such things happen, unfortuately!
I hope that this was a bit of fun and a glimpse at what lies ahead. It’s always interesting (to me, at least) to research different upcoming projects to see what piques my curiosity, and as someone who takes an interest in the world of entertainment I’m always keeping my ear to the ground to see what might be coming up! I hope you’ll stay tuned here on the website for reviews, impressions, and write-ups of at least some of the projects we’ve talked about today.
Until next time!
All films, television shows, and video games listed above are the copyright of their respective owner, company, distributor, broadcaster, publisher, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
I love Fall Guys – and I’ve had a blast playing the fun party battle royale title since it landed in August of 2020. Following a buyout by Epic Games it seemed inevitable that Fall Guys would eventually go free-to-play, and here we are! The new version of Fall Guys launched yesterday and I’ve had a couple of hours to jump in and have a play around.
First of all, some points to be aware of: Fall Guys is no longer available via Steam, although players who purchased it on that platform before yesterday will be able to continue to play the game – and it will presumably continue to receive updates in line with other versions. Secondly, the game is now available on Switch and Xbox… finally! And thanks to cross-platform play, players on PC, Switch, PlayStation, and Xbox systems are able to play together.
Fall Guys has finally made it to Nintendo Switch!
I was confused by some of the pre-launch marketing, specifically the talk of a “season reset.” Fall Guys had introduced a lot of new content and new rounds across its first couple of years, including a winter-themed season and a sci-fi one. It wasn’t communicated very clearly, in my opinion at least, whether some or all of this content would be included as part of this “new Season 1,” or whatever it’s called. As it turned out, all of the rounds are available, which is great! The good rounds are still a ton of fun… and the annoying ones are still annoying.
I didn’t get off to a great start, as some kind of error prevented me from even getting to the game’s main menu. I saw something about this on social media from one of Mediatonic’s pages, and considering the increased player numbers as the game launches on two new platforms and simultaneously goes free-to-play for the first time ever, I guess a few bumps in the road can be forgiven! But I hope this issue – which persisted for quite a while – hasn’t had too much of a negative impact on new players and their first impressions of Fall Guys.
The error message that I received.
So first of all, anyone who’s played Fall Guys before (on the same account) will be granted a few freebies – including some new costumes and access to the first Season Pass. That’s nice, and a little bit of generosity from Epic/Mediatonic toward the game’s early adopters. But going free-to-play has, naturally, completely changed Fall Guys’ in-game marketplace. The original “kudos” currency is still present and can be used for some items, but there’s now a second premium currency that must be bought with real cash – and this second currency can be exchanged for other in-game items.
Fortunately, items unlocked prior to the game going free-to-play seem to have remained in my inventory, so I don’t feel a desperate need to shell out a lot of cash for in-game currencies and new items right now. But new players in particular will find themselves affected by the decision to lock many cosmetic items behind a paywall, and Fall Guys is definitely following the business model used by many free-to-play mobile games and Epic’s own juggernaut Fortnite in terms of the way in-game monetisation is handled.
Part of the in-game marketplace.
Too many reviews skip over microtransactions and in-game monetisation, but in my view it’s absolutely worth drawing your attention to this aspect of Fall Guys before we go any further. This is a game that’s very appealing to kids and young people thanks to a cute visual style, the lack of any violence or gore, and a fun party vibe, so parents and carers should be aware of what could lie in store. The original version of Fall Guys, as I noted in my first look at the game a couple of years ago, was very good about making its microtransations entirely optional and allowing simply playing the game to unlock boatloads of in-game currency and a plethora of new items. This new free-to-play version of the game feels more tight-fisted and stingy with its in-game rewards, and the emphasis from this point forward is going to be on those microtransactions and that premium currency.
Mentions of a “Season Pass” have also not eluded me, and it seems like this is another aspect of the game that is going to be monetised and heavily pushed. Paying for the game’s Season Pass – which, as noted, is free right now for players who bought the game prior to its free-to-play move – will unlock a lot of “premium” items and some in-game currency. It seems like these Season Passes will be a big part of the game going forward.
Fall Guys has added a purchasable Season Pass.
As with Fortnite, playing Fall Guys without spending a penny is possible, and none of the Season Passes, in-game currencies, and microtransactions could be described as being either necessary to complete the game nor as offering any kind of in-game advantage. But it’s worth being aware of the fact that this “free” game – like many, many others – could be a gateway to spending not insignificant amounts of real money.
While none of the purchases players can make today will offer any kind of in-game advantage, there’s always the possibility of that changing in future. Updates or changes to the game could potentially see some of Fall Guys’ rounds gated off behind a paywall, or the addition of power-ups, boosters, and the like that could potentially make the game a “pay-to-win” experience. I’ll do my best to keep tabs on things as Fall Guys progresses with its new business model – and I’m sure I’ll have something to say if any kind of pay-to-win mechanics begin cropping up.
So far, microtransactions don’t appear to be pay-to-win.
So that’s how things sit in terms of monetisation from my point of view. Fall Guys is to be commended for not including the dreaded randomised lootbox as part of its monetisation, but that’s a pretty low bar. A free game with dedicated online servers naturally requires some kind of revenue stream in order to be financially viable, and the fact that there are still unlockable items without spending money is a good thing. Monetisation doesn’t feel horribly aggressive right now when compared to some other titles, but it is still present and, speaking as someone who played and enjoyed Fall Guys in its earlier incarnation, monetisation and pushes to spend money feel like a much larger part of the game than they used to be.
But enough about that for now.
Fall Guys plays exactly the same as it used to now that it’s free-to-play, and for newbies I guess I’d describe its gameplay as “deceptively simple.” You can run, grab, jump, and dive – and those are your available moves. Using those moves you have to navigate a huge variety of different rounds – most of which only last a couple of minutes at the most – in order to qualify for the next one. It takes a bit of getting used to, but there’s never been a better time to get started thanks to the influx of new players! It’s a level playing field right now.
Skyline Stumble, one of many rounds in the game.
I won’t go into detail about every round in the game – but I have several lists here on the website of my favourites (and least-favourites), the most recent of which you can find by clicking or tapping here. Suffice to say that most of the rounds are an absolute blast, and the few that I don’t personally enjoy never ruin my gameplay experience because of how short they are and how infrequently they crop up in a game with so much variety.
There are a handful of new rounds that have been introduced alongside the free-to-play update, and the ones I’ve tried so far retain Fall Guys’ signature sense of wild and wacky fun. I can’t wait to get stuck in all over again and figure out my best strategies for approaching some of these new experiences!
Fall Guys will hopefully stick around for a long time to come.
So I don’t think there’s a lot more to say. Fall Guys has gone free-to-play but has retained its fun gameplay, and while there is a definite and noticeable push towards in-game monetisation, at this stage it doesn’t feel excessive. I hadn’t played much Fall Guys over the past few months, but this update gave me another opportunity to dive headfirst into one of my favourite games of the last few years. As I said when Fall Guys was brand-new, it takes something truly special for me to be interested in any kind of online multiplayer title, least of all one that could be described as a kind of “battle royale,” but Fall Guys really is that kind of exceptional, unique game.
I’m pleased to see that the game is now available on Xbox and Nintendo Switch; the latter platform in particular should be a natural fit for this kind of fun, kid-friendly party game. I’d been awaiting the game’s Switch release for a long time, and although I’ve only played on PC so far I hope to jump into the Switch version very soon.
Maybe we’ll see each other out there on the obstacle courses… but I should warn you, the gloves are off! I’ll shove you out of the way without a second thought for a chance at winning my next crown! Good luck and happy falling!
Fall Guys is out now for free (with in-game purchases) on PC, PlayStation 4/5, Nintendo Switch, Xbox One, and Xbox Series S/X. Fall Guys is the copyright of Mediatonic and Epic Games. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Xbox recently hosted its Games Showcase event – an addendum to Summer Games Fest, which has effectively replaced this year’s E3 industry event. The Showcase was generally pretty decent, with a focus being on games that will be released over the next twelve months. Some big games like Valheim and Redfall took centre stage, and there was news or updates about the likes of Grounded, Microsoft Flight Simulator, and even Fall Guys – the latter of which is belatedly launching on Xbox (and Nintendo Switch) in just a few days’ time.
Having recently been gobbled up by Microsoft’s expanding gaming division, Bethesda had a lot to say about Starfield. Though the game has recently been delayed until the first half of 2023, the Xbox Games Showcase event provided a massive update on the game and showed players a first look at gameplay. That’s what we should be talking about; that should be the headline for Bethesda coming out of their big summer presentation. But it isn’t, at least not in a lot of publications.
Bethesda chief Todd Howard chose to drop the “announcement” – if we can even call it that – that Fallout 5 will be the studio’s next-but-one big project, and that news has grabbed headlines and stolen attention away from Starfield right at the moment when you’d think its marketing campaign should be beginning in earnest. I just don’t really understand why it was necessary to make this so-called “announcement” and confirm what most players and fans had already been assuming.
Firstly, if Starfield brings in rave reviews, massive player numbers, and goes on to be the success that Bethesda and Microsoft must be hoping for, then surely a sequel should enter the conversation. By stating now, before Starfield has even launched, that Fallout 5 will follow The Elder Scrolls VI as Bethesda’s next-but-one project, that seems to push any kind of Starfield sequel even further away. If decisions need to be made in future to change that around for whatever reason, some people are going to be left upset. There’s literally no upside to talking about Fallout 5 at this juncture.
The same could have been said, arguably, about The Elder Scrolls VI when that was similarly “announced” at E3 in 2018. With the game so far off, talking about it so soon seemed premature at best. In that case, though, there was a case to be made that the constant stream of re-releases for Skyrim, the fact that there had never been such a long gap in between Elder Scrolls games, the releases of not one but two Fallout titles, and Starfield being in active development all combined to make it worthwhile to make a commitment to Elder Scrolls fans that their series hadn’t been forgotten.
With Fallout, there just isn’t any need. Fallout 4 was released in November 2015, and that was followed up by the (disastrous and unplayable) Fallout 76 just three years later. Fallout 76 continues to receive attention and updates, some of which have been pretty substantial, so there isn’t that same feeling of abandonment that some Elder Scrolls fans had been feeling in the wake of a lack of follow-up to Skyrim. Though I’d still suggest that announcing The Elder Scrolls VI in 2018 was premature, at least there was a kind of logic to it – a logic that this “announcement” of Fallout 5 lacks.
The Elder Scrolls VI was also announced with a slick teaser – obviously no gameplay, but at least a look at a pretty landscape and a logo. Fallout 5 got no such fanfare, with the news of its planned existence seemingly being an off-the-cuff remark dropped haphazardly in an interview with IGN. Perhaps someone at Microsoft or Bethesda needs to help Todd Howard with his interviews so this kind of thing doesn’t happen again!
Starfield has been Bethesda’s biggest and longest project to date, having been worked on for at least a decade. Production officially began following the release of Fallout 4 in 2015 and ramped up in the wake of Fallout 76′s launch in 2018, so this has been a massive undertaking. The Elder Scrolls VI will be comparable in scale, and if it follows a similar timeline to Starfield it may not be ready until 2027 or 2028. If Fallout 5 likewise takes five-plus years in active development, we’re potentially talking about a release window sometime in the early/mid-2030s. So why on earth should we be talking about this game now?!
One of the reasons why video game corporations like sequels is that there’s a built-in fanbase. Fans of Fallout 3 turned up for Fallout 4; fans of Oblivion turned up for Skyrim… and so on. Starfield represents much more of a risk compared with the likes of a new Elder Scrolls or Fallout title, and as a result it needs to be handled carefully, marketed cleverly, and not overshadowed by the bigger and more illustrious franchises that its parent company owns.
The mere act of mentioning Fallout 5 – which had not been discussed by anyone senior at Bethesda or Microsoft prior to this – has completely stolen Starfield’s thunder coming out of the Xbox Games Showcase, and that shouldn’t have been allowed to happen. Bethesda’s mistakes and stumbles – some of which go back several years – have already meant that there’s a bit of a caveat in the minds of some players when they think about Starfield, so the game needs every boost it can possibly get. Being overshadowed by a new title, especially one that’s probably ten years away from being released, doesn’t help and has actually hurt Starfield at the moment players should be beginning to pay attention and, from Bethesda’s point of view at least, get excited for its launch next year.
Maybe this was just a mistake; a throwaway remark that Todd Howard didn’t really intend to make. If so, I guess it’s fair to say that we all make mistakes, these things happen, and to try to move on from it and refocus on Starfield. But it won’t be easy to do. There are already a ton of articles about Fallout 5 being “announced,” and that will lead to questions from fans and the gaming press drawing attention away from Starfield at what was supposed to be its first moment in the spotlight.
We could have spent today talking about the gameplay that was shown off, how things like jumping and jetpacking look like fun, and how incredibly excited I am to design and build my own spaceship! But instead we’re talking about a marketing screw-up and a game that, to be blunt, I’m not sure I’m going to live long enough to see! It was a mistake to even mention Fallout 5 this early, and if Starfield exceeds expectations and becomes Bethesda and Microsoft’s “next big thing,” I wouldn’t be at all surprised to see a sequel planned sooner than expected. That could push back work on Fallout 5, upsetting fans. There was literally no upside to this at all, and the resultant reaction to Todd Howard’s statement has drawn attention away from Starfield at the precise moment when fans should have been excitedly talking about its gameplay reveal, new features, and the scale of the galaxy that Bethesda has created. What a mess!
Starfield will be released in the first half of 2023 for Xbox Series S/X and PC and will also be available via Xbox Game Pass. Fallout 5 has no release date scheduled. Starfield, the Fallout franchise, the Elder Scrolls franchise, and other titles and properties mentioned above are the copyright of Microsoft and Bethesda Softworks. Some promotional images courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Because the controversy surrounding Diablo Immortal’s notorious announcement was so long ago – four years ago, in fact – I guess I’d just assumed that the crappy mobile game had already been released sometime in the last few years. I was surprised when I began seeing ads for the game all over my social media pages, and even more surprised to learn that Activision Blizzard has only just finished pushing this absolute turd of a game out of its corporate anus.
Diablo Immortal could stand as a monument to everything that’s wrong about modern gaming and the state of the video games industry. It seems to be desperately chasing every cash-grabbing trend going, degrading a brand that has been part of the gaming landscape for more than a quarter of a century. It’s a contemptible title, one whose inevitable failure I will genuinely be celebrating.
What a piece of shit.
You may have heard this figure floating around during conversations about Diablo Immortal: $110,000. For those of us in the UK, that equates to over £90,000, and according to analysis done by Bellular News it’s the total cost of fully upgrading a player’s in-game character. This figure is based on the fact that many of the game’s upgrades aren’t able to be unlocked by gameplay and are only available via lootboxes.
There are some games out there that take the piss when it comes to how much they cost. Strategy games from developer Paradox Interactive are notorious for their expansions, DLC, and add-ons, the combined cost of which can push some of their biggest titles to well in excess of £300. Look at the likes of Europa Universalis IV or Cities Skylines as examples of what I’m talking about.
Promo screenshot of Diablo Immortal.
And then there are multiplayer titles that try to coax players who the games industry dehumanisingly and offensively refers to as “whales” into spending massive amounts of money on one-time-use items like ammo, power-ups, and other such fluff. Often the excuse is that players have the option to pay to “skip the grind,” as if the grind hadn’t been deliberately and intentionally built into the game in the first place in order to force as many players as possible into paying more and more money just to be able to play.
Diablo Immortal has taken on all of these money-grubbing trends, seeming to see it as a challenge to get away with as much egregious bullshit as possible. The result is that the game is completely drowning in monetisation to the point that simply playing and enjoying it on its own merit is impossible – something that, sadly, too many publications and self-proclaimed “journalists” and “reviewers” have refused to discuss in any depth. Many purported “reviews” of video games nowadays end up being little more than puff pieces; marketing material that may not have been bought and paid for, but that’s worth about as much as if it had been. The threat of revocation of access and a loss of freebies serves as an incentive for some publications to set their ethics aside – as some of the reviews for Diablo Immortal demonstrate. But I guess that’s something we need to talk about in more depth on another occasion.
There’s disagreement between professional reviewers and players about Diablo Immortal.
In the late 2000s and early 2010s, corporations suddenly realised the potential that mobile gaming had as a platform. With the explosion in popularity of smartphones came a massive growth in gaming – though many players didn’t necessarily realise that they had been converted to become “gamers” for the first time! But it’s off the back of this particular trend that Diablo Immortal was belatedly conceived; the idea being to take an established brand with good name recognition and a solid reputation and shart it into a typical, done-before mobile game mould.
That’s what Diablo Immortal is. It isn’t a Diablo game like the previous entries in the series. It’s a mobile game with a Diablo veneer; a festering, rotting puddle of raw sewage that Activision Blizzard has attempted to cover up with Diablo branding. But everyone could smell the stink coming. From as far back as its announcement in 2018, the fact that Diablo Immortal was going to be nothing more than a trend-chasing cash grab was readily apparent to everyone from fans to industry watchers. The extent of Activision Blizzard’s piss-taking, and the absolute lack of shame that the corporation seems to have about it, may have caught some folks off-guard, but make no mistake: this was the inevitable, predictable outcome.
For the low price of just $110,000 you can fully upgrade this character!
Some folks have taken to calling the game Diablo Immoral, dropping the T, and honestly I wish I’d thought of that first because it’s so clever! It perfectly embodies the disgusting corporate approach to every aspect of this game, and the state it’s in as a result. Not only that, but it captures the sense that many Diablo fans have that this cash-grab is a corruption of the franchise they love.
The danger here is that Activision Blizzard’s plan will backfire. Rather than the Diablo branding for this shitty mobile title bringing in boatloads of cash, the appalling, predatory nature of its in-game lootboxes and microtransactions may actually end up harming the franchise and its reputation. With Diablo IV in the works, that could be disastrous.
How badly will Diablo Immortal hurt Diablo IV?
The acquisition of Activision Blizzard by Microsoft – which is still in the works and hasn’t been completed at time of writing – may mean that there’s less of a financial risk, but reputational damage on this scale can take time to recover from and can be a weight around the neck of brands and franchises for years. Look at Bethesda or BioWare as examples – recent titles that have been extremely underwhelming have led at least some fans and reviewers (myself included) to begin placing a caveat on any potential hype for new titles. So it will be with Diablo IV – sure, the game could be good, but do you remember how shitty Diablo Immortal was and how scummy its in-game marketplace was? That could well be the narrative going into the next major game in the series.
Perhaps Diablo Immortal was too far along in its development to have been extensively reworked or cancelled, but honestly, it may have been to Microsoft and Activision Blizzard’s benefit to at least put the project on pause. After being hit by a major scandal recently, the last thing Activision Blizzard needs as this Microsoft acquisition goes through is more bad press. Yet here we are.
Activision Blizzard is facing a major sexual harassment lawsuit.
So that’s Diablo Immortal, I guess. A typical mobile cash-grab with the Diablo logo haphazardly affixed to it. Don’t be fooled by the branding or the expensive marketing campaign that’s seen ads for the game pop up all over social media: Diablo Immortal is a piece of shit. It’s garbage that doesn’t deserve to be associated with a franchise that has delivered a lot of enjoyment to folks through the past twenty-five years.
Do yourself a favour and wait for Diablo IV. I really wish this had been an out-of-season April Fools’ joke.
Diablo Immortal is, regrettably, out now for PC, iOS, and Android. Diablo Immortal is the copyright and unending shame of Activision Blizzard. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are spoilers ahead for Halo and several of the Halo video games.
Despite Paramount’s best efforts to keep the first live-action Halo series away from viewers in 95% of the world, I was recently able to binge-watch it. I really wasn’t sure what to expect going in; I knew of only a couple of the performers from their past work, and although there was supposedly a significant budget attached to the series, I can’t recall a single time that a video game has been successfully adapted in this way. And no, the “so-bad-it’s-good” Super Mario Bros. doesn’t count!
Video game adaptations have been notoriously difficult to get right, but I think Halo offers a glimpse at what’s possible. By telling a story spread across nine episodes instead of condensing it to a two-hour film, there was more depth and more time able to be spent bringing the world and the lore of the long-running series into a new format. In that sense, I think we could hold up Halo as an example of why video game adaptations may work better on the small screen – and especially in the current media environment as streaming projects – than as feature films.
The Master Chief with fellow Spartan Kai.
I’m not particularly well-versed in the depths of Halo lore. I played the first game on the original Xbox when it was new, and I’ve played most of the mainline games now thanks to Halo: The Master Chief Collection. But I haven’t played spin-offs like the Halo Wars strategy games, nor read any of the books or comics that have been produced. So as I sat down to watch Halo, I wasn’t particularly worried about things like “canon” or consistency with what’s come before – and that was probably for the best!
Halo seems to exist in its own space; a standalone project, a reinterpretation of the stories shown in the games but without the pretence of being a prequel or direct adaptation. Many of the same elements exist in the world of Halo as did in the show’s source material – the Master Chief, Dr Halsey, the UNSC, the Covenant, and so on – but they’re being reinterpreted and used in different ways.
Dr Halsey.
In order to turn the Master Chief from a faceless everyman into a relatable protagonist, that had to happen. The Master Chief in the Halo video games basically exists as an excuse to blast aliens; a television series like this needs to have a fully-rounded character with his own thoughts, motivations, and feelings to guide the plot and to get us as the audience invested in his story. This was accomplished thanks to the help of the “Keystone” – a magical macguffin that began to give the Master Chief access to memories and feelings that he hadn’t had before.
The nature of the Keystone wasn’t readily apparent, and I liked the sense of mystery that brought to the table. Only the Master Chief and his Covenant-raised counterpart Makee were able to interact with the object, and that limitation gave legs to the story. While the Master Chief wanted to learn more about his family and the life he never knew, those around him all wanted – in slightly different ways and with varying degrees of maliciousness – to use him and his connection to it for their own purposes.
The Keystone was at the centre of the season’s storylines.
This was one aspect of Halo that I felt worked well – at least, most of the time. Aside from the Master Chief and, to an extent, his fellow Spartan Kai, everyone else that we met had their own agenda, their own biases, their own prejudices, and their own moral ambiguity. On the “good” side of the conflict we have the UNSC and its leadership – but in order to get ahead, practically all of them became morally compromised along the way. There’s a message there about how the military, politics, and power work that wasn’t lost… but wasn’t exactly subtle, either.
Through the eyes of Miranda Keyes we also got to see the way the UNSC’s power structure and chain-of-command operate. Despite being intelligent and well-qualified, she found herself cut off from information that she could have used to better perform her duties; cut out of the loop not only of the conspiracy involving her parents and the Spartan programme, but also without the necessary clearances and access to information that would have made part of her job – translating the Covenant’s language – much easier.
Miranda Keyes’ story showed us the realities of working with the UNSC.
I expect that some of the show’s mysterious elements – particularly the somewhat-disconnected events of the rebellion and mysterious portal on the planet of Madrigal – may have been quite different from what some fans of the Halo games were expecting from the series. Although Halo started with a bang thanks to a truly excellent battle sequence between the Spartans and a group of Covenant elites, there were definitely moments across the show’s nine-episode run where fast-paced action and combat took a back seat to these unfolding storylines.
As I found myself getting invested in the Master Chief’s story and wanting to learn more about where he came from and what happened, I actually enjoyed this aspect of Halo… but I can understand that it may not have been what everyone expected or wanted from an adaptation like this. What I’d say in defence of Halo is that it’s worth keeping in mind that the games were designed to be interactive and to be played through; the series is designed to be watched. A game needs more combat and action to keep players invested – if the series had been nine episodes of gunfighting and running around it might’ve been truer to its source material but it would almost certainly have been far harder to watch!
Learning about the Master Chief’s family and personal history was a big part of Season 1.
Halo did some interesting things with its battle sequences in terms of cinematography. The first-person perspective that was surprisingly close to how things look in the Halo games is something rarely seen on screen in this way, and it was done much better than it had been in projects such as 2005’s Doom adaptation. Halo integrated things like the Spartans’ heads-up display into its storytelling at key moments, with things like the low shield alarm signalling that a character was in danger. It generally worked well, and as a callback to the games it was something that I appreciated.
Dipping in and out of this first-person perspective was smooth enough for the most part, but there were definitely a handful of moments across the season where combat sequences felt a little jumpy and too quick; I ended up missing things and debating whether or not I should rewind parts of several episodes as a result. I fully agree that it wouldn’t have been desirable to show every battle and combat sequence entirely in first-person, though, and the series balanced this pretty well. The first-person camera could’ve ended up feeling like a complete gimmick; it’s to Halo’s credit that that isn’t the case.
An example of the first-person camera.
I suppose one of the big questions fans will be left wrangling with is whether this approach – the slowly-building character-oriented mystery with action elements – was the right one for Halo. For me, as someone who’s enjoyed this kind of story across multiple genres and in different ways, I found it enjoyable enough. But as I said at the beginning, I’m not any kind of Halo super-fan, and I could certainly entertain the argument that there wasn’t a need to completely rework the story and parts of the lore of the franchise.
It would have been possible, even with the caveat that video games are designed to be played and a television show is designed to be watched, to adapt the story of one or more of the games. A blend of the stories of Halo: Reach leading into the events of Halo: Combat Evolved has potential as an exciting story, but one with scope for at least some of the elements of mystery and characterisation that the series ultimately included. I’m not exactly upset about “what might have been,” but at the same time, I can’t help wondering. The first game in particular, the one that established the Halo universe, the Master Chief, and many other elements that Halo used in its first season, could have been brought to screen with a few tweaks rather than telling a completely new story.
A Covenant Elite.
I was only familiar with a couple of the actors before I sat down to watch Halo – I’d seen Natascha McElhone in Designated Survivor and Burn Gorman in Turn: Washington’s Spies and The Man In The High Castle. Both were fine performers who excelled in their roles in Halo, and it was neat to see them again. Burn Gorman in particular has a menacing style that made him perfect for the role of the villainous Vincher, and his scenes were delicious to watch.
Other standout performances from the cast that I’d highlight include Yerin Ha, who took on the role of young Kwan, and Kate Kennedy, who excelled as Master Chief’s Spartan ally Kai. There was a vulnerability in the way Kennedy portrayed the otherwise-invincible Spartan warrior, and the way Kai began to follow in the footsteps of the Master Chief was an interesting – and occasionally cute – sub-plot that I hope is expanded upon in Season 2.
I enjoyed Kai’s sub-plot.
Both Captain Keyes, played by Danny Sapani, and his daughter Miranda, played by Olive Gray, were fun characters. Sapani brought the right weight or gravitas to the role of the Master Chief’s commanding officer, but as the story unfolded I didn’t really get the sense that Keyes and Master Chief knew each other all that well. There were moments of exposition… but I think seeing some of their past, even if only via a flashback, would’ve done better at building up this relationship.
Of course, all attention was on Pablo Schreiber, who took on the challenging role of this adaptation of the Master Chief. There will always be some long-time fans who have a hard time adapting to a recasting or reinterpretation of a classic character, so right off the bat I have to commend Schreiber for being willing to take on the role! Master Chief has existed for more than twenty years at this point, and this was our first real exploration of his characterisation – and our first time seeing him with his helmet off!
Pablo Schreiber with the iconic Master Chief helmet.
The mysterious elements of Master Chief’s past worked well, and seeing him gradually explore his memories and come to terms with some new feelings and emotions was interesting – but more could have been made of some of those things. Because the Master Chief quite quickly left Kwan with his ex-Spartan friend for protection, one avenue to exploring those new feelings was pretty abruptly brought to an end, and while there were interesting aspects to his relationship with Makee, there were definitely aspects of this storyline left on the table as the curtain fell on the season.
As an acting performance, though, Pablo Schreiber did the best he could with the material that he had, and I found him to be a fun and convincing protagonist for the most part. The Master Chief’s arc across Season 1 has set the stage for a story that could branch off in several different directions as both humanity and the Covenant chase these artefacts and the titular Halo ring-world… so there’s scope, when the series returns, to see more.
The Master Chief as Season 1 drew to a close.
Halo felt like a thoroughly modern serialised made-for-streaming television show. In the wake of projects like Lost and Game of Thrones, studios and entertainment corporations have been looking at their properties for anything that could be adapted into a similar, multi-season epic, and Halo feels like it’s cut from the same cloth as the returning Star Trek franchise, some of the Marvel and Star Wars projects, and shows like The Witcher over on Netflix. In that sense, there’s not a whole lot of originality in the core concept; it’s a familiar framework that has been moulded to fit this particular franchise.
By choosing to riff on the Halo concept rather than remake or directly adapt any of the stories from the games, the sense of anticipation and mystery that was clearly intended to be a big part of the series absolutely stuck the landing, and I’m still curious to learn more about the magical macguffin that was at the heart of the story. However, some storytelling decisions split up key characters perhaps too early in the story, leaving the Master Chief and UNSC characters entirely disconnected from events on Madrigal after Kwan returned there. Of course it’s possible for future seasons to reunite these story threads and connect them – it feels like it’s possible that the same mysterious faction responsible for the Keystones may have created Madrigal’s portal, for example – but as things sit right now, we definitely have a series in two halves.
The main cast of Halo Season 1.
All that being said, Halo got off to a good start and I’m curious to see what will come next. Rumours of a shake-up over at 343 Industries/Paramount may mean that a new showrunner and producers are being brought in for Season 2, which will begin filming imminently at time of writing, so we may see a shift in the way the series is written and structured to take on board feedback from fans and critics from this first outing.
I give credit to Halo for ambitiously trying to bring a long-running franchise into a completely different environment. Adapting video games has never been easy and has rarely been successful, so make no mistake: this was a risk. For my money, it’s a risk that largely paid off, and what resulted was a decent season of television that has set the stage for more adventures in this surprisingly deep fictional universe. Were there elements both narrative and technical that were imperfect? Sure, but that doesn’t ruin what was a decently engaging drama. The mysteries kept me engaged, the performances from both leading and secondary actors were great, and moments of action, while perhaps spread a little thin, made sure that Halo didn’t forget its roots.
Halo Season 1 is available to stream now on Paramount+ in regions where the service is available. The Halo franchise – including the Halo television series – is the copyright of 343 Industries and Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
I’m a total newbie to the Sniper Elite series, but I found myself swept up in the hype for the latest entry. With Sniper Elite 5 being available on Xbox Game Pass on release day, there was no reason not to give it a shot! The game was even available to pre-load (i.e. to download ahead of its actual launch) which is a time-saver on my slow internet connection. Although this isn’t a review of Xbox Game Pass, Microsoft once again gets high marks from me for their subscription service!
First up, Sniper Elite 5 on PC seems to have a bug related to its anti-cheat software. This bug prevented me from launching the game after it had been installed, but luckily there was a simple workaround: right-click and then choose “run as administrator” in order to make it work. An easy fix, but unfortunately for Sniper Elite 5 it didn’t exactly get off to a spectacular start as a result.
Lining up a shot in Sniper Elite 5.
However, the game itself seems to be well-polished. I didn’t encounter any major bugs and only one visual glitch in the couple of hours that I’ve spent with Sniper Elite 5 so far. Considering that recent years have seen too many games rushed out the door to meet arbitrary release windows, the fact that Sniper Elite 5 at least on PC seems to be in a decent, playable state is good news. It shouldn’t need to be good news, but that’s a reflection of where the video games industry as a whole is right now.
I’d been dimly aware of the Sniper Elite series, but I’d never given it serious consideration until now. I’d seen pictures and clips online from time to time – especially of the franchise’s signature X-ray kill cams – but beyond that I kind of dismissed it. In shooter games I rarely choose to play as a sniper if I have a choice, and stealth missions have never been my favourites in any action or adventure titles. So for those reasons and more, past games in the Sniper Elite franchise just never seemed like “my thing.” I’m not sure what it was that Sniper Elite 5 did with its marketing to change my mind and convince me to give it a shot this time around; perhaps it’s simply the relative lack of big new games as a result of pandemic-enforced delays.
Taking cover.
Regardless, I was curious enough to give Sniper Elite 5 a go, and I’ve been having fun. For some reason I had it in my head that this would be a first-person game; perhaps the screenshots and clips I’d seen in the past left that impression, as first-person mode is basically required for sniping. But when not using binoculars or the sniper scope, the rest of the game takes place from a third-person perspective. That was unexpected for someone who (clearly) had no idea what they were letting themselves in for! I like the mix that this provides; third-person gameplay for stealth and action combines well with looking down the sniper scope from a first-person perspective.
Gameplay itself is polished, and both major sides of the game – sniping and third-person stealth/action – work well. Sniper Elite 5 has some neat level design with expansive open areas and isolated, hidden spots that are perfect for spying or lining up the perfect shot. So far I’ve only participated in a couple of missions, but I like what I’ve seen.
Whee!
In terms of graphics and visuals, Sniper Elite 5 looks decent. I wouldn’t describe any of it as being stunning or beautiful; for my money there are more visually spectacular titles. The use of a lot of green, khaki, and brown tones is period-accurate for World War II France, but perhaps that kind of colour palette doesn’t lend itself to being described in those terms. Graphically, Sniper Elite 5 could go toe-to-toe with many games of the Xbox One/PlayStation 4 generation, but at least on my PC I didn’t feel it could offer much more than that.
This is a broader point that we should probably talk about in more detail some time, but the lack of availability for the Xbox Series S/X and PlayStation 5 has meant that many games are still being developed with the previous console generation – and its limitations – in mind. Sniper Elite 5 is playable on hardware that’s almost a decade old at this point, and that’s naturally going to hold it back. Every new console generation brings with it cross-gen titles like this, but the unique difficulties faced by new machines seems to have dragged out this period. By this point in the Xbox Series S/X and PlayStation 5’s lifecycles, I’d expect to see more titles like Sniper Elite 5 ditching last-gen consoles in favour of new hardware.
Sniper Elite 5 looks okay… but visually it’s nothing to write home about.
Voice acting in Sniper Elite 5 isn’t spectacular. It has a stilted, almost wooden quality that reminds me a little too much of amateur dramatics clubs and drama classes at school! Ten years ago I wouldn’t have found that to be worth remarking on, but a lot of modern titles have put way more effort into their voice acting and scriptwriting. Even games that don’t rely on big-name actors or celebrities to bring their characters to life have still managed to sound pretty great and realistic; I find that the writing and voice acting in Sniper Elite 5 kind of snaps me out of the moment.
The saving grace here is that cut-scenes seem to be relatively few and far between, with long sections of uninterrupted gameplay in between. German characters all speak German (with English subtitles) at least by default, which I will admit is a nice feature and adds something to the realism of the World War II setting.
I’m not wild about the voice acting or scriptwriting.
If you’ve ever played a third-person stealth game, you’ll be familiar with the way gameplay works in Sniper Elite 5. There’s a well-implemented cover system, the player character can conceal himself by ducking down, lying prone, or hiding in bushes or long grass. Enemies have line-of-sight that must be avoided, enemies can become alerted to the player’s presence and raise alarms, and making noise or firing weapons can draw attention. Nothing on this side of the game felt particularly groundbreaking, but all of it felt polished and well-constructed. Even as someone brand-new to the series, playing Sniper Elite 5 felt natural and intuitive, and I didn’t have to scrounge around to figure out the controls or how to interact with the environment.
Sniping works basically the same way it does in any first-person shooter, but with a few added extras that some faster-paced titles overlook. Most sniper rifles (as well as binoculars) have different zoom levels, the player character’s breathing can be controlled to steady the scope, and different body parts on enemy targets – including internal organs – can be targetted to get different results. Each shot feels unique, and I would wager that the game offers a decent amount of replayability; going back and redoing a mission will almost certainly lead to different ways to take down targets.
The view down the sniper scope.
This brings us to one of the Sniper Elite series’ signatures: kill cams, and particularly X-ray kill cams that show the damage inflicted inside of a target’s body. These things are pretty gory – even by the standards of a World War II video game – but they can be turned off in the menu if players aren’t interested in that level of brutality. For me, I’m pretty desensitised to that kind of thing, but I can understand if the raw, visceral nature of these slow-motion sequences is offputting to some folks.
As a technical feat, I think the inclusion of these X-ray cams is quite clever. Not only does the game have to detect where a bullet hit an enemy and whether they’re wounded, killed, etc., but it has to show a ballistic path from the barrel of the gun all the way to the target’s body. Then it has to calculate precisely where in the body the bullet would enter, which internal organs would be damaged, and what that would look like, then render it on screen in slow-motion but without stopping or interrupting the main cycle of gameplay. Regardless of whether it’s “your thing” or not, as a feat of game design I find it to be very impressive!
An example of the game’s X-ray kill cam.
Weapons can be customised in Sniper Elite 5, and this adds an additional dimension to gameplay. The player character can carry several different weapons at a time – as well as grenades, binoculars, health packs, and the like – and each main weapon can be customised and upgraded. Not all upgrades are available from the start, needing to be unlocked as the campaign progresses.
It can be fun in any game to customise a weapon and get it working exactly the way you want it to! Sniper Elite 5 offers a lot of options in this regard, and balancing the trade-offs between a more powerful but slower and louder weapon versus a quick and nimble one with a shorter range and less power is all part of the immersion and the experience. It’s possible to customise the player character’s weapon differently for different targets and different missions, and when combined with a variety of different weapons to choose from, this is another way in which Sniper Elite 5 makes the experience feel different each time. Cosmetic changes to weapons also show up in third-person mode when walking around, and I always appreciate details like that!
Customising a sidearm.
So I think that’s about all I have to say about Sniper Elite 5 at this stage. I may come back for an additional write-up/review once I’ve beaten the main campaign, but I’m not sure about that yet so don’t hold your breath! For now, suffice to say that I’m glad I stepped outside of my usual gaming niches to try something a little different. Stealth and sniping have never been my favourite aspects of action or shooter games, but Sniper Elite 5 manages to implement them in a fun way. Coming from me, that’s a pretty big compliment.
I’m not sure how I’d feel if I paid full price for Sniper Elite 5 on one of the new consoles, especially given that its graphics and visuals are definitely last-gen by today’s standards. But considering I was able to get the game on release day (and even pre-load it) via Xbox Game Pass for PC, I honestly can’t complain.
So watch out, Nazis! Sniper Dennis is coming to town!
Sniper Elite 5 is out now for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S/X. Sniper Elite 5 is also available on PC and Xbox platforms via the Xbox Game Pass subscription service. Sniper Elite 5 was developed, published by, and is the copyright of Rebellion Developments. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are spoilers ahead for the Star Wars franchise, including Knights of the Old Republic and Knights of the Old Republic II.
The remake of Knights of the Old Republic is one of the games that I’m most looking forward to at the moment. I’ve talked about this before, but in the early 2000s – when Star Wars had been damaged by two disappointing films – Knights of the Old Republic and its sequel did an awful lot to rescue the franchise’s reputation for me. After twenty years, a remake that brings the game into a new engine and in line with modern titles could be a great way to re-experience it – as well as for new players to experience it for the first time.
