dungeons & Dragons serves as a vibrant arena for extraordinary tales where valiant knights, spellcasters, and elves confront formidable foes for unimaginable rewards. Alternatively, you might end up spending an evening frustrating your dungeon master by eliminating key characters, obsessing over trivial items, and enhancing your own lackluster journeys. This is often where the most compelling narratives emerge, inspiring delightful chaos.
Blending elements of a Tabletop Game and RPG, you assume the role of a cleric tasked with investigating the destruction of a tea house in the city, all while preparing for an election scheduled in five days. You’ll engage in conversations (and occasional battles) with locals, uncover truths, and influence the election’s outcome. Or perhaps you’ll simply need to fend off a few seagulls. The path you choose is yours to determine, but akin to D&D, your success hinges on the roll of the dice, and failure comes with consequences.
“I wanted to do something completely different”…an esoteric decline. Photo: Christoffer Bodegård
“The available options in the game met my expectations,” shares writer and developer Christopher Bodegaard. This is especially noteworthy as every interaction feels delightfully open-ended, even within the game’s confined spaces. All dialogue choices and interactions with random objects have been carefully crafted by Bodegaard to impart a sense of freedom in a limited environment. The essence of D&D, where players undertake unexpected actions, beautifully intertwines within the game.
As a cleric, while you may have detective duties, you also possess the ability to cast spells to read minds, gain advantages, and even communicate with the dead to unveil alternate investigation paths. Your character is entirely customizable, allowing you to personalize accessories and traits using classic D&D attributes like charisma and strength. You can enhance your power, but remember: success in battle relies on more than just might; if your intellect is lacking, you may struggle to procure truthful answers.
“I reached a point where I played so many D&D sessions. Why not create my own setting?” Bodegaard reflects. “I aimed to offer something entirely unique. It’s about taking D&D and shaping it into a nuanced world of decline, viewed through a peculiar, almost realistic lens—as if those spells truly existed.
On the surface, Norvik may appear as a compact medieval city, yet it genuinely comes to life through meticulous attention to how various factions and citizens interact. The only fantastical element involves monsters working in shops. Bodegaard emphasizes his dedication to enriching the setting and diversifying interaction choices, stating, “As long as I enjoy what I’m writing, I can continue; otherwise, boredom halts the process.”
hEre Admission: At 37 years old, I still haven’t learned to drive. In the summer of 2021, I attempted to learn, and during my second lesson, I asked the instructor if he played a lot of video games. When he replied, “Yes,” he remarked, “I thought so.” I don’t have free time. Sadly, countless hours spent dominating friends and family in Mario Kart and wreaking havoc in Grand Theft Auto didn’t translate into actual driving skills. I enjoy racing games precisely because of their unrealism.
Without a license, I cycle everywhere on my gigantic orange bike, which can fit both my kids in the back. It looks absolutely ridiculous. Picture me next to a middle-aged man clad in Lycra, zooming past on his sleek carbon fiber bike. That’s not a ride I would take to rural areas or down mountain trails. Thus, I often find solace in video games.
Surprisingly, there aren’t many bike-themed games, but my long-standing affection for them mirrors my passion for virtual golf. One of my favorites is the Solitary Mountains. Downhill presents a stunningly realistic trajectory down increasingly perilous mountains, paired with minimalist nature sounds and the clattering of my bike on rocks. Another delightful cycling adventure is Knights and Bikes, which has an 80s summer vacation vibe, following kids exploring an island on two wheels.
Pedals to metal (not)… the world of wheels. Photo: Messhof/Steam
Recently, I’ve been enjoying Wheel World, a creation of California developer Messhof (also known for the classic 1-on-1 fencing game Nidhog). In this game, I navigate islands on a handlebar racing bike, keeping an eye out for hidden paths and ramps while competing against local riders. It feels like a low-octane, cartoon-colored version of Forza Horizon on two wheels, encapsulating both the freedom and peace of cycling without the stress of controlling a car. Instead, I simply ride.
I’ve been dealing with a troublesome injury for most of the year (hence my absence from the newsletter). Wheel World soothes my nerves. Players must first be chosen by an ancient bike spirit to race the island’s fastest champion and reclaim mystical bike parts. While it’s not particularly challenging—I’ve won most races—it still manages to capture the essence of cycling through towns that share the road with tractors and semi-rural farmland. You can take your time without worrying about sticking strictly to paved paths.