Today we’re going to look ahead to the Knights of the Old Republic remake and put together a wishlist; these are things that I truly hope the new version of the game will include.
It goes without saying that I have no “insider information” and I’m not trying to claim that anything on the list below will actually be a part of a new Knights of the Old Republic game. This is a wishlist from a fan – and nothing more. With that disclaimer out of the way, let’s get started!
Number 1: An updated combat system.
Revan’s red Sith lightsaber as seen in the teaser.
Even by the standards of role-playing games in 2003, KOTOR’s combat system was pretty “old-school.” That’s fine, and while turn-based combat isn’t my favourite way to play there was nothing necessarily wrong with the way the game approached battles and fights. But if KOTOR is being remade from the ground up with a view to being modernised for a new audience, I think a new approach is needed.
Turn-based combat feels clunky and slow, and it interrupts the natural flow of gameplay. Combat in the original version of KOTOR feels like a wholly separate event from exploration and the rest of gameplay with a noticeable transition, and I think a less rigid approach would be to the game’s overall benefit. Dropping the strictly turn-based approach in favour of a more fluid combat system doesn’t mean things have to be lightning-fast requiring the reflexes of a professional player! But a redesigned approach to combat would help the game feel like a more natural adventure and less like, well, a video game from the early 2000s.
Number 2: A proper character creator.
KOTOR’s original character creation screen.
The original version of KOTOR had an incredibly basic “character creator” that only allowed players to choose from about a dozen pre-made portraits. There’s more to a character than the way they look, of course… but in a role-playing game – particularly a third-person role-playing game with cinematic cut-scenes and conversations that routinely show off the player character – being able to really customise the game’s protagonist is something I’d like the remake to offer.
Recent years have seen some truly remarkable character creators. Despite its problems, Cyberpunk 2077 has an excellent character creator, with more customisation options than you can shake a stick at! There’s scope for the KOTOR remake to implement something like that, and doing so would go an awfully long way to improving the role-playing experience.
Number 3: Additional character classes.
The original game’s class selection screen.
While we’re talking about the game’s character creation, it wouldn’t hurt to add in some new classes. The original version of KOTOR included three starting classes and three Jedi classes that were unlocked partway through, and I think there’s scope to either add some new ones or to perhaps let players pick and choose to create their own custom class.
Classes which combine stealth and combat or Jedi abilities with engineering/tech would be a lot of fun, and would mix things up to make every new playthrough of the game feel different and unique. Look to how the Mass Effect trilogy offers six main character classes as a basic example of what I mean.
Number 4: A fully-voiced protagonist.
Dialogue options in the opening level of the original KOTOR.
In Knights of the Old Republic every character was fully-voiced – except for one. The player character never spoke, with their dialogue being shown during conversations and cut-scenes as text only. This may have been a creative choice, but I suspect it was done to save file space! Hundreds of lines of recorded dialogue take up space, after all! But this limitation doesn’t exist in the same way in 2022, so there’s no reason not to give KOTOR’s protagonist their own voice after all this time.
Some games have multiple voices available to choose from – the Saints Row series offered this option, for example – and the KOTOR remake could certainly go down that road. But even to just have one masculine and one feminine voice as options, like the Mass Effect games or Cyberpunk 2077, would be fantastic.
Number 5: Redesigned levels.
The Ebon Hawk touches down on Tatooine.
This one was originally going to be “expanded levels,” but bigger doesn’t necessarily mean better! However, twenty years of progress has been made in game design since the original KOTOR was released, so I feel there’s scope to redesign some of the game’s levels to reflect that and make the game feel even more immersive.
For example, the city of Taris could be populated with larger crowds of non-player characters to feel more like the dense urban jungle that the story portrays it as. The deserts of Tatooine could be enlarged to provide more of a sense of scale. Or the forests of Kashyyyk could be remade with a wider variety of plant life – like the version seen recently in Jedi: Fallen Order.
Number 6: PlayStation 5/Xbox Series X only.
An Xbox Series X box.
And PC, of course! But what I mean is this: the KOTOR remake should take advantage of the latest generation of home consoles and not even try to be compatible with the Xbox One and PlayStation 4 generation that’s now almost a decade old. By ditching last-gen in favour of current-gen only, the KOTOR remake will ultimately be a better, more enjoyable, and more visually impressive experience. And isn’t that the main reason to do something like this?
Fans are looking for a game that can take full advantage of two decades’ worth of improvements in technology; if the KOTOR remake tries to remain compatible with last-gen machines, that won’t be possible and at least some of its potential will have been wasted. Although there are still availability issues for the Xbox Series X and PlayStation 5, those consoles are the future and more are being sold every day.
Number 7: Don’t be shy when it comes to delays.
Cyberpunk 2077. Enough said.
We recently talked about delays when Bethesda and Microsoft announced that Starfield was being pushed back to next year. Without repeating myself too extensively: delays are a good thing! It’s infinitely better for both players and the developer and publisher of a game to delay it until it’s ready rather than trying to force it out too early to meet some arbitrary deadline. So far, we don’t have an official release date for Knights of the Old Republic… but when we do, there’s no need to stick to it if the game needs more time.
Having been burned by recent titles like Mass Effect: Andromeda and Cyberpunk 2077, more and more players are coming around to this way of thinking. A game delay is never fun, but increasingly players understand why it has to happen. I’d rather play a good, bug-free KOTOR remake in 2026 than a bad, rushed, glitchy version in 2023!
Number 8: No DLC or microtransactions. One complete story.
It shouldn’t cost a packet to play the full version of KOTOR.
Microtransactions in single-player titles are unjustifiable in my view, and I hope that the KOTOR remake avoids this irritating trend. I’m also hopeful that there are no day-one DLC packs, nor any “special editions, “ultimate editions,” etc. The game should be in a complete state at launch, with the full experience available to everyone.
It might be tempting to cut off certain cosmetic items – like lightsaber colours, for instance – and sell them as DLC or as part of a “special edition,” but I really hope this can be avoided. The original version of Knights of the Old Republic didn’t have any of that nonsense – let’s keep the remake free of it as well.
Number 9: Remake Knights of the Old Republic II!
Could a KOTOR II remake be on the agenda?
Obviously the KOTOR remake is just going to be the first game – but if it’s successful I really hope to see a remade version of Knights of the Old Republic II as well. KOTOR II is probably my favourite part of the duology, with levels like Dxun and Onderon that are truly outstanding. Given the positive reaction to news of a KOTOR remake, could the team working on it be already considering their next move? I hope so!
KOTOR II is a semi-standalone story, and an incredibly fun one in its own right. It would be amazing if a successful and profitable KOTOR remake could be followed up a year or two later by a KOTOR II remake – especially if such a remake could restore some of the content that Obsidian had to cut from the original version of the game due to time constraints.
Number 10: Set the stage for Knights of the Old Republic III!
The Ebon Hawk.
If remakes of KOTOR and possibly KOTOR II are successful, could a third game finally be in the works? After a twenty-year hiatus, that might be the longest gap in between releases in the history of the games industry… well, unless we count Shenmue III – but the less said about that the better!
Although the MMO The Old Republic made reference to events in the KOTOR games, nothing has been conclusively resolved. And without getting too deep into spoiler territory, both games ended in a pretty open way. There’s absolutely the potential to bring back main and secondary characters for a third entry… so I guess we’ll have to watch this space.
So that’s it!
Darth Revan as glimpsed in the teaser.
That’s my Knights of the Old Republic remake wishlist. I’m hopeful that the remake will be a fun update to the original game and I’m definitely planning to check it out when it’s ready. Knights of the Old Republic isn’t just one of my favourite Star Wars games – it’s one of my favourite games of all time! I can understand why some folks are wary of a remake after lacklustre projects like Mass Effect: Legendary Edition or Warcraft III: Reforged, and the games industry in general doesn’t have a great track record when it comes to remakes and remasters sometimes. But I think there are reasons to be optimistic.
Even if none of my “wishes” end up in the finished game, just having the opportunity to replay Knights of the Old Republic with modern graphics will be fun. The original game was made during the Xbox-PlayStation 2 era and it’s definitely beginning to show its age by now! So any upgrade will be greatly appreciated. I feel optimistic at this early stage that Knights of the Old Republic will get a decent remake. Whenever it’s ready, be sure to stop by the website for my thoughts and impressions.
Star Wars: Knights of the Old Republic is being developed by Aspyr and will be published by Lucasfilm Games for PC and PlayStation 5. No release date has been announced. The Star Wars franchise – including all titles and properties mentioned above – is the copyright of Lucasfilm and The Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
If you missed the announcement, Bethesda Game Studios’ upcoming sci-fi role-playing game Starfield has been delayed. Originally planned for a November 2022 release, that has slipped back to “the first half of 2023,” which potentially means that the game is a year or more away. With Starfield having shown off a cinematic teaser and some concept art but no real gameplay yet, perhaps the delay was not entirely unexpected! Regardless, some folks are upset by this move, with some PlayStation super-fans even hailing it as a “failure” for Xbox. Obviously that isn’t the case, so today we’re going to use Starfield as an example of why delays really are a good thing.
First up, it’s never fun when a game I’m looking forward to receives a delay. I don’t think anyone is trying to pretend that a delay to a highly-anticipated title – particularly a lengthy delay of six months or more – is something that fans and players are thrilled about or want to see. Instead, I’d describe delays as “understandable.” Particularly in light of a number of recent titles that have been disappointing due to feeling like they weren’t ready to go on launch day, I think more and more players are coming around to that point of view.
Concept art for Starfield.
Increasingly, these kinds of announcements are treated with maturity and understanding by players – and you need only look to some of the comments and responses to Bethesda’s announcement about Starfield as a case in point. Yes, there are some folks who are angry or unhappy – toxicity exists within the gaming community, who knew? And there are the aforementioned PlayStation ultra-fans who are taking a victory lap. But many responses were positive, saying something along the lines of “if it needs more time, that’s okay.”
Failing to delay a game when extra development time is clearly required never ends well. A game’s reputation is largely set within a few hours of its release, and attempting to change the narrative once “it’s bad” or “it’s full of bugs and glitches” has become the overwhelming impression is nigh-on impossible. For every No Man’s Sky that manages to pull off some kind of rehabilitation, there are dozens of titles such as Anthem, Aliens: Colonial Marines, or Warcraft III: Reforged. It’s much better to launch a decent game out of the gate than to try to fix a broken mess after players are already upset.
Concept art for Starfield.
One game has done more than any other in recent years to soften attitudes in favour of delays and to remind players just how badly it’s possible to screw up a premature launch: Cyberpunk 2077. Despite receiving a significant delay earlier in 2020, Cyberpunk’s launch in December of that year was so catastrophically bad that the game ended up being forcibly removed from the PlayStation store, found itself widely criticised by players, and it even saw CD Projekt Red’s share price take a tumble from which it has yet to fully recover.
Starfield exists in a similar space to Cyberpunk 2077 – both are role-playing games, both include science-fiction elements, both are open-world titles, and so on – so many of the players anticipating Starfield have been burned already just eighteen months ago by a game that was released far too soon. Those players, perhaps more than any others, are inclined to understand the reasons behind this decision. And even folks who didn’t personally get caught up in the Cyberpunk 2077 mess are at least aware of what happened.
Cyberpunk 2077 needed a delay or two of its own.
In 2022, with so many games having been released too soon, the attitude from players in general has shifted. Where delays may once have been met with a louder backlash from those who felt disappointed, reactions today are more mature and understanding. That’s not to say toxic or aggressive individuals don’t exist or that there won’t be any criticism of such a move, but rather that the scale of backlash that delays receive is now less significant than it used to be.
At the end of the day, even the most aggressive critics of delays are still likely to buy a game that they’re excited for when it’s ready. It would take some serious self-harming spite to say “because you didn’t release the game in 2022 I’m never going to play it ever!” so from Bethesda and parent company Microsoft’s point of view, the longer-term damage is limited. That isn’t true for every company, though.
Bethesda is owned by Microsoft.
Delays have a disproportionate impact on smaller companies and independent developers, because a delay in those cases can potentially mean that there won’t be enough money to fund their project. If a developer only has enough money in the bank to keep the lights on and the computers powered up for a certain number of weeks, then there’s naturally going to be a hard limit on how far they can push back a release – and the income it brings. In those cases, more leniency can be required when assessing a game.
But when we’re dealing with Starfield, Bethesda, and Microsoft, that’s a non-issue! Backed up by one of the biggest corporations on the planet, Bethesda doesn’t need to worry about running out of cash, and from Microsoft’s point of view it’s infinitely better to ensure that Starfield gets all the time that it needs to be ready for prime-time. This is Bethesda’s first big title for Microsoft, their first new IP in years, and a game that has a lot riding on it for the success of Microsoft’s Xbox brand and Xbox Game Pass. Getting it right is so much more important than rigid adherence to arbitrary deadlines, so if release windows need to shift then from a business perspective that’s what makes the most sense.
Starfield is likely to be a big title for bringing in new Game Pass subscribers.
There are instances where release dates are announced that seem, even at the time, to be unrealistic. Bethesda’s 11th of November 2022 release date for Starfield, for instance, came eleven years to the day after another of their titles: Skyrim. In addition to getting the game out in time for the Christmas rush, there was also clearly something poetic or symmetrical about such a release date that was appealing to Bethesda. But they recognised that the release date wasn’t practical and changed it – good for them!
As consumers in this marketplace, I think we have a responsibility not only to call out and criticise companies when they get it wrong, but to at least acknowledge when a correct decision has been made. As I always say, I have no “insider information” – so I don’t know what condition the current version of Starfield may or may not be in – but if the developers, testers, and management at Bethesda have recognised that the game isn’t far enough along to be in with a realistic chance of hitting its release date, then the smart move is to announce a delay as early as possible. That seems to be what they’ve done, and I commend them for it.
Concept art for Starfield.
In an industry and a marketplace that is too demanding of its employees sometimes, delays can be incredibly welcome respite. I’ve talked before about “crunch” – a practice that I have some personal experience with having once worked in the games industry – and that’s another reason why delays can be a positive thing. Maybe Bethesda could have crunched the teams working on Starfield hard enough to get some semblance of a playable title ready in time to hit its planned release date – but if doing so would have come at the expense of those developers and their health, then I wouldn’t want to get Starfield this year.
Crunch is a bigger subject that we’ll need to talk about at length on another occasion, but if a delay like this one helps to minimise the stress and difficulty of working under such conditions, then suffice to say we have one more reason to be supportive.
I’m looking forward to Starfield, despite some missteps by Bethesda in recent years. If this delay means that the game will be significantly more polished, free from as many bugs and glitches as possible, then I’m all for it. If this delay means that developers and staff at Bethesda aren’t pushed too hard and overworked this year, then I’m all for it. And if this delay means that Starfield will be an all-around more enjoyable experience, then I’m all for it. Though there will be critics and a vocal minority of toxic “fans,” more and more players are coming around to this way of thinking. Delay Starfield if necessary, and if it isn’t ready for the first half of 2023 then delay it again! All that really matters is that the game is in the best possible shape when it finally arrives, and if that means waiting a little longer, that’s fine by me.
Starfield has been delayed and is now due for release sometime in the first half of 2023. Starfield is the copyright of Bethesda Softworks, Bethesda Game Studios, and the Microsoft Corporation. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Depending on where you are in the world, today or tomorrow will mark the 20th anniversary of The Elder Scrolls III: Morrowind. The open-world role-playing game was one of a few titles in the early 2000s that genuinely changed my relationship with gaming as a hobby – and kept me engaged when I might’ve otherwise began to drift away. To me, even twenty years later it still represents the high-water mark of the entire Elder Scrolls series, and I’d probably even go so far as to call it one of my favourite games ever.
It can be difficult to fully explain how revolutionary some games felt at the time, especially to younger folks who grew up playing games with many of the modern features and visual styles that still dominate the medium today. But in 2002, a game like Morrowind was genuinely groundbreaking; quite literally defining for the very first time what the term “open-world” could truly mean.
For players like myself who cut our teeth on the pretty basic, almost story-less 2D games of the 1980s on consoles like the Commodore 64 or NES, the technological leap to bring a world like Morrowind’s to life is staggering. Considering the iterative improvements that the last few console generations have offered, it’s something that we may never see again, at least not in such a radical form. Comparing a game like Morrowind to some of the earliest games I can remember playing must be akin to what people of my parents’ generation describe when going from black-and-white to colour TV!
One thing that felt incredibly revolutionary about Morrowind was how many completely different and unrelated stories were present. There was a main quest, and it was an interesting one, but instead of just random side-missions that involved collecting something or solving a single puzzle, there were entire questlines for different factions that were just as long and in-depth as anything the main quest had to offer. It was possible to entirely ignore the main quest in favour of pursuing other stories, and that made Morrowind feel like a true role-playing experience.
For the first time (at least the first time that I’d encountered), here was a game that gave me genuine freedom of choice to be whoever I wanted to be – within the confines of its fantasy setting. There were the usual classes – I could choose whether to be a sword-wielding warrior, a sneaky archer, a mage, and so on – but more than that, I could choose which stories I wanted to participate in… and choosing one faction over another would, at least in some cases, permanently close off the other faction to that character. That mechanic alone gave Morrowind a huge amount of replayability.
To this day there are quests in Morrowind that I haven’t completed – or even started! That stands as testament to just how overstuffed this game was, and as I’ve mentioned in the past, the amount of content in Morrowind eclipses both of its sequels: Oblivion and Skyrim. Morrowind offers more quests, more factions to join, more NPCs to interact with, more types of weapons to use, more styles of magic to use, and while its open world may be geographically smaller, it feels large and certainly more varied – at least in some respects – than either of its sequels.
I first played Morrowind on the original Xbox – the console I’d bought to replace the Dreamcast after that machine’s unceremonious exit from the early 2000s console war! But the PC version gave the game a whole new lease of life thanks to modding – and mods are still being created for the game 20 years later. There are mods that completely overhaul Morrowind’s graphics, meaning that it can look phenomenal on a modern-day PC, and there are so many different player-made quests, items, weapons, characters, and even wholly new locations that the game can feel like an entirely new experience even though it’s marking a milestone anniversary.
Although modding and mod communities had been around before Morrowind came along, it was one of the first games that I can recall to genuinely lean into and encourage the practice. The PC version of Morrowind shipped with a piece of software called The Elder Scrolls Construction Set as a free extra, and it contained everything players needed to get started with modding. I even had a play with the Construction Set when I got the PC version of Morrowind a few years after its release, and while I lack the technical skills to create anything substantial, I remember it being an interesting experience.
I followed a guide I found online and managed to create a companion for the main character, as well as added doors to a specific house so it could be accessed from any of the towns on the map! I also added a few items to the game, like an overpowered sword with a silly name. By this point, Morrowind and its mods were just good fun, and as I didn’t have a PC capable of running Oblivion when that was released a few years later, Morrowind mods were an acceptable stand-in!
Before Morrowind became overladen with mods, though, there were two incredible expansion packs released for the game. This was before the era of cut-content DLC or mini DLC packs that added nothing of substance, so both Tribunal and Bloodmoon were massive expansions that were almost like new games in their own ways. Both added new areas to explore, new factions, new characters, new items, and new questlines. While Tribunal was fantastic with its air of mystery, I personally enjoyed Bloodmoon even more. I like wintery environments, and the frozen island of Solstheim, far to the north of the main map, was exactly the kind of exciting environment that I’d been looking for.
So that’s it for today, really. I just wanted to take a moment to acknowledge the anniversary of one of my favourite role-playing games, to celebrate some of the things that made it great – and continue to make it a game that I’m happy to return to and to recommend to fans of the genre. Regular readers might’ve seen Morrowind on some of my “PC gaming deals” lists around Christmas or in the summertime, and when Morrowind goes on sale on Steam, for example, the game-of-the-year edition with both expansion packs can be less than the price of a coffee. It’s also on Game Pass following Microsoft’s acquisition of Bethesda – so there’s no excuse not to give it a try, at least!
In the twenty years since Morrowind was released, many other games have imitated its open-world layout, its factions, its branching questlines, and its diversity. Some newer games have bigger worlds, more characters, and so on… but Morrowind will always be a pioneer. It may not have got everything right, but it’s a landmark in the history of video games that showed us just how immersive and real a fantasy world could feel.
As one of the first games of its kind that I ever played, I have very fond memories of Morrowind. Often when I pick up a new open-world, fantasy, or role-playing title, I’ll find myself unconsciously comparing it to Morrowind, or noting that Morrowind was the first game where I encountered some gameplay mechanic or element for the first time. It really is an incredibly important game. So happy birthday, Morrowind! Here’s to twenty years!
The Elder Scrolls III: Morrowind is out now and can be purchased for PC or via Xbox Game Pass. The Elder Scrolls III: Morrowind is the copyright of Bethesda Game Studios and Microsoft. Some images above courtesy of UESP.net. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
This is the first part of a new occasional series that I’ll be running here on the website in which I’ll be taking a look in more detail at some of my favourite video games. It’s a lot of fun to review brand-new games and keep up-to-date with all the goings-on in the video games industry, but sometimes it’s nice to step back and just geek out about some of my all-time favourites!
If you’re a regular reader of my gaming content you’ve probably seen me talk about Banished before; it’s a mainstay on my lists of recommended titles whenever there’s a big Steam sale! But despite having recommended Banished on several occasions going back to the website’s first month in operation in 2019, this is the first time I’ve taken a deeper look at the game.
A recent town of mine in Banished.
Banished was released in 2014 for PC, and I honestly can’t remember where I first heard about it. The early- and mid-2010s were a mess for me for all manner of reasons, and my memory isn’t great even under the best circumstances! Suffice to say that I discovered Banished shortly after its launch, and for a relatively low price of admission when compared to titles in a similar city-building space, I thought it was at least worth a shot. The fact that I’m still playing it almost eight years later should tell you how I feel about it!
What astonishes me about Banished is that its developer – Shining Rock Software – is actually just one person. A single person managed to create this incredibly intricate and challenging game, one that exists in a pretty unique niche within the overall city-building game realm. I think that’s absolutely incredible, and well worth taking a moment to consider. Banished was a labour of love – and it shows. Maybe it doesn’t have the flashiest graphics or the most complex and numerous in-game mechanics, but it brings a lot to the table regardless. I’d still include Banished as one of my all-time favourite titles even if it had been put out by an entire studio backed up by a major publisher, but the fact that it’s an indie game made by a single person is just mind-blowing.
A market, crop fields, a mine, and houses.
I usually like to play games on the easiest mode available. Particularly with fast-paced titles like action games and shooters, I find that I just don’t have the reflexes, reaction time, or just the ability to play those kinds of games at that level. This should be the subject of a longer essay sometime, but as someone with disabilities, I really do believe that difficulty options are an accessibility feature that as many games as possible should include. I’ve been playing video games for more than thirty years; if I haven’t “got gud” by now, I’m not going to! But we’ve drifted off-topic.
Banished offers several different difficulty options that can be combined in different ways to customise the experience. The number of families (and individual citizens) that the town has at the start, the harshness of the weather, and whether disasters (like fires breaking out) are switched on or off all make an impact, as does whether the randomly-generated map has more or fewer mountains. Instead of just offering a standard easy, medium, or hard mode, Banished allows players to really tailor the kind of experience they want to have – and I think that’s something more titles in the city-builder genre should try to emulate.
The “New Game” menu.
I would call Banished a game that’s deceptively complex. Its relatively small number of buildings and resources makes it seem, on the surface, that it should be relatively easy to get to grips with. Harvest enough resources to keep your small population healthy, happy, and well-fed. That’s all there is to it, right?
But when you get stuck in, there’s so much more to it than that. Balancing your resources so you aren’t over-producing and wasting storage space while also making sure you don’t produce too little of something and run out is like walking a tightrope at times! I’ve ended up in some very sticky situations because I had slightly too much or too little of something important at just the wrong moment – and it can be fatal, in some cases, if you get caught out.
Harvesting a crop of wheat in Banished.
For example, it’s tempting to use all the logs your citizens gather to construct new buildings – especially at the beginning of the game when you don’t have many. But if you burn through your supply of logs too quickly and don’t have enough citizens assigned to chop down trees or work as foresters to replace them, come winter everyone will freeze because there won’t be enough firewood! Conversely, if you construct a woodcutter’s cabin and don’t keep a careful eye on how much firewood they’re making, they can easily chop up all of the logs you have meaning you won’t have any when you want to construct the next new building!
Banished isn’t a game you can set and forget. In order to truly succeed you need to be on top of your resources pretty much all the time. Even though there aren’t that many you need to manage, it’s a balancing act to stay on top of all of them at once. A single disruptive event can completely bowl you over if you aren’t careful, and when citizens don’t have the right balance of resources their health and happiness will drop, making them less productive. In the worst case they can die – starvation, cold, disease, and so on can all spell doom for the residents of your community!
A small cluster of buildings in a forest.
Take a recent game I played as an example! While building up my town I was constantly hampered by a lack of stone to construct new buildings. Even after building a stone quarry this problem persisted for a while, so I prioritised things like building new houses closer to the quarry so I could get more stonecutters. I constructed other buildings in what I considered to be descending order of importance, prioritising things like making sure there was enough food for a growing population, which meant adding new crop fields, fishing docks, and assigning citizens to those jobs. After a while, there was an outbreak of disease – the measles, in this case. But because I hadn’t constructed any hospitals, the disease ripped through the population! By the time I’d figured out how badly I was screwed, half the town was infected. I pulled everyone off their jobs to get a hospital built, which happened in the nick of time. Doing that, however, meant that there was less food as the harvest went to waste as winter set in and the crops were still in the fields!
All in all, the citizens of my town had a very bad time because of a combination of bad luck and bad management on my part! A lot of citizens ended up dying because there was no hospital, and the disease was only stopped because a few hardy souls managed to scrape together enough resources to build a hospital from scratch at the last minute. It took a long time to recover from that!
Official Trekking with Dennis Top Tip: Remember to build a hospital!
Like many great PC games, Banished happily encourages modding. There is (or was) a solid modding community, with mods adding in brand-new buildings, gameplay elements, and visual overhauls to name but a few. Shining Rock Software was keen from the very beginning for fans and players to get involved and develop their own mods for the game, and there are some very popular ones that really transform Banished into something different. Playing the game without any of these is fine – wonderful, even – but if you’re ready for a different experience after playing the original version, mods like Colonial Charter give Banished a whole new lease of life.
Returning to the original game, though, there’s plenty to enjoy. There are eight different types of crops, eight different types of fruit trees, and three different types of animals for the town to take care of. These are all different – and the differences aren’t merely cosmetic, either. Some crops grow faster than others, or grow better in different conditions. Citizens are healthier when they have a varied diet – and that includes multiple types of crops, fruits, meats, and the like.
Citizens walking past an orchard in the winter.
The three different animals (cows, sheep, and chickens) all produce different resources for the town, too, and at different rates. Sheep will produce wool, which is great for making clothes, and cattle will produce leather – but you’ll get an awful lot more wool per sheep than leather per cow! Chickens will produce plenty of eggs! It can be easy to overproduce wool and eggs (in my opinion, at least) once you start building a lot of animal pastures – and this can eat up storage space that could be used for other goods!
There are many strategies that players have developed in the years since Banished was released. I play the game my own way, and I’m sure you can find a strategy that works for you either through trial and error or by looking them up online! The fact that there are so many different approaches to playing the game, and so many different recommendations and suggestions for how to get started, what to build first, and so on is testament to the fact that Banished truly is a complex and deep experience.
Pastures holding sheep and chickens near a market.
Banished is a game I can get lost in for hours at a time. Building up a small town, managing its starting resources, and then establishing a trading post to bring in different crops and herds is a ton of fun. Because maps are randomly generated, Banished feels different every time. Every game starts off in a different location, with a different combination of starting resources. There are some things I usually like to do first – my top tip is to make the first building you construct a school so your citizens will always be well-educated and thus more efficient – but other than that I like to play it by ear, see what resources I have in the immediate vicinity of my starting location, and then decide how best to expand!
If you haven’t tried Banished, keep an eye out for it when Steam sales roll around; in recent years it’s often been heavily discounted, meaning you can pick it up for the price of an expensive Starbucks coffee! Even at full price, though, Banished is a game I’d happily recommend to anyone who enjoys a richly-detailed and complex city-builder or strategy game. I would caveat that by saying that Banished isn’t a “casual” game that you can absent-mindedly play while distracted!
So that’s it for this time. After having talked about Banished on a number of occasions I wanted to give it its own full article here on the website. This “video game spotlight” series will hopefully be an occasional thing I do going forward, so keep an eye out for my take on a number of other titles that I’ve enjoyed over the years in future! Happy building!
Banished is out now for PC. Banished is the copyright of Shining Rock Software. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are minor spoilers ahead for Lego Star Wars: The Skywalker Saga and the nine mainline Star Wars films.
I had a lot of fun in the days when I owned an Xbox 360 with Lego Star Wars: The Complete Saga. That game brought a lot of lightheartedness to the Star Wars franchise, and was also a surprisingly complex game, with many characters to unlock and collectables to find. Going back and replaying levels didn’t feel like a chore, making it a great game to play solo or co-operatively. I had high hopes when a new Lego Star Wars title was announced, and it’s finally here after several lengthy delays!
I’m not even going to attempt a thorough playthrough in time to write a review; it will take a long time to go through the game and truly experience all that it has to offer. But for now I thought it would be worth sharing my first impressions! I’ve spent just over six hours with the game over the past couple of days, and I’ve jumped into two of the game’s stories/campaigns. I feel that’s long enough to get a feel for how the game plays – as well as to spot any major flaws or problems!
Promo art/banner for Lego Star Wars: The Skywalker Saga.
Lego Star Wars: The Skywalker Saga is split up into nine parts – one for each of the nine mainline films of the Skywalker Saga. On booting up the game for the first time, only three are available: The Phantom Menace, A New Hope, and The Force Awakens. Completing these unlocks the next part of that particular trilogy, and so on. It’s a neat way to organise it, and I liked that I was able to choose which trilogy I wanted to get started with. If the campaign had been entirely linear, with players having to unlock each film one by one, it would probably have been less enjoyable – and likewise, if all nine campaigns were unlocked from the start there’d be less to accomplish. All in all, this approach feels like it strikes the right balance.
I chose to start with The Phantom Menace – it’s my least-favourite film (well, tied with The Rise of Skywalker), but it’s often been my starting point when I go back to re-watch the mainline Star Wars films. As a film with a child-friendly atmosphere, it’s also one that I felt could translate well to the world of Lego! After spending a bit of time progressing through The Phantom Menace I hopped out of that campaign and loaded up A New Hope. It took me a second to figure out how to change campaigns on the fly, but it’s something the game allows you to do.
Qui-Gon Jinn with Obi-Wan Kenobi and Jar Jar Binks.
As someone who hasn’t played a Lego game in years, I wasn’t sure what to expect. I was pleasantly surprised to note that, despite major visual improvements, the feel of playing a Lego game is still present. There’s a cartoon silliness that doesn’t merely begin and end with the game’s visual style, it permeates many different aspects of the gameplay as well – and that less-than-serious take has been a hallmark of Lego Star Wars games (and Lego games in general) going back to the very first iteration. All of that is still present in The Skywalker Saga.
Half the fun of Lego games has always been in roaming around the environment, looking for things to destroy, studs to collect, and hidden collectables. I have no idea how many different things are hidden across the game – but in the few hours I’ve spent with it so far I’ve found dozens, and I’ve barely scratched the surface! What I love about these hidden collectables is that it isn’t just a case of wandering around until you find an obscure part of the map that’s off the beaten track; in order to find or unlock many of them you have to solve a puzzle, run through an optional extra assignment, and things like that. Not all of these puzzles are easy, either, despite the game being aimed at kids!
C-3PO and R2D2 on Tatooine.
The Skywalker Saga would absolutely be the perfect first Star Wars game for a younger fan. Of the Star Wars games released in recent years, it’s by far the easiest to get started with – and it’s also the most complete in terms of telling the classic story of the films. Some scenes and sequences are skipped over during the story, but so far I’ve found both of the stories that I’ve played to be surprisingly deep; there’s certainly more than enough context provided by the game that even someone unfamiliar with the films could follow the story.
One thing that surprised me at least a little was the diversity of environments on display in The Skywalker Saga. The Star Wars galaxy is huge, canonically speaking, and we’ve seen a huge variety of different locales and biomes on display in the films and TV shows. But because The Skywalker Saga is a Lego game and has a cartoon feel, I wasn’t sure how well some of that would translate. It was great to see that the different interior and exterior environments all look and feel distinct from one another; that’s something that really captures the sense of scale present in Star Wars.
Promotional screenshot showing an Ewok and AT-ST on Endor.
Speaking of diversity, there’s more than one type of level in The Skywalker Saga! In addition to levels which characters must traverse on foot, there are ship-based sections where players can pilot a variety of different ships from the Star Wars galaxy. I can’t remember if this is something that has been present in prior Lego Star Wars games, but it was neat to see it here. Being able to hop into everything from starfighters to submarines adds a heck of a lot to the experience, making it feel deeper and richer. Programming and developing different modes of gameplay is no mean feat, and even though we all might have our preferences when it comes to the kinds of levels we prefer, I’d say that The Skywalker Saga is significantly better for including these different styles of gameplay.
The Skywalker Saga is being pitched by publisher Warner Bros. as the definitive Lego Star Wars experience. It brings more characters to the table than ever before, as well as more levels based on all nine of the mainline Star Wars films. It’s hard to argue that – at least in 2022 – this really is as good as it gets for a fan of Lego Star Wars!
There are new elements that are clearly designed to modernise the familiar formula. The fact that it’s possible to level up your characters and give them gameplay upgrades is a nod to the way that this aspect that originated with role-playing games has become omnipresent in video games today. But none of that feels intrusive, and while it’s certainly possible to spend a lot of time chasing down enough studs or Kyber bricks to unlock the next upgrade, it’s also possible to have fun playing the game without paying too much attention to that side of it. I wouldn’t call these things entirely “optional,” but they’re inoffensive for players who aren’t interested or who just want to have fun playing the game.
Getting to grips with the gameplay felt easy enough. There are a few different moves and attacks that player characters can perform, and the nature of these will depend on whether the character is a Jedi, a gunslinger-type, a droid, and so on. There are ranged shots, melee attacks, jumps, and it’s possible to perform combos. Sometimes these combos will be required (enemies can block certain attacks) meaning it isn’t always possible to race through a level mindlessly hitting the X button!
Promotional screenshot showing Boba Fett.
I didn’t encounter a single bug, glitch, or graphical issue with The Skywalker Saga through my six hours of gameplay, and considering the state of some recent highly-anticipated games I think that’s pretty good! I played on PC, but the game is also available on Xbox One, Xbox Series S/X, PlayStation 4, PlayStation 5, and Nintendo Switch.
The Switch version in particular holds a lot of appeal! Being able to play the game on the go is something I’m sure a lot of fans will appreciate, but it also just feels like a good fit in general for Nintendo’s family-friendly machine. I’m glad that The Skywalker Saga was able to get a Switch release; even more so that it was released on Switch at the same time as on every other platform.
Qui-Gon Jinn using the Force to lift a Lego object.
So I guess that’s it. Lego Star Wars: The Skywalker Saga has been a lot of fun so far, and I can’t wait to jump back in and play some more! I’ll be curious to see how the Lego treatment works for The Rise of Skywalker; that film is tied with The Phantom Menace for being my least-favourite in the saga. The Phantom Menance managed to be fun, so I feel reasonably optimistic that, despite not enjoying the film, I’ll at least have fun with its gameplay adaptation!
I’d happily recommend The Skywalker Saga to anyone who enjoys either the Star Wars franchise or this style of kid-friendly gameplay. You won’t get a massive Elden Ring-style challenge out of it, and in terms of multiplayer you’re limited to playing with a single friend only (and I hear it works far better locally than online). But with those caveats, Lego Star Wars: The Skywalker Saga is something I think a lot of players will be able to find enjoyment in. For kids, especially younger kids looking to get started with perhaps their first big Star Wars game, I think it’s a no-brainer.
So far, Lego Star Wars: The Skywalker Saga has been great. For me personally, while I had fun with Lego Star Wars: The Complete Saga during the Xbox 360 era, I don’t feel the same nostalgic pull to these games as some younger folks who grew up playing them as kids might. But even so, I’m having a lot of fun and I’m happy to recommend the game to anyone still on the fence.
Lego Star Wars: The Skywalker Saga is out now for PC, PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One, and Xbox Series S/X. Lego Star Wars: The Skywalker Saga is the copyright of Traveller’s Tales, Warner Bros. Interactive Entertainment, and/or the Walt Disney Company. The Star Wars franchise is the copyright of Lucasfilm and the Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
The video games industry is home to a growing number of incredibly shady and dodgy business practices. Microtransactions themselves qualify – especially things like in-game currencies, randomised loot boxes, and any microtransactions in games aimed at kids. But of all the corporate fuckery seen this side of the Star Wars: Battlefront II disaster, Sony and Polyphony Digital have to take the crown with Gran Turismo 7.
In case you haven’t followed the story, a quick recap. Gran Turismo 7 is the most recent game in Sony and Polyphony Digital’s long-running racing series. It was released on the 4th of March 2022, and in the weeks prior to launch, copies of the game were sent to many outlets for review. This is pretty standard – just like film critics get to see films ahead of time, video game journalists and commentators are often able to play games ahead of their launch. That’s how publications – and even some YouTubers nowadays – are able to get their reviews out before or just after a game launches.
Promo image for Gran Turismo 7.
But reviewers didn’t realise that the version of Gran Turismo 7 that they’d been playing was deceptive. And yes, “deceptive” is the right word – because there’s absolutely no way that this was anything other than intentional from Sony and Polyphony Digital. If you believe this was all an innocent mistake then I’ve got a bridge to sell you! Sony and Polyphony Digital essentially created a different version of the game for reviewers to play – a version of the game that hid the extent of Gran Turismo 7′s egregious microtransactions.
By doing this, Sony and Polyphony Digital hoped to score rave reviews for the game – a racing sim which, by all accounts, has thoroughly enjoyable gameplay. They fully intended to conceal just how heavily-monetised Gran Turismo 7 actually is, lest the microtransactions drag down the game’s review scores during its crucial release window. And do you know what? Their shady plot worked.
Logo for Sony’s PlayStation 5 console – home of Gran Turismo 7.
Gran Turismo 7 raked in rave reviews, including from a number of publications and websites that I read and would generally trust. It didn’t really occur to me that they’d all had the wool pulled over their eyes by a dishonest corporation and its equally despicable subsidiary. But that’s the reality of the situation: Sony and Polyphony Digital lied to reviewers, showed them a willfully dishonest misrepresentation of Gran Turismo 7, and hoped that they could get away with it.
Within hours of the game’s release on PlayStation 5 earlier this month, the microtransactions were switched on. An update a few days later then “rebalanced” the microtransactions to make them even worse – providing far fewer in-game rewards, making vehicles more expensive, and generally turning the game into a monetised mess that would give other microtransaction-riddled titles a run for their money. And all of this came in a game that Sony has the audacity to ask players to pay a minimum of £65 ($70) for.
Promotional art for Gran Turismo 7.
When the Battlefront II debacle exploded in late 2017, it felt like a turning point. Electronic Arts had pushed too hard and too far, and the result was a backlash that seemed, for a time anyway, to genuinely frighten some of the biggest corporations in the industry. Governments began looking at lootboxes and microtransactions in a serious way for the first time, and legislation was passed in some jurisdictions that has meant some games have had to be adjusted or even pulled from sale entirely.
There was a chance, back then, for the campaign against microtransactions and these kinds of awful, anti-consumer business practices to really have an impact, and for players to fight back and demonstrate to corporations that there are limits to how far we can be pushed around. Sadly, though, with other news stories taking up airtime, the issue fell away almost as quickly as it burst onto the scene. In the months and years since, corporations like Sony have slowly ramped up their microtransactions and other in-game monetisation plans, leading us right back to a very familiar situation.
What Sony and Polyphony Digital did with Gran Turismo 7 is worse than what Electronic Arts did with Battlefront II. Yes, really.
It should go without saying that what Sony and Polyphony Digital did is wrong. Categorically and unequivocally wrong. They lied, misrepresented their game, and arguably mis-sold a product in such an egregious and disingenuous way that it could very well fall under the legal definition of “false advertising.” Sony has never been a consumer-friendly company, make no mistake about that, but even by their standards, this is a new low.
There’s also egg on the face of a lot of reviewers, commentators, and publications – many of whom should know better than to take a company like Sony at its word. Pre-release review copies of Gran Turismo 7 still contained things like in-game currencies and the in-game microtransaction marketplace, and some reviews even made note of these things, with some particularly pro-Sony publications optimistically suggesting that the microtransactions wouldn’t be all that bad or would be “totally optional.”
Great reviews from critics, but players are making their voices heard. Source: Metacritic, 31.03.2022
Too many publications, websites, and even social media channels and YouTubers now work hand-in-glove with corporations like Sony. Their refusal to think too critically about the obvious microtransactions and willingness to give Gran Turismo 7 excellent reviews in spite of that is testament to that. There’s a twofold fear that many professional journalists and the outlets that employ them have – on the one hand, they fear that being late with their reviews will lead to fewer clicks and thus less money, and on the other they fear that being too critical of a company’s latest title will cost them in the long run, whether that be in terms of access to review copies in future, or just in terms of what can be a profitable business relationship.
So while I’m happy to place the blame for this on Sony and Polyphony Digital, because they are the ones who lied and misrepresented Gran Turismo 7, there are quite a few reviewers and gaming publications that need to take a long look in the mirror. They are not completely innocent parties to this either, and clearly something has got to change in terms of the working relationship between the games industry, the people who cover it, and the players themselves.
More promotional art for Gran Turismo 7.
To deliberately conceal the extent of Gran Turismo 7′s microtransactions is disgusting behaviour from Sony and Polyphony Digital – but it’s more than that. It’s an admission from the corporation that they understand how unpopular and unwarranted microtransactions are in a game of this nature. At a minimum of £65 ($70) for the price of admission, many players would quite rightly expect to be able to play the full game and unlock all of the vehicles on offer.
I can’t help make a comparison to last year’s Forza Horizon 5, a game I got via Game Pass and thoroughly enjoyed. Simply by playing Forza Horizon 5 and completing races and missions, I unlocked new vehicles and in-game currency to buy other vehicles. After around 45 hours, I’d unlocked almost 100 different vehicles from trucks and four-wheel-drive cars all the way to supercars and hypercars. In Gran Turismo 7, you’d be lucky to have acquired enough in-game currency for one single vehicle after that length of play time – and the obvious reason for that is to essentially force players to pay for microtransactions.
Forza Horizon 5– last year’s big racing title – didn’t have this problem.
For me, this is beyond the pale. Sony and Polyphony Digital owe their players an apology. Moreover, they need to strip as much of the microtransaction marketplace from Gran Turismo 7 as possible – just as Electronic Arts did when the Battlefront II debacle threatened to overwhelm them. The only way to make this right in the long-term is to abandon this microtransaction model. If the game was free-to-play, it would be a different conversation – though hiding aspects of the monetisation or the prices would still be wrong. But in a game asking £65 ($70) up front from players, there was no justification for any microtransactions to begin with, let alone ones as egregious and interfering as those present in Gran Turismo 7.
Lying to reviewers and commentators will have consequences. Many publications have been burned by this, with angry players turning up to leave comments on reviews pointing out that there are particularly aggressive microtransactions in the game that they should’ve been warned about. Hopefully that will mean some of these journalists will think more carefully about how they review games like Gran Turismo 7 in future – but the reality is that it will probably just mean that players will have an even harder time knowing which reviews can be trusted.
Box art for some of the editions of Gran Turismo 7.
There was no need for Gran Turismo 7 to spend its first few weeks embroiled in controversy. This was an own goal from Sony and Polyphony Digital; a PR calamity that did not need to happen. Microtransactions shouldn’t have been present in the game to begin with, but if they were the corporation needed to be honest and up-front about that – doing whatever possible to provide a justification for their existence. Lying and covering up the microtransactions is something I regard as a tacit admission that Sony and Polyphony Digital understand that they shouldn’t have put them in the game to begin with.
This is the worst example of microtransaction misbehaviour in several years, probably since Battlefront II. I hope that lessons are learned from it. It would be great to see some collaboration between reviewers and publications in future – refusing to review a title or award it a score until the full extent of its microtransactions are known would be one way to shut this down and prevent another corporation from trying to get away with this despicable misbehaviour.
Sony Interactive Entertainment is the publisher of Gran Turismo 7.
So that’s where we’re at. If you bought Gran Turismo 7, you have my sympathies. We’ve all bought games over the years that were disappointing for one reason or another, but it can be particularly frustrating to look at a game that had so much potential to be great, but which was ruined by some corporate-mandated nonsense that really just spoilt things.
That’s really how I see Gran Turismo 7 – it’s a game that had potential, a title with seemingly excellent racing gameplay, but one that has been soiled by the truly awful way that Sony and Polyphony Digital chose to treat players. Don’t despair, though, because there are plenty of other racing games out there!
Gran Turismo 7 is out now for PlayStation 5. Gran Turismo 7 is the copyright of Sony Interactive Entertainment and Polyphony Digital. Some images used above courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There may be minor spoilers present for some of the entries on this list.
I confess that I was excited for Hogwarts Legacy when it was announced a couple of years ago. I wasn’t aware, at that time, of J.K. Rowling’s harmful and hurtful transphobic stance, and when the game was announced I felt that it had potential. Fast-forward a couple of years and a recent gameplay reveal video has got a lot of fans excited. I would probably have been among them a few years ago; while I was never really “in” the Harry Potter fandom, I enjoyed the books and films generally speaking. But I can’t support Hogwarts Legacy – nor anything else in the Harry Potter series any longer.
J.K. Rowling doesn’t have anything besides Harry Potter. She’s had limited success with the other titles she’s tried her hand at, so it’s the Harry Potter series that keeps her relevant – and it continues to be a major revenue stream for someone who’s already a billionaire. Any time the Harry Potter series gets attention, it amplifies J.K. Rowling, increasing her platform, her reach, and ensuring her harmful transphobic views are amplified, spread worldwide, and discussed at length. Moreover, it brings in money for her, some of which she donates to anti-trans activists and groups. I don’t know exactly what cut of the proceeds she’d get for Hogwarts Legacy – but it’ll be significant. If the game sells millions of copies she could easily rake in several million pounds from it.
Harry Potter author J.K. Rowling.
For some folks, Harry Potter is their biggest fandom and a huge part of their life. If you’re in that category, I hope you won’t consider this a personal attack. I know that J.K. Rowling’s statements have upset a lot of people, many of whom continue to consider themselves fans of the series. If Harry Potter meant a lot to you and you can’t abandon it, that’s your decision and I’m not interested in trying to change your mind.
I’m not going to re-hash all of the arguments surrounding J.K. Rowling and her transphobia here. I don’t have the time nor am I in the right emotional headspace for that. You already know what she’s said, why people like me find it incomprehensible and harmful, and reiterating all of those points would just lead to all of us getting upset all over again. Instead what I want to do today is offer up a few alternative games, titles that are just as interesting and exciting as Hogwarts Legacy but with hopefully less bigotry.
So without further ado, here are a few games you could substitute Hogwarts Legacy with if you’re looking for something fun to play but feel unable to support J.K. Rowling. Let’s jump into the list, shall we?
Game #1: Star Wars: Knights of the Old Republic
A game set in an established fictional world, but taking place hundreds of years prior to the events we know and love? That sounds an awful lot like Knights of the Old Republic! I can never fully put into words how much this game blew me away when it was released in 2003. After feeling disappointed with The Phantom Menace and Attack of the Clones, Knights of the Old Republic went a long way to restoring my faith in Star Wars in general – and one of its story twists is perhaps the greatest that I’ve ever played through in any video game.
Knights of the Old Republic sent me off on my very own Star Wars adventure, and included all of the elements that a story needs to feel truly authentic. Whether it was Jedi Knights, beeping droids, or visiting familiar worlds like Tatooine or Kashyyyk, it was an incredible ride from beginning to end.
It took me a while to get around to trying Red Dead Redemption II, but when I played through it last year I finally understood why everyone considers it to be a masterpiece. It’s a dark, bleak, yet incredibly beautiful experience, one which recreates late 19th Century America in a way that feels incredibly real. Characters feel like actual people with thoughts, desires, and motivations, and the narrative contains some incredibly emotional sequences that left me in tears.
Red Dead Redemption II is also one of the most visually stunning games I’ve ever played. Its open world has been crafted to perfection, and is packed full of minor details that make the experience an incredibly immersive one. I literally had dreams about Red Dead Redemption II while I was in the middle of the story, and there were times last year where I would want to just drop everything I was doing to get back to playing it!
Game #3: Kena: Bridge of Spirits
Kena: Bridge of Spirits is another visually beautiful game, so much so that at one point I had to put down the control pad and just stare at the amazing scenery! It’s also an incredibly fun adventure game that I felt recaptured the feel of older 3D platformers. It wasn’t always an easy experience, as there was relatively little hand-holding, but it was incredibly fun and incredibly rewarding.
Considering that Kena: Bridge of Spirits was the debut game from brand-new developer Ember Lab, I’m even more impressed! I crowned it my “game of the year” for 2021, and with good reason. It was one of the best gaming experiences that I had last year, and even though I have a growing list of unplayed games… I’m sorely tempted to go back and revisit it!
Game #4: Control
If a supernatural adventure is what you’re after, look no further than Control. I found the game to be incredibly atmospheric as protagonist Jesse explores a hauntingly bleak world. I definitely got sucked into the spooky world of Control, and this could make for a really fun game to play around the Halloween season thanks to the supernatural tone and some spectacular level design.
Control is also an incredibly accessible game, with lots of different options to customise and tweak the experience. One of my favourite parts of Control were the full-motion video sequences, presented in-game as recordings and clips to collect as Jesse explores deeper into the heart of the ancient and deeply unsettling building. These little snippets of lore, presented in a fun way, added so much to the experience.
Game #5: Dragon’s Dogma: Dark Arisen
It’s been a few years since I played Dragon’s Dogma, but if I recall correctly the game has a surprisingly deep and rich magic system – something you might be looking for in an alternative to Hogwarts Legacy. Dragon’s Dogma always felt like a second-tier game; the kind of title that didn’t quite break into the uppermost echelons of gaming. But it was a fun time nevertheless, and a fun adventure to play through.
The Dark Arisen version – which is available for PC, Switch, Xbox One, and PlayStation 4 – combined the base game and all of its DLC into a single package, and as a slightly older game (Dragon’s Dogma was originally released in 2012) it can be picked up quite inexpensively either second-hand or during Steam sales.
Game #6: Elden Ring
Elden Ring is categorically not “my thing.” These kinds of difficult-for-the-sake-of-it games are simply unenjoyable for me, and as a result I have skipped Elden Ring. But I’d be remiss not to include one of the biggest releases of the year on a list like this, and many fans of the Souls-like genre have hailed it as an instant classic and the new benchmark for future titles to live up to.
Elden Ring uses an open world, it has magic, fantasy elements, and monsters to fight. It was originally billed as a game with input from A Song of Ice and Fire author George R.R. Martin, though he appears to have made a limited impact on what seems to me to be another Dark Souls-inspired title. If you’re into games with punishing levels of difficulty, Elden Ring could be the one for you.
Game #7: The Elder Scrolls IV: Skyrim
So you want to enrol in a special school to learn how to wield magic while at the same time exploring the world and going on adventures? Then why not join the Mage’s Guild in Skyrim? Or, come to that, why not do the same in Oblivion or join House Telvanni Morrowind as well? The entire Elder Scrolls series is set up perfectly for players who want to create mages, witches, necromancers, and all other kinds of magic-using characters!
Skyrim is certainly showing its age by now, even if you pick up one of the special enhanced deluxe anniversary editions that have been released endlessly over the past decade. But it’s still a beautiful game that’s fun to play, and many of its questlines and stories have a magical side that might just make up for skipping over Hogwarts Legacy.
Game #8: Jade Empire
Jade Empire is a fun BioWare adventure game that I feel doesn’t get the credit it deserves. Released in between Knights of the Old Republic and Mass Effect, it tends to be overlooked. Its Chinese-inspired setting is really interesting, though, and the game is populated with fun characters. There are magical elements to the game, too, although there’s a pretty big focus on martial arts-inspired combat.
Jade Empire tells a fun story, and I found it easy to get lost in its world when I first picked up the game on the original Xbox. If you’ve played other BioWare titles before then the format will be familiar – but the setting and the story are unique. I’ve always hoped that BioWare would revisit the world of Jade Empire… maybe one day!
Game #9: GreedFall
GreedFall is another game that can feel overlooked, perhaps a game that didn’t quite break into the top tier when it was released a couple of years ago. It can feel like a title with some heavy-handed themes as it looks at the issue of colonialism – not always perfectly, I should say – but laying atop some of those deeper themes is a fun adventure in a well-constructed, lived-in world.
There are magic spells in GreedFall, with an entire character class built around the use of magic. The game’s character creator is pretty basic, but if you can look past that limitation the actual customisation options are quite extensive. It’s a fun game, and well worth a play especially considering that it doesn’t ask full price.
Game #10: The Last Of Us Part II
I honestly didn’t expect to be putting The Last Of Us Part II on any list… ever! I didn’t enjoy the game’s story at all, as I felt it tried to be too smug, too clever, and the way in which it hacked away at some of the most basic fundamentals of storytelling – the need to have a clear protagonist and antagonist – meant the whole narrative collapsed. But if you’re really looking for a game to throw up a middle finger to a transphobe, The Last Of Us Part II could be right for you!
Despite my story complaints, the gameplay in The Last Of Us Part II is excellent. Its third-person stealth/action style is an iterative improvement over its predecessor, but it’s well-executed and feels very smooth to play. There’s also a sense of scarcity, with ammunition and supplies being hard to come by. This makes for an experience that requires a lot of thoughtful planning; rushing in guns-blazing usually doesn’t work.
As one of the few games I can recall to feature a transgender character in a major role (voiced by Star Trek: Discovery’s Ian Alexander) I felt it was worth including The Last Of Us Part II on this list.
So that’s it!
Those are ten games that I think could be worth playing if, like me, you plan to skip Hogwarts Legacy when it’s released later this year. I tried to look at titles that are in the third-person action or action/adventure space, as well as titles with magic or supernatural elements. There were plenty of other games that I could’ve included if we broadened those criteria, though, so this is by no means an exhaustive list!
I had a conversation with a friend recently, and they expressed the opinion that they would play Hogwarts Legacy as there aren’t a lot of games that would give them a similar experience. While it’s true that Harry Potter and the Wizarding World are somewhat unique, there are plenty of games – as well as novels, films, television shows, and other entertainment experiences – that draw on many of the same themes and use the same kinds of storytelling elements. Hogwarts Legacy, just like the rest of the fictional setting that J.K. Rowling created, is not irreplaceable.
That being said, I’m not here to try to force anyone to play or not play a particular game. I just wanted to contribute something positive to the overall conversation surrounding Hogwarts Legacy, and perhaps show off a few titles in a similar genre or similar space that players who are weighing up their options could consider as alternatives. If that applies to you, I hope you at least found my suggestions interesting! And if you still plan to go ahead and play Hogwarts Legacy, I genuinely hope you have a good time with the game.
Hogwarts Legacy is the copyright of Portkey Games and Warner Bros. Interactive Entertainment. Harry Potter and the Wizarding World are trademarks of Warner Bros. Entertainment. All titles on the list above are the copyright of their respective studio, developer, and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
If you haven’t heard that Rockstar just confirmed the worst-kept secret in gaming – that Grand Theft Auto 6 is in production – then you must be living under a rock! The news has been everywhere in recent days, and even made it into mainstream (i.e. non-gaming) news outlets here in the UK. It makes sense: Grand Theft Auto V is one of the best-selling entertainment products of all time, eclipsing films, television shows, and even entire franchises. What comes next is going to be of interest to a great many people.
It’s been eight months since I last looked ahead to Grand Theft Auto 6, and with the game’s official announcement doing the rounds I thought it could be fun to put together a short wishlist of things I’d personally like to see the next entry include. It goes without saying that all of this is subjective – I don’t have any “insider information” and I’m not trying to claim that the next Grand Theft Auto game needs to have any or all of these features. It’s just a bit of fun from a sometime fan of the series – and given that we know next to nothing about what the game will actually look like, why not throw some ideas of my own out there?
So without any further ado, let’s jump into my Grand Theft Auto 6 wishlist!
Number 1: A proper single-player campaign.
A single-player mode is an essential part of the Grand Theft Auto experience.
At this stage there’s been no indication that Grand Theft Auto 6 will go all-in on its inevitable online mode… but I’m still wary. Grand Theft Auto V didn’t become the second-best-selling video game ever because of its single-player campaign (Minecraft is number one, in case you were wondering). It was the online mode that kept fans coming back – and crucially from Rockstar’s point of view, kept them spending money.
There has to be a temptation to skip the single-player campaign altogether, or else direct the vast majority of development time and resources into Grand Theft Auto 6′s online mode. I hope that some senior folks at Rockstar are pushing back on that!
Grand Theft Auto V’s online mode has been crucial to the game’s success.
That said, it’s worth pointing out that less than one-third of players have actually completed the Grand Theft Auto V single-player campaign. Rockstar’s other big release, Red Dead Redemption II, has comparable figures for completion too, so it seems that a significant number of players either don’t make it to the end of the campaign or, more likely, only turn up for the multiplayer online mode.
Despite that, Grand Theft Auto 6 would lose something significant without a decent, long single-player campaign – and I don’t just say that because it’s the part of the game that I’m most interested in! There’s still a lot of people interested in single-player titles, and Rockstar has demonstrated time and again its ability to write truly excellent stories. Moreover, a lot of people would want to play the game in single-player mode to learn the ropes before jumping into multiplayer, or just for fun in between multiplayer sessions. There are plenty of reasons to make sure that Grand Theft Auto 6 retains a solid single-player mode.
Number 2: A customisable protagonist.
Despite its faults, Cyberpunk 2077 has a great character creator.
There’s been a lot of speculation about whether Grand Theft Auto 6 will include – shock horror – a girl as one of its protagonists. Cue the usual outrage from sexist morons and Twitter trolls. But I’d like to see the game go further than that, and use the character creators from games like Cyberpunk 2077 and the Saints Row series as inspiration, allowing players to craft their own, fully customisable protagonist.
A customisable character could be male, female, non-binary, trans, or anything else players want them to be. With a relatively small amount of effort, it should be possible to craft a story that a custom character can slot into, and I’ve long felt that a custom character can make a game feel more immersive. Rockstar has allowed a limited version of this in Grand Theft Auto Online – but I’m thinking bigger!
I’m thinking of a massively expanded version of the current Grand Theft Auto Online character creator!
With Rockstar’s resources, the company could build the best character creator that any video game has ever seen. Grand Theft Auto 6 could set a high bar and become the new gold standard that other games would be compared to. Maybe I’m getting over-excited, but I think there’s a lot of potential for a truly outstanding character creator considering the amount of money that Rockstar has at its disposal.
The Grand Theft Auto series is known for its sense of humour and sarcastic style, and that could absolutely carry over to the character creator too! Making incredibly silly-looking characters, or replicating the appearances of famous figures could all become part of the fun. And it would be an easy way for Rockstar to include trans and non-binary people – allowing us to feel represented in the new game.
Number 3: Multiple protagonists.
The trio of playable characters in Grand Theft Auto V.
If a custom character creator is off the table for whatever reason, then I hope that Grand Theft Auto 6 won’t abandon the multiple protagonist approach that worked so well in its predecessor. Being able to unlock different characters, then switch between them on the fly, added a fun element to gameplay, and with each character being different and coming from a different place, there was scope to tell three very different stories that ultimately came together.
My preference would be for a custom character, I think. If handled properly, and if the character creator was well-built with plenty of choices and options, that would be the best way for Grand Theft Auto 6 to truly represent as many different folks as possible. But a group of three or four main characters, including at least one female protagonist, would be a good option too.
How about we play as a female character for once?
That being said, I can already predict that there will be a backlash from so-called “fans” in the gamer community if Rockstar shows off a female protagonist or a group of protagonists that include people from different backgrounds. “Grand Theft Auto 6 is going woke” will be the familiar, disappointing cry from too many people.
A custom character would get around that, in large part, and that’s another good point in its favour. But there’s still something appealing about having multiple playable characters, as I feel that was a feature that worked well but went underappreciated in Grand Theft Auto V.
Number 4: Way more clothes and other customisation options.
Grand Theft Auto 6 can do better than this!
Continuing a trend from the entries above, I’d love to see Grand Theft Auto 6 offer players a lot more outfits, weapon mods, vehicle designs, and the like. Red Dead Redemption II offered a pretty wide range of outfits and some gun modification options, but I’d like to see this expanded in a big way for Grand Theft Auto 6. Again, Rockstar can look to games like Cyberpunk 2077 for inspiration – despite the myriad problems with that title, there’s no denying it has a lot of customisation options!
Part of the fun of an expansive open-world title like Grand Theft Auto 6 is getting lost in the world and feeling like you’re participating, living out an alternate life. How your character appears is a big part of that, and being able to change up the protagonist’s style – going from street to preppy to old-fashioned and beyond – is a big part of that. Making my character look the way I want them to look is all part of the immersion.
Customising a rifle in Red Dead Redemption II.
This can extend to vehicles and weapons, too. Red Dead Redemption II allowed for a degree of cosmetic weapon customisation, and that was great, but that title was set in the 19th Century and thus the cosmetic options were somewhat limited! But for a game with a more modern setting, it should be possible to have cars and guns in every shade of the rainbow for starters, and with plenty of designs, logos, and more to add to them and fully customise them. Forza Horizon 5 offers a pretty extensive vehicle customiser, and it never ceases to amaze me to see the creative designs that folks in that game have come up with!
So let’s think about adding plenty of different clothes in a variety of styles and from a variety of fashion trends! Depending on when and where the game is set there could be limitations on this, and that would be understandable, but I’d still like to see an extensive range of clothes, vehicle designs, weapon skins, and the like so I can really get stuck in and make my character stand out!
Number 5: A brand-new setting.
Grand Theft Auto Reykjavik, anyone?
I’m kicking myself for not taking a screenshot because now I can’t find it, but I saw a poll on social media within the last couple of days asking participants where they’d like Grand Theft Auto 6 to be set. Vice City – the franchise’s Miami analogue – put in a creditable showing, but by far the most-requested setting was “somewhere new.”
Grand Theft Auto V was successful by reimagining Los Santos – a city that had first appeared in Grand Theft Auto: San Andreas in 2005 – but I’d like to see the next entry in the series pick a brand-new setting to explore instead of returning to somewhere that fans of the series have already been. The franchise should also avoid, in my opinion, settings that would be too similar to its recent Los Angeles stand-in, so I’d recommend avoiding coastal, tropical cities.
I wouldn’t take Grand Theft Auto back to Vice City this time if it was up to me!
I also believe that the Grand Theft Auto series works best in an American setting. The series is geared up for America, and trying to transpose it and set a new game in Asia or Europe would, in my view anyway, take away something significant that defines what Grand Theft Auto is. I know there was that London spin-off in the days when Grand Theft Auto still used a top-down perspective, but every other title has been set in the United States.
There are several really interesting choices for cities that a new game could be based on. A Washington DC analogue could look at things like power and corruption, or the game could hop over to Chicago for a story about the mob. A city based on Detroit could look at the decline of America as a manufacturing powerhouse and what effects that has had. Or Grand Theft Auto 6 could show us an updated, modern-day look at Red Dead Redemption II’s Saint Denis – a stand-in for New Orleans! Those are just a few interesting ideas, and it could be really neat to see any show up in a future game.
Number 6: A different time period.
Back to the eighties or nineties?
Some of the best-loved Grand Theft Auto games didn’t use a modern-day setting. Vice City was set in the 1980s and San Andreas was set in the 1990s, and both games are well-remembered – despite being soiled by a recent sub-par remaster. In addition, Red Dead Redemption II took Rockstar’s signature open-world concept all the way back to the 19th Century and proved it can still work! So there’s a lot of potential, in my view, for the next Grand Theft Auto game to step out of the modern day.
There’s a lot of eighties nostalgia floating around at the moment, with films like Ready Player One and TV shows like Stranger Things cashing in on that, so that’s one possibility. It would also be interesting to step back into the 1990s and re-live the turn of the millennium all over again! There’s a lot of potential in taking advantage of a distinct time period or moment in time, and Rockstar has already demonstrated an ability to do so with past titles.
How about the seventies?
Grand Theft Auto 6 will have a difficult task to distinguish itself from its phenomenally-popular predecessor, and one way to immediately change the look and feel of the game and make it distinct would be to set it in a completely different decade. Combined with a setting that would take players away from the palm trees and beaches of California (sorry, San Andreas) I think an earlier time period could be an exceptionally interesting way to draw a line under Grand Theft Auto V and demonstrate that the new game has something very different to offer.
Somehow, Grand Theft Auto 6 has to do things that its immediate predecessor couldn’t offer. That realistically means that the new game needs either a brand-new setting or a time period that the series hasn’t visited in a while. Ideally, Grand Theft Auto 6 will offer both.
Number 7: Cameos are fine, but let’s have new characters and a new story.
Claude from Grand Theft Auto 3 (right) had a cameo in San Andreas.
There’s going to be a huge temptation for Grand Theft Auto 6 to be an overblown sequel, stuffed full of callbacks, references, and nostalgia plays for Grand Theft Auto V – and other entries in the series. Depending on when and where the game is set, this could mean the return of familiar characters.
Cameos and the occasional reference are okay – and good fan-service in some respects – but I hope that the new game’s story will be able to stand on its own two feet. Grand Theft Auto isn’t a series that needs this kind of backwards-looking nostalgia, and every game thus far has been a distinct, standalone title. Because of the success of Grand Theft Auto V, though, there may well be some senior figures at Rockstar who aren’t prepared to fully let go.
Number 8: Visual and gameplay improvements.
There have been some visually amazing games in recent years. (Pictured: Kena: Bridge of Spirits)
Grand Theft Auto V is now almost nine years old, and was originally released on the Xbox 360 and PlayStation 3. Updates, patches, and new versions have certainly kept things fresh, but the game is now showing its age. The Xbox 360 and PlayStation 3 were decent consoles, capable of producing some excellent games, but with the technological improvement of two full console generations, there’s scope for Grand Theft Auto 6 to be bigger, prettier, and a better all-round experience.
Realistically this means that Grand Theft Auto 6 has to be an Xbox Series S/X and PlayStation 5 exclusive – trying to make a game that could also work on last generation’s consoles might be tempting, especially given the perennial problems of shortages and stock availability that have plagued the new consoles since launch. But going down this road will be a massive mistake – as Cyberpunk 2077 developers CD Projekt Red found to their cost.
Cyberpunk 2077 looks good (when it works).
Cyberpunk 2077 was crippled at launch by a catastrophic litany of bugs and glitches on PlayStation 4 and Xbox One specifically, and a big part of the reason why that happened is because the game is right at the technological limit of what those machines are capable of. If Grand Theft Auto 6 is going to be the game that fans are expecting, it needs a world at least as big and dense as Cyberpunk 2077′s. That means it needs to be built from the ground up with new hardware in mind.
Part of the appeal of Grand Theft Auto games is how silly they can be – so I don’t necessarily think that Rockstar needs to implement a realistic physics system or anything like that. But there are some areas where the standard open-world gameplay could be improved, and in addition to next-gen graphics it would be great if the game could feel like something new as well.
Number 9: Proper difficulty and saving options.
Examples of difficulty settings present in Mass Effect: Legendary Edition.
Most Rockstar games don’t offer proper difficulty options. This was a complaint I had with Red Dead Redemption II as well as Grand Theft Auto V – and as I’ve said on several occasions, in 2022 there’s no excuse for not providing players with the option to change the game’s difficulty. This is such an incredibly basic feature that has been part of so many games going back decades that it amazes me that Rockstar didn’t bother with it.
Red Dead Redemption II had a feature where, after failing a specific part of a mission 3 times, it would be possible to skip ahead to the next checkpoint – and this is the only reason I was able to make it to the end of the story! But Grand Theft Auto 6 needs to do better. Difficulty settings are an accessibility feature, allowing players with disabilities and players of different skill levels access to a game. Rockstar needs to realise this and act accordingly.
Games that are too difficult aren’t fun for many players.
Also, if I save a game in a specific location, I feel like my character should still be there when I load up my save file later on. I can’t count the number of times in Red Dead Redemption II where I loaded up my save and then had to figure out where I was, where my horse was, and where my next objective was, all because the game seems to pick arbitrary locations for the player character to be when loading up a save file.
Grand Theft Auto V had a “quicksave” option which got around this – but past games in the series have relied on players returning to a safe-house or other specific location in order to save progress and load up save files. This wastes time and is an inconvenience – one that modern game design allows practically all titles to get around. So a decent save/load option, please!
Number 10: A simultaneous PC release.
Don’t leave out PC gamers!
Grand Theft Auto V was released on Xbox 360 and PlayStation 3 in 2013, but didn’t come to PC for almost eighteen months. Red Dead Redemption II likewise didn’t arrive on PC for more than a year after its debut on Xbox One and PlayStation 4. But with PC gaming having grown ever more in just the last few years, it would be a mistake to leave PC players behind.
With the game having taken so long to develop already, what’s an extra few months if it means a PC version can be released alongside consoles? It would make so much sense to bring the game to all three platforms simultaneously, making for a bigger and bolder launch than either Grand Theft Auto V or Red Dead Redemption II enjoyed. And yes, I admit that this one is pure bias – my primary gaming platform these days is a PC!
So that’s it.
Remember when Grand Theft Auto looked like this?
That’s as close as I can get to describing my “perfect” Grand Theft Auto 6! It took me well over two years from Red Dead Redemption II’s PC launch to finally get around to playing it, so don’t expect an instant review here on the website the second the new game is out! But I daresay I will pick up a copy – provided it has a single-player mode, at least – and share my thoughts and impressions.
Rockstar has previously announced games fairly close to their expected release window, so I wouldn’t be stunned to learn Grand Theft Auto 6 is currently gunning for a release before Christmas – but take that with a grain of salt. There’s been online chatter and rumours suggesting late 2023 or early 2024 as possible release windows, so I guess we’ll have to watch and wait for more information.
I’m curious to see how Rockstar will follow up one of the biggest games of all time. Grand Theft Auto V has been a juggernaut, clocking up sales for almost nine years and hardly ever dropping out of the top-ten or top-twenty bestsellers and most-played games lists. Rockstar will be hoping that Grand Theft Auto 6 can recapture the magic this time around, and will bring its significant financial resources to bear to ensure it happens. As for me, I’ll be happy if the game is fun – and if it meets some or all of the entries on my wishlist, I daresay it will be!
Grand Theft Auto 6 is currently in development and is the copyright of Rockstar Games and/or Take-Two Interactive. Some screenshots and promotional art courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Well that certainly came out of nowhere! Microsoft has opened its wallet once again, this time buying up massive video games publisher Activision Blizzard for a whopping $69 billion. Nice.
After receiving criticism during the previous console generation for the lack of exclusive games on its Xbox One system, Microsoft has stepped up in a big way in the last few years. Early moves brought on board companies like Obsidian and Rare, and then last year came another shock announcement: the acquisition of ZeniMax – the parent company of Bethesda. All of those laid the groundwork for something big, and Microsoft has now added Activision Blizzard to its lineup, bringing on board hugely popular games and franchises like Call of Duty, Overwatch, World of Warcraft, and even popular mobile game Candy Crush.
Microsoft will soon own Candy Crush!
At almost ten times the price of its Bethesda purchase, Microsoft clearly has big plans for Activision Blizzard and its games. Even by the standards of other corporate takeovers, $69 billion is a lot of money – an almost unfathomable amount. As Microsoft looks to expand its Xbox and PC gaming platforms, though, it makes a lot of sense to bring on board a company like Activision Blizzard.
Keep in mind that Microsoft is currently pushing hard to take gaming as a whole in a new direction, pioneering a subscription model based on the likes of Netflix – indeed, Game Pass was originally pitched as the video game equivalent of Netflix. Though on the surface the company seems to be taking a two-pronged approach, with its Xbox home console family and PC gaming being separate, in many ways that isn’t really the case any more. Microsoft’s goal is to bring these two platforms as close together as possible, offering most games to players regardless of their chosen platform. One need only look to two of the biggest releases of the past year as an example: both Halo Infinite and Forza Horizon 5 came to both Xbox and PC, despite originally being franchises that were exclusive to consoles.
Forza Horizon 5 was a massive title for both Xbox and PC – and came to Game Pass on release day.
Let’s step back for a moment. My initial reaction to this news was disbelief! But after double-checking my sources and confirming that this was, in fact, not some kind of elaborate prank, my next thoughts were of the Activision Blizzard scandal, and how from Microsoft’s point of view this may not have been the best time to announce this acquisition.
There’s no denying that Activision Blizzard is a tainted brand in the eyes of many players, with the severity of the sexual abuse scandal cutting through to make the news in mainstream outlets when it broke last year. Perhaps somewhat counter-intuitively, the scandal is part of the reason why Microsoft may have felt that the timing was right – Activision Blizzard shares had lost basically a third of their value over the last few months (down from almost $100 per share to below $65 prior to the acquisition announcement). Microsoft arguably made a savvy deal in some respects.
Activision Blizzard is a company embroiled in scandal right now.
There also seems to be a sense from at least some quarters of the gaming press and gaming community that Microsoft is “swooping in” to save Activision Blizzard from the scandal, perhaps even preserving the jobs of some employees or protecting games and franchises from cancellation. I didn’t really expect this reaction, and while it’s safe to say there’s been plenty of criticism to balance out some of the positivity, overall the mood of players seems to be more in favour of this acquisition than opposed to it.
We should talk about exclusivity before we go any further. Despite the hopeful – almost desperate – claims being made in some quarters, Microsoft isn’t going to publish Activision Blizzard titles on PlayStation forever. Once the deal has gone through and existing contracts have been fulfilled, expect to see all of Activision Blizzard’s new titles and big franchises become Xbox, PC, and Game Pass exclusives.
Starfield is a highly-anticipated Bethesda title – and it will be an Xbox and PC exclusive following Microsoft’s acquisition of Bethesda.
This is exactly what happened with Bethesda. Some players clung to the argument that Microsoft somehow wouldn’t want to limit the sales of some of these games to Xbox and PC players only, with some even going so far as to claim that we were witnessing the “death of console exclusives.” That hasn’t happened (to put it mildly) and we’re now expecting massive games like Starfield to become Xbox, PC, and Game Pass exclusives.
When Microsoft first jumped into the home console market in 2001 with the original Xbox, a lot of games industry critics and commentators argued that the company would open its wallet and spend, spend, spend in order to compete with the likes of Sega, Nintendo, and Sony. Microsoft certainly made some sound investments in games early on, but it’s really taken almost twenty years for some of those concerns to be borne out – and by now, the gaming landscape has so thoroughly shifted that it doesn’t feel like a bad thing any more.
It’s been more than two decades since Microsoft jumped into the home console market.
When Microsoft announced the acquisitions of the likes of Oblivion, Rare, and even Bethesda, there was still a sense that the games industry was pursuing its longstanding business model: develop games, release them, sell them, turn a profit, repeat. But now I believe we’re actually in the midst of a major realignment in the way the entire games industry operates – a realignment that’s shaping up to be as disruptive as Netflix’s emergence as a streaming powerhouse in the early 2010s.
Microsoft isn’t making all of these big purchases just to make games and sell them individually. That approach will remain for the foreseeable future, of course, but it isn’t the company’s primary objective. In my view, this is all about Game Pass – Microsoft’s subscription service. Microsoft has seen how successful the subscription model has been for the likes of Netflix – but more importantly for the likes of Disney with Disney+.
Disney+ is both an inspiration and a warning for Microsoft and Game Pass.
As streaming has become bigger and bigger in the film and television sphere, more companies have tried to set up their own competing platforms. In doing so, they pulled their titles from Netflix – something we saw very recently with Star Trek: Discovery, for example, which will now be exclusively available on Paramount+. Microsoft is not content to simply license titles from other companies – like Activision Blizzard – because they fear that a day is coming soon when other companies try to become direct competitors with their own platforms – muscling in on what Microsoft sees as its turf. If Sony gets its act together and finally manages to launch a Game Pass competitor on its PlayStation consoles, Microsoft will be in an out-and-out scrap, and pre-empting that fight is what acquisitions like this one are all about.
If Netflix had had the foresight to use a portion of the money it had been making in the early 2010s to buy up film studios or television production companies, it would have lost far fewer titles over the last few years, and wouldn’t have needed to pivot so heavily into creating its own content from scratch. I think that the Activision Blizzard deal is one way for Microsoft to shore up its own subscription service ahead of a potential repeat of the “streaming wars” in the video game realm.
The official announcement image.