Although I’ve experienced other racing games like Wheel World, none have felt quite like it. The game’s design reassures me completely. It’s a realm devoted entirely to the celebration of biking, free from complications or distractions. Customizing my ride is a joy (especially with vibrant color options), and while new parts subtly alter the pedaling experience, the energetic soundtrack heightens the atmosphere during races, yet mellows out for peaceful exploration. Five hours in, I found myself overqualified for the final race but opted to continue exploring the delightful terrain designed for two-wheel enthusiasts.
At times, in moments of physical or emotional recovery, a captivating game to lose yourself in is essential. Other times, a brief, uplifting experience is what you need. Wheel World helped me miss my real bike a little less.
What to Play
Top Gear…Metal Gear Solid Delta: Snake Eater. Photo: Konami
Longtime readers know I’ve been critical of Hideo Kojima’s games, but critic Tom Regan is excited for the impending release of Metal Gear Solid 3, rebranded as Metal Gear Solid Delta: Snake Eater. “Snake Eater is an apocalyptic Metal Gear, a Cold War escapade, heading towards a James Bond-esque apocalypse,” he describes. “Kojima’s admiration for Hollywood is evident, and while his work often turns into sprawling epics, this game remains his most cinematic creation.”
Available on: PC, PS5, Xbox Estimated Playtime: Approximately 20 hours
What to Read
Snail’s Pace… Hollow Knight: Silkson has been in development for seven years. Photo: Team Cherry
According to Bloomberg (£), the long-awaited Hollow Knight: Silkson took seven years to develop because the team enjoyed the process too much to stop. “We might have continued indefinitely,” William Peren from Team Cherry said.
An incredible quote from Sony PlayStation chief, Harmen Halst, from a Financial Times Interview (£), after last year’s Concord incident: “For us, when we fail, we want to fail early and cheaply.”
Last week, Gamescom broke attendance records with 357,000 visitors in Cologne. According to the organizers, this proves that face-to-face gaming events are finally returning to stability post-pandemic.
A long-lost tale… the story of a vagrant. Photo: Square Enix
Leader Tom presents this week’s question:
“With all these remakes emerging, what games do you wish to see (me included)? “
We all have that one game, right? We know that if someone gave it the green light, modern technology would enhance it positively. Although Vagrant Story isn’t entirely forgotten, Square Enix has been preserving its catalog, especially with a grand remake following in the footsteps of Final Fantasy VII. Naoshima Yoshida from Final Fantasy XIV has claimed it as one of his favorites, so there’s at least a 50% chance for a re-release. I held onto hope that it might surprise fans at one of the major annual showcases.
We’ve revisited highly sought-after remakes over the years, so why not ask again: Are you still waiting for someone to revive it? And if you have another question for the question block, or feedback on the newsletter:Please email pushbuttons@theguardian.com.
A wise fictional character once remarked that war never changes, and if you experience Snake Eater, it’s hard to disagree. Konami has reimagined the 2004 Cold War PS2 classic, swapping “three” with “Delta,” but this remains the jungle adventure you remember. Without Kojima, Konami has maintained the essence of this chaotic masterpiece while channeling its energy into stunning visuals and smooth, modern controls.
In terms of PS2 titles that feel like contemporary releases, Metal Gear Solid 3 tops the list. Transitioning the series into vast outdoor settings, Kojima maximized the aging power of Sony’s console. To modern players, these environments were expansive. However, revisiting the water-logged swamps of Tselinoyarsk in today’s open-world gaming landscape, the once seemingly endless jungle feels rather quaint.
A potential playfulness… Metal Gear Solid Delta: Snake Eater. Photo: Konami
Thankfully, the charm and vibrant characters inhabiting these mosquito-infested playgrounds remain as plentiful as ever. Every path you tread is filled with playful opportunities. The snake slithers through the mud, sniping wasp nests and dispatching nearby patrols before leaping from cliffs. Vultures descend on foes under the scorching desert sun, and you can even shoot the transceiver of a guard to thwart a backup call. It’s these intricate systems and ambitious narratives that lend a grander feel to the modest maps.
As for the narrative, Snake Eater retains its edge, interspersing real-world historical footage from the Cold War before pitting you against various foes. Long-time fans la-li-lu-le-lo aside, newcomers might find the relentless opening cutscene somewhat intrusive. The prologue periodically takes control from the player, inundating you with tutorial text between short playable segments, but it ultimately culminates in a barrage of fitting nouns.
Fortunately, once gameplay begins, Snake’s Soviet journey feels exhilarating. Purists