So it isn’t just about “more games for Game Pass” – this deal is about Microsoft’s vision for the future of gaming as a medium, and also their concerns about other companies trying to elbow their way in and become serious competitors. Spending $69 billion may be a huge financial hit up front, but if it pays off it will mean that Game Pass will remain competitive and profitable for years – or even decades – to come. That’s the attitude that I see through this move.
And I don’t believe for a moment that Microsoft is done. Activision Blizzard may be the company’s biggest acquisition to date, but it won’t be the last. When the deal is done and has officially gone through – something that most likely won’t happen for at least twelve months – expect to see Microsoft lining up its next big purchase, and it could be yet another games industry heavyweight. There have been rumours in the past that Microsoft had considered making a move for Electronic Arts, for example… so watch this space!
Could another big purchase be on the cards in the next couple of years?
As a player, these are exciting times – but also turbulent times. I increasingly feel that it’s hardly worth purchasing brand-new games, because several massive titles that I’ve spent money on have ended up coming to Game Pass. In the last few days the Hitman trilogy has arrived on the platform, Doom Eternal landed on Game Pass last year, and even Mass Effect: Legendary Edition is now on the platform less than a year after its release. What’s the point in buying any new games any more? Let’s just wait and it seems Microsoft will eventually bring them to Game Pass!
This is, of course, an attitude Microsoft wants to foster. If Game Pass is an appealing prospect, players will stop buying games. Once they’re “locked in” to the Game Pass ecosystem, Microsoft thinks it’s got them for the long haul. This is how Netflix, Disney+, and other streaming platforms view their audiences, too: once someone has been hooked in, they tend to stay hooked in. That’s why they put the majority of their time and energy into recruiting new subscribers rather than ensuring current subscribers stay signed up.
This is all about Game Pass.
So it’s an interesting moment in gaming, and one that has the potential to herald an entirely new chapter in the medium’s history. People who decry the death of buying individual titles increasingly feel like they’re on the losing side; relics of an era that’s rapidly drawing to a close. Subscriptions have basically become the norm in film and television, with sales of DVDs, Blu-rays, and the like in what seems to be terminal decline. Television viewership, along with cable and satellite subscriptions, are likewise declining.
And who really feels that the death of broadcast television is something to mourn? Subscription platforms offered viewers a better deal – so they snapped it up. If Game Pass can do the same for gaming, more and more players will jump on board.
The Call of Duty series will soon join Game Pass.
Speaking for myself, I’ve been a subscriber to the PC version of Game Pass for almost a year-and-a-half. In that time, my subscription has cost me £8 per month ($10 in the US, I think). Call it eighteen months, and that’s £144 – or roughly the same amount of money as three brand-new full-price video games. In that time I’ve played more than three games, meaning Game Pass feels like a pretty good deal. If Microsoft continues to splash its cash on the likes of Activision Blizzard, bringing even more titles to the platform without asking me to pay substantially more for my subscription, then as a consumer I gotta say it’s worth it.
One corporate acquisition on its own does not irreversibly shift the gaming landscape. But we’re on a trajectory now that I believe will see gaming move away from the old way of doing business into a new era where subscriptions will be a dominant force. There will be advantages and disadvantages to this, but I don’t see it slowing down. As the likes of Sony and even Nintendo try to compete with Game Pass, if anything we’re likely to see this trend speed up.
Watch this space – because this certainly won’t be Microsoft’s last big move.
All titles mentioned above are the copyright of their respective studio, developer, and/or publisher. Some promotional screenshots courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Forza Horizon 5 was released in November for Xbox One, Xbox Series S/X, and PC. It took a little while, but after spending quite a bit of time with the game over the past few weeks I’m finally ready to put pen to paper and share my thoughts!
Forza Horizon 5 is a big game. There are different kinds of races and events to participate in, ranging from multi-race championships all the way to smaller challenges and mini-events. The game’s open world is huge and offers varied terrains and scenery. And perhaps most importantly for a racing game, Forza Horizon 5 offers a veritable smorgasbord of cars to choose from.
What Forza Horizon 5 is not, though, is massively different from its predecessor. If you’ve played Forza Horizon 4 at all, you know the formula. This time around there’s more: the game world is bigger, there are more roads to drive on, more races and events to take part in, and so on. But it isn’t a fundamentally different experience – aside from the scenery changing from the quaint English countryside to the deserts, jungles, and beaches of Mexico, it’s basically an iterative instalment of the series. I don’t think that’s necessarily a problem for Forza Horizon 5; it’s a riff on the same concept, expanding it in some significant areas but without really breaking new ground. However, when the formula works, why shake it up too much? As the saying goes: “if it ain’t broke, don’t fix it.”
The Horizon spin-off series has always taken a more casual approach than mainline games in the Forza Motorsport series, and that trend continues here. There’s a party atmosphere that runs through the entire game, with a handful of named characters who all take a very laid-back approach to running the titular Horizon festival. That feeling extends to gameplay, too. Races are organised seemingly haphazardly, and there’s a lot of fun to be had simply by exploring the open world, making your own fun, and driving some fancy cars at high speed!
Forza Horizon 5 is perhaps the most accessible racing game I’ve played – except, maybe, for Mario Kart 8. The game is geared up for fans of arcade racing, with a “pick-up-and-play” attitude that feels perfectly aligned with the aforementioned casual, laid-back approach taken by characters within the game itself. That isn’t to say that Forza Horizon 5 presents no challenge – not at all. But this is a game that allows players to tailor the kind of challenge or fun that they want to the way that they like to play. There are options to tweak practically every aspect of single-player gameplay, meaning Forza Horizon 5 would be a great introduction to racing games for a complete newbie – but a game that experienced racing fans can enjoy as well.
As a gamer with disabilities, I always appreciate games that go out of their way to be accommodating. In Forza Horizon 5, it’s possible to slow down single-player gameplay to give players more time to react or make moves. It’s possible to see a guide line on the ground or along racetracks pointing players in the right direction. And there are different levels of assistance; cars can be set up to brake automatically, for example, as well as change gears. Forza Horizon 5 also recommends specific cars for specific races, ensuring that players who aren’t familiar with cars or racing games won’t find themselves in an unwinnable situation.
None of these things have to be used, and they can all be turned off for players who want a more realistic or challenging racing experience. The game has pre-set difficulty options, but within those pre-sets it’s possible to tweak many different individual characteristics so players can get the kind of experience that they want. This really does open up the game to many different skill levels, and Forza Horizon 5 would be a great game for someone brand-new, a kid seeking a more realistic racer than the likes of Mario Kart, and everyone else all the way up to racing simulation fanatics.
Forza Horizon 5 also brings a lot of customisation options to the table. Every car (at least, every car that I’ve unlocked so far) can be customised. Cars can be repainted in every colour of the rainbow, and can have custom liveries applied – including advertising logos for famous brands. There’s already a bustling customisation scene, with players from all over the world sharing their custom creations for others to download and use in-game. I love a game with strong customisation elements, and Forza Horizon 5 absolutely delivers in that regard!
As I was getting started with Forza Horizon 5, I actually found myself getting a little emotional. As you may know, I’m non-binary – meaning that my gender identity falls in between male and female, and I prefer to use they/them pronouns. When setting up my Forza Horizon 5 character, the option to use they/them was present alongside male and female pronouns – something that was amazing for me, and for other non-binary players as well I hope. It’s still quite rare to see games offer this option, so it was an incredibly welcome surprise.
I’m not the world’s biggest car enthusiast. My knowledge of cars mostly comes courtesy of Jeremy Clarkson and the rest of the crew of Top Gear! But for people who know more about cars than I do, I reckon Forza Horizon 5 has a lot to offer. Although the game goes out of its way to be accessible and to have cars ready-to-race from the moment of being unlocked or purchased, there are still plenty of tuning options to fiddle about with. At the game’s uppermost echelons, where elite players are duking it out and races are won or lost by the millisecond, perhaps some of these things will make a difference. I’m not at that level – but some folks are, and there are tuning and customisation guides already for many of the game’s vehicles.
Although Forza Horizon 5 includes a lot of ultra-expensive supercars from manufacturers like Bugatti, Koenigsegg, and Lamborghini, I think it’s great that the game offers classic cars, “normal” street cars, and even some novelty vehicles or cult favourites as well. For example, the game includes a classic Land Rover (a personal favourite of mine), as well as every nerd’s favourite car: the DeLorean! There’s a VW Camper available, a classic Mini, a Morris Minor, as well as a Hummer, and even a car taken straight from Hot Wheels! In short, there’s fun to be had with some of these vehicles, and while some may not be suitable for winning every race or clocking the fastest time, for having fun driving around the game’s open world I think some of these additions are absolutely fantastic!
Some racing games offer light-hearted fun, and for me, Forza Horizon 5 is absolutely that kind of game. I can pick it up for even just a few minutes at a time, hop into a race or two, and then put it down knowing I can do the same thing again later on. It absolutely can be more than that; players with the inclination can take it more seriously, spend more time on their vehicles, and really push hard to get the best lap times and reach the top of the various leaderboards. That’s not the way I personally play – but the fact that Forza Horizon 5 has plenty to offer to all kinds of players is a huge mark in its favour in my book!
I’m a subscriber to the PC version of Xbox Game Pass, so for me Forza Horizon 5 was available on release day to download and play at no extra cost. On that basis, I’m thrilled with the game. That being said, for folks who don’t like the idea of a subscription or who like owning games outright, I can absolutely recommend Forza Horizon 5 as a purchase. Game Pass is a great service, but I recognise that it isn’t for everyone. When I looked at Halo Infinite a few weeks ago I said that paying £55 for just the campaign felt a bit much, so getting the game on Game Pass made a lot of sense. But there’s a heck of a lot of value in Forza Horizon 5 for players of varying skill levels and with varying levels of interest in cars – so it feels like a solid buy.
I think that’s all I have to say about this one! I’m thoroughly enjoying my time with Forza Horizon 5 and I’m looking forward to jumping back in and getting into my next race. See you on the track!
Forza Horizon 5 is out now for Xbox One, Xbox Series S/X, and PC. Forza Horizon 5 is the copyright of Playground Games, Turn 10 Studios, Xbox Game Studios, and/or Microsoft. Promotional images and artwork courtesy of Xbox and Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: Minor spoilers are present for Dying Light 2, Red Dead Redemption II, Kena: Bridge of Spirits, and Animal Crossing: New Horizons.
I’ve talked a couple of times about video game length here on the website, and specifically about how some games can feel too short to offer good value at their price point. Games which cost £65 or $70 but only last five or six hours routinely get criticised for being too short, but my argument is that they’re really just priced incorrectly – had a six-hour game cost £25 instead of £65, it feels like a better price point and thus better value.
Take Ori and the Blind Forest or Kena: Bridge of Spirits as examples – relatively short games (under twelve hours) yet priced around the £30 mark. Both games felt like great value at that price point, and no one seemed to argue that they were somehow “too short.” In my review of Kena: Bridge of Spirits I even argued that padding out the game much beyond the 12-hour mark would’ve been too much.
Kena: Bridge of Spirits was the perfect length for the kind of game it wanted to be.
Over the past 24 hours I’ve seen a different argument arise online, particularly in relation to upcoming action-horror game Dying Light 2. Developer Techland recently claimed that total completion of the game is expected to take in excess of 500 hours – longer, they say, than it would take to walk from Warsaw in Poland to Madrid in Spain. That’s a distance of 2,631 kilometres, or 1,634 miles.
Long-distance hiking aside, I’ve seen a lot of folks online actually criticising Techland and Dying Light 2, proclaiming that its length “isn’t a selling point,” or that the game is “too long.” Having tackled a similar argument before with games that were said to be too short, I wanted to take a look at this and consider whether a game can indeed be too long.
This recent boast from the Dying Light 2 developers hasn’t gone down well with everyone…
In 2020 I spent in excess of 120 hours playing Animal Crossing: New Horizons, and the longest I spent in any single game in 2021 wasRed Dead Redemption II, which took me 103 hours to complete the main story and the epilogue. I’m not a completionist who has to get every single achievement and discover every single hidden item or collectable. According to Red Dead Redemption II’s in-game progress tracker, after my 103 hours I’d completed 84% of the game.
However, the remaining 16% was – for want of a better term – fluff. It consists of collectables, travelling to obscure locations, catching at least one of every fish… in a word, boring nonsense that I had no interest in! Likewise with Animal Crossing: New Horizons – after 120+ hours I felt I’d done everything that the game had to offer at least once, and I had no real interest in continuing to dig up fossils or buy random junk from the shop to keep playing.
After more than 100 hours, I’d completed 84% of Red Dead Redemption II.
Games have a natural lifespan, just like any other entertainment product. That length will depend on what the game has to offer, how repetitive some of the tasks and missions are, and many other factors. If Red Dead Redemption II had offered another 103 hours’ worth of proper story missions, I daresay I’d have kept playing because I found the story to be engrossing – but I wasn’t going to spend that time in a fairly static endgame world where all of the missions were complete and all I had left were collectables to find and minor tasks to perform. That doesn’t hold my interest.
For some folks, though, it does. Some games encourage players to keep playing over and over again, and in some quadrants of the gaming community, it isn’t uncommon at all to find players who’ve dedicated literally years to a single game, sinking thousands or even tens of thousands of hours of playtime into titles like Minecraft, EVE Online, or even the aforementioned Animal Crossing series.
EVE Online is well-known for having very dedicated players who play for years and years.
But statistics would seem to suggest that those kinds of players – and those kinds of games – are comparatively rare. For example, in Red Dead Redemption II, most players have unlocked the achievement or trophy for completing the game’s first chapter. Yet on all platforms – Xbox, Playstation, and PC – barely one in three make it to the end of the epilogue and see the credits roll. Red Dead Redemption II has been out for more than three years, so there’s ample time for most players to have progressed that far if they’d wanted to – but it seems that the game’s length sees more and more players drop out as the story goes on.
I like a long story. I’ll happily watch a television show with seven seasons or something like the extended versions of The Lord of the Rings films. And I enjoyed my time with Red Dead Redemption II. But perhaps players who seek out these very long experiences are in a minority – achievement stats for a number of big titles would seem to bear that out.
Scarcely one in five Steam players who started Red Dead Redemption II actually managed to finish its story.
I mentioned the length-versus-value debate at the beginning, and I think a variation of this argument comes into play for long titles just as it does for short ones. If a game is unnaturally “long” because it’s padded out with repetitive fetch-quests, a massive open world that takes ages to traverse, and hundreds of hidden collectables that make no impact whatsoever on gameplay and story, then a developer shouldn’t be bragging about length. That isn’t a long game – it’s a bloated, padded one, and one that probably won’t be much fun for 80% of the time!
This is what I think people were getting at with the Dying Light 2 situation. While some folks may feel that any game can be too long to be enjoyable, the real criticism seems to be that players are concerned that the developers of Dying Light 2 are making a nonsense brag based on how the game world is going to be stuffed with minor, inconsequential fluff. Tasks like shooting 200 pigeons in Grand Theft Auto IV aren’t actually a lot of fun for most players who wanted to complete the entire game, and while finally unlocking that last achievement or trophy may provide some folks with a brief hit of dopamine, the frustration of having to track down 200 obscure, hard-to-reach locations across a large open world probably wasn’t worth it.
Shooting pigeons was a minor task in Grand Theft Auto IV.
So is Dying Light 2 “too long” at 500 hours? Until the game is in reviewers’ hands and we can find out how many of those hours are spent on fun, interesting, or original quests, I don’t think it’s possible to say. Some people may argue that 500 hours will always be too long, and for them that may well be the case. Aside from Civilization VI, I can’t think of any game in the past decade that I’ve spent much more than 100 hours playing – so I guess I’m part of that crowd as well.
In principle, though, I don’t think 500 hours has to be too long for Dying Light 2. But it depends what the game has to offer by way of story, exploration, and engaging gameplay. If the bulk of players’ 500 hours is spent chasing boring collectables or slowly trudging across an open world that’s too large for the game’s mediocre level of content, then yeah, I’d agree that it’s too long and has been overstuffed with meaningless fluff. But if there’s a long story that manages to hook players in and keep their interest, then it’s a whole different conversation.
At the end of the day, we all want different things from our games. Folks who have busy lives and other commitments might feel the need for a shorter game, or a game that they can dip in and out of easily. Players with more free time or who like to stream their gameplay on Twitch might prefer longer, open-ended games that are chock-full of collectables. We all like different things, and there really isn’t an answer to a question like this that can satisfy everyone. If you think Dying Light 2 is going to be too long for you to enjoy… don’t play it, I guess. There are plenty of shorter games out there to take your interest instead. For my two cents, I’d rather see a game have too much content than too little, and be too long rather than too short – especially if it’s charging me £60 or $70!
Dying Light 2 will be released on the 4th of February 2022 for PlayStation 4/5, Xbox One/Series S/X, Nintendo Switch, and PC. All titles mentioned above are the copyright of their respective developer and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Happy New Year! As we mark the first day of 2022 (and recover from the last night of 2021) I thought it could be fun to look ahead to some of the entertainment experiences that lie before us this year. There are a plethora of films, games, and television shows on the horizon, and there are sure to be plenty of surprises and new announcements to come as well. On this occasion I’ve picked out ten films, video games, and television shows that I’m personally looking forward to in 2022.
The ongoing pandemic has caused a number of delays, and while most of these titles feel like a safe bet, it’s still possible that additional disruption will mean that we won’t see them all before the end of the year. The further out we get, the more likely such changes are – so titles which are currently aiming for a November or December release could end up slipping back to 2023.
Let’s jump into the list!
Film #1: Morbius
Up first we have somewhat of a rarity: a Marvel film that I’m actually slightly interested in! Morbius will star Jared Leto as a mad scientist who inadvertently turns himself into a vampire. The film isn’t actually part of the main Marvel Cinematic Universe, as it’s being produced by Colombia and Sony – the latter company having the license to Spider-Man.
From my point of view, the fact that the film isn’t part of the MCU is no bad thing. Keeping up with every Marvel project increasingly feels like a full-time job considering the shared nature of the universe and the frequency of crossovers. So perhaps Morbius will be able to be enjoyed as more or less a standalone piece. I know nothing about the character or comic book source material – but I’m hoping it’ll be a fun, action-packed, slightly spooky adventure.
Film #2: Lightyear
I was surprised by the trailer for Lightyear – the film looks so much more fun and interesting than its premise alone would have suggested! An “origin story” for Buzz Lightyear, the film purports to show us why Buzz Lightyear figures were so popular in the world of Toy Story! I noted many different visual and thematic elements from mid-century, retro sci-fi; kind of similar to the theme of the Tomorrowland park at Disneyland.
Chris Evans is set to take on the title role, and I’m genuinely looking forward to Lightyear. The film seems to have an element of mystery to it, and from the trailer it looks set to be an exciting adventure with a fun visual style. Check out my full thoughts on the trailer by clicking or tapping here.
Film #3: The Unbearable Weight of Massive Talent
Nicolas Cage is going to play an exaggerated, fictionalised version of himself in a film that looks set to be hilarious – and full of meme potential! I honestly thought this was a joke when I first heard about it, but the trailer already had me laughing out loud. Cage has developed a self-awareness, leaning into his reputation for making B-movies, and I think the result can only be hilarity.
In short, The Unbearable Weight of Massive Talent is either going to be great… or it’s going to be one of those “so bad it’s good” films. There’s simply no in-between! Oh, and The Mandalorian star Pedro Pascal is also in it alongside Cage.
Film #4: Moonfall
Disaster films are somewhat of a guilty pleasure of mine. They’re usually so far-fetched and over-the-top, but they can also be dramatic and exciting; perfect popcorn fare and a fun way to kill a couple of hours. Roland Emmerich has directed some fun ones: 2012 and The Day After Tomorrow spring to mind first and foremost. So I’m very curious to see what his latest sci-fi/disaster flick will be all about!
The premise sounds bonkers: the moon gets knocked out of orbit and is on a collision course with Earth. The film promises that the moon “is not what we think it is” … so let’s find out what the moon really is, I guess!
Film #5: Avatar 2
The first of four planned sequels to 2009’s Avatar is scheduled for release in December this year. After more than thirteen years, James Cameron has quite a task on his hands to get people re-engaged with the fictional universe that he created, but if anyone can pull it off it’s him. Despite being an enjoyable film in its own right, Avatar never quite succeeded to the extent Cameron (and 20th Century Fox) hoped, failing to really break into the top tier of sci-fi franchises.
Avatar 2 is the first of four opportunities to change the narrative. There’s always room, in my opinion, for new sci-fi, and Avatar had some successes with its world-building. There are open questions left over from the first film – and although I’m by no means an Avatar superfan, I’m curious to see where the story will go next.
Film #6: Untitled Super Mario Movie
The Super Mario Bros. film that was a shock announcement at a recent Nintendo Direct broadcast still doesn’t have an official title, but it’s targetting a release around the holiday season (I know we’re still processing Christmas 2021, but still!) Featuring an all-star cast including Chris Pratt, Anya Taylor-Joy, and Jack Black as Bowser, this has the potential to succeed where the 1993 version… didn’t.
Nintendo seems to have invested a decent amount of money into the project, and with a story and animation style that will hopefully be closer to the video game series than the 1993 attempt, this could be the unexpected hit of Christmas 2022!
Film #7: Uncharted
The adaptation of the Uncharted video game series will star Spider-Man’s Tom Holland as adventurer (and discount Indiana Jones) Nathan Drake – and if you’ve been a regular around here for a while, you might recall that it made my list of films to watch in 2021 last January! But after being delayed, Uncharted looks all but certain to get a release this year (one way or another).
I had fun with the Uncharted video games on PlayStation 3 and PlayStation 4. I’m cautiously interested to see how well the adaptation will work – condensing the story of even one video game into the runtime of a single film can be tricky. But I think there’s the potential for a solid action flick if all goes according to plan.
Film #8: Jurassic World: Dominion
The legacy of Jurassic Park continues with the third entry in the reboot Jurassic World series, with Chris Pratt and Bryce Dallas Howard reprising their roles. Details of the plot are sparse at this stage, with director Colin Trevorrow keeping a lid on things, but if the story picks up in the aftermath of Jurassic World: Fallen Kingdom then we can expect to see dinosaurs roaming free – and not just in their island park!
A lot of fans are excited for the return of the original trio of characters: Sam Neill as Dr Alan Grant, Laura Dern as Ellie Sattler, and Jeff Goldblum as Ian Malcolm will all be making appearances in the film. An extended trailer (called the prologue) was recently released, and it’s well worth a watch!
Film #9: Everything Everywhere All At Once
Michelle Yeoh (Star Trek: Discovery’s Philippa Georgiou) stars in this very weird-looking film about a woman who can cross over to infinite parallel universes. Evelyn seems to be tasked with saving the entire multiverse from an unknown threat, travelling to different realities and exploring different versions of herself and her own life.
The trailer was chaotic, and the plot may be tricky to follow, but Everything Everywhere All At Once looks like a wild, bonkers ride. It could be a ton of fun, so it’s one I shall watch with interest!
Film #10: Sonic the Hedgehog 2
2020’s Sonic the Hedgehog exceeded my (admittedly rather low) expectations, and in a pandemic-disrupted year was actually one of the few cinematic highlights. Following its success will be no easy task for this sequel, but there’s definitely potential in this return to the universe of Sega’s cute mascot.
The stars of the first film (including Jim Carrey) will be returning, and the addition of other characters from the Sonic franchise looks set to expand the fun.
Video Game #1: Six Days In Fallujah
Six Days In Fallujah is a controversial game. It intends to depict, in as realistic a manner as modern games engines will allow, the Second Battle of Fallujah, which took place in 2004. I was surprised to see the extent of the backlash that the game’s announcement received last year, not just from the expected sources like right-wing politicians, but from some games commentators and gaming outlets too.
In short, I think that it’s important to create art, particularly when the subject matter it tackles is difficult or controversial. It’s possible that Six Days In Fallujah will add nothing to the conversation around the Iraq War, but it’s equally possible that we’ll get something more than just mindless shooting. Video games can be art, and art can and should tackle difficult and complex topics. To see my full thoughts on Six Days In Fallujah, click or tap here.
Video Game #2: Avatar: Frontiers of Pandora
Avatar: Frontiers of Pandora was a surprise announcement at last year’s E3, but with the Avatar sequels kicking off this year it makes a lot of sense to have a video game tie-in of some kind as well. Frontiers of Pandora doesn’t seem like it will be a direct adaptation of either the first or second films in the series, but rather a standalone title.
The world of Avatar seems well-suited to a video game adaptation, and with Ubisoft’s resources at its back there’s potential in this title. Taking on the role of a Na’vi warrior sounds like fun, and I’m definitely going to check out Frontiers of Pandora when it’s ready.
Video Game #3: Mario Kart 9
At this stage there’s been no announcement of a new game in the long-running Mario Kart series. But Mario Kart 8 was released almost eight years ago, and with 2022 being the series’ 30th anniversary, the timing feels right for a new game. Nintendo loves to celebrate anniversaries with big releases, after all!
Mario Kart 8 has been one of the Switch’s big sellers since the console’s launch. But the game has a limited roster of tracks and playable characters, and after such a long wait in between titles, a growing number of players are looking for something new. 2022 would be a great time to launch Mario Kart 9 – so watch this space.
Video Game #4: Stray
Stray is a game that lets you play as a cat. Do I need to say more? Publisher Annapurna Interactive has a great track record, having released wonderful and emotional narrative journeys like What Remains of Edith Finch and Gone Home. Indie developer Blue Twelve Studio has been working on the game for a while, and its unique premise and beautiful setting have already piqued my interest!
The game entices players to unravel an ancient mystery and figure a way to escape a decaying cyberpunk city populated by robots. The stray cat at the centre of the game will have their own robot companion, too. This game looks adorable – but it also has an unsettling, otherworldly feel that could make for a fascinating and unique adventure.
Video Game #5: Star Trek: Resurgence
I’d been desperately hoping for a new single-player Star Trek game for years; it’s been almost a decade since the last one failed miserably. With Star Trek being back on our screens in a big way, I’m glad that ViacomCBS is finally licensing video games again. Resurgence is the single-player story-driven game I’d been hoping for – and the trailer looked great!
New developer Dramatic Labs has pedigree – many of its employees used to work for Telltale Games, whose narrative adventures were highly-praised. Telltale worked on a number of adaptations, including Batman and Game of Thrones, so Dramatic Labs seems perfectly positioned to bring a brand new Star Trek game to life. I’m really rooting for Resurgence to be a success.
Video Game #6: Starfield
Starfield has been in development for almost a decade. Bethesda had ideas for space-themed games going all the way back to the 1990s, and even pitched a Star Trek game at one point, so in a sense Starfield has been a very long time coming! At 2021’s E3, the company was finally able to announce a release date, and while details about the game are still sparse, we have begun to learn a little more about some of the factions and locales.
Bethesda chief Todd Howard has literally promised players “Skyrim in space,” so Starfield has big shoes to fill! After Bethesda has stumbled in recent years with the likes of Fallout 76, the game also has a lot of work to do to rehabilitate the company’s image. Anything less than an exceptional game could leave the Microsoft-owned studio in trouble. I want to be excited for Starfield… but I’m trying to avoid boarding the hype train.
Video Game #7: Saints Row
I initially wrote off the Saints Row games as being “Grand Theft Auto knock-offs,” but the truth is that they’re so much more than that. The setup is unquestionably similar – players take on the role of a criminal in an open-world city – but developers Volition brought a distinctly comedic style that made the original Saints Row and its sequels stand out.
Saints Row is a reboot, one which will supposedly bring the game back to its roots. Given that Rockstar seemingly still has no plans to release Grand Theft Auto 6 any time soon, Saints Row could be the game that scratches that open-world itch.
Video Game #8: Test Drive Unlimited: Solar Crown
It’s been almost a decade since the last Test Drive game was released, so Solar Crown is coming late to the party! But following on from the success of other open-world racing games (like Forza Horizon 5, for example) it could be well-placed to take the racing crown this year.
Solar Crown is set in Hong Kong, and developers KT Racing have promised a 1:1 full-scale recreation of the entirety of Hong Kong island. That sounds incredibly ambitious, but I’m hopeful that they can pull it off. The result could be one of the best racing games in a long time.
Video Game #9: Pharaoh: A New Era
I adored Pharaoh in the early 2000s. An Ancient Egyptian-themed city building game, it had all of the micromanagement you’d expect from a game of that type, but with additional features derived from its setting. For example, the Nile river could flood – so making use of flood plains became an essential gameplay element.
Pharaoh: A New Era aims to bring the game into the modern day, updating its graphical fidelity but retaining the original game’s trademark visual style and gameplay. I think it has a lot of potential to be a wonderful nostalgia trip for me – and if you missed the original twenty years ago, it could be brand-new fun for you!
Video Game #10: Star Wars Jedi: Fallen Order II
At this stage we don’t know whether Jedi: Fallen Order II is even in development – though it’s heavily rumoured to be well underway. It’s a possibility for 2022, though, so I’ll be keeping my fingers crossed waiting for an official announcement. After the disappointment of Battlefront II and The Rise of Skywalker, Jedi: Fallen Order did a lot for the Star Wars franchise. It was an engaging story with some great characters – most of whom should be returning.
I’m really interested to see where Cal Kestis and his friends will go next. What adventures lie in store for them? And will we find out their ultimate fate – perhaps explaining why Cal and the others played no part in the Rebellion or the events of the Star Wars films? So many questions… but I’ll settle for another fun Star Wars adventure, even if it doesn’t answer all of them!
TV Series #1: House of the Dragon
Despite being underwhelmed by the first trailer (and bitterly disappointed by the final season of Game of Thrones) I’m nevertheless curious to see what House of the Dragon will bring to the table. The new series has the not insignificant challenge of proving that Game of Thrones wasn’t a one-hit wonder, and that Westeros truly can be expanded into an ongoing franchise.
Honestly? The jury is still out. The television landscape has changed immeasurably since Game of Thrones’ 2010 debut, and in the big-budget high fantasy genre, House of the Dragon will face some serious competition. There’s potential in the series… but right now, I can muster curious interest rather than outright excitement.
TV Series #2: Star Trek: Picard Season 2
After a longer-than-planned pandemic-enforced break, Picard will finally be back on our screens before too long. It isn’t clear yet whether Discovery’s unexpected mid-season break will delay Picard Season 2 from its planned February premiere, but that seems likely. Regardless, time travel and old adversaries are on the agenda for Jean-Luc Picard and the crew of La Sirena.
I confess that time travel stories aren’t always my favourites in Star Trek, so I’m perhaps less excited for Picard Season 2 than I hoped I might be. But a chance to spend more time with Picard himself, especially after the wonderfully complex presentation of the character in Season 1, is something that I’m truly looking forward to.
TV Series #3: Star Wars: Obi-Wan Kenobi
There’s a lot of Star Wars content to come this year! Obi-Wan Kenobi is taking place in between the prequel and original trilogies, and will see Ewan McGregor reprise his role as the famed ex-Jedi. What adventures will he be able to have during his exile on the planet of Tatooine? And will those adventures feel natural or tacked-on? I guess we’re about to find out!
McGregor’s portrayal of Obi-Wan Kenobi was definitely one of the better elements of the prequel films. I’m not sure I’d have chosen to make this series if I were making the big decisions for Disney and Lucasfilm, but I hope to get a fun action or drama series that respects the boundaries of the original 1977 film and doesn’t tread on its toes.
TV Series #4: Amazon’s Lord of the Rings
This series made my list last year, as I had originally expected to see it in 2021. Amazon has found some success with its adaptation of The Wheel of Time, but in a sense that show feels like an appetiser before the main course! Few other properties have such potential to bring in audiences as Tolkien’s Middle-earth, and there’s going to be a huge amount of interest in what is going to be the most expensive television series ever made.
With so little information about the characters or plot, it’s hard to know what to expect. The series isn’t going to be a new adaptation of any of the familiar books, instead drawing on a period in Middle-earth’s Second Age, millennia before the events of The Hobbit and The Lord of the Rings. Amazon appears to be greatly influenced by Game of Thrones in the way the show’s casting and production have been handled; hopefully that’s a good thing!
TV Series #5: Star Wars: Andor
A prequel to a prequel, Andor will focus on the character of Cassian Andor who was first introduced in 2016’s Rogue One. A Star Wars story that steps away from the Jedi and the Force is something I’ve been hoping the franchise would do more of for some time, and I feel that Andor could be a good vehicle to show us more about the Star Wars galaxy away from space magic.
The series may also show us a bit more about the early days of the Rebel Alliance, something we glimpsed in Rogue One. As a standalone piece it could be an interesting and dramatic spy thriller – and I’m hopeful that it’ll be entertaining at the very least.
TV Series #6: Foundation Season 2
Season 1 of Foundation may not have been perfect, but it broadly succeeded at adapting a fairly dense work of sci-fi, bringing it to the small screen in an understandable way. Jared Harris put in a wonderful performance, and this complex story with some pretty deep themes ended up as a thoroughly enjoyable season of television.
We already knew that Apple TV+ had greenlit a second season of the show, and production has already begun. If Foundation can do more of the same, it’ll be a fine addition to this year’s television lineup.
TV Series #7: The Last Of Us
The Last Of Us is one of the finest video game stories I’ve ever played through. It’s a vivid, dramatic, and occasionally harrowing story of a road trip across a hauntingly beautiful post-apocalyptic United States. Its central conceit of mushroom zombies may sound silly, but the cordyceps infection serves as the backdrop to set up an amazing character-focused story. And now it’s being adapted for television.
A TV show will suit the long and complex narrative far better than a film ever could, so in that sense I think the right decision has been made. I don’t know whether the story will be broken down into seasons or whether The Last Of Us will try to tell the entire story of the game this year – I guess we’ll have to wait and see.
TV Series #8: Tokyo Vice
I’ve been greatly looking forward to this adaptation of a true story. Journalist Jake Adelstein spent part of his career in Japan working on crime stories in Tokyo, and his book told the true story of working for a large Japanese newspaper and the various cases and investigations he was part of.
HBO has a great track record when it comes to these short-format miniseries, and I think that Tokyo Vice has the potential to be 2022’s answer to the likes of Chernobyl – a true story adapted in a dramatic and exciting way.
TV Series #9: The Wheel of Time Season 2
Amazon’s second high fantasy series on this list already has a full season under its belt. I enjoyed The Wheel of Time’s debut season, even though the story was quite cluttered and may have been hard to follow for some viewers. With more than a dozen books in the series left to adapt, Season 2 has its work cut out to keep up the pace.
The Wheel of Time had some great moments of characterisation and some well-crafted visual effects. Combined with a strong story I feel that the series is off to a good start – even if not every critic agrees. With Amazon’s own Lord of the Rings adaptation coming this year, Season 2 will be drawing comparisons to that show whether it wants to or not. Time to step up!
TV Series #10: Star Trek: Strange New Worlds
More than three years after Ethan Peck and Anson Mount won the hearts of Star Trek fans during Discovery’s second season, the highly-requested “Captain Pike show” is finally going to be broadcast! Strange New Worlds has promised Trekkies a return to a more episodic format, and the show could be the one to finally hook in the remaining holdouts who have been unimpressed with the franchise’s recent output.
This isn’t a ranked list, but Strange New Worlds is probably the show I’m most looking forward to this year – assuming it will be available to watch here in the UK. ViacomCBS doesn’t have a good track record when it comes to making its shows available outside of North America! But if that hurdle can be surmounted, I have high hopes indeed for Strange New Worlds.
So that’s it!
As we look ahead to some of the entertainment experiences of 2022, there’s a lot to be hopeful for. As a Trekkie, 2022 is arguably one of the biggest and most important years for the franchise in a very long time. Not only are there new and ongoing shows, but a brand-new video game and an increase in merchandise too. All of these things will hopefully cement Star Trek as ViacomCBS’ main franchise, securing its future in the longer term. I’ll be doing my best to support Star Trek this year – as long as ViacomCBS does its part too.
I hope you had an enjoyable New Year’s Eve! Now that the holiday season is more or less over, things can start to settle down and get back to normal. I adore the Christmas season, but it’s also nice to be able to unwind after what can be a stressful time of year.
All titles listed above are the copyright of their respective owner, company, studio, broadcaster, developer, distributor, publisher, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: Minor spoilers may be present for some of the entries on this list.
It’s the end of 2021, so it’s time to look back on a few of the entertainment highs (and lows) of the year! Like I did last year, I’ve picked out a few of my favourite entertainment experiences from the worlds of cinema, gaming, and television, and I’ll be giving each a totally official Trekking with Dennis award!
Most categories have a winner and a runner-up; some just have one title and in those cases they’re the winners by default. I’ve put Star Trek episodes into their own category, otherwise I’d just be saying that every TV show that I liked this year was Star Trek!
Caveat time! Obviously I haven’t watched or played anywhere close to everything that was published or released this year! The exclusion from these awards of titles such as The Last Duel or For All Mankind doesn’t mean they aren’t good; I just have no experience with them so I can’t comment. It goes without saying that everything here is entirely subjective! This is just one person’s opinion – so feel free to disagree vehemently with some or all of my choices!
With that out of the way, let’s get started!
Best Documentary:
🏆 Winner 🏆 Half-Life Histories series; Kyle Hill
There have been some interesting documentaries this year, but I wanted to highlight a semi-professional series that has been quietly ticking up views on YouTube. Kyle Hill has crafted a series of absolutely fascinating documentaries about nuclear power, nuclear weapons, and nuclear accidents – some of which were familiar to me, but several of which actually weren’t.
Nuclear weapons are an incredibly controversial topic, of course, but nuclear power is something I firmly believe that we as a species need to embrace. At least in the short-to-medium term, nuclear power offers a reliable way for humanity to meet our growing power needs while phasing out fossil fuels.
Kyle Hill’s documentaries show how early nuclear experiments could and did go wrong, but they aren’t alarmist. Hill has a gentle, almost understated style that tells these serious (and occasionally fatal) stories with due dignity and gravitas, but without sensationalising the events in question. For anyone interested in the likes of the Chernobyl disaster or the early history of nuclear weapons and nuclear power, the entire series is well worth a watch.
Best Web Series:
🥈 Runner-Up 🥈 The Jimquisition; Jim Sterling
I’d like to highlight a fellow non-binary creator here. Jim Sterling – also known as James Stephanie Sterling – is a video games critic on YouTube. Their main weekly series, The Jimquisition, often highlights bad practices in the games industry and draws attention to misbehaving corporations. The Jimquisition was one of the first shows to criticise the practice of lootboxes a few years ago, for example, and this year Sterling has worked relentlessly to call out the likes of Ubisoft and Activision Blizzard.
Too many publications – even blogs and social media channels – now work hand-in-glove with big corporations in the video games industry, leading many so-called independent publications to, at the very least, be cautious in what they say about both their corporate friends and the games they review so as to maintain their level of access. The Jimquisition has always been different because it’s self-funded, leaving Sterling free to criticise as they see fit.
On a personal note, seeing Jim Sterling come out as non-binary was one factor among many as I made my own decision earlier this year to discuss my gender identity in public for the first time, and I want to thank them for their brave decision.
🏆 Winner 🏆 Tasting History with Max Miller
There really isn’t anything quite like Tasting History. There are a plethora of cooking shows and channels online – many of which are fantastic! And there are some great history shows as well, everything from mini-documentaries to living history re-enactments. Tasting History blends these two things together, as host Max Miller cooks a variety of different historical dishes, and uses those as an entry point to talk about some of the historical events and personalities associated with the food.
I love history and I love cookery shows, so Tasting History is absolutely the kind of thing that was going to appeal to me! But a fun premise alone wouldn’t be enough, and Tasting History has a well-spoken host who makes both sides of the show entertaining as well as interesting. I’ve learned a lot about different dishes and historical cultures this year, things I never would have found out about if not for Tasting History.
Best TV Special:
🥈 Runner-Up 🥈 Lego Star Wars: Terrifying Tales
After 2020’s Lego Star Wars Holiday Special had been a ton of fun, I was pleasantly surprised to see Disney+ bringing back Lego Star Wars for another outing this year. Terrifying Tales was a fun Halloween special, one which drew on many classics of the thriller and horror genres for inspiration while maintaining a child-friendly atmosphere. I’m not a huge fan of horror, so this lighter tone was just perfect for me!
Focusing on Poe Dameron, Terrifying Tales used a frame narrative to tell three different spooky stories set in all three of the Star Wars franchise’s main eras. The first short, which focused on Kylo Ren, contained more backstory for the character than the entire sequel trilogy – and I would argue that it was actually better than the minuscule character development that Kylo/Ben Solo got in the films!
Palpatine was hilarious in the vignette that featured him, and I adored the way that Terrifying Tales used the character. The third and final vignette was a parody of a Twilight Zone episode and featured Luke Skywalker, and that was pretty fun to see as well. Overall, Terrifying Tales was a cute, funny, and lightly spooky way to get ready for Halloween!
🏆 Winner 🏆 The Grand Tour: Lochdown
As we approach the pandemic’s second anniversary, we need things like Lochdown to poke fun at what’s been going on in the world. In a unique way that only Hammond, Clarkson, and May can really pull off, The Grand Tour’s special episode made a trip to Scotland one of the funniest and most entertaining bits of television I enjoyed all year.
The trio have found great success at Amazon, and free from the constraints of the BBC (both financially and in terms of content), I’d argue that The Grand Tour is leaps and bounds ahead of Top Gear. As the show has switched its focus to these kinds of special episodes, there’s been a lot of fun to be had!
I’m not really a car person. Cars have always been a means to an end for me; a mode of transportation. But the enthusiasm of the three hosts for their vehicles is infectious, and the fun they have on their wacky adventures always manages to succeed at pulling me in and making me feel like I’m right there with them.
Worst TV Series:
🏆 “Winner” 🏆 Rick and Morty Season 5
After four pretty strong and funny seasons, Rick and Morty stumbled this year. It felt to me like the writers had become a little too aware of the show’s success and place in pop culture – and didn’t really know how to handle that. Season 5 was bland and forgettable, with several episodes that didn’t even win a smile, let alone a laugh.
Rick and Morty crossed over from being a fun series with a cult following and really hit the mainstream somewhere around its third season, and clearly that’s been a double-edged sword. Too many of the attempted jokes this year came across as either desperate or else simply as gross-outs or edginess for the sake of it.
Though the show had a few successful moments, such as the scenes between Rick and Birdperson toward the end of the season, Season 5 has to be considered a failure.
Best TV series:
🥈 Runner-Up 🥈 Foundation
The first season of Foundation was imperfect but nevertheless good. The novels upon which Foundation is based are incredibly dense works that can, at points, feel more like philosophy than sci-fi, so bringing something like that to the small screen was no small challenge – but Apple TV+ stepped up.
Jared Harris put in a wonderful performance as Hari Seldon, and was joined by several actors with whom I was less familiar – but who all did an outstanding job. Foundation is also a visually beautiful series, one which makes great use of Apple’s high CGI budget. A second season has already been confirmed – so that’s something to look forward to in 2022!
🏆 Winner 🏆 The Wheel of Time
The Wheel of Time was the first of Amazon’s two big-budget fantasy shows to make it to screen. We’ll have to wait until next year for the corporation’s Lord of the Rings prequel/adaptation, but The Wheel of Time is definitely a show worth watching in its own right. It has struggled, at times, to break out from the shadows of both Game of Thrones and the aforementioned Tolkien adaptation, but I’m so glad that I gave it a chance to impress me on its own merits.
Outside of the Star Trek franchise, The Wheel of Time is unquestionably the best television show I’ve seen all year. Amazon managed to adapt the first part of a long and complex story in a way that was understandable and easy to follow, bringing a new high fantasy world to the screen for the first time. There are some fantastic performances from Rosamund Pike and Madeleine Madden in particular, making The Wheel of Time a series to get lost in.
The first season concluded recently, and a second is already on the way! I can hardly wait.
Worst Video Game:
🏆 “Winner” 🏆 Mass Effect: Legendary Edition
This is a difficult one. There were plenty of bad games this year – games with horribly intrusive monetisation, overladen with bugs, or that just plain sucked. But for me, the year’s most egregious video game failure is a so-called “remaster” that was lazy, that didn’t feel like much of an upgrade, and that left me incredibly disappointed when I consider what might have been.
Mass Effect: Legendary Edition contains a number of bugs that were present in the original versions of its three constituent games; bugs that BioWare failed to fix. Its visual upgrade, coming less than ten years after the third game in the series, was already going to be a hard sell, but there seem to be many textures that BioWare either didn’t touch at all or else did the absolute bare minimum to.
And that’s Mass Effect: Legendary Edition in a nutshell: it’s a “remaster” that tried to get away with doing the absolute bare minimum. The sad thing is that I adore the Mass Effect games – but this version was so much less than it should’ve been.
Best Video Game:
🥈 Runner-Up 🥈 Road 96
Road 96 is quite unlike anything else I’ve played all year – and probably for quite a long time before that too! The game focuses on characters, introducing players to dozens of completely unique NPCs during a branching quest to escape a totalitarian state. It’s a road trip game… but that definition scarcely does it justice.
Road 96 has a beautiful art style, too, one that really brings to life its characters and American Southwest-inspired locales. There’s a wonderful soundtrack that accompanies the game, one with a definite ’80s inspiration – which I’m totally there for! It’s hard to go into too much detail without spoiling Road 96, and it’s an experience I really think you should try for yourself in as unspoiled a manner as possible.
🏆 Winner 🏆 Kena: Bridge of Spirits
When I was thinking about my pick for “game of the year,” there was never any doubt in my mind that Kena: Bridge of Spirits would take the trophy. It’s one of the most visually beautiful games that I’ve ever played, bringing an almost Disney-esque art style to life in the most fantastic way possible.
Kena: Bridge of Spirits is a modern-looking game with a distinctly old-school feel to it. The game combines elements of puzzle-solving and 3D platforming with some tight, focused combat, and the addition of the Rot – little critters that accompany Kena – is both adorable and incredibly useful. Collecting things in video games can feel like busywork, but because Kena’s power grows with every Rot she picks up, even this aspect of the game manages to feel worthwhile.
Kena: Bridge of Spirits had been one of my most-anticipated games of the year. It didn’t just meet my expectations – it surpassed them by a country mile.
Worst Film:
🏆 “Winner” 🏆 Zack Snyder’s Justice League
Zack Snyder’s Justice League is a film that tried to be dark and edgy and in doing so ended up robbing its source material of any of the fun and entertainment value it could’ve had. DC Comics has struggled to compete with Marvel, failing to recognise that it’s Marvel’s blend of humour and action that makes those films so appealing to many viewers. Zack Snyder’s Justice League is a case in point – and a great example, in my opinion, of a film that completely misses the mark.
Perhaps to distinguish it from the likes of The Avengers, Zack Snyder’s Justice League was packed with gimmicks, too. An incredibly dark and boring colour palette drowned the film in grey, black, and brown tones, and some scenes were so poorly-lit that following the action became difficult. It was also shot in a weird 4:3 aspect ratio – again, seemingly for the sake of a gimmick.
I’m genuinely happy for fans of DC who worked hard to secure the so-called “Snyder Cut” after a long campaign. But the end result was, for me, the worst film I’ve seen all year. And this was a year where I watched Space Jam: A New Legacy.
Best Film:
🥈 Runner-Up 🥈 Raya and the Last Dragon
I paid a lot of money (by my standards, at least) to watch Raya and the Last Dragon on Disney+! Maybe I should’ve waited the extra couple of months, but I was genuinely interested to see the latest big Disney animated picture. The one surprise was the lack of any musical numbers, but despite that I had a good time with Raya and the Last Dragon.
Kelly Marie Tran put in an outstanding performance as the titular Raya, a young woman on a quest to restore the life of a dragon and reunite a fractured land loosely based on Southeast Asia. The film was dramatic and exciting, with a fun cast of characters. It’s also noteworthy that all of the main characters – heroes and villains – were women.
Now that it’s on Disney+ (and out on DVD and Blu-Ray) it’s definitely worth a watch.
🏆 Winner 🏆 Dune
I was worried that Dune would once again prove to be too difficult to adapt, but I was thrilled to see that I was wrong! Dune is a sci-fi masterpiece, and if its second instalment comes anywhere close to living up to this first part, I think we’ll be talking about the duology alongside the likes of The Lord of the Rings in years to come as being an absolute classic.
Dune is a long and occasionally dense book, so condensing it down and keeping a cinematic adaptation with a large cast of characters easy to follow was no mean feat. Director Denis Villeneuve did an outstanding job, and every aspect of the film, from its dialogue to its visual effects, are pitch-perfect.
I’ve had a review of this one in the pipeline for a while, so stay tuned in the new year – I might finally get around to finishing it!
I was very lucky to have seen Wicked on the stage in London early in its run, and the soundtrack has to be up there as one of the best modern musicals. The announcement of a film adaptation came as a truly welcome surprise this year, and I will follow its progress with anticipation!
A spin-off from The Wizard of Oz, Wicked purports to tell the story from “the other side” – i.e. the Wicked Witch’s point of view. Disney in particular has shown in recent years that this concept can work exceptionally well, and Wicked pulls it off. The musical and the book that inspired it are very different, but both are enjoyable in their own ways – and I hope the film will be as well!
🏆 Winner 🏆 Star Wars: Knights of the Old Republic Remake
Early in 2021 there were rumours of a Knights of the Old Republic game being in development, but it wasn’t until September that its existence was finally confirmed. A full-scale remake of the first game in the series is being worked on, and the idea of being able to go back and replay one of my favourite Star Wars games of all time is a truly exciting one!
So far all we’ve seen has been a CGI teaser, so the game is probably a couple of years away. But it’s still good to have something like this to look forward to! After several years of very limited success under Electronic Arts, Star Wars games are now being tackled by more developers and publishers – meaning we should see more from the franchise in the years ahead. I’m keeping my fingers crossed for a remake of Knights of the Old Republic II after this one!
Best Star Trek Episode:
🥈 Runner-Up 🥈 There Is A Tide… Discovery Season 3
There Is A Tide is basically “Star Trek does Die Hard!” If that sounds like fun to you, then we are definitely on the same page! Featuring a desperate plan to re-take the USS Discovery following its capture by a villainous faction, Michael Burnham, Tilly, and several members of the bridge crew all get their chances to be action heroes.
It isn’t an entirely self-contained episode, as it brings to a head Starfleet’s conflict with the aforementioned villainous faction that had been running for much of the season, as well as containing other ongoing story threads. But it works well as a single episode, too, with an explosive and action-packed story that feels like it was lifted right out of an action blockbuster!
There Is A Tide is a great episode for Michael Burnham, but it’s also good for Admiral Vance as well. He truly seems to embody the values that Starfleet and the Federation have always held, and anyone who feels that Discovery has placed less of an emphasis on that should pay attention to Vance’s scenes in particular.
🏆 Winner 🏆 First First Contact Lower Decks Season 2
First First Contact is an incredibly well-done episode of Lower Decks. The series’ trademark sense of humour is still present, but we see the entire crew of the USS Cerritos working hard to overcome an incredibly difficult challenge and save not only an ailing Starfleet ship but also an entire planet. The crew rise to the occasion as we always knew they could, and First First Contact hits all of the emotional highs you could ever want from an episode of Star Trek.
It’s also an episode that truly embraces the spirit of the franchise. The Cerritos’ crew aren’t faced with some horrible monster or alien to defeat, instead the puzzle that lies before them is scientific – and the solution to it has to be as well. All of the main and secondary characters get moments in the spotlight, and First First Contact even found time to further advance the relationship between Ensign Mariner and Captain Freeman.
Finally, there was an incredible moment of symmetry toward the end of the episode, as the Cerritos saved the day in a very similar fashion to how it had to be saved in the Season 1 finale. That moment was pitch-perfect – and I won’t lie… I teared up!
So that’s it!
We’ve dished out a handful of awards to some of the best – and worst – entertainment experiences of the year. 2021 is a difficult one to summarise. The ongoing disruption caused by the pandemic has been noticeable, with delays and even some cancellations getting in the way and spoiling the fun. But there were some fantastic projects across cinema, television, and video games too – including some brand-new titles that I feel have the potential to lead to ongoing franchises, or to be talked about a lot in future as classics of their various genres.
As 2022 approaches, I hope you’ll stay tuned for a lot more to come from Trekking with Dennis! In the days ahead I plan to look forward to some of the films, games, and television shows that we could enjoy throughout the coming year, so definitely stay tuned for that! And I have a number of reviews and other articles in the pipeline.
So the only thing left to do is to wish you a very Happy New Year! Whatever you have planned for tonight, I hope you have an amazing time. See you next year!
All titles listed above are the copyright of their respective owner, company, studio, broadcaster, developer, distributor, publisher, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Check out reviews or articles featuring some of the films, games, and TV shows mentioned on this list by clicking or tapping the links below:
Spoiler Warning: Minor spoilers may be present for some of the entries on this list.
At this time of year, practically every outlet – from dying newspapers to new social media channels – churns out list upon list of the best entertainment products of the year. The top threes, top fives, top tens and more of 2021 abound! I have something similar in the pipeline, but today I wanted to take a look back at a handful of films, games, and TV shows from previous years that I found myself enjoying in 2021.
I have long and seemingly ever-growing lists of films, games, and TV shows that I keep meaning to get around to! I still haven’t seen Breaking Bad, for example, nor played The Witcher 3, despite the critical and commercial acclaim they’ve enjoyed! I also have a huge number of entertainment properties that I keep meaning to re-visit, some of which I haven’t seen since we wrote years beginning with “1.” In 2021 I got around to checking out a few titles from both of these categories, and since there are some that I haven’t discussed I thought the festive season would be a great opportunity for a bit of positivity and to share some of my personal favourite entertainment experiences of 2021… even though they weren’t brand-new!
Film #1: The Lord of the Rings trilogy (2001-03)
We’ve recently marked the 20th anniversary of The Fellowship of the Ring, the first part of Peter Jackson’s epic adaptation of J. R. R. Tolkien’s magnum opus. The passage of time has done nothing to detract from these amazing films, and this year a 4K Blu-Ray release has them looking better than ever before.
The early 2000s had some serious pitfalls for film and television. CGI was becoming more mainstream and many filmmakers sought to take advantage of it, but just look to the Star Wars prequels and how outdated the CGI in those titles is; it hasn’t held up well at all. The majority of the special effects in The Lord of the Rings were practical, and combined with clever cinematography even incredibly dense and complex battle sequences still look fantastic two decades on.
Though I don’t re-watch The Lord of the Rings every single year without fail, I’m happy to return to the trilogy time and again – and I almost certainly will be for the rest of my days! The Hobbit and Tolkien’s Middle-earth was one of the first fantasy worlds I encountered as a young child; I can vaguely remember the book being read to me when I was very small. The conventional wisdom for years was that The Lord of the Rings was unfilmable – but Peter Jackson proved that wrong in some style!
Film #2: Despicable Me (2010)
I spotted this while browsing Netflix one evening, and despite having seen at least one film with the Minions, I hadn’t actually seen the title that started it all. I have to confess that I didn’t have particularly high expectations, thinking I was in for a bog-standard animated comedy. But Despicable Me has heart, and there were some genuinely emotional moments hidden inside.
The Minions got most of the attention in the aftermath of Despicable Me, and can now be found on everything from memes to greetings cards! The critters are cute, but they’re also somewhat limited – and I think it’s for that reason that I didn’t really expect too much from Despicable Me except for maybe a few laughs and a way to kill an empty evening. I was pleasantly surprised to find a much more substantial film than I’d been expecting.
There were still plenty of laughs and a ton of cartoon silliness to enjoy and to keep the tone light-hearted. But there was a surprisingly emotional story between the villainous Gru and the three children he adopts – especially Margo, the eldest. I can finally understand why the film has spawned four sequels, fifteen shorts, and a whole range of merchandise!
Film #3: Star Trek V: The Final Frontier (1989)
The Final Frontierhas a number of issues that I’m sure most of you will be aware of. It arguably suffered from a little too much involvement from William Shatner, who sought to put Captain Kirk at the centre of the story at the expense of others. But The Final Frontier has some truly great character moments, including one of the final times that Kirk, Spock, and Dr McCoy would be together before The Undiscovered Country brought an end to Star Trek’s original era.
The film has some truly funny moments, too: the scene where Uhura catches Chekov and Sulu pretending to be caught in a storm being one, and Scotty’s moment of slapstick being another that never fails to win a chuckle. The Undiscovered Country was a great send-off for Star Trek’s original crew, but it was quite a heavy film with a lot of tense moments and high-octane action. The Final Frontier brings more light-hearted moments to the table, and that’s something I can appreciate when I’m in the right mood.
There are some exciting sequences too, though. The shuttle crash is a very tense and dramatic moment, and the final confrontation with the entity at the centre of the galaxy, while silly in some respects, does succeed at hitting at least some of those same dramatic highs. Though I wouldn’t suggest that The Final Frontier is anywhere near the best that Star Trek has to offer, it’s well worth a watch from time to time.
Game #1: Control (2019)
Though hardly an “old” game, I missed Control when it was released in 2019. It had been on my list for a couple of years, and I was pleased to finally get around to playing it this year. The game had a far creepier atmosphere than I’d been expecting, with protagonist Jesse having to battle an unseen enemy called the Hiss.
One thing I really admire about Control is the way it made incredibly creative use of some fairly plain environments. The entire game takes place in what’s essentially a glorified office building, and rows of cubicles or the janitor’s workspace could, in other games, come across as feeling bland and uninspired. But Control leans into this, using the environments as a strength, juxtaposing them with incredibly weird goings-on at the Bureau of Control.
I also liked that, for the first time in years, we got full-motion video sequences in a game! FMV was a fad in gaming in the early/mid-1990s I guess, primarily on PC, and titles like Command and Conquer and Star Trek: Starfleet Academy made use of it. It had been years since I played a game with FMV elements, and it worked exceptionally well in Control – as well as being a completely unexpected blast of nostalgia!
Game #2: Super Mario 64 (1996)
Despite the serious limitations of Super Mario 3D All-Stars on the Nintendo Switch, which I picked up last year, I can’t deny that it’s been fun to return to Super Mario 64. One of the first fully 3D games I ever played, Super Mario 64 felt like the future in the late ’90s, and even some titles released this year, such as Kena: Bridge of Spirits, owe parts of their 3D platforming to the pioneering work that Nintendo did with this game.
Super Mario 64 is and always has been good, solid fun. There doesn’t need to be an in-depth, complex story driving Mario forward to collect stars, because the game’s levels and bosses are all so incredibly cleverly-designed. Jumping in and out of different painting worlds is relatively quick and feels great, and the sheer diversity of environments is still noteworthy in 2021. Mario goes on a journey that takes him through snowy mountains, a sunken shipwreck, sunlit plains, cities, clouds, and more.
I can’t in good conscience recommend Super Mario 3D All-Stars. The way these games have been adapted for Nintendo Switch isn’t worth the asking price. But even so, going back to Super Mario 64 has been one of my favourite parts of 2021, a chance to reconnect with a game I played and loved on the Nintendo 64. If you’ve never played it, track down a copy and give it a go. You won’t regret it.
Game #3: Red Dead Redemption II (2018)
I’d been meaning to get around toRed Dead Redemption II for three years – but I’d always found a reason not to pick it up (usually it was too expensive!) It took forever to download on my painfully slow internet connection, but it was well worth the wait. I’ve had a fascination with America in the 19th Century for as long as I can remember – I guess partly inspired by playground games of “the wild west” that were fairly common when I was young. I even had a cowboy hat, toy gun, and “Davy Crockett” hat when I was a kid!
Red Dead Redemption II transported me to that world in a way that I genuinely did not think was possible. Films and TV shows can do a great job at pulling you in and getting you lost in a fictional world, but the interactive element of video games can add to that immersion – something that was absolutely the case with Red Dead Redemption II. The amount of detail in the game’s characters and open-world environments is staggering, and having finally experienced it for myself I can absolutely understand why people hail this game as a “masterpiece.”
I wasn’t prepared for the many emotional gut-punches that Red Dead Redemption II had in store. In many ways the game tells a bleak and even depressing story, one with betrayal, death, and many examples of the absolute worst of humanity. But every once in a while there are some incredibly beautiful moments too, where characters sit together, sing, play, and revel in their bonds of friendship. Red Dead Redemption II gave me the wild west outlaw fantasy that my younger self could have only dreamed of!
TV series #1: Star Trek: The Original Series (1966-69)
I’ve re-watched quite a lot of The Original Series this year, probably more episodes than I’d seen in the past few years. Because of its episodic nature, it’s easy to dip in and out of The Original Series, firing up an episode or two to spend an hour with Captain Kirk and the crew without feeling the need to commit to an entire season of television.
The Original Series started it all for Trekkies, and I’m always so pleased to see that modern Star Trek hasn’t lost sight of that. In this year’s episodes of Lower Decks and Discovery we’ve gotten many references and callbacks to Star Trek’s first series, keeping the show alive and relevant as we celebrated its fifty-fifth anniversary – and the centenary of its creator, Gene Roddenberry.
Though dated in some ways, many of the themes and metaphors present in The Original Series are still relevant today. Society has changed since the 1960s, but in some areas we’re still fighting the same or similar fights for acceptance, for equality, and so on. The Star Trek franchise has always had a lot to say about that, being in some ways a mirror of society and in others depicting a vision of a more enlightened, optimistic future.
TV series #2: Fortitude (2015-18)
I went back to re-watch Fortitude this year, for the first time since its original run. The series starts very slowly, seeming at first to be little more than a murder-mystery in a different setting. But it builds up over the course of its first season into something truly unexpected, crossing over into moments of political thriller, action, and even horror.
There are some truly shocking and gruesome moments in Fortitude, and it can be a harrowing watch in places. But it’s riveting at the same time, and I managed to get hooked all over again by the complex characters, the mysteries and conspiracies, and the bleak but beautiful arctic environment.
Fortitude featured some star names among its cast, including Michael Gambon, Stanley Tucci, and Dennis Quaid – the second-most-famous Dennis to be featured on this website! Although it was fun to watch it weekly during its original run, Fortitude is definitely a show that can be enjoyed on a binge!
TV series #3: Family Guy (1999-Present)
Family Guy’s sense of humour sometimes runs aground for me, dragging out jokes too long or failing to pay off neat setups with decent punchlines. But with the full series (up to midway through Season 20 at time of writing) available on Disney+, I’ve found myself putting it on in the background a lot this year. The short runtime of episodes, the lightheartedness, and the way many of the jokes are often disconnected from whatever nonsense plot the episodes have going on all come together to make it something I can dip in and out of while doing other things.
There are some insensitive jokes, and some entire storylines in earlier episodes have aged rather poorly. But Family Guy seldom strikes me as a show punching down; it satirises and pokes fun at many different groups. In that sense it’s kind of halfway between The Simpsons and South Park; the former being more sanitised and family-friendly, the latter being edgier and meaner.
I rarely sit down and think “gosh, I must watch the latest Family Guy episode.” But if I’m in need of background noise or something to fill up twenty minutes, I find I’ll happily log into Disney+ and put on an episode or two.
So that’s it.
There have been some great films, games, and television shows that were released in 2021. But there were also plenty of entertainment experiences from years past that, in different ways, brightened my year. As we gear up for New Year and for everyone’s end-of-year top-ten lists, I wanted to take a moment to acknowledge that.
I hope you had a Merry Christmas, a Happy Holiday, or just a relaxing day yesterday! I did consider writing something to mark the day, but I found that I had remarkably little to say that was different from the piece I wrote last year. 2021 has been “2020 II” in so many respects, unfortunately. However, unlike last Christmas I will be able to visit with some family members – I’ll be seeing my sister and brother-in-law later this week, which will be a nice treat! So here’s to 2021’s entertainment experiences – and as we enter the new year, it’s worth keeping in mind that we don’t only have to watch and play the latest and newest ones!
All titles on the list above are the copyright of their respective broadcaster, distributor, developer, network, publisher, studio, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
ALL SALES DISCUSSED BELOW HAVE NOW ENDED. Prices listed below will no longer be correct.
Check back in June/July for my picks from 2022’s summer sales.
It’s the most wonderful time of the year! No, not Christmas or Hannukah – it’s time for some of the biggest sales in PC gaming! Steam, Origin, GOG, and Epic Games all have major sales right now, and there are some steep discounts and great deals to be found.
PC gaming can be incredibly expensive to get started with, especially with sky-high prices for graphics cards and other components at the moment (thanks, crypto-miners). But huge sales like these go a long way to making up for the high cost of entry in my opinion! Steam sales have rightly acquired near-legendary status among gamers, and consoles really can’t compete with the steep discounts on offer.
So this time, for the third year in a row, I’m going to pick out a few of the best deals and discounts – and maybe give you a few ideas for games to play over the holidays and into 2022!
Deal #1: Star Trek: Voyager – Elite Force GOG, 19% discount, £6.79
Elite Force is one of the rare Star Trek video games that broke through to players outside of the existing Star Trek fandom. For a time shortly after its release in the year 2000, the game was a must-play in the budding multiplayer first-person shooter space on PC. It was the first FPS that I played at a LAN party shortly after the turn of the millennium, and I had a blast with Elite Force.
The game has a solid campaign, too, with players taking on the role of an ensign aboard the USS Voyager. Elite Force brought back most of the cast of Star Trek: Voyager to voice their characters, further adding to the sense of immersion. And the campaign’s story is very Star Trek-y, as the USS Voyager is sucked into a void in space. GOG also has discounts on a few other Star Trek games, so check out the likes of Away Team and Hidden Evil too!
Deal #2: Red Dead Redemption II Epic Games/Steam, 50% discount, £27.49
After more than 100 hours across three months, I finally beat Red Dead Redemption II just a few days ago. The game is both beautiful and incredibly bleak, with an emotional story that will leave you jumping for joy and wallowing in melancholy. Stay tuned for a full write-up in the near future, because I’ve got a lot more to say about this one!
Rockstar Games took their open-world format and applied it to the late 19th Century, crafting a visually gorgeous rendition of the American Midwest and South in that era. Players take on the role of Arthur Morgan – an outlaw who rides with the Van Der Linde gang. Expect the usual chaos and mayhem as Arther robs banks and gets into shootouts, but be prepared for emotional gut-punches too. Red Dead Redemption II is a long game, but if you get stuck into it you won’t want to stop playing when it’s over.
Kena: Bridge of Spirits is almost certainly my favourite game of 2021. The adorable adventure game plays like a wonderful homage to older 3D titles while simultaneously making full use of decades’ worth of graphical improvements to look absolutely stunning. Kena: Bridge of Spirits was already competitively-priced, so to be able to snap it up at a discount feels like a real bargain!
One thing I admire about Kena: Bridge of Spirits is that it doesn’t hold your hand. You’re given all of the gameplay tools to navigate an area and then left to do so – there are no arrows pointing where to go nor a barrage of pop-up tips. It also features the Rot: adorable little critters who help Kena on her journey to the Mountan Shrine. You can read my full review of Kena: Bridge of Spiritsby clicking or tapping here.
I haven’t found many nice things to say about Cyberpunk 2077, the game which ended up being a crushing disappointment to many players who jumped aboard an out-of-control hype train. Even today, a year on from one of the worst game launches of recent times, it’s still not in a particularly good state – and as I’ve said more than once, the actual game hiding underneath the bugs and glitches could be described at best as being “above-average.”
But Cyberpunk 2077 has an interesting story, and when it works there’s no denying its dense cityscape is a sight to see. With a reasonable discount it feels like an acceptable buy, and with further patches to come in 2022, this could be a game worth picking up now with a view to playing in six months’ time once more development work has been done. Just remember to set appropriate expectations: Cyberpunk 2077 isn’t a genre-redefining experience that pushes the boundaries of what video games can be. On a good day, it’s an above-average role-playing shooter.
Deal #5: Star Wars Jedi: Fallen Order Steam/Origin, 63% discount, £12.94
Jedi: Fallen Order is the single-player Star Wars game that fans had been asking for for almost a decade, and served as a great palate cleanser after the controversies around Battlefront II and even The Rise of Skywalker. A fantastic story-driven action-adventure, players take on the role of abandoned ex-Padawan Cal Kestis in the years between Revenge of the Sith and the Original Trilogy.
Jedi: Fallen Order has a unique and engaging story, one that really pulled me in and made me feel like I was living through my own Star Wars adventure with Cal and the friends he met during his journey. The game is tightly-focused on lightsaber combat and a handful of Force powers, allowing less choice than some titles but honing to perfection those elements it chooses to include. Origin also offers Jedi: Fallen Order as part of a bundle with Star Wars Squadrons and Battlefront II – which could be a good deal if you haven’t played any of those titles!
Deal #6: Shenmue I & II Steam, 75% discount, £6.24
Although the Shenmue saga’s third entry, which was funded primarily by fans, didn’t accomplish the goal of concluding the story, the first Shenmue in particular is one of the best games that I’ve ever played and I’ll happily recommend it to fans of single-player titles for as long as I live! Originally released on the Dreamcast, Shenmue and Shenmue II follow the story of martial artist Ryo Hazuki following the murder of his father. The quest takes Ryo from his native Japan to Hong Kong and beyond.
For younger gamers who’ve grown up with 3D environments, open worlds, and the like, it’s difficult to fully communicate how revolutionary Shenmue felt when I first played it in the year 2000. It was the first game I felt was truly cinematic, and that told a story that could’ve been from a novel or a series of films. Shenmue was the game that showed me what video games could be – and it will always be special to me for that reason. Oh, and the first game has some Christmassy elements, so it’s great to play at this time of year!
Deal #7: Fall Guys Steam, 50% discount, £7.99
The only online game I can honestly say I’ve enjoyed from the past few years, Fall Guys is an obstacle course battle royale; a cute cartoony version of the likes of Total Wipeout. It’s an absolute blast, and there really isn’t anything quite like it on the market. Despite a recent buyout by Epic Games, Fall Guys is currently only available on Steam and PlayStation – with Xbox and Nintendo Switch versions both suffering long delays.
Fall Guys’ reputation may have been tainted by a cheating problem that plagued matches early in its life, but that was fixed a long time ago. The addition of new rounds offering new challenges has kept the game fresh, and if you’re sick of the usual shooters and third-person action-adventure games, Fall Guys could be the breath of fresh air you’ve been looking for!
A few weeks ago, Skyrim hit its tenth anniversary, and next year Morrowind will celebrate its twentieth! With The Elder Scrolls VI still years away, it could be a great time to either get back into Morrowind or to pick up the game for the first time if you missed out when it was new. Morrowind is by far my favourite Elder Scrolls game, and I think even Skyrim players will be surprised at just how much there is to do.
Morrowind has more NPCs than Oblivion or Skyrim. It has more weapon types, more magic spells, more factions to join, and two expansive DLC packs that add even more to a base game already overstuffed with content. Its text-only interface may be offputting to some players, but if you can look past that limitation you’ll find what I consider to be one of the finest role-playing games ever created.
Deal #9: Super Woden GP Steam, 50% discount, £5.14
Super Woden GP is a very old-school racing game with an isometric perspective. It’s a lot of fun, a throwback to the days when racing video games seemed to be based on the games kids would play with toy cars! Super Woden GP includes over 70 real-world cars and a varied mix of tracks. There’s no first-person view, and this isn’t a simulation experience by any stretch. It’s just good old-fashioned racing fun.
There have been some great racing games this year. Forza Horizon 5 is just one example! But if you want something a little different, a game that has more of a classic feel, Super Woden GP is definitely a title I can recommend.
Developers Hangar 13 could show Rockstar a thing or two about how to truly make a “definitive edition!” This remake of the first Mafia game from 2002 truly transformed the game and brought it fully into the modern day. When I first played Mafia on the original Xbox I thought I was getting “Grand Theft Auto III in the ’30s,” but that doesn’t do the game justice. It’s an amazing story-driven action game in its own right.
2021 has been a year of disappointing “remasters” that, for the most part, have ended up feeling like barebones reskins or just repackaged re-releases. But Mafia: Definitive Edition, which came out in September 2020, is in a completely different league. If you missed this game the first time around, or if you haven’t played it since the early 2000s, it’s absolutely worth a buy.
Since we’re talking about great remakes, Halo: The Master Chief Collection is another fantastic release. Comprising the first six games in the Halo series, all you’re missing is Halo 5 – and if you’re planning on playing Halo Infinite at some point soon, it’s definitely worth getting reacquainted with the long-running sci-fi shooter series.
The first couple of Halo games, which came out on the original Xbox, were certainly beginning to show their age in terms of visuals, so the overhaul was greatly appreciated! I have fond memories of playing Halo: Combat Evolved with friends – both co-operatively and competitively – so for me this one can be a bit of a nostalgia trip. For the price, getting six great first-person shooters feels like a steal, so this is an easy one to recommend.
I played through Control for the first time earlier this year, and I had a blast! It’s a spooky game in some ways, with the malevolent Hiss an ever-present and very unnerving adversary. Control has a very clever design, making creative use of what might otherwise be fairly bland office environments to tell a genuinely engaging and interesting supernatural story.
I found Control to be one of the most accessible games I’ve had the good fortune to play. With various modes and options to cater to players with differing abilities, Control went out of its way to be as open as possible. That’s something I feel more titles need to do as we move into the new console generation.
Deal #13: Road 96 Steam, 20% discount, £13.56
Road 96 is a unique narrative experience that feels as if it was inspired by recent events! Taking place in a fictional country that resembles the American Southwest, players must make it to the border and escape from the authorities – undertaking a road trip and meeting dozens of interesting characters en route, each with their own stories to tell.
It’s a clever game with a great soundtrack and a neat premise, very heavy on story. Road 96 also has an artistic visual style that adds to the experience. If you’re in the market for something different, a single-player game that isn’t just about shooting, Road 96 might be the indie game for you!
Deal #14: Banished Steam, 66% discount, £5.09
Banished is a non-violent town-building game in which you have to carefully manage limited resources to keep the population healthy and happy. It’s almost deceptively simple but very tricky to master – even with all the hours I’ve logged it’s still a challenge!
I can’t get over the fact that Banished was made by one single person. Even if it had been made by a whole studio I’d still heap praise upon it, but the fact that this entire complex experience was put together by a single developer never fails to amaze me. There are some fun mods for Banished that the fan community has made in the years since its 2014 launch – some of which add whole new ways to play. For such a low price it’s an absolute steal!
Deal #15: Jade Empire: Special Edition Steam, 75% discount, £3.74
If you’re a fan of BioWare’s games, make sure that you didn’t miss out on Jade Empire! Released as an Xbox exclusive in 2005, Jade Empire is a role-playing game set in a world inspired by Chinese legends. It blends martial arts and magic in a truly fun and unique experience. Released in between Knights of the Old Republic and Mass Effect, I feel Jade Empire gets somewhat overshadowed – but it should be hailed alongside those games!
All of the trademark BioWare elements are here: well-written characters, a story with multiple endings, building up a group of characters and taking them on a journey. If you’ve played any other modern BioWare title the gameplay will feel familiar – but the story is well worth experiencing for yourself.
Bonus: Epic Games Coupon Epic Games, £10/$10
This one isn’t a game! But for the duration of the holiday sale, Epic Games are offering a coupon with a value of £10, $10, or the equivalent in your local currency to spend on games priced over £13.99 or equivalent. The coupon is valid even for titles which are on sale provided they’re priced above £13.99, so it can be a great way to stack up the discounts. For example, Cyberpunk 2077 would be £14.99 on Epic Games, or Red Dead Redemption II would be £17.49.
So that’s it!
We’ve picked out fifteen deals from the various PC digital shops and their big winter sales. There are a ton more games on offer at this time of year, so have a browse and maybe treat yourself to something new to play over the holidays! I know that’s what I’ll be doing!
All titles listed above are the copyright of their respective studio, developer, and/or publisher. Some screenshots and promotional artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are minor spoilers ahead for Halo Infinite, Halo: The Master Chief Collection, and other iterations of the Halo franchise.
After the longest gap in between games since the franchise began, Halo Infinite was finally released last week. I haven’t yet completed the campaign, but I’ve spent a couple of hours with the game so far – enough time to give you my first impressions and initial thoughts about Halo Infinite.
First up, make sure you choose the right version when you go to download it! I have Game Pass for PC, and on the homepage of the Xbox app there was a big Halo Infinite icon, so I clicked it and it began to download – taking hours on my painfully slow internet connection. When it was done I booted up the game… only to find I couldn’t play the campaign, just the multiplayer! The campaign is a separate download, so I had to wait another few hours for that. Not the best start – and this should really be made clearer on the Xbox app.
Promo art for Halo Infinite.
When I was able to load the campaign, I immediately encountered an issue with the audio. I usually play games with headphones on, but although my headphones were plugged in there was no audio. After some investigating, the only way I could find to fix it came from someone else who’d had a similar problem and shared their solution on a forum – I had to go into my PC’s sound settings and change my headphone settings. Something uncomplicated but stupidly obscure; how this person figured it out I’ve no idea! It worked fine after that – but again, Halo Infinite made a poor first impression as a result.
The game opens with a cut-scene showing the Master Chief being thrown into space by an alien monster – the leader of a villainous faction called the Banished. This villain, and a couple of other Banished leaders who we’re also introduced to in cut-scenes across the game’s opening act, all feel quite generic. The vocal performances were hammy and over-the-top, and I don’t really get the impression that the leaders of the Banished are anything other than “evil for the sake of it” kind of villains. By default this makes the game less compelling and less interesting!
The game opens with Master Chief getting beaten up by this guy.
I haven’t played Halo 5; it wasn’t included as part of The Master Chief Collection when that was released on PC a couple of years ago, and it hasn’t been released as a standalone title. But the pre-release marketing and chatter about Halo Infinite seemed to indicate that the game was some kind of soft renewal of the franchise and would be a good jumping-on point for players unfamiliar with the world and lore of the Halo series – a series which, lest we forget, has recently passed its twentieth anniversary. Based on my first couple of hours with the game, I have to disagree with that.
Halo Infinite feels like an unapologetic sequel. We don’t find out why the Master Chief happened to be aboard that starship, and pretty quickly as he retrieves not-Cortana from a nearby Halo ring the game seems to reference events that took place in Halo 5 – something about Cortana going rogue and needing to be deleted. At this point I feel pretty lost with the story, with Master Chief blindly shooting his way through waves of enemies without any readily apparent goal or purpose.
I didn’t play Halo 5 so I feel a bit lost with the story.
I took a decade off from the Halo games after Reach, and it was only when I got The Master Chief Collection on PC that I played the fourth game in the series and the ODST spin-off. So I’m not the world’s biggest Halo fan by any stretch, and maybe big fans of the franchise are having a whale of a time – if so, that’s fantastic. I don’t want to detract from anyone’s enjoyment by being an old sourpuss! But Halo Infinite’s story appears to rely heavily on what came before, so for new fans or for folks who’ve been out of the loop, maybe The Master Chief Collection would be a better way to get started.
I found a couple of very odd graphical bugs during my relatively short time with the game, too. During the second mission, when Master Chief has arrived at the Halo installation, doorways appeared to glitch out: they’d appear to be solid even after “opening” and it was possible to just clip through what looked like a solid, graphically buggy door. Then shortly after, every alien of a particular kind (I think the Elites) were also completely bugged, and they ended up looking all stretched out and just broken. It’s hard to put into words, so see the screenshots below (click or tap the images for a larger version):
The glitchy doorway.Those diagonal things in the background are supposed to be Banished Elites.A closer look at the glitchy Elite.
All of this kind of added up to mean that the game left a weaker-than-expected first impression. I’d been excited for Halo Infinite; the prospect of a franchise I remember with fondness from the days of the original Xbox getting a soft renewal and a new coat of paint was something I found genuinely appealing. I want to like Halo Infinite – but the somewhat dense backstory, a villain who feels silly at best, and a handful of bugs and glitches that should really have been fixed before launch have definitely got in the way of that.
So that’s the bad stuff out of the way. But my experience with Halo Infinite so far hasn’t been entirely negative by any stretch. There is definitely a good game at its core, one with some truly exciting and fun sci-fi shooting. The guns that I’ve used so far have been varied, ranging from standard rifles and pistols to Halo staples like the Needler. Halo Infinite’s gunplay is fluid, the environments so far have been well-designed, and were it not for those few bugs and issues that I’ve encountered I’d be giving it a ten out of ten for its gameplay.
Halo Infinite has great gunplay.
As a multiplayer player-versus-player online shooter, which is what many folks come to Halo for, I think that bodes well. I can absolutely see it being a game that keeps players hooked well into 2022 and perhaps even beyond that, as there seem to be teases of a lot more multiplayer content to come. And that’s great… for people who like that kind of game. As someone who came to Halo Infinite for its campaign, I feel underwhelmed more than anything else. Halo Infinite’s campaign isn’t exactly bad, it just isn’t as good or well-written as I’d hoped it would be.
So far, in addition to the Master Chief I’ve met two major characters: a pilot and not-Cortana – an AI named “the Weapon.” Both characters seem interesting, and I’m definitely curious to see how their stories progress as the game goes on. The voice and motion-capture performances for both characters have been great so far, with some of the Weapon’s facial expressions in particular being extraordinarily well-animated. The Halo games have come a long way from their 2001 origins in that respect. Were it not for those graphical bugs I encountered, I’d say Halo Infinite makes the franchise look better than ever.
Not-Cortana… a.k.a. the Weapon.
So I guess I need to read a synopsis of Halo 5 or something… get myself caught up with all of the story that I missed (and all the other story that I’ve forgotten about!) Maybe then I’ll have a better time as I progress through the campaign. Halo Infinite has potential, but I guess what I’d say is that I’m glad I picked it up as part of Game Pass; I’d feel far less charitable about its flaws and shortcomings had I paid £55 for it.
If you’re only interested in multiplayer, I think Halo Infinite will be a fine shooter going through 2022. Of this year’s big first-person shooter releases, there’s surely no question that Halo Infinite is the best choice by far. Battlefield 2042 and Call of Duty: Vanguard can’t compete, not by a long-shot. If you’re interested in the campaign, though, I think Halo Infinite isn’t as much of a soft reboot or fresh start as I was expecting – so make sure you’re caught up on what happened in previous games before you jump in.
Promo screenshot.
The bugs are disappointing, but so far they haven’t been so overwhelming that I felt the need to quit the game. Hopefully these issues can be patched out in the days ahead. There don’t seem to be as many reports of similar issues affecting the Xbox One or Xbox Series S/X version of the game, which is positive news for those of you using those platforms.
So that’s it, I guess. An unspectacular start, but not a terrible one. Halo Infinite could certainly do a lot worse, and in a first-person shooter market that increasingly only caters to the multiplayer crowd, it’s nice to see that Microsoft and Xbox are sticking with single-player campaigns. It’s also great that Halo Infinite got a simultaneous release on PC, and a day-one launch on Game Pass. Microsoft has become quite a player-friendly company in that regard, and I have to respect that.
If you already have Game Pass, it’s hard not to recommend Halo Infinite – you might as well give it a shot, at least. And its multiplayer mode is currently free-to-play for everyone, Game Pass subscriber or not. For £55/$60 though, the campaign alone might not be worth it. You’re probably better off signing up for Game Pass just for a month, beating the campaign, and then cancelling your subscription!
Halo Infinite is out now for PC, Xbox One, and Xbox Series S/X. Halo Infinite is also available via Xbox Game Pass and Xbox Game Pass for PC. The Halo series – including Halo Infinite – is the copyright of 343 Industries, Xbox Game Studios, and Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There may be minor spoilers ahead for the Star Trek franchise.
I was blindsided by the recent announcement of Star Trek: Resurgence – a brand new video game set in the Star Trek galaxy. Though there have been a couple of crappy mobile games and the ever-present Star Trek Online, it’s been almost a decade since the last single-player video game in the Star Trek franchise… and that didn’t go too well!
On the whole, Star Trek as a franchise hasn’t been especially well-served in the video game realm, despite the fact that there’s always been a significant crossover between Trekkies and gamers. When compared to the Star Wars franchise, which boasts some truly excellent games, Star Trek titles have never really managed to cut through, and with only a couple of exceptions even the best Star Trek games have mostly been the preserve of existing fans.
A new Star Trek game is warping onto our screens!
Here’s hoping that Resurgence can change that! Early indications are actually pretty good: the game’s announcement came at the Game Awards, one of the biggest industry events outside of E3. Resurgence has been picked up by a number of gaming publications and websites, featuring on several lists of the “best announcements” made at the event. Because it’s been a while since there was a Star Trek game, I think that might actually work in Resurgence’s favour to an extent!
One of the main things that seems to have piqued the curiosity of many players is the pedigree of the developer: new studio Dramatic Labs. Dramatic Labs is a studio comprised of former writers and developers at Telltale Games, the studio behind titles like the incredibly well-received The Walking Dead, The Wolf Among Us, and the Batman adaptation. Many Telltale titles were exceptionally popular, with fans praising the quality of the writing and the unique branching stories that led to multiple narrative paths and several different endings.
The bridge of the USS Resolute.
I played through Telltale’s Batman game a few years ago and it was an enjoyable experience that was something different from many other titles. These narrative adventure games put storytelling and dialogue front-and-centre, allowing players to choose what to say at key moments and to influence the direction of the story through the choices they make. When I played through Batman it felt almost like an interactive film: a deep story, well-animated cut-scenes and sequences, but with many different moments at which I could choose what happened and which way the story would proceed.
The choices in games like these aren’t always obvious. In games like Mass Effect or Fallout, for example, there’s usually a “good guy” choice and a “bad guy” choice, sometimes with a neutral option thrown in for good measure. In Mass Effect you can, for example, choose to punch a news reporter or answer her questions, and in Fallout 3 you can choose to defuse a bomb or arm it and blow up a settlement. Both examples show how players can influence the story and shake up the game world, but in both cases it’s clearly telegraphed which are “good” and “bad” options. Telltale/Dramatic Labs titles don’t always make it so obvious!
Firing a phaser in the trailer.
For example, in the Batman game I mentioned, there are several points at which you have to make decisions that can have ramifications for the rest of the game but where the choice isn’t obvious. Choosing whether to save one character or another can end up creating a new villain to fight, or choosing to attend an event in costume as Batman can lead to a wholly different outcome than if Bruce Wayne attended without his disguise. These are just examples of the kind of branching narrative choices that Dramatic Labs is teasing us with in Resurgence.
We’re also promised third-person action sequences throughout Resurgence, and we saw examples of this in the trailer too. The official announcement also lists “shuttle piloting, phaser fights, tricorder scanning, stealth, and micro-gameplay mechanics” as things we’ll be able to do in the game. I’m not sure what “micro-gameplay mechanics” means in this instance; it sounds like it could be mini-games, and things like picking locks or computer hacking spring to mind as examples from other franchises. But it all sounds like a ton of fun!
Scanning with a tricorder.
From the trailer we got a glimpse of some of these systems in effect. There was a sequence with a character wearing an EV suit on what looked like the outer hull of a starship firing their phaser, a tricorder scanning sequence that looked like a lot of fun, and some sneaking around that was potentially representative of one of the stealth sections.
The idea of having two playable characters is fun, too, and we’ve seen a number of recent games do this to great effect. While we don’t know much at all about either of the playable characters, the fact that one is a senior bridge officer and the other is a non-commissioned engineer should mean we get to see two very different perspectives on the same story. Both characters should be approaching the situation from very different starting places, and that already sounds like something that could be a lot of fun. Aside from Chief O’Brien, we haven’t spent a lot of time with enlisted personnel before, and Resurgence might actually be the first time we’ve seen an enlisted crewperson as a playable video game character.
A familiar face!
It was so great to see Spock in the trailer, and I felt that the voice actor did a creditable job at imitating Leonard Nimoy’s iconic performance. Whether Spock will have a major role to play in the story isn’t clear at this stage, but as one of Star Trek’s most legendary characters his presence should be interesting at the very least. Dramatic Labs has also teased that there may be other “fan-favourite” characters included in the game, but no details yet on who those characters could be.
Dramatic Labs promise that players will “make those similar tough choices that iconic Star Trek heroes have been forced to contend with.” This is emphasising the narrative choice aspect of the game, and reinforces what I said earlier about the difficulty of some of the choices in games of this nature. The story seems to involve two alien races “on the brink of war” – I didn’t recognise either of the alien races seen in the trailer. Resurgence sounds enthralling, and I’m really excited to get stuck in.
Players will have to make some pretty tough calls in Resurgence…
We need to set appropriate expectations, though, no matter how exciting it may be to finally get a new Star Trek game after such a long time! This isn’t going to be a sprawling adventure on the scale of something like Mass Effect, nor will it be an open-world title like Cyberpunk 2077. It’s a narrative adventure game, and that (hopefully) means that we’ll get a very strong and engaging story with a good degree of choice over how it proceeds. The third-person adventure elements look fun too, and I’m excited to try out things like phaser combat and tricorder scanning.
So keep an eye out for Resurgence when it arrives in the spring. Given the developers’ pedigree, I think Resurgence has the potential to appeal to fans of narrative titles and Telltale Games as well as Star Trek fans, and as long as the game is released in a bug-free state it has a lot of potential. Star Trek feels like a natural fit for a narrative adventure title, and it reminds me in some ways of games like Deep Space Nine: Harbinger and Hidden Evil from the late 1990s/early 2000s.
I’m trying not to get over-excited! I’ve been hoping for a new single-player Star Trek game for years, and hopefully Resurgence will be the first of many as the franchise continues to grow and expand. Regardless, I’m eagerly awaiting its Spring 2022 release! I hope you’ll come back when Resurgence is out for a full review.
Star Trek: Resurgence will be released for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S/X in Spring 2022. Star Trek: Resurgence is the copyright of Dramatic Labs and ViacomCBS Consumer Products. The Star Trek franchise is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
It’s been exactly a year since Cyberpunk 2077 launched to critical derision, so I thought it would be a good opportunity to take a look at the game’s progress, lack of progress, and future prospects. On the 10th of December 2020, after several delays, Cyberpunk 2077 was released by CD Projekt Red – but that really isn’t the beginning of the story, and we should briefly step back and consider the absolutely ridiculous hype bubble that had grown around the game.
Here’s my two cents: no matter what state Cyberpunk 2077 had been in a year ago today, an awful lot of players would still have found it to be a disappointing experience. CD Projekt Red’s marketing team didn’t just passively sit by and allow the game’s hype to get out of control in the weeks and months before its launch, but they actively contributed to the problem.
How is Cyberpunk 2077 doing one year on?
For a bit of background, I worked for a time in the video games industry, specifically on the marketing side of things. While it’s natural for a publisher to want to see excitement around a title, care must be taken at an early stage not to allow the hype to get out of control. In the case of Cyberpunk 2077, CD Projekt Red’s marketing team seemed incapable of saying “no” – they weren’t doing a good job of managing players’ expectations, and the result was that many players built up a vision in their minds of a once-in-a-lifetime experience; a “perfect” video game. Cyberpunk 2077 was never going to live up to the hype that had been built up, no matter how good it might’ve been. At the end of the day, it’s just another video game.
I could see this hype bubble inflating, growing ever larger and slipping far out of CD Projekt Red’s control. In October 2020, a couple of months before the game’s launch, I wrote an article here on the website titled Cyberpunk 2077 and the dangers of hype in which I expressed exactly this opinion. No matter how good the game might ultimately be, I argued, CD Projekt Red had allowed the game’s hype bubble to get far too big. By allowing prospective players to set incredibly high expectations and refusing to lift a finger to rein in those expectations, the game’s publisher was setting up players for disappointment – as well as setting up the game for negative reviews.
I wrote this article back in October 2020 – before the game’s disastrous launch.
I couldn’t have known then, of course, how bad Cyberpunk 2077 was lining up to be. A last-second delay from November to December should’ve rung alarm bells, but with the pandemic causing all kinds of disruptions last year it wasn’t a huge shock. CD Projekt Red had a great reputation as being a player-friendly company, so if they said they needed a few extra weeks to give the game a final spit and polish, most players were willing to believe that that’s all it was.
Despite my scepticism of Cyberpunk 2077 being everything it was hyped up to be, I was still expecting to see a decent game in December 2020. When the dust settled, I felt sure there’d be a rock-solid role-playing first-person shooter under the hood, even if the game’s loftier promises of redefining what a single-player game could look like didn’t come to pass. To say that I was stunned by the state of the game at launch, and the reaction to it from players, would be an understatement!
Pre-release promotional artwork.
In early December 2020, CD Projekt Red could do no wrong in the eyes of players. The Polish studio’s previous title had been the critically-acclaimed The Witcher 3 in 2015, a game widely hailed as one of the best titles of the generation. With policies and practices that many folks felt were player-friendly, and a good social media team to boot, the company had one of the best reputations in the industry. That evaporated overnight, and a year later the company’s reputation remains in the toilet.
Players will put up with a lot of things – many scandals in the games industry, even very serious ones, usually end up disappearing without a trace by the time a publisher has the next AAA title ready to go. But one thing players can’t abide is being lied to – and CD Projekt Red lied about Cyberpunk 2077.
CD Projekt Red – developer and publisher of Cyberpunk 2077.
The game was not fit for purpose on Xbox One and PlayStation 4 – and even today, a full year later, it still performs far worse on those machines than it does on high-end PCs and the newer generation of consoles. CD Projekt Red knew this – because at some point during Cyberpunk 2077′s development, a decision was clearly made to prioritise next-gen consoles over what were then the current-generation machines.
CD Projekt Red had a choice during development: scrap the current-gen version and go all-in on next-gen and PC, or scale the game back so that performance on older hardware would improve. They chose to do neither, doggedly (and stupidly) pushing ahead with a plan to release the game on hardware that, even under the best possible conditions, can’t really handle it. This problem has been lessened by the extra year of development time since release, but it hasn’t gone away. Bugs and glitches remain on Xbox One and PlayStation 4, and actions taken to mitigate the game’s performance issues have meant that players see things like fewer pedestrians, less traffic, and get shorter draw distances. Xbox One and PlayStation 4 players have ended up with a worse version of the game no matter how you look at things.
Cyberpunk 2077 was almost unplayable on PlayStation 4 and Xbox One when it was released.
I don’t believe for a second that CD Projekt Red’s management was blissfully unaware of the game’s impending problems this time last year. Their excuse that most developers were working on PCs so no one knew about the bugs and performance issues on home consoles is ludicrous in the extreme – and if anyone out there believes it, I’ve got a bridge to sell you. No, they knew full well that the game was not in a fit state for launch, but they went ahead and launched it anyway. And then, when things understandably went sideways, instead of coming clean and admitting they made a mistake, CD Projekt Red lied about it.
Cyberpunk 2077 is barely ready for release today, let alone a year ago. It needed many more months of development time to even get to this point, and I would argue that if it had been released today it would still have received criticism for its bugs, glitches, and other issues – especially on those older consoles. Not to mention that the overinflated hype bubble we discussed would have burst as players came to find a game that has some decidedly mediocre gameplay elements; things that other titles did better years ago.
Pre-release concept art.
To me, that’s Cyberpunk 2077′s most egregious fault. Sure, the lies on the corporate side of things are pretty crappy. It was definitely an overhyped game, too. And the bugs and glitches will forever define Cyberpunk 2077 for a great many people. But for me, I see so many gameplay elements and features underneath the bugs, performance issues, and scandals surrounding the game that just aren’t that good, or aren’t handled well within the game world. Despite its ambitions, Cyberpunk 2077 is, even on its very best day, an okay video game.
An engrossing, exciting story holds players’ interest, and I fully agree that a good story can redeem even the most mediocre of titles. But underneath that story is a game that just isn’t all that good. Its first-person shooting is okay… but hardly spectacular. I can point to many modern titles that do shooting better and in more fun ways than Cyberpunk 2077: Doom Eternal and Halo: The Master Chief Collection are two just within the single-player realm.
Shooting is a big part of Cyberpunk 2077 – and it’s an aspect of gameplay that many other titles do better.
Open-world gameplay is likewise something other titles do better. Grand Theft Auto V is still the definitive city-based open world game, and it gets so many things right that Cyberpunk 2077 gets wrong: driving, traffic, pedestrian/civilian NPC behaviour, traffic AI, mini-map/radar, police… the list goes on. Some of Cyberpunk 2077′s open-world elements feel so incredibly outdated when compared even to lesser games in a similar space – police AI and police spawning, for example, work far better and feel more intuitive in games like Saints Row 2, which came out in 2008.
I’d argue that the bugs, glitches, and performance issues actually ended up shielding Cyberpunk 2077 from some serious gripes about the way the game really works. The overnight bursting of the hype bubble surrounding the game a year ago mostly came about as a result of the bugs and the lies – players wanted to play the game they’d built up in their heads, and were angry with CD Projekt Red for releasing it before it was ready. It’s only as the game’s development continued that we’ve come to see how Cyberpunk 2077 might’ve looked had it been launched in a better state – and for a lot of folks, these gameplay elements just aren’t particularly well-made or fun. They’re certainly not innovative, meaning that despite bold claims in the run-up to the game’s release, Cyberpunk 2077 was never going to be the once-in-a-lifetime experience that many players had hoped for.
Cyberpunk 2077 has experienced quite the fall from grace.
Now that we’ve had a year to see the game in all its glory, it’s my firm belief that Cyberpunk 2077′s problems don’t begin and end with its incredibly bad launch. That launch will, justifiably, go on to define the game for the rest of its days. Very few titles before or since have seen such a spectacular implosion, and CD Projekt Red will be scrambling for years to recover from this self-inflicted wound. But as the dust settled and as the game’s development has continued, with bug fixes and patches having been rolled out over the course of this first year, we’ve seen what Cyberpunk 2077 could have been – or at least we’ve seen glimpses of that.
A strong, engaging story with some well-written dialogue and clever world-building keeps Cyberpunk 2077 interesting. Had it not been for the bugs and glitches, that might’ve been good enough to see it pick up better-than-average reviews: seven or seven-and-a-half out of ten, that kind of thing. But underneath that story, gameplay remains shallow. The game is comprised entirely of systems that other titles have done before – and in many cases have done far better. There was never anything new or innovative about Cyberpunk 2077, and the things that could’ve made it seem better than it was – such as its densely-packed open world or sense of scale – were completely ruined by the bugs and launch issues.
It’s possible that 2022 will see more updates for Cyberpunk 2077 that start to change the narrative. A next-gen console version is already on the cards for the first half of next year, for example, and there are more free updates to come in the months ahead. But as things stand, I can’t see a way to turn Cyberpunk 2077 into the game that CD Projekt Red spent eight years hyping to oblivion. It has the potential, once all the bugs are fixed, to be a decent game. But it will never be a great one.
Cyberpunk 2077 is out now for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S/X. Cyberpunk 2077 is the copyright of CD Projekt Red. Some promotional artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
On the 15th of November 2001, the original Xbox launched in the United States. That makes today the 20th anniversary of the console and Microsoft’s gaming brand, so I thought we should mark the occasion with a look back! I haven’t yet had the chance to play on an Xbox Series S or X, but I’ve owned an original Xbox, an Xbox 360, and an Xbox One at different points over the past couple of decades so I like to think I’m qualified to comment on the brand!
It’s hard to remember now, especially for younger folks who’ve quite literally grown up with the games industry looking the way it does, but the Xbox was a massive risk for Microsoft in 2001. The games industry at the turn of the millennium felt settled – Nintendo and Sega were the “big boys” and PlayStation had been the new kid on the block, shaking things up as the world of gaming moved from 2D to 3D titles.
Xbox turns 20 today!
For practically all of the 1990s, it had been Japanese games companies – Sega, Nintendo, and Sony – that had dominated the video game hardware market. Challengers from the ’80s like Atari and Commodore represented American manufacturers, but they’d fallen away by the end of the decade leaving the worldwide video game hardware market the sole domain of the Japanese.
I remember reading more than one article in 2001 promising that the Xbox would be an expensive failure for Microsoft, arguing that “no one” was looking for a new console manufacturer at that time. It would be impossible to enter a market where things were already stable, and even with Microsoft’s money, challenging the mighty Sega, Nintendo, and PlayStation was just going to be a waste of time. How wrong is it possible to be, eh? We should all remember articles like those before making big predictions!
Bill Gates unveiled the Xbox and showed the console to the world for the first time in 2001.
The video games industry was far less settled in 2001 than anyone seemed to realise, of course. Sega’s Dreamcast would prove to be such a significant flop that the company ended up shutting down their hardware business altogether, and Nintendo’s GameCube – which also launched in November 2001 – would struggle to compete with the PlayStation 2 and Xbox in terms of sales.
So the market was definitely more receptive to a new entrant than a lot of folks at the time were predicting! But that isn’t why the Xbox succeeded. It helped, of course, that the console was created at a time when Sega was getting out of the way and Nintendo had uncharacteristically faltered. But those external factors weren’t key to the success of the Xbox, and anyone who claims otherwise is doing the console a disservice.
The original Xbox logo.
The Xbox was a great machine. Microsoft had decades of experience in software and plenty of money to boot – they were one of the world’s richest companies even then. Bringing their considerable experience and financial resources to bear led to the creation of a truly world-class machine, one that massively outperformed two of its three competitors in terms of raw processing power and graphical fidelity.
All of those stats would have been meaningless, though, had the console not had a killer lineup of games – and Microsoft delivered there too. Though Microsoft had made some games of their own before 2001, like Age of Empires for example, they didn’t have as much game development experience as the likes of Nintendo and Sony. While development of the Xbox was ongoing, Microsoft worked with a number of third-party developers, signing exclusive contracts and having games built for their new machine from the ground up.
The Xbox was Microsoft’s first video game console.
We can’t talk about the Xbox without talking about its “killer app” – Halo: Combat Evolved. After GoldenEye on the Nintendo 64 had proven that first-person shooters could work well on home consoles, Halo honed the console shooter genre to near-perfection. It was the must-have game of 2001 and 2002, one of the most talked-about and debated titles of the day. Nintendo and PlayStation simply didn’t have anything in reply, and Halo absolutely dominated the conversation going into 2002.
It wasn’t only the first-person shooter genre where Microsoft invested heavily. They contracted a studio called Bizarre Creations – who’d developed a racing game called Metropolis Street Racer for the Dreamcast – to work on an Xbox-exclusive racer: Project Gotham Racing. The game played differently to other racing games at the time – with an emphasis on “kudos” points rather than just winning the race. Project Gotham Racing didn’t quite succeed at eclipsing the likes of the Gran Turismo series on the PlayStation 2, but it was a fun romp nevertheless.
Halo: Combat Evolved was the console’s big launch title.
My personal experience with the original Xbox came in the wake of the Dreamcast’s demise. I’d invested in a Dreamcast as a replacement for my Nintendo 64, but when Sega announced in early 2001 – scarcely a year after its launch – that the Dreamcast would be discontinued and development would cease I knew I’d have to find a new machine again! The Dreamcast was a great console in its own way, but it felt iterative rather than transformative. When I was finally able to upgrade to an Xbox in early 2002 I was blown away by how modern-feeling the machine was.
The control pad – affectionately known as the “Duke” – was the first thing I noticed that was so much better. The addition of a second analogue stick made controlling all kinds of games so much easier and smoother, whether they were racers, shooters, or third-person adventure titles. The black and white buttons were a solid addition too, giving games more options than older control pads on other hardware. The Duke wasn’t wildly popular, though, due to its large size making it heavy and unwieldy for a lot of players. Within a matter of months, Xbox had released the S-controller as an alternative, and that design has stuck. The popular Xbox 360 control pad was based on the S-controller, and the design has remained more or less unchanged since.
The S-controller replaced the Duke – and its design has been honed and refined in the years since.
Some of my favourite gaming experiences of all time took place on the Xbox. I played my first true open-world games on the platform, with titles like Grand Theft Auto: Vice City and The Elder Scrolls III: Morrowind showing off the console’s power through the size, scale, and density of their worlds – something completely unprecedented at the time. Knights of the Old Republic completely blew me away with its story, and at one point I can vividly remember sitting with the control pad in my hand, mouth open in shock at the way that game’s story unfolded. That’s a moment in gaming – and a moment as a Star Wars fan – that I will never forget!
The Dreamcast had shown me the first game that I felt was genuinely cinematic; a title that would’ve felt at home on the big screen: Shenmue. But that console still had its limitations, and relatively few Dreamcast titles came close to reaching the high bar set by Shenmue. The Xbox feels – at least to me – like the first modern video games console; the first machine to bring together all of the foundational elements of 21st Century gaming.
Knights of the Old Republic was a fantastic Xbox exclusive.
The launch of the Xbox marked a sea change in the video games industry. Sega was getting out of the market, and Microsoft jumped in. Sony’s PlayStation and Microsoft’s Xbox would go on to be the two big powerhouses of gaming in the 2000s, settling their status as the decade wore on. It was also around this time that Nintendo stopped focusing on trying to compete with PlayStation and Xbox in terms of raw power and began looking at different ways to play – culminating in the launch of the Wii a few years later.
Twenty years ago the Xbox was seen as a risk. Now, as we look back on two decades of Microsoft’s gaming hardware, it’s patently obvious that it’s a risk that paid off – and then some! As we stumble into another new console generation, Xbox feels like a safe, solid bet. And the brand is, in many ways, just getting started. Xbox Game Pass offers fantastic value as a subscription service right now, and as Microsoft looks to harmonise their console and PC players in a single conjoined system, things are definitely changing for the better for Xbox as a brand. There have been some bumps in the road over the past couple of decades – the rocky launch of the Xbox One and the failure of Kinect being a couple of big ones – but overall, it’s been a success for Microsoft. I knew a lot of people in 2001 who would never have expected to see Xbox as one of the top two gaming platforms twenty years later.
All titles mentioned above are the copyright of their respective developer, studio, and/or publisher. Xbox and all associated properties are the copyright of Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
It’s been a whole year since the launch of the Xbox Series S/X and the PlayStation 5. The consoles debuted a week apart in early November 2020, and I thought I’d mark the occasion by taking a look back on what has to be considered a pretty rough year for both machines.
At time of writing, both the Xbox Series X and PlayStation 5 are out of stock in the UK – and this has been the case for twelve months. Occasional deliveries of consoles to retailers are either sent out to folks who pre-ordered or are snapped up within minutes of going on sale – often by bots. Availability of the less-powerful Xbox Series S has been spotty, but generally better than its more powerful cousin, which is good news for gamers on a budget. However, availability overall has been poor.
Promotional image of the Xbox Series X.
These aren’t the first machines to launch without the supplies to meet worldwide demand, and it’s likely that they won’t be the last. But as I argued last year, this particular console launch feels far worse and more egregious than practically any other. It’s certainly true that other consoles in the past had supply issues. Getting a Nintendo Wii in the UK in 2006 and into 2007 was difficult, for example. But this feels far worse than that, and when compared to the launches of the PlayStation 4 and Xbox One in 2013 it’s pretty damn bad.
As we keep hearing on the news, issues with “supply chains” abound across the world, and this was true a year ago as Microsoft and Sony prepared to launch their new consoles. Many components involved in the manufacture of the machines – from silicon to microprocessors – were feeling the pinch due to a number of factors. The pandemic had hit manufacturers in China and Taiwan hard earlier in 2020, but there were also additional pressures from a growing cryptocurrency mining craze that ate up vast numbers of graphics cards and other components. As a result of all of these factors and more, both the Xbox Series S/X and the PlayStation 5 launched with far less availability than necessary.
Two PlayStation 5 editions – with and without a disc drive.
Ever since the transition from 2D to 3D, it’s taken game developers a while to truly get to grips with new hardware and release games that can fully take advantage of the computing power on offer. As a result, for at least a couple of years following the launch of a new console many games are in transition – looking slightly better, perhaps, than the prior generation, but still nowhere near as good as they could. With the diminishing returns on offer considering that Xbox One and PlayStation 4 titles could already look decent, many games released for the two new systems over the past year haven’t really felt new or innovative.
This generation, like the one before it really, will almost certainly go down as an iterative step rather than a transformational one. When consoles from the previous generation could knock out visually-stunning titles like Red Dead Redemption II, Assassin’s Creed Odyssey, and Ghost of Tsushima, it really feels like there’s limited room for improvement! Put the average player in a room with the best-looking games of the last generation and some of the first titles from this generation and they’d struggle to tell the difference.
Last generation’s Red Dead Redemption II is a stunningly beautiful game with an expansive open world.
There’s a case to be made that Microsoft and Sony should’ve waited. Rather than letting down their audiences by having totally inadequate supplies, if they’d delayed their releases by a year and used that time to build up stock in anticipation of a bigger launch in 2021, we could be talking about the new consoles releasing this month. It’s still possible that they’d both sell out just like last year – but it’s also possible that the extra manufacturing time, without the pressure of fulfilling pre-orders from increasingly irate customers over the past twelve months, would have led to a better launch window for both consoles.
So I guess that’s where I come down on the issue. The consoles were launched callously by both companies without adequate levels of stock to meet the demand that they knew existed. The predictable outcome has been that scalpers and touts have been re-selling consoles all year long for close to double the recommended retail price, lining their own pockets in the process. It seems as though Sony and Microsoft don’t care about this in the slightest, and they’ve been content to leave the problem of bots and reselling to retailers. Some retailers have tried to put in place mechanisms to prevent bots from buying up every available machine, but as we’ve seen all year long these reactions have been more miss than hit.
A handful of Xbox Series X and PlayStation 5 consoles being offered for sale via a popular auction website. Prices are easily approaching twice the recommended retail price for both machines.
In terms of games, both Microsoft and Sony – as well as practically all third-party developers – have pursued a year-long policy of making titles available on last-gen consoles as well as the two new machines. Only a handful of titles have been true exclusives, with PlayStation games like Ratchet and Clank: Rift Apart and Returnal carrying their flag. Microsoft fans have to be content with basically no exclusives right now, with games like Forza Horizon 5 and the upcoming Halo Infinite also launching on PC and Xbox One.
Might there be some buyers’ remorse among PlayStation 5 and Xbox Series X players? I would think so – especially if they paid over the odds for their console to an eBay scalper. Neither machine feels like particularly good value even at their recommended retail price, let alone at the prices folks have actually had to pay to get their hands on them! The handful of exclusive games are backed up by “enhanced” versions of last-gen titles, but in many cases I’ve genuinely struggled to tell the difference between different consoles’ versions of the same title. The improvements on offer over the past year have come in terms of things like frame rate – jumping to 60fps from 30fps for certain titles – and then in comparatively minor areas like controller battery life. These things are hard sells.
The PlayStation 5 DualSense controller.
There have been some changes over the past year, though. Microsoft’s aggressive pursuit of the Game Pass model represents great value for players on a budget, opening up an entire library of titles for a relatively low monthly fee. Sony still hasn’t caught up and doesn’t have a functional Game Pass competitor yet. Both companies have also made big moves into supporting PC gaming – with games that were once PlayStation exclusives making their way to a new platform. In lieu of having enough PlayStation 5 consoles to sell, perhaps that’s something of a consolation prize for Sony!
Overall, I can’t even be generous enough to call the past year a “mixed bag.” There are far more negatives than positives as I see it, and unless both companies can get to grips with the supply and demand issue, this Christmas will be the second in a row where folks are either going to have to pay silly money for a new console or go without. That isn’t a good look, and the longer these problems drag on the worse it will get for the reputations of both Sony and Microsoft.
Last year I felt that it was wrong to launch the PlayStation 5 and Xbox Series S/X given the low levels of stock and the myriad other issues that a pandemic-riddled world was facing. The past twelve months have done nothing to change my mind or convince me I was wrong about that. Inadequate manufacturing capacity has kept both consoles out of too many players’ hands, and those who did succeed at getting a pre-order – or more likely who paid close to double the price to a scalper – have found a perishingly small number of exclusive games on a machine that doesn’t feel like much of an improvement over the last generation. The Xbox Series S/X and the PlayStation 5 have potential – but over the past twelve months, neither have come close to reaching it.
Xbox and all other related properties mentioned above is the copyright of Microsoft. PlayStation and all other related properties mentioned above is the copyright of Sony. This article contains the thoughts and opinions of one person only is not intended to cause any offence.
Spoiler Warning: Minor spoilers are present for some of the entries on this list.
Nintendo recently launched the so-called Switch online “expansion pack” – representing incredibly poor value, but that’s beside the point. Included with the subscription are a handful of Nintendo 64 titles which the Switch can emulate. It just got me thinking about one of my favourite consoles and some of the amazing games I enjoyed back in the late 1990s and early 2000s.
I upgraded from a Super Nintendo (or SNES) to a Nintendo 64 at Christmas 1997, and the console was my primary gaming machine for about three years until I picked up a Dreamcast shortly after the turn of the millennium. Though I had a PC as well at the time, it was underpowered compared to the console and couldn’t come close to matching it. Though we often think of PC gaming in 2021 as being the gold standard that consoles have to try to measure up to, it wasn’t that long ago where even an expensive PC would struggle in gaming performance next to a dedicated games console – and the Nintendo 64/PlayStation generation was certainly part of that era!
A transparent blue Nintendo 64 console – and its controller.
The Nintendo 64 was my first experience with proper 3D graphics. I’d played PC games with 3D environments before, and other games with 3D sprites, but it was only when I sat down to play Super Mario 64 that I got to fully experience a 3D virtual world. It felt like the future back then – and considering that the Nintendo 64 pioneered a number of features that are still part of gaming today, I guess I was right about that!
Aesthetically, I love the design of the Nintendo 64 and its controller. The chunky three-armed device was intimidating at first; “I don’t have three hands,” I remember thinking, “so how am I supposed to hold it?!” But having an analogue stick was a neat feature, one that felt like a massive upgrade from the wobbly joysticks or D-pads of past consoles I’d been able to play on. Navigating the new 3D environments needed a controller suited to that purpose, and the Nintendo 64’s analogue stick delivered – even if it seems a little primitive when compared to the controllers we enjoy today! Having a “trigger” also made shooting games feel all the more immersive.
A Nintendo 64 controller. What a weird design!
The Nintendo 64 had a stellar lineup of games – several of which I only got to play years later as they were unaffordable to me when I was younger and broke! Now I’m old and still broke – but at least there’s emulation! Actually, the Nintendo 64 was the console that got me into the emulation scene back in the early 2000s. After upgrading to a more powerful PC I found that I could emulate the console quite well, and had a blast re-playing a few favourites as well as playing titles I missed out on first time around. I can’t condone emulation – it’s a legal minefield and you should be careful – but if you have a decent computer and know what you’re doing you’ll have a far better (and cheaper) time than you would if you paid for a Switch online “expansion pack!”
Looking back with the benefit of hindsight, I’d say that the games of this era represent a transitional stage for the video games industry as a whole. Most Nintendo 64 titles feel like a half-step between the rather basic, toy-like games of earlier generations and the bigger, more in-depth and cinematic titles that we’d enjoy a few short years later. The move from 2D to 3D didn’t immediately lead to masterpieces like Shenmue or Knights of the Old Republic, but the rapid pace of technological change meant that those kinds of games were finally possible. The Nintendo 64 has some games that tried very hard to tell more adult-oriented stories, and it was around this time that I felt video games as a whole had a heck of a lot of potential to be something more.
This was an era of transition for video games.
So on this occasion – twenty-five years on from the Nintendo 64’s 1996 debut – I thought it would be fun to look at five of my favourite titles. These are just a few of the games that, for me anyway, made the Nintendo 64 great. My usual caveat applies: I’m not saying these five games are “objectively the best” Nintendo 64 games out there. If you hate all of them or don’t see your favourite on the list, that’s okay! There are plenty of Nintendo 64 games out there, and we all have our personal favourites. These are just a few of mine!
With that out of the way, let’s take a look at the list – which is in no particular order.
Number 1: Star Wars: Shadows of the Empire
The Battle of Hoth.
A few years before Knights of the Old Republic would come along and absolutely blow me away, Shadows of the Empire took me on an outstanding Star Wars-themed adventure. A third-person action-adventure game with nary a Jedi nor the Force in sight, players take control of the Han Solo-inspired Dash Rendar for a wild romp across the galaxy – set during and just after the events of The Empire Strikes Back!
What I adored about Shadows of the Empire was the diversity of gameplay on display. Not only could Dash run and gun in a 3D world that looked so much better and felt way more immersive than any 2D Star Wars game I’d played previously, but he could also pilot several different vehicles – a Snowspeeder taking on AT-AT walkers on Hoth, his own spaceship, swoop bikes, and more.
Shadows of the Empire came at a time when the old Expanded Universe was really ramping up, and along with a novel and comic was technically considered canon until Disney expunged the Expanded Universe in 2013. However, being an official project with a high degree of involvement from Lucasfilm meant that the game slotted in well to the Star Wars universe, feeling genuinely connected to the events and characters of the films.
Number 2: Super Mario 64
Wheeeeeee!
Of course we’re going to talk about Super Mario 64! This was the only Nintendo 64 game I had at first, and I played it for hours and hours! Though I’d played some games on the PC – like Doom – which used pseudo-3D environments, and others which used 3D sprites for 2D gameplay, Super Mario 64 was the first truly 3D game that I played. The difference in how immersive and realistic the game felt, and how it conveyed a sense of scale that really made me feel part of its world are feelings I have never forgotten even a quarter of a century later!
Booting up Super Mario 64 for the first time was a wild experience, one that has stuck with me ever since. But the game itself was fantastic, too, with Mario on a quest to save Princess Peach by battling Bowser and his minions inside painting worlds. The unique premise allowed Super Mario 64 to show off a range of different levels and different environments, and new gameplay mechanics – some of which were inspired by past Super Mario titles – allowed a far greater degree of environmental interaction than ever before.
One level in Super Mario 64 that stands out is Wet-Dry World. Players could change the amount of water in the level, raising and lowering it both by jumping into the painting at different heights and within the level itself by touching special items. The idea that Mario could change the environment in real-time, and then use that gameplay mechanic to solve puzzles, was absolutely genius! And the game is full of other examples of this kind of radical, utterly transformative gameplay.
Number 3: GoldenEye 007
Pew! Pew!
GoldenEye took the first-person shooter concept and honed it, making excellent use of the Nintendo 64’s control pad and analogue stick. Without GoldenEye it’s hard to see how other first-person shooters on console – like the Halo series, which arrived a few years later – would have been possible. It was a pioneering title, and surely one of the best film adaptations of all time!
The Nintendo 64 upped the number of control pads and thus the number of players from two on the SNES to four – meaning four-way deathmatches were possible! Split-screen was the order of the day, of course – this was long before online gaming was commonplace – and among my friend group four-player matches were relatively rare. But when we could get a few friends together, playing GoldenEye was a blast! It had fun, fast-paced shooting, well-designed levels with plenty of variety – from maze-like corridors and small rooms to expansive larger environments – and 3D graphics that put you right in the action.
GoldenEye didn’t create the first-person shooter genre. But it took full advantage of the Nintendo 64’s impressive hardware to feel streets ahead of earlier titles – and even many games that were released around the same time. Fully 3D environments and characters instead of 2D “billboard” sprites and a plot that vaguely followed the events of the film made for a fantastic all-around title. Rare would further hone many of the techniques on display when they created Perfect Dark a few years later.
Number 4: F-Zero X
Try not to crash!
You might’ve expected me to put the venerable Mario Kart 64 on this list – especially considering how many times I’ve talked about that game here on the website! But F-Zero X doesn’t get the love it deserves, so on this occasion we can put Mario Kart 64 to one side and look at a different Nintendo 64 racer. F-Zero X is a futuristic-themed racing game, with players in spaceship-like hovercars – and they go really fast!
F-Zero X is an incredibly fast-paced racing game, meaning you often need lightning-fast reflexes! It was a blast, and the unique futuristic aesthetic set it apart from practically every other racing game on the market at the time.
Maybe F-Zero X didn’t have the best graphics. It certainly didn’t push the Nintendo 64 to its 3D limits in the way some other titles did. But despite that, it was an incredibly fun racing game, and were it not for Mario Kart 64 I might be tempted to call it my favourite racer of the era! There’s an odd charm to F-Zero X that I can’t quite put into words; it’s a genuinely different game, and that alone made it a ton of fun.
Number 5: Jet Force Gemini
Rescuing a Tribal in Jet Force Gemini!
Had it been made today, Jet Force Gemini would surely have kicked off a whole franchise! As it is, this Rare-developed title remains a one-off, but it’s an incredibly fun and exciting sci-fi adventure. Jet Force Gemini is one game I would absolutely pick to bring back for a full remake, because it seems such a shame to me that it’s all but forgotten, abandoned in the Nintendo 64 era.
An action-adventure title set in a unique sci-fi world, Jet Force Gemini had a fun and engaging story. It also had smooth shooting and a trio of fun main characters who each got a turn in the spotlight. The game had beautifully-designed levels, with some being pretty big and expansive offering different paths to get to the end.
Rescuing the Tribals – cute teddy bear-like critters – was an additional gameplay element that added a lot to each level, though the game’s insistence on finding every single one could feel like padding sometimes! But the Nintendo 64 era saw games trying out new gameplay mechanics, and the idea of having hidden collectibles would be honed and refined in future titles. Overall, Jet Force Gemini was a lot of fun – and I’d love to see its world and characters return one day.
So that’s it! Five amazing Nintendo 64 games.
The familiar Nintendo 64 logo.
There were loads more titles I could’ve chosen, so stay tuned! This is a topic I may revisit in future. The Nintendo 64 was a great console with some fantastic games. Though it does represent a half-step between older, more basic games and the immersive, cinematic experiences that were soon to come, it’s also a console that pioneered or refined many of the concepts upon which newer games – and even games today – rely.
The Nintendo 64 also had plenty of amazing games in its own right, and while it is an interesting machine from an interesting era in video game history, it’s also a console that I had a lot of fun with in the late 1990s. Back then it didn’t feel like a half-step – it felt cutting-edge, bringing 3D worlds to life and showing off far more realistic graphics than I ever thought possible! It isn’t just the nostalgia talking – the Nintendo 64 was a fantastic machine.
All titles mentioned above are the copyright of Nintendo and/or their respective developer, publisher, owner, etc. Some images courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
One method of raising money that some game developers started using in the late 2000s and early 2010s is crowdfunding. Check out popular crowdfunding websites like Kickstarter and Indiegogo and you can find plenty of video game projects on offer, all of which are asking for your money.
In exchange for supporting a project or helping it get started, many crowdfunded games offer players their own copy – which can be a digital download or a physical boxed version depending on the title and the amount of money invested – to be delivered when the game is finally ready. This transactional approach to crowdfunding, combined with prices that are often comparable to the “standard” price of a brand-new game, has led many players to consider crowdfunding as an extended form of pre-ordering.
Logos for Kickstarter and Indiegogo – two of the web’s biggest crowdfunding platforms.
Unfortunately nothing could be further from the truth, and this fundamental misunderstanding has caused an awful lot of disappointment in recent years. It isn’t the fault of individual players, many of whom simply saw an exciting-sounding game and wanted to place their order as early as possible. Instead the fault really lies with the way these crowdfunding platforms and individual developers market their products.
When placing a pre-order for a video game, players are almost always committing their money to a project that is already fully-funded. Perhaps an indie developer has taken out a loan, or maybe we’re talking about a game produced by a larger publisher with the financial resources of their corporation. Regardless, by the time pre-orders go live for practically every title, the game’s development costs are covered and a release is assured. Some games receive delays even after accepting pre-orders, but even then a delay is usually a matter of weeks, months, or a year at the most – and the title is still being worked on.
A visualisation of buying things online…
Pre-orders are purchases – they’re a transaction between the player and the platform, shop, or publisher. As such they’re subject to a range of consumer protection laws, the most significant of which is the right to be refunded. If a pre-ordered game is cancelled, or even if a player changes their mind before release, they can simply contact the retailer or publisher and request a refund without too much hassle.
Crowdfunding, as many players have found to their cost, doesn’t work this way at all. At a fundamental level, crowdfunding is akin to a donation or an investment. As anyone who’s ever played the stock market or cryptocurrency can tell you, the value of investments can change over time, and as the developer or company you’ve donated to takes your money to use in the process of developing their game, there are no guarantees. Caveat emptor indeed.
Buyer beware!
Creating anything is an incredibly difficult and complicated process, and all manner of different unforeseeable situations can adversely impact a project. The current pandemic is an example – many films, television shows, and video games saw their production disrupted by events completely beyond their control. In short, a project may not always go as intended, and even if production goes as smoothly as possible, the end result may be radically different from its creator’s original vision.
For players who’ve donated to a crowdfunding project, this can be incredibly hard to take. They feel they were promised a particular kind of game within a given timeframe, but for any one of a thousand different reasons the game they got doesn’t align with those initial expectations or developer promises. Unfortunately there really isn’t much that can be done about this.
Many people end up angry or upset when a crowdfunded game fails to deliver.
Two examples come to mind of crowdfunding projects that didn’t go to plan. On a personal note I’ve got 2019’s Shenmue III. This title, which dedicated fans of a long-dead pair of games managed to raise an astonishing $7 million to help create, had one job as far as I was concerned: finish the story. Shenmue II had ended on a cliffhanger, and fans wanted to see protagonist Ryo Hazuki bring his quest for revenge to a conclusion. But for reasons I find utterly inexplicable, that didn’t happen. Shenmue III didn’t finish Ryo’s story.
The second example is one of the most egregious crowdfunding disasters of all time: Star Citizen. In development now for over eleven years, the game is nowhere near ready for release. While a small part of the game is available in an early alpha state, developers Cloud Imperium Games have mismanaged the project in truly epic style. With well over $300 million raised – almost all of which has been spent – Star Citizen is a complete disaster, with many of its original backers and fans now calling it a “scam” for the way it took their money.
Logo for the unreleased game Star Citizen.
Shenmue III had specific problems with its story as a result of its creator being unwilling to make cuts to the game’s bloated narrative. Star Citizen is an example of a developer getting completely out of their depth. With the amount of money Cloud Imperium Games raised growing, they felt the need to promise more features for the game. But more features meant more development time, which meant more money was needed to keep the lights on, and in order to raise more money they promised more features… leading to a catastrophic spiral from which the game will never escape. It’s a case of feature creep on an unprecedented scale.
There are plenty of other examples of disappointing crowdfunded games, including titles that ended up baring little resemblance to what had been originally promised and, of course, many games that simply never made it that far, being cancelled or simply vanishing without ever releasing so much as a teaser trailer.
Shenmue III is one of the biggest crowdfunding disappointments to me personally.
These things will always happen. In the games industry there are many examples of titles that entered development but never made it to release, including some whose details have subsequently leaked out – like Star Wars 1313, Rockstar’s Agent, and Prey 2. The key difference with those titles is that they were never being “sold” – players didn’t have to part with their money, meaning the only negative consequence of these cancellations is disappointment. On the rare occasion where a game has been cancelled after pre-orders were available that money is able to be refunded.
Because of the way crowdfunding works, players can be left out of pocket – some to the tune of thousands of pounds or dollars – if a project doesn’t go to plan. And because of the way many crowdfunded titles are marketed, players who believe that they essentially pre-ordered a game or engaged in a transaction are understandably upset. This is why we all need to educate ourselves and understand the fundamental difference between pre-ordering a game and participating in a crowdfunding campaign.
Some people invest vast sums of money in crowdfunding campaigns.
The best way I can explain it is like this:
Pre-ordering means you’re buying a game and engaging in a transaction with a company. They have already committed the financial resources to making the game, and while it can still turn out to be disappointing for all manner of reasons, your money is safe and in almost every case you’ll be able to get a refund.
Pre-ordering is a purchase; the proceeds go to the developer, publisher, and/or shop as proceeds for work already completed.
Crowdfunding is donating to a project. You aren’t purchasing anything – not even if a copy of the game is listed as a “reward” for investing your money. Your money is going to be taken by the developer to be used as part of the game’s creation, not to make a profit on a game they have already committed to making. Because a lot can go wrong or simply change during the creation of a video game, there’s a higher chance that when the game eventually releases it won’t be exactly what you expected – if it even releases at all. In any case your money is almost certainly gone, and unless you can afford to lawyer up or prove that a project was a deliberate scam or con, perpetrated by someone with no intention of creating a video game, you won’t be able to get it back.
Crowdfunding is a donation; the money is a gift which goes directly to the developer so they can fund the game’s creation.
Most projects are not scams – but that doesn’t mean things won’t go awry.
Speaking for myself, I’ve never donated to a crowdfunding campaign. Even when it came to titles like the aforementioned Shenmue III I simply concluded that I don’t have the money to lose. As someone on a low income my budget for video games – and any other entertainment product – is already low, so the idea of investing in the creation of something, no matter how “cool” it might sound, is something I’m unwilling to commit to.
Sadly, some of these failures and disappointments will lead to fewer players being willing to donate their money to crowdfunding campaigns in future. That will have an effect on some smaller independent developers for whom crowdfunding may be the only viable method of fundraising to bring their dream to life. In some cases we can lay the blame at the feet of large companies or wealthy individuals who essentially “abused” the crowdfunding model to create projects they could almost certainly have afforded to fund out of their own pockets. But some of the blame also lies at the feet of developers like Cloud Imperium Games, who have failed to deliver what they promised after more than a decade – while trying to convince players to buy in-game items that can cost upwards of $1,000. The whole thing gives crowdfunding a bad name.
Cloud Imperium Games is the company behind Star Citizen.
Your money is your own, and how you choose to spend it, donate it, or invest it is up to you. I would never tell anyone not to participate in a crowdfunding campaign, because at the end of the day it’s a personal decision. The gambler’s advice is always worth bearing in mind, though: “never invest more than you can afford to lose.” That’s true of poker games and it’s true of crowdfunding too.
I’ve been meaning to write this piece for a while; it was one of the articles I had in mind when I first created this website almost two years ago. Having spoken with several acquaintances who felt “scammed” by a crowdfunding project gone wrong, and seeing many comments and criticisms online of titles like Star Citizen from irate backers who feel – wrongly, I’m afraid – that they had something akin to a purchase guarantee or pre-order, I wanted to add my two cents to the conversation.
It’s my firm view that crowdfunding and pre-ordering are very different things, no matter how a project may be marketed. Some companies and individuals definitely cross a line, or come close to it, with how they talk about their projects and try to convince people to part with their money. But at the end of the day it’s up to us as individuals to make sure we understand what we’re getting into before we make any kind of financial commitment.
All titles mentioned above are the copyright of their respective developer, studio, publisher, etc. Some stock images courtesy of Pixabay. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are minor spoilers ahead for the opening act of Red Dead Redemption II.
Red Dead Redemption II has been out for three years now – two years for the PC version – so it’s a bit late to just be getting started with the game! However, if you’re like me and missed it when it was new, maybe you’ll find my first impressions of the game helpful or interesting.
As I said when I included Red Dead Redemption II on my list of some great games I haven’t played, there was nothing about the game that put me off. In fact, Red Dead Redemption II was incredibly appealing to me – I find American history fascinating, particularly in the 19th Century, as it was a field of study while I was at university. Rockstar is also a developer whose titles are usually well-made and fun to play; they basically perfected their open world style with Grand Theft Auto III in 2001 and haven’t looked back. So there was a lot going for Red Dead Redemption II in 2018, but as someone with limited funds for gaming I couldn’t afford it at the time. The game ended up in what I call “the pile” – a long (and growing) list of games that sound great that I just haven’t got around to playing for one reason or another!
I finally got around to playing this game – it’s widely hailed as a masterpiece.
However, Red Dead Redemption II was on sale on Steam at some point in the last few months (I forget exactly when) and I was able to pick it up at a reasonable discount. The game’s massive 119GB file size took an eternity to download on my painfully slow internet connection, but I was able to eventually get the game installed and start playing.
Before we go any further, let’s acknowledge something important that too many fans and players have overlooked: Rockstar’s treatment of some of its employees. Though not at the same level as companies like Activision Blizzard or Ubisoft, both of which have wrangled with major scandals in the past couple of years, Rockstar pushed its staff hard in the run-up to Red Dead Redemption II’s launch. “Crunch” has been a part of game development for years, and when I worked in the video games industry I experienced it firsthand. In Rockstar’s case, “crunch” wasn’t always voluntary and some members of staff and ex-members of staff have gone on record sharing the physical and mental toll it took on them and their colleagues. In short, producing Red Dead Redemption II was difficult and even harmful for some people, and it’s important we acknowledge that and call out Rockstar’s poor working environment.
Is there a visual metaphor here? Surely not…
Setting that aside, let’s talk about Red Dead Redemption II itself. If I were to pick one word to summarise the game from the perspective of a complete newbie it would be “dense.” The game has a huge amount going on, and drops you into a story that’s already ongoing from the very first moment you boot it up. Red Dead Redemption II is a sequel – technically the third entry in its series – so on the surface that seems to make sense. But the game is actually set before the previous entry in the series, despite the confusing numbering!
The opening chapter of the game serves partly as a tutorial and partly as an introduction to the story and characters. As mentioned, though, it really did feel like protagonist Arthur Morgan’s story was already in progress. He and the gang are in the process of escaping a city after a job gone wrong, and maybe players of the first two games in the series know a bit more about what happened and why, but I certainly didn’t! I still don’t, in fact!
The game’s opening chapter sets up parts of the story and some of the characters, as well as introducing players to some in-game systems.
The opening sequence also gets you acquainted with some of the game’s systems – but by no means all. The signature “dead-eye” mechanic – which works similarly to the VATS system in the newer Fallout games, allowing Arthur to slow time and lock on to specific enemies prior to shooting – was one important gameplay element that the opening act of the game didn’t go into much detail on at all.
There’s hunting wild animals, combat with guns, unarmed combat, horse riding, horse care, picking plants, doing chores around the camp… and so much more going on in Red Dead Redemption II that it’s difficult to know where to start. The game’s opening act is mostly linear, taking place in a smaller area and with only a handful of missions that Arthur has to undertake in a certain order. But after departing the opening location in the high mountains and making camp, the open world is at Arthur’s feet – and it’s a big one!
Red Dead Redemption II’s game map.
Rockstar has always excelled at world design, but I confess I wasn’t sure how well the open worlds of the Grand Theft Auto series would translate to the 19th Century. The open worlds of games like Grand Theft Auto V were based around large modern cities with roads laid out for traversal by car. The world of the 19th Century was, in many ways, bigger because of how slow travel on foot or by horse and cart was. Red Dead Redemption II’s world captures that feel perfectly, and any doubts I might’ve had about an open world game using this kind of setting melted away faster than the snow in the mountains!
The game’s open world feels authentic. If you’ve ever seen old photographs of America in the late 19th Century, or even modern depictions of the era in television shows like Deadwood, you’ll instantly recognise the look and feel of everything from small farmsteads and frontier towns to the bustling big city with its industrial revolution influence. The visuals and graphics used to bring this world to life are stunning – the game is one of the most realistic-looking I’ve ever played, with moments of genuine beauty as I traversed its open world. I feel Red Dead Redemption II sucking me in because of how impressive its world design is; I want to spend more time in this incredibly real-feeling depiction of a time and place that has long fascinated me.
Arthur on horseback in the town of Valentine.
If you’ll forgive a history nerd geeking out about small things for a moment, things like the mud on the main street of the town of Valentine – the first major town Arthur is able to visit – and the wooden boards put down to the side to walk on do so much to capture what it must’ve felt like to actually walk through a town like that. These places were dirty and muddy, just like the game depicts, and even though it might seem like such a small thing it’s actually a huge part of the immersion for me.
The colour palette is likewise exceptionally important when it comes to capturing the look and feel of the time and place that Red Dead Redemption II is set. Most things in this era were made of wood or metal, so seeing Arthur walk over dirty wooden boards or eating stew from a beaten up old metal bowl are again minor details but they add to the immersion. Brighter colours were the preserve of the wealthy, so most townsfolk Arthur encounters are wearing drab colours: browns, tans, creams, and so on.
The game makes excellent use of colour.
Many buildings have a hitching post outside for patrons’ horses – because traveling by horse was the main way folks got around in the 19th Century. Life in those days was very different – and so much worse for practically everyone than it is today! But Red Dead Redemption II gives us a taste of what it might’ve been like thanks to all of these smaller details, and because I’ve had such an interest in the history of America in this era I find it absolutely fascinating.
Countless smaller details come together to present a game world that feels real and lived-in. And that’s before we get into all of the myriad realistic elements that Red Dead Redemption II includes through its gameplay systems. Obviously a lot of games have a day-night cycle, and as far back as Shenmue in 2000 I can remember seeing things like shops closing after dark and NPCs having their own daytime and nighttime routines. But Red Dead Redemption II goes all-in on the realism. Arthur has to eat and sleep. If he gets dirty he has to change his clothes or take a bath. In cold weather he needs appropriate clothing – likewise for hot weather. His horse needs to be cleaned, fed, and taken care of too. So do individual weapons – without proper care they stop working reliably.
Gang leader Dutch van der Linde.
Around the camp Arthur has chores to do. Some of these are basic things like chopping wood – which took me back to my youth as I was often assigned that chore at home in the late summer and autumn months! But it also seems to be largely the responsibility of Arthur to keep the camp supplied and to bring in money – without regular donations of food and other supplies, the camp quickly runs out.
At points I felt like I was playing Barbie Horse Adventures and not an authentic 19th Century outlaw simulator because of how much time I was spending playing with and caring for Arthur’s horse! Brushing the horse, feeding it, giving it pats, calming it if it got scared… horses need a lot of attention in Red Dead Redemption II! Luckily as an animal-lover – both real and virtual – I had a blast doing all of these chores, and even found time for Arthur to befriend several dogs as well!
Arthur with his horse. Horse care is a big part of the game.
On the flip side, Red Dead Redemption II offers a whole lot of animals to hunt. I confess to being squeamish about hunting in person; bird shooting, rabbiting, and even fox hunting all took place in the rural area where I grew up, but even as a kid I was uncomfortable with the idea of killing animals like that. That squeamishness has extended to the virtual world too – I can’t imagine playing a hunting simulator, for example. But Red Dead Redemption II makes hunting feel like a necessary part of Arthur’s life – and there are many in-game reasons to hunt as well, from making money to crafting upgrades.
There’s an in-depth tracking system that the game uses, allowing Arthur to investigate an area using a similar “slow time” animation to the aforementioned “dead-eye” system. After detecting an animal’s track, Arthur can follow it stealthily and then use an appropriate weapon to take the animal down. Some of the animations involved in hunting are very gruesome and gory, particularly when it comes to skinning an animal for its meat and hide. But as we were talking about, these details add realism to the game. Whether you think that’s a good thing in every instance… well, that’s up to you!
An example of the game’s “dead-eye” system.
Gunplay in Red Dead Redemption II is helped immensely by the dead-eye mechanic. However, even without this the game does offer a degree of lock-on targeting – something I find incredibly helpful. The game doesn’t have difficulty options per se, but there are a few ways to make things slightly easier, such as by making the lock-on targeting easier. Proper difficulty options would definitely be an improvement, though. I haven’t been involved in that many big shootouts yet, but so far I’m impressed with the third-person shooting aspect of the game. It stands up well when compared to many other action-adventure titles.
I find the game’s characters to be compelling. The excellent voice acting and beautiful, realistic animation brings them to life in a way many games simply can’t manage. Though Arthur is the main protagonist, the bond he has with the members of the gang makes each of them feel important to the story and worth helping or protecting.
After almost twelve hours of gameplay (including a short section I had to replay after messing it up) I feel like I haven’t even scratched the surface of Red Dead Redemption II. I’m only at chapter two of the game’s story, I’ve barely seen any of the open world, and I know for a fact that there are still in-game systems that I haven’t even unlocked. Red Dead Redemption II is a long game and an incredibly detailed one. I’m having a lot of fun with it right now, and it’s one of those rare titles that I find myself thinking about even hours after I stop playing. I honestly can’t wait to jump back in and play some more. It was definitely worth the wait!
Red Dead Redemption II is out now for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S/X. Red Dead Redemption II is the copyright of Rockstar Games and Take-Two Interactive. Some screenshots and promotional artwork courtesy of Rockstar Games and/or IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are spoilers ahead for Luigi’s Mansion 3.
Time flies very quickly, doesn’t it? I think that might be the single spookiest thing about my playthrough of Luigi’s Mansion 3! I started playing last October, with a view to putting out a full “Let’s Play” series of articles in the run-up to Halloween, but once Halloween had passed by I put the game on the back burner for a while.
I like Luigi’s Mansion 3. It’s a fun game with some clever mechanics involved, there aren’t any bugs or random spikes in difficulty, and overall it’s the kind of sweet, lightly scary fun that I like to see at this time of year. From my perspective, though, it just didn’t make for a great game to write about in-depth for a full series of articles.
Let’s wrap up Luigi’s Mansion 3.
The reason for that is simple: Luigi’s Mansion 3 has some fantastic gameplay but is relatively light on story. You know the premise: the spooky Hellen Gravely and King Boo have kidnapped Luigi’s friends, and over the course of a dozen or so levels – represented by the floors of the Last Resort hotel – Luigi has to fight various ghosts and spirits to get them back.
In short, the fact that I can summarise the game’s entire story in a couple of sentences encapsulates what made it a struggle to write about in such depth. I could easily write a review of the game – but to give a blow-by-blow account of every interaction on every level, which I tried to do at first, quickly became repetitive. I didn’t think the articles I was putting together were all that interesting to read, let alone entertaining, so I really didn’t know what to do with Luigi’s Mansion 3 for a while.
The game’s title screen.
I kept promising myself that I’d get back to the series once I had a better idea for making the write-ups interesting. But the only thing I could really think of was condensing the articles into fewer instalments, and even then I still didn’t like what I’d produced.
This website has involved a degree of experimentation on my part. Some things developed organically – like the weekly Star Trek theories I write when a new season is running. Others have been attempted, but for various reasons didn’t work as I initially hoped. The Luigi’s Mansion 3 series of articles has been one such disappointment.
Figuring out how to write about Luigi’s Mansion 3 was a challenge.
However, I like to think I’ve learned something worthwhile from the experience! The biggest takeaway for me is that I have more to say and more to talk about when a game has a strong narrative. Once I’d got the prologue out of the way and settled into the Luigi’s Mansion 3 gameplay loop, I found myself running out of things to say. That says something about the way I write as much as it does about games like Luigi’s Mansion 3, and I know that a lot of people have published playthroughs focusing on this game – and many other titles with a comparable style. But this is my website, and I have my own way of writing and of approaching this format!
I would definitely like to do more playthroughs – but as I approach the subject again, I need to consider the choice of games carefully. I chose Luigi’s Mansion 3 last October specifically because it had a spooky theme, but I didn’t really stop to think about how the game works and what I’d be able to write about at the end of each play session. Having learned a thing or two as a result of this experience, I’d like to think any future playthrough series will be a much more interesting read from your point of view – and a much more enjoyable writing experience from mine!
The titular Luigi.
With all of that out of the way, what did I think of Luigi’s Mansion 3? Having never played the first two games in the series, I was coming at the game from a newbie’s point of view. There were a couple of points where having a bit more knowledge of either the greater Mario franchise as a whole or the prior Luigi’s Mansion titles might’ve provided a player with a little more – but this was mostly in the form of “easter eggs” and references; nothing story-wise or gameplay-wise relied on knowledge of other games.
And that’s the way it should be! Luigi’s Mansion 2 came out for the 3DS in 2013, and the original game was a launch title for the GameCube back in 2001, so expecting Switch players in 2019 – when the game was released – to remember everything from the previous two titles would’ve been an impossible ask! I felt Luigi’s Mansion 3 was approachable and newbie-friendly.
The first title in the series was released in 2001 on the GameCube.
Nintendo’s first-party titles are almost always high quality. I didn’t encounter any bugs or glitches, and only a couple of very minor graphical issues. Luigi’s Mansion 3 looked decent even on my 4K television screen, and the Switch’s graphics in general are fantastic considering the console’s size and portability. With a file size of only a little over 6GB, Luigi’s Mansion 3 packs a lot into a small package – making it quick to download and easy to store even on the Switch’s limited internal storage.
Gameplay was fun, and offered several completely unique elements that I’ve never experienced in other titles. Luigi’s main weapon is his vacuum – the Poltergust G-00 – which makes a return from the two older titles, albeit in an updated form. This fun and unique weapon allows Luigi to tackle ghosts in a variety of ways, including slamming them into the ground, bashing them against each other, and firing a shockwave.
Gameplay was great fun.
The Poltergust can also be used to fire a plunger which can be used to interact with the environment. Though it does have applications in combat, the plunger shot was largely useful for navigating previously-blocked areas of the hotel as well as uncovering secrets and hidden items spread throughout the game world.
The addition of Gooigi – Luigi’s gooey doppelganger – made navigating levels much more interesting. Areas that Luigi couldn’t access on his own were easy for Gooigi to reach, and this had functionality both to advance the main story and for idle exploration and retrieving hidden gems. Having two playable characters with different abilities isn’t something new in video games, but Gooigi put a unique and fun spin on the concept, and came in handy on many different occasions!
Gooigi and Luigi.
Story-wise, Luigi’s Mansion 3 was pretty basic. That’s to be expected, though, and what story there was was done very well. These kinds of games don’t go all-in on big, believable narratives, and that’s absolutely fine. What mattered in Luigi’s Mansion 3 wasn’t really the story but the gameplay, and in that regard the game was an enjoyable experience.
Hellen Gravely was a King Boo superfan, and kind of a parody of a certain type of obsessive fan that I think we all see from time to time. Otherwise the story was a riff on a very familiar concept in the Super Mario series – a nefarious evil-doer has kidnapped someone special to our hero, and he must fight his way past the baddie’s minions, working his way up to defeating the big bad herself, in order to save them all.
Hellen Gravely, the game’s villain.
Trapping Mario and the others in paintings was itself a riff on the Super Mario 64 idea, at least on a superficial level, so in that sense nothing about the story of Luigi’s Mansion 3 was groundbreaking. What it did was put its own spin on a couple of existing concepts, then execute those ideas very well. As escapist entertainment it was perfectly enjoyable, and there was enough of a story to keep the game’s momentum going.
As someone who isn’t really into horror, what I liked about the setting was that it retained a spooky, creepy aesthetic, but kept things kid-friendly. I would wager that all but the most sensitive of children would be able to play and enjoy Luigi’s Mansion 3, and as a game to play in the run-up to Halloween I can hardly think of a better one! Striking the right balance in a game all about ghosts in a haunted hotel is a tricky task, and it would’ve been easy for the game to slip up and become scarier than intended. Luckily it avoided that particular pitfall.
I had fun with Luigi’s Mansion 3.
So Luigi’s Mansion 3 is an odd one for me. I failed in my mission to write up a full playthrough, but despite that I actually had fun with the game itself. The fact that it didn’t make for a good writing project is more to do with how I like to write and what I look for when it comes to writing up a full playthrough of a game. Luigi’s Mansion 3 is everything you’d want from a title of this nature.
I’ve been meaning to write this conclusion for a little while now, and October seemed like the right month once again! To those of you who tuned in for my Luigi’s Mansion 3 playthrough last year, thank you. I hope you enjoyed the pieces that I was able to write. Stick around, because I’ve got other ideas for playthroughs that – fingers crossed – will be more substantial!
Luigi’s Mansion 3 is out now for Nintendo Switch. The Super Mario franchise – including Luigi’s Mansion 3 and all other titles mentioned above – is the copyright of Nintendo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
The last couple of years have been a mixed bag when it comes to bringing back classic games. The likes of Resident Evil 2 and Crash Bandicoot have been remade from the ground up and released to critical acclaim… but then titles such as Kingdoms of Amalur: Re-Reckoning and Mass Effect: Legendary Edition have been lacklustre at best, with minimal effort put into what basically amounted to a repackaging.
It’s in light of games like Mass Effect: Legendary Edition – which is one of the most disappointing titles of 2021 for me personally – that I look upon the clumsily-named upcoming title Grand Theft Auto: The Trilogy – The Definitive Edition. With the game seemingly quite close to release but nary a teaser video nor screenshot in sight, I can’t help but feel that it will be, at best, better described as a repackaging or a re-release… one with a hefty new price tag slapped on.
Three older games are getting the so-called “remaster” treatment from Rockstar.
When Warcraft III was “remastered” last year, the original version of the game was pulled from sale. Fans could no longer play the original Warcraft III, and that became a massive problem when the “remaster” ended up being absolutely atrocious. Promised features were missing, the game was riddled with bugs, and overall fans considered it an awful experience. With no way to return to the original version of the game, many fans were left stuck.
The reason I bring up Warcraft III: Reforged as an example of a “remaster” gone wrong is because Grand Theft Auto developers Rockstar have chosen to do the exact same thing with The Definitive Edition’s three constituent games. All three have been de-listed – industry slang meaning they’ve been removed from sale digitally – on all of the platforms where they had been available. As attention shifts to the remaster, Rockstar doesn’t want anyone to be able to purchase the original version of these games.
Warcraft III: Reforged is an example of how not to handle a remaster.
Why? That’s the obvious question. “Money” is part of the answer; Rockstar doesn’t want the renewed attention on these three games pushing people to just pick up the original versions of one or more of the titles instead of paying a reported $70 (£60-65 in the UK) for the new version. But if the remaster is anywhere close to being as good as it should be, that shouldn’t even be a concern!
In short, Rockstar’s decision to pull Grand Theft Auto III, Vice City, and San Andreas from sale is the biggest and most clear indicator so far that they don’t have confidence in their own product. They’re already anticipating that the “remaster” is going to be savaged for making no changes or minimal changes to these three older games, so in order to force players to buy it and artificially inflate sales they’ve chosen to pull the original versions from sale – just like Blizzard did with Warcraft III. Despite Mass Effect: Legendary Edition’s many issues, EA and BioWare didn’t have the audacity to pull the original versions of the Mass Effect trilogy from sale.
Promo art for Grand Theft Auto: The Trilogy – The Definitive Edition.
I have happy memories of Grand Theft Auto. Scoring the original game in 1997 or ’98 – hot on the heels of press complaints about its violent nature and knowing it would irritate my parents – was a fun adventure and scored me bragging rights with my friends at the time! Someone I knew even got in a ton of trouble for buying the game before he turned 18! The three games from the early/mid 2000s that will be part of this remaster are also games I remember with fondness from that era. I picked up a set which included Grand Theft Auto III and Vice City for the original Xbox, then got San Andreas when it was released a couple of years later.
On the Xbox, it was possible to listen to custom soundtracks while cruising around Vice City or Los Santos. The Xbox allowed players to rip CDs to its internal hard drive, which could then be accessed in certain games – and the Grand Theft Auto titles were among them. When I lived with friends during that period, kicking back to play some Grand Theft Auto was a frequent evening and weekend pastime – and though I have no doubt I’m over-romanticising those memories (because damnit Rob, you always hogged the control pad and it drove me mad!) I still have very positive memories of these three titles as social games and as escapist entertainment with friends.
I have fun memories of playing all three games in this set.
I’m sceptical that Rockstar – a company which has spent much of the past decade milking one successful game and not creating anything new – has Grand Theft Auto’s best intentions at heart with this remaster. The price tag is already generating a fair amount of sticker shock, and rightly so, but I doubt the remaster’s issues will end there.
Where are the screenshots, teasers, trailers, and gameplay videos that we should expect to see for a game that’s supposedly weeks away from release? Having seen nothing at all except one piece of box art, I feel certain that Rockstar is hiding the game for a reason. And that reason is probably simple: The Definitive Edition will be better described as a re-release or repackaging than a “remaster.”
We’re still yet to see any screenshots or a trailer for The Definitive Edition.
The Definitive Edition – lacklustre or not – has been created for one reason, and one reason only: to get fans to shut up about the absent Grand Theft Auto 6 for a while. It’s a cheap and easy way for Rockstar to throw fans a bone while continuing to ignore the one thing that’s been requested over and over for almost eight years. Rockstar is unwilling to let go of Grand Theft Auto V and its lucrative online mode, but with fans increasingly agitated by the company’s antics – such as re-releasing the game yet again on the new PlayStation 5 and Xbox Series S/X – they evidently felt that they had to be seen to offer something.
Remastering Grand Theft Auto III, Vice City, and San Andreas was clearly seen as a way to do that without having to shift any development resources away from Grand Theft Auto V and its online mode. The wheels will come off that juggernaut sooner rather than later, though, as the backlash to the announcement of the game’s re-release on the latest generation of consoles showed. I hope Rockstar has been working on something more than The Definitive Edition for when that moment comes – because it’s coming soon.
I might’ve been tempted to go back and replay these three games, but it seems like The Definitive Edition won’t be the best option for doing so, especially not at the price that has been discussed in recent days. But fundamentally, what the Grand Theft Auto series needs is not a re-release of three older titles that are still perfectly playable in their own right, but a proper sequel. Rockstar hopes that The Definitive Edition will buy them some time. Maybe they’re right – but only if it’s any good, and nothing I’ve seen or heard so far has convinced me that it will be.
Grand Theft Auto: The Trilogy – The Definitive Edition will be released before the end of 2021 for PC, PlayStation 4, PlayStation 5, Nintendo Switch, Xbox One, and Xbox Series S/X. The Grand Theft Auto series is the copyright of Rockstar and Take-Two Interactive. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Shortly after Animal Crossing: New Horizons launched in March last year, here’s what I had to say about the game in my review: “When I compare New Horizons to New Leaf, a game that I played way more and for way longer, I feel at least a little disappointed. New Leaf seemed to offer more to do when the shine of playing a new game wore off, and it certainly offered significantly more in terms of playing with friends…”
Many of the criticisms I made of the game – most notably the lack of a significant multiplayer offering and mini-games to play with friends – still hadn’t been addressed, and as 2021 wore on the “updates” that were released for the game were incredibly threadbare. Nintendo, in their infinite wisdom, chose to make last year’s holiday-themed updates only valid for one year, meaning much of 2021 was actually spent re-adding holiday events like Easter, Halloween, and Christmas that had already been added in 2020.
Re-adding last year’s holiday events has taken up most of 2021 for New Horizons.
The Animal Crossing: New Horizons Nintendo Direct, which premiered yesterday, had the difficult task of making amends with a fanbase that has become disenchanted with the game over the past year or so. Many of New Horizons’ biggest fans hadn’t held back from criticising the game and Nintendo for the lack of proper updates and the lack of communication in 2021, and while the game remains one of the Switch’s best-selling titles, there has been a sense for some time that a lot of folks were simply burnt out and no longer enjoying the experience.
Games have a natural lifespan, so under normal circumstances I’d say that’s just to be expected! But the Animal Crossing series has always been an outlier in that regard; the games challenge players to play long-term, even just for a few minutes a day, but the repetitiveness of the activities and dialogue, combined with no significant updates or new additions, meant New Horizons’ welcome wore out far more quickly than any previous entry in the series.
Brewster and the coffee shop are returning from past games in the Animal Crossing series.
Right off the bat, yesterday’s Nintendo Direct offered a lot of new content, and it’s coming soon – in just under three weeks’ time. The addition of a coffee shop, new islands to visit by boat, a parade of shops (on a separate island), the return of classic characters, more customisation options, more DIY options (including cooking), and an expansion of other aspects of island life, with new items, more storage space, and the like are all incredibly welcome additions. The new update will give players a lot to sink their teeth into – and will probably convince me to either pick up the island I haven’t touched in months or restart the game for a new experience.
However, I do have a few points of criticism. The first is that these updates feel, for the most part, like features that could and should have been part of the game when it arrived in 2020. New Horizons wasn’t exactly threadbare when it launched, but it was missing a number of important features that were part of older games in the series that hampered its longevity. As I’ve said on more than one occasion, New Horizons is basically a “release now, fix later” title.
Kapp’n is another returning character from past games in the series.
The second concern I have, and perhaps the most significant one, is that I don’t see these updates improving the game’s long-term prospects in any meaningful way. They’re going to be a ton of fun… at first. Players who’ve stuck with New Horizons since launch will be thrilled at finally having new things to do, and new players will discover a game that feels much more feature-rich. But when it comes to long-term playing, things like new island tours by boat or a first-person camera are going to lose their shine pretty quickly – just like terraforming and other features did when the original version of the game launched last year.
These new features paper over the cracks and don’t do anything to address New Horizons’ longstanding issues. There was no mention in the Nintendo Direct broadcast of new villager dialogue, for example, which is something the game desperately needs. Anyone who’s sunk a significant amount of time into New Horizons can tell you that villagers simply don’t have much to say after a while, and what they do say is incredibly repetitive. This also extends to Isabelle’s utterly useless “announcements” at the beginning of each day – she usually has nothing of consequence to say, has only a handful of different lines of dialogue, and ignores many goings-on around the island.
No, Isabelle… it really f**king doesn’t.
New Horizons wants to offer players a home-away-from-home on a fantastical island, and the neighbours players will have and befriend are a vital part of that experience. But because the villagers have so little to say, with some common in-game occurrences literally having only one line of dialogue, it makes playing the game feel incredibly repetitive to the point of becoming off-putting. Add into the mix that there are only eight villager “personality types” yet ten villager slots, and you’re always going to have at least two villagers who have identical dialogue even under the best possible conditions.
This was a prime candidate for an overhaul. Unlike adding new gameplay features, new dialogue requires far less development time and far fewer resources. The game’s modest file size could easily handle double the current amount of dialogue – if not more. While the addition of new features like the coffee shop will give villagers a few new things to say, at the end of the day they’re still going to largely be saying the same things that they always have. Once the novelty of some of these new features has worn off, players will be back where they started.
Failing to improve and expand villager dialogue feels like a wasted opportunity – one which seriously hampers New Horizons’ long-term prospects.
Also missing from the update were multiplayer mini-games. This is a feature I’ve argued needs to be part of New Horizons on several occasions now, and while it’s possible it will come in future as paid DLC, I don’t think that’s good enough. New Horizons currently offers incredibly bad value for players who want to play with friends – Switch Online isn’t free, after all – as there really isn’t anything substantial to do in multiplayer. Nothing in this update will change that, because players will be stuck with the same things to do as before: tour their friend’s island, talk to villagers, and that’s it.
Even some of the features that this update has added feel less than they could’ve been. The coffee shop and parade of shops are in fixed locations – in the museum or on a different island. Yet with a small amount of extra effort, surely Nintendo could’ve given players the option to place new shops and new buildings around their islands? As things sit at the moment, players have one shop, one tailor’s shop, and the museum as buildings that can be placed. Islands are decently-sized, so there was scope to add at least two or three new buildings. Giving players the option to create their own parade of shops would have been fun, and it feels like a missed opportunity that the update has added no new buildings at all.
Couldn’t some of these shops have been optional additions to a player’s island?
I’ve heard some fans argue that they’ve finished designing their island now, so they wouldn’t know where to place a new building. But that’s why something like the coffee shop could have been an option: either included as part of the museum or as a separate building like it was in New Leaf.
The main shop itself has also been ignored by the new update. New Leaf offered players five levels of shop expansion, but New Horizons only has one – and it seems like that’s all there will ever be. The shop doesn’t carry a huge amount of stock: six items at the most (if seasonal items are available). There was scope to expand the shop in the same way as the museum has been expanded, growing it to make it more useful – and to give players something to aim for and work towards.
The shop is staying in its current form.
The aforementioned parade of shops, which will be present on a separate island, could have been part of a shop expansion as well. Gardening items, different wallpapers and rugs, and other such things could have been given their own section within the shop if adding more new buildings to the island was off the table – or as an alternative option.
Kapp’n doesn’t feel like he has a lot to offer based on what we saw in the broadcast. Players have already been able to visit random islands via the airport, and adding a second way to visit a second set of random islands feels like something that will have limited use and, at least based on the way I play the game, is likely not to be used very often. Even if there are multiple new plants, shrubs, and trees, once these have been found and collected I don’t really see what else Kapp’n is going to be useful for – and this really comes back to what I was saying about the update’s longevity.
Players could already visit random islands via the airport… Kapp’n doesn’t seem to offer much that’s different.
Gyroids were never my thing in past Animal Crossing games, but they were always a part of the series so it’s nice to see them return. Brewster, the character who runs the coffee shop, was a big fan of Gyroids, so it makes sense that they’d be part of the update that brought him back. The addition of new items, new furniture, wallpapers, and the like is good, and the ability to hang items from the ceiling is likewise an extra dimension to customisation. None of that will be earth-shattering, but I love a game with customisation options, so adding more ways to customise and to make the island and player’s home feel unique is certainly a good thing.
The addition of town ordinances, which were present in New Leaf, will change things up a little and improve the quality-of-life for some players. Being able to shift the island’s activity to earlier or later in the day should allow some players with tight schedules the ability to play more at a more convenient time, and that’s a positive thing. Again, though, I feel like this should really have been part of the game from the beginning – it was part of New Leaf in 2013, so it can hardly be called a “new” feature.
Ordinances return from New Leaf.
Perhaps the one addition that interested me the most was the DIY expansion, particularly cooking. The addition of new vegetables and new crops seems to have opened up a range of new DIY recipes for food – and this looks like something that has the potential to be a lot of fun. New Horizons does have a number of food items already, but adding new ones and different ones that can be created is certainly something I find interesting.
DIY has been a double-edged sword in New Horizons sometimes, though. Item durability – a feature copied from the likes of Minecraft – is almost never handled well in any game, and it doesn’t work well in New Horizons. Having to constantly replace broken tools rapidly stops being fun – if it was ever fun – and the fact that DIY doesn’t work particularly well or especially intuitively has hampered the experience. For example, being able to craft more than one item at a time – particularly for one-time use items like fish bait – would massively improve the experience, as would the ability to craft tools in one step instead of two. Neither of these quality-of-life improvements has been added to New Horizons.
Being able to cook different dishes seems like a fun feature – and something actually new!
The addition of a first-person photo mode looks like fun, but the kind of gimmicky fun that I might use a few times at the most. New hairstyles might be fun for some people – and being able to represent different types of hair in a game is no bad thing. More K.K. Slider songs might be your thing… but it’s definitely not mine!
Being able to set up ladders at particular cliffs is something I can see being useful, even as the number of available inclines is slightly expanded. Also allowing players to navigate smaller gaps in between furniture is likewise something that will be useful in certain circumstances. I wouldn’t say that either are groundbreaking, but smaller quality-of-life improvements like these were definitely needed.
The ability to permanently set up ladders is a small addition, but a decent one.
So let’s talk about money. Everything we’ve discussed so far will be added for free, and that’s no bad thing. New Horizons did promise free updates when it launched. But this update will be the last free one for New Horizons, and the first paid DLC has already been announced.
Considering that there are still missing features, and that some quality-of-life additions, like new dialogue and improvements to crafting, haven’t been made, I can’t be the only one who feels it’s rather bold of Nintendo to begin demanding $25 for an expansion to the game – especially considering the expansion is based on 3DS title Happy Home Designer, and thus is hardly something we can call “new.”
New Horizons is getting its first paid DLC.
It also means that multiplayer mini-games – if they ever come to New Horizons, and it would be such a shame if they didn’t – will now almost certainly be paid DLC as well. The Happy Home Paradise DLC seems like it could be the first of many, and next year could see at least one or two more paid DLC packs as well – which would greatly increase the cost of playing New Horizons in full.
Happy Home Paradise looks like an updated riff on the Happy Home Designer concept. It does add new things, like partition walls, countertops, and so on, some of which can be brought to a player’s main island home as well. I’m not going to argue that Happy Home Paradise should’ve been free – though it absolutely could have been if Nintendo was a more customer-friendly company – but I’m not sure the timing is right considering that the base game will still be missing key features even after this latest – and final – update.
One of the features present in the DLC pack is the ability to build partition walls.
Version 2.0, which will be the final free update for New Horizons, still doesn’t get it over the line. The game is still going to be missing important features that previous entries in the series had. Some of these features – like multiplayer mini-games – gave the Animal Crossing series much of its long-term value, and without them it’s hard to see New Horizons being a game that will live up to the legacy of its predecessors. Don’t get me wrong, practically all of the additions and updates look like fun… but they look like short-term fun at best.
In addition, the game’s final update will do nothing to address player criticisms and complaints about a number of quality-of-life issues, some of which are pretty major. The lack of expanded dialogue for villagers, the lack of fixes for basic DIY issues, and a number of other points have all been ignored by Nintendo in their rush to blitz through New Horizons’ free updates so they could begin selling paid DLC. As a result, New Horizons in its base form is still not good enough for the kind of game it wants to be – and even the addition of this first paid expansion pack won’t address these concerns.
Adding a coffee shop doesn’t fix what’s fundamentally missing from New Horizons.
There are things to look forward to on the fifth of November, and I’m debating whether to jump back into the game or even start a new file in the run-up to the update going live. However, I’m already predicting that many of the new features added into the game will have a relatively short shelf-life, and while they may very well carry New Horizons into the beginning of 2022, the game’s longer-term prospects are still pretty poor.
I judge New Horizons based on how much I enjoyed its predecessor, New Leaf. I played that game on and off for more than seven years because it just had so much to offer and so much going on to convince me to keep coming back. I got bored of New Horizons within a couple of months, and while two months and 100+ hours is definitely a lot of time when compared to many other games, by Animal Crossing standards that’s nothing. Unfortunately everything I’ve seen from this update, and its paid DLC companion, tells me that New Horizons is going to get a short-term fix that will tide fans over for a little while but ultimately does nothing to address the game’s real longevity.
Maybe I’m the one who’s wrong – maybe New Horizons was never meant to be the kind of long-term project that its predecessors were. Perhaps gaming has just changed too much in the past decade or so such that a long-term experience was never something that most players were interested in. If that’s the case then I’m judging New Horizons unfairly. Maybe it was just never meant to be the long-term experience that I expected.
Animal Crossing: New Horizons is out now for Nintendo Switch. Version 2.0 will launch on the 5th of November 2021 as a free update, and Happy Home Paradise will launch also on the 5th of November 2021 as paid DLC. Animal Crossing: New Horizons is the copyright of Nintendo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are spoilers ahead for Kena: Bridge of Spirits.
Kena: Bridge of Spirits has been out for three weeks now, and I finally got around to finishing the game the other day. I like to take my time with a game I’m enjoying, so I didn’t blitz through it at lightning speed! I’d been looking forward to Kena: Bridge of Spirits for months, and my first impressions of the game were fantastic. I already knew that I’d found something special in Kena: Bridge of Spirits, but having gone through the full experience I can now say with certainty that this is by far the best game I’ve played in all of 2021.
Kena: Bridge of Spirits is a rare offering: a visually beautiful game taking advantage of the best of modern graphics combined with an older style of gameplay that feels intuitive and uncomplicated. As silly as it may sound, Kena: Bridge of Spirits is unapologetically a video game – it doesn’t pretend to be an interactive movie. It also ignores many of the tropes of modern gaming: no “expansive open world,” no cluttered heads-up display with arrows pointing exactly where to go, no pop-up tips telling you precisely what combination of buttons to press to solve a puzzle. The game plays, in some respects, like a 3D action-platformer from the Nintendo 64 or PlayStation 1 era – and I’m absolutely there for that kind of classic gameplay style!
Promo artwork for Kena: Bridge of Spirits.
There are three main “levels” plus a brief tutorial, and with each stage the titular heroine Kena learns a new power that helps her navigate the game world, solve puzzles, and engage in some occasionally complex platforming. Each of the three sections is dedicated to helping track down relics and memories necessary to help a wayward spirit so that Kena can ultimately make her way to the mountain shrine. The story is mostly contained within cut-scenes that are seamlessly woven into gameplay, with Kena triggering a cut-scene upon beating a major boss or discovering a memory.
At first three levels broken down into a few different parts might not seem like a lot, and Kena: Bridge of Spirits isn’t the world’s longest game by any stretch. My playthrough, in which I completed the game and found as many hidden items and unlockables as reasonably possible, clocked in at 11 hours and 43 minutes. Anywhere from 9-12 hours seems to be a good guide based on online sources. For £30-35 (approx. $40) I felt that the game offered excellent value at that length.
Kena collecting one of the Rot.
Speaking of unlockables and collectibles, Kena: Bridge of Spirits didn’t go overboard in the way some titles do. Collecting the Rot – Kena’s adorable little companions – didn’t only feel like a natural part of gameplay, but having more Rot on your team allowed for more attacks and more powerful attacks which gave Kena an advantage particularly during boss fights. This made looking for hidden Rot feel worthwhile, and not just like typical open-world busywork in the way collect-a-thons in many modern games can.
There were also gems to collect, which were found hidden in chests, barrels, pots, and the like across the map. Gems can be spent on Rot hats, and while these aesthetic elements don’t have a gameplay impact, it was a lot of fun to collect the various hats and give different Rot different looks. By the end of the game, my 80+ Rot had dozens of different styles, including absolutely adorable ones like a dinosaur hat, a baseball cap, and even a cowboy hat. Anyone who loves animals or cute things will have a blast with the Rot and their hats, that’s for sure!
A Rot wearing the dinosaur hat – with examples of other available hats at the hat cart.
The Rot added a lot to gameplay as well. Kena could use the Rot to heal herself in combat, and the limited number of Rot Actions meant that timing became a consideration, particularly during long boss battles. Figuring out when to use the Rot and in what way added a much-needed extra dimension to combat. Otherwise, Kena had a light and heavy melee attack, a light and heavy ranged attack, and eventually a bomb as well. Each of these could be upgraded to deal more damage or to give Kena extra ammunition, and each could also be upgraded to give a Rot-powered attack.
The choice in some combat encounters was often between using a powerful Rot attack or using the Rot to heal, and it wasn’t always an easy decision to make! My personal favourite was the Rot-upgraded ranged attack, known in-game as the Rot Arrow, as this powerful attack was effective against many different enemies.
Kena using an upgraded Rot attack.
Kena was also equipped with a shield, which could also be upgraded, and a dodge/roll ability. By the end of the game she had also learned one final power: dash. In some boss fights, keeping out of range of a powerful boss who could do a huge amount of damage meant hitting the dodge button repeatedly! As the game progressed and Kena encountered a number of different enemy types, combat encounters became more varied. There were flying enemies, ghostly enemies that needed to be made corporeal before any attacks would harm them, and a range of different melee and ranged enemies, and they would appear in different combinations during combat.
If I were to make one criticism of the combat it would be that there were a couple of random difficulty spikes. At a relatively early point in the game I encountered a boss who, even on the easiest difficulty setting, could kill Kena in three hits. After he’d struck once, Kena was sent flying through the air and before she could recover had been hit a second time. This boss fight took a few attempts to complete, and while I admit I’m by no means the world’s best gamer, I felt that this spike in difficulty was noticeable. The boss was so much more difficult to defeat than any enemy before him, yet after beating him the game seemed to return to normal. It was odd – and frustrating!
This early boss fight was particularly difficult for some reason.
Aside from those couple of particularly difficult boss encounters, combat in Kena: Bridge of Spirits was outstanding. The relative simplicity of giving Kena one weapon – her magical staff – but allowing it to be used in three very different ways was interesting and fun. It also kept things uncomplicated, and I never felt like I had “forgotten” about some powerful attack or spell! Some games which offer a huge variety of weapons in a player’s arsenal can be overwhelming, and when the majority of players only use a handful of attacks at the most, there’s something to be said for keeping the options simple.
Despite that, there was still plenty of variety. Kena had light and heavy options for both melee attacks and ranged attacks, as well as a bomb – and then there were the aforementioned Rot-upgraded attacks that dealt more damage. There were enough options that I felt I had a choice of how to take out enemies and bosses, but not so many options that I felt overwhelmed or that combat was too complicated.
Kena using her ranged attack.
Kena’s magical staff and its different abilities also played a major role in traversing the game world. Arrows could be fired at targets that pulled Kena across long distances, and bombs could be used on certain highlighted areas to create new platforms for Kena to jump across. Arrows could also be fired to rotate platforms into the correct alignment, and later in the game Kena could use her dash ability to cross through portals and even jump across gaps too wide for her standard jump or double jump. Combining different powers and abilities led to plenty of variety when it came to exploring the game’s stunningly beautiful world.
There was a lot of platforming in Kena: Bridge of Spirits, and I loved that. When handled well, 3D platforming can be a huge amount of fun and offers incredibly rewarding gameplay, and Kena: Bridge of Spirits absolutely nailed that aspect of gameplay. Puzzles were complicated enough to not be incredibly obvious, yet simple enough that I never once needed to look up a solution online. I was always able to figure out what to do, where to go, and how to solve the platforming puzzles that the game presented based on what I’d learned through gameplay, and that’s a difficult balance for a game to get right!
Kena has to combine her powers and skills to traverse the game world.
Kena: Bridge of Spirits doesn’t hold your hand, though. After introducing you to a new power or attack that Kena can use, the game drops you into a new section of the map where that power can be used to its full effect. But there are no other hints pushing you in the right direction nor telling you how to solve a puzzle. It’s up to the player to use what they’ve learned and figure out how to get from point A to point B to keep the story moving, and I like that the game is bold enough not to offer too much help.
Many modern games across practically every genre hold players hands the whole time. I’ve played racing games that literally have an on-screen arrow the entire time, pointing exactly where to go, telling you when to slow down, speed up, etc. And games like Skyrim started the fad of having on-screen pointers guiding you to your precise destination. I’m a huge believer in accessibility features for disabled gamers, as I’m disabled myself, but even I consider that some of these features go too far for my personal taste. Kena: Bridge of Spirits was delightfully old-fashioned in that regard. It doesn’t drag you along the path it wants you to take, instead setting you down with all of the skills you need to walk the path alone and leaving you to do so.
Hanging from a ledge early in the game.
Fun combat and great platforming wouldn’t have been anywhere near as enjoyable, though, if Kena: Bridge of Spirits didn’t have an interesting and engaging story holding it all together. I was very keen during my playthrough to avoid spoilers, and the game was definitely much more enjoyable for experiencing the highs and lows of Kena’s journey first-hand.
Kena’s quest to reach the mountain shrine is motivated by the loss of her father, and this aspect of the story was quite emotional. Seeing Kena as a young child at one point really hammered home how this quest has been years in the making for her. At the same time, though, Kena was incredibly empathetic to the spirits she met along the way – even those she had to do battle with. Defeating one of the game’s three big bosses didn’t kill them – instead Kena, as a spirit guide, helped them overcome whatever was keeping them trapped in this world and make the transition to the spirit realm. She showed genuine empathy to everyone she encountered, and while she was on a mission of her own, she showed no hesitation when it came to getting side-tracked to help others.
Kena with her younger self in the spirit realm.
At the same time, going off in different directions didn’t feel like Kena was being sent on some disconnected side-mission. Helping Taro, the game’s first spirit, and Adira, the second spirit, were both presented as the next step to reaching the mountain shrine, and Kena was happy to help both of those spirits along with helping herself and moving her quest forward. The story thus flowed smoothly from point to point with nothing feeling unnecessary or like time-wasting fluff.
The third spirit Kena had to help was Toshi, and he was directly in the way of Kena’s progress to the mountain shrine, so once again this felt like a natural progression of the story.
That being said, I think the way the game was structured meant that coming to the aid of three spirits was probably the maximum the story could’ve gotten away with. Adding in any more might well have made them feel like unnecessary hurdles, and the fact that each spirit had three relics to collect before engaging in a boss fight would have risked becoming repetitive had it been repeated many more times. Three spirits was a good number, then, based on the way the game chose to handle each of them.
Kena helped several spirits while on her journey.
As well as learning of Kena’s father, the game had a number of emotional moments. Each of the spirits genuinely wanted to help their families or the people of their village, and letting go of what was anchoring them made all three cut-scenes after the big boss battles feel genuinely emotional. I may have shed a tear on more than one occasion!
Toward the end of the game, having collected many Rot (and many Rot hats) in different places and in different ways, Toshi stole all of the Rot from Kena after the first of two epic climactic battles. Seeing her lose her companions was heart-breaking – and definitely got me riled up for the next phase of the fight! After saving the Rot and defeating Toshi, allowing his spirit to achieve peace, the Rot were transformed back into their true form, a form which resembled a giant panther or cat. As a cat lover myself, this was an incredibly sweet moment; the high point of the game’s final story.
The Rot – restored to their true form.
Kena: Bridge of Spirits does seem to have left things open-ended, though. We didn’t get to see what happened after Kena achieved her goal and meditated at the mountain shrine, with the credits rolling after she settled down to meditate having saved and restored the Rot. Did she find her father, or information about him? Did she find something else that she didn’t know she was seeking?
Perhaps the game is teasing an expansion or sequel in future, and if that’s the case I’m absolutely going to be there! As it is, though, after the emotional loss of the Rot, the big battle to save them, and ultimately letting them go to restore their true form and bring balance back to the forest, for Kena to just plop down and close her eyes risks feeling like a bit of an anticlimactic ending. We saw her reach the goal she’d been working towards for the entire game, but we didn’t get to see what, if anything, that moment meant to her.
Kena made it to the mountain shrine… but what will happen next?
This could certainly be setting up a continuation of Kena’s story, and I’m okay with that. As things sit, her story doesn’t yet feel complete. I’m wondering what the future might hold for her! At the same time, developers Ember Lab did such a fantastic job on what is their debut game that I’d love to see them tackle a different project in future. Kena: Bridge of Spirits has been a huge success, topping the charts here in the UK and elsewhere, so the studio has the world at its feet. Should they simply move on to a sequel right away, or might they want to turn their attention to other projects?
Overall, I had a wonderful time playing Kena: Bridge of Spirits. It’s by far the best game I’ve played all year, and I don’t think it will be surpassed in the next couple of months before 2022 rolls around! It was one of those games where I didn’t want to rush through it too quickly; I wanted to preserve this moment in time and keep enjoying it for as long as I possibly could.
Kena: Bridge of Spirits is a visual masterpiece, a uniquely-styled game pushing modern-day graphics to their limit. It’s also a wonderful return to a style of gameplay that has fallen out of favour in recent years. Every element has clearly been lovingly crafted and honed to near-perfection, and I cannot recommend it highly enough.
Kena: Bridge of Spirits is out now for PlayStation 4, PlayStation 5, and PC. Kena: Bridge of Spirits is the copyright of Ember Lab. Some promotional artwork courtesy of Ember Lab. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Don’t worry, there aren’t going to be any big spoilers for the story of Kena: Bridge of Spirits this time. I just wanted to take a moment to share my first impressions of one of the games I’d been looking forward to all year!
Unfortunately, Kena: Bridge of Spirits is an Epic Games exclusive on PC, meaning I had to finally break my year-long streak of avoiding the company. Long story short, I had a falling-out with Epic Games last year due to getting locked out of my account, and I had hoped to avoid spending money with them again. But Kena: Bridge of Spirits proved just too tempting, so I succumbed and bought the game. It had been one of my most-anticipated games of the year, so I was content to make an exception.
Promotional artwork for Kena: Bridge of Spirits.
Kena: Bridge of Spirits is the debut game from Ember Lab, a studio which originally worked on animation and CGI for film and television. Considering this is their first ever game, and that they’re a small studio, I’m absolutely blown away. Kena: Bridge of Spirits is incredible, and I’d be impressed if it had come from a major developer with the backing of a huge publisher. But knowing that the title is the culmination of years of hard work by a small, independent team working on their first ever interactive project leaves me speechless.
Kena: Bridge of Spirits is the debut game from Ember Lab.
In the couple of hours I’ve spent with Kena: Bridge of Spirits so far, the game plays beautifully. There aren’t any loading screens getting in the way of gameplay, platforming is intuitive and smooth, combat is fast-paced and exciting, the transitions from gameplay to cut-scenes and back again are well-integrated, and I haven’t found so much as a single bug, glitch, or visual goof.
Kena hangs from a ledge during an early platforming section.
Sticking with gameplay, Kena: Bridge of Spirits offers some incredibly fun adventuring. Kena has all the moves you would expect for this kind of game: she can run, jump, double-jump, and climb ledges. The Rot – Kena’s adorable companions – have a range of abilities, the most useful of which include being able to move objects and obstacles to clear a path or open up a new area for Kena, as well as occasionally pointing the way so she doesn’t get lost.
The Rot moving a platform for Kena to jump on.
Gameplay is all very intuitive, with the default controls and buttons doing everything you’d expect. The design of the game’s early levels shows a lot of thought and planning; it was always clear which path to take and I never felt like Kena was lost. There were some paths that led to dead-ends, but these seem to be areas that can be unlocked or expanded later in the game, so I should be able to return to them later.
Kena in the game’s opening level.
Kena: Bridge of Spirits isn’t heavy on dialogue, and while it was certainly pretty clear what to do and where to go, I didn’t feel the game was holding my hand and dragging me down a narrow path. To give one example, at an early point in the game the camera panned wordlessly over three vulnerable spots that Kena had to take out before she could defeat the main boss during a fight. It was obvious that these three spots needed to be hit first, but the game didn’t say so explicitly, it merely pointed me in the right direction then left me to fight the battle.
Kena takes damage in an early fight.
Combat feels great in Kena: Bridge of Spirits. Kena has a couple of primary attacks and one defensive shield. Using her shield at just the right moment can lead to a defensive parry, and she has a light and heavy attack. The Rot can also play a role in combat, but I won’t spoil exactly what they can do. Combat is fast-paced, but not so blindingly fast as to feel overwhelming. I also felt that the number of enemies present at each encounter was about right as well.
Kena performs a heavy attack on a monster.
The game offers three difficulty options at first, with a fourth “master” difficulty that unlocks after completion. For players who like a very tough challenge, this adds replayability. I’m categorically not a “hard mode” gamer by any stretch, so I’ve been playing on the easiest difficulty setting. I found that to be quite enough for my skill level! Difficulty settings change the recharge rate of Kena’s Rot companions, which will affect their ability to participate in combat encounters, and also ramps up the aggressiveness and damage of enemies. Increasing the difficulty doesn’t add additional enemies into the game.
Kena is hit by a monster and flies backwards!
Kena: Bridge of Spirits is without a doubt the most visually stunning game I’ve played all year. After traversing the game’s opening area, Kena climbed a staircase overlooking a mountain and valley, and I was blown away. I literally put down the control pad and said “woah” out loud! How many games – ever – have made me say “woah?”
I had to stop for a moment when I saw this incredibly beautiful vista so I could take it all in.
The animation and visual effects work are absolutely beautiful. Kena: Bridge of Spirits has a bright colour palette, with sunlit areas that are positively glowing. Shades of blue, yellow, white, and particularly green present a striking contrast with the “corrupted” areas of the map, which feel depressingly dark with faded greys and browns and flashes of an evil, glowing red. Ember Lab’s past as an animation studio absolutely shines through, and the animators’ work with the game’s colours is pitch-perfect.
The contrast between the verdant green living areas and the grey-brown corrupted areas is striking, and the game uses colour to great effect.
Kena: Bridge of Spirits has an aesthetic that wouldn’t be out of place in a big budget animated film from the likes of Pixar or Dreamworks. The game doesn’t prioritise gritty realism over beauty, and what results is an astonishingly pretty animated look to both its characters and environments. Kena herself is a lovingly-crafted protagonist, and everything from her hair and outfit to her magic staff just looks fantastic.
Kena – the game’s protagonist and player character.
Other characters and Kena’s Rot companions also look visually impressive. The Rot – despite their somewhat offputting name – are utterly adorable critters. Their big eyes and cute faces make them incredibly sympathetic, which is important! Their fearful nature means they tend to scatter and hide at the beginning of combat encounters, and in another game I feel like that mechanic could become annoying. But because of just how darn cute the Rot are I actually found it spurring me on! How dare those evil monsters scare my poor little Rot!
Kena is accompanied on her adventure by the Rot. And they’re adorable!
Oh, and the Rot get to wear hats. Cute, adorable little hats. The hats can be purchased using gems that are found throughout the game world – something that should be familiar to anyone who’s ever played a game like this one. One thing I liked about the way Kena: Bridge of Spirits handles collecting these gems, though, is that Kena never destroys or damages property – even in abandoned houses or ruins. She carefully opens a chest or barrel, collects the gems, and then closes it again. No need to smash or break any pots!
Kena collecting gems from a chest.
There’s also a map, as you might expect. The map was easy to navigate and seems to highlight significant points and quest-relevant locations but without being overwhelmed. Some games have maps that you can barely read for all the pins and markers, but Kena: Bridge of Spirits has a well-designed map that’s legible, useable, and fits right in with the rest of the game from an aesthetic point of view.
The in-game map is useful.
When Kena puts on a spirit mask the game enters a static first-person view. This mode allows you to spot Rot, as well as certain quest-specific items. It’s a riff on the “detective mode” present in several other games, but it’s handled in such a way as to feel like a unique experience for Kena: Bridge of Spirits.
Kena putting on a spirit mask.
And that last sentence could summarise my thoughts on the game. Kena: Bridge of Spirits takes established tropes of the adventure genre but gives them its own presentation and sets them up in a brand-new world. The gameplay is fantastic, and anyone who’s played these kinds of games in the past will feel right at home. Where it truly excels is its art style and aesthetic. The designers have to get much of the credit for the unique feel of Kena and the world she inhabits.
I’m having a great time with Kena: Bridge of Spirits! The game has met all of the expectations I could’ve had going in, and at least in terms of visuals it even exceeded them. I would have been impressed if this game had been produced by an established team of developers backed up by the resources of a huge publisher, but to know that it’s the first ever game by an independent studio is truly mind-blowing. Kena: Bridge of Spirits is fantastic – and I can’t wait to jump back in!
Kena: Bridge of Spirits is out now for PlayStation 4/5 and PC. Kena: Bridge of Spirits is the copyright of Ember Lab. Some promotional artwork courtesy of Ember Lab. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.
Spoiler Warning: There are spoilers ahead for the ending of the Mass Effect trilogy, including Mass Effect: Legendary Edition.
Mass Effect 4 has a choice to make – at least it does if, as we’re all assuming, the game is planned as a sequel to the Mass Effect trilogy. The choice the developers will have to make will have knock-on effects for the entire plot of the game, and unfortunately will impact some players more than others. In short, BioWare will need to choose one of Mass Effect 3′s ending options as the foundation on which to build their new story.
We talked a little while ago about the ending options from a narrative point of view, and I came to the cop-out conclusion that all three have points in their favour as well as drawbacks. Though the “destroy” ending is seemingly favoured by a majority of players, there are still sizeable minorities who chose either “synthesis” or “control” at the climax of the story.
Which ending did you choose?
Each of the three endings are very different from one another, and each would leave the Mass Effect galaxy in a very different place. I don’t see how it would be possible for BioWare to make one game that allowed players to choose which ending to canonise; the narrative consequences are simply too different in each case to allow a single story, even a very adaptable one, to be created. Unless BioWare is prepared to essentially make three games, trying to incorporate all three endings seems like a non-starter.
There’s also the question of Commander Shepard’s fate. The teaser trailer for the next Mass Effect game that was shown off earlier in the year appeared to show Liara on a quest to either find Shepard or find their remains, and if we can infer from that that Commander Shepard will have some role to play in the game’s story – whether that’s as a playable character or not – then there needs to be some realistic way that Shepard could’ve survived the events of Mass Effect 3. As far as we know based on what we saw in the game, the only way Shepard even possibly survives is to choose the “destroy” ending.
Shepard’s possible survival was teased in Mass Effect 3.
Mass Effect 3′s ending – and really the final third of the game – was undeniably rushed, and as a result we only got a very brief epilogue showing off some of the possible consequences for each scenario. But even just in those few minutes of voiceover atop static images, we can tell that the Mass Effect galaxy ends up in a very different place depending on Shepard’s choice.
I’ve always felt that Mass Effect 3 wanted to push players toward the “synthesis” ending. That’s the one that was most difficult to unlock, and if EDI’s epilogue is to be believed it seems to lead to a technological utopia of sorts, with the rebuilding of the galaxy happening much more quickly and easily, and with the possibility of life extension for organic beings.
Turians in the aftermath of the “synthesis” ending.
But paradise doesn’t really make for an interesting story! Not only that, but synthesis was never Shepard’s goal; it was only introduced as an option right at the very end of the game with limited explanation courtesy of the Catalyst. The Catalyst would claim that synthesis – i.e. fusion of organic and synthetic life – had been its end goal since the beginning, which in effect makes it the Reapers’ objective too, as the Catalyst was the force controlling the Reapers. Shepard didn’t get the opportunity to hear anyone else’s perspective on synthesis before making their choice.
Setting aside that making such a monumental decision for every living being is not Shepard’s choice to make, “synthesis” also has some pretty disturbing implications. The way in which newly-synthesised denizens of the galaxy appear to go along with everything that’s happened, combined with the Reapers’ survival and the Catalyst’s comments about this being its own endgame, could be taken to mean that this isn’t really a victory at all for Shepard and their allies.
Did the Reapers win if Shepard chose “synthesis?”
“Control” is likewise not a strong basis for building a new story. With Shepard seizing control of the Reapers and simply directing them to leave the galaxy, the Reaper threat has not ended. Shepard may be in control for now – but how long will that control last? Can Shepard keep the Reapers under their sway indefinitely, or will millennia of isolation drive them mad?
In order for Mass Effect 4 to put the Reaper War in the rear-view mirror and move on to a new story, a decision has to be taken as to which ending is the “official” one. The popularity of “destroy”, combined with the negative consequences present in the “synthesis” and “control” options, seem to make it the only practical choice.
What will the state of the galaxy be by the time of Mass Effect 4?
My concern is that Mass Effect 4 might try to tell the same story in all three settings with a few cosmetic differences to pay lip-service to the ending choices but without really exploring in any detail what the consequences of those endings might be. Take, for example, my theory regarding the Leviathans. If BioWare wanted to make the Leviathans the main villain for Mass Effect 4, that only really works with the “destroy” ending. Consider that the Leviathans have remained hidden for millions of years following the Reapers’ first harvest. If a new force (Shepard) seized the Reapers in the “control” ending, from their point of view the Reaper threat still exists. Would they emerge from hiding? And in the case of “synthesis,” the Leviathans would be affected too. It was strongly implied in the “synthesis” epilogue that every species was now working together, so in such a case they couldn’t be villains.
That’s just one hypothetical example of how one story couldn’t be forced into three very different moulds for a new game in the series. We’ve seen smaller-scale examples of this within the Mass Effect trilogy itself, and Mass Effect 3 in particular seemed to have difficulty respecting players’ choices in previous games. To give two examples: regardless of what players did in Mass Effect 1 and Mass Effect 2, Liara will always be the Shadow Broker in Mass Effect 3, and Udina will always be Earth’s Councillor.
Udina is always the Councillor by Mass Effect 3, no matter what players choose.
These stories were relatively minor, though, at least in comparison to the things we’re considering today! Mass Effect 2 and Mass Effect 3 did respect players’ choices and the consequences of those choices in some ways, though, making each playthrough unique. In fact it’s this aspect of the trilogy that makes it so appealing to me and to many other players – Commander Shepard feels like a different person on each playthrough and the story is tweaked to recognise that.
But the differences in Mass Effect 2 and Mass Effect 3 were minor. Certain characters would be missing if they’d died in previous games, for example, but there was usually someone else to take their place. Urdnot Wreav (voiced by Star Trek: The Next Generation’s Michael Dorn) would take Wrex’s place as the clan leader if Wrex died. Ashley and Kaidan were basically interchangeable in Mass Effect 2 and Mass Effect 3. And even characters like Thane, who played an important role in Mass Effect 3 when it came to the Cerberus attack on the Citadel, were replaced by a like-for-like stand-in if they’d died during the suicide mission.
If Wrex died, Wreav takes his place and the story proceeds in a very similar way.
It would be impossible, though, for BioWare to successfully repeat this on a larger scale. The three ending options for Mass Effect 3 simply can’t lead to the same story because of how radically different everything about the galaxy necessarily must be in each scenario. Add into the mix that Mass Effect 4 may be picking up a story some years or even decades after the end of Mass Effect 3 and there’s been time for those changes to multiply. In short: one single story cannot be made to work in all three scenarios, and trying to do so will all but guarantee a disappointing experience for players.
Mass Effect 4 has a difficult task. Whatever BioWare chooses to do with the game’s story, some players who were very attached to the way they played the original trilogy are bound to be left upset. Because those games offered players different routes leading to different endings, there really isn’t any escaping that. The only glimmer of hope is that one ending choice is substantially more popular than others – and BioWare has been keeping tabs on that! The fact that the “synthesis” ending was not a big part of the game at all, only appearing right at the very end, and that “control” had been the preference of Mass Effect 3′s villains also seems to set up a situation in which the choice should be acceptable to a majority of fans of the Mass Effect trilogy. I’d wager that most players chose “destroy” on at least one of their playthroughs anyway.
So that’s it for today. Mass Effect 4 has a choice to make – and it’s a big one. As I see it, any sequel has to choose one ending over the others simply because the state of the galaxy is so radically different in each case that one single story couldn’t possibly fit all three scenarios. Despite my feelings about Mass Effect: Legendary Edition, I’m curious to see what BioWare has in store for the next part of the franchise – even though it’s still a few years away!
The next Mass Effect game is in early development and most likely won’t be released for several years. Mass Effect: Legendary Edition is out now for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S/X. The Mass Effect series – including all properties mentioned above – is the copyright of BioWare and Electronic Arts. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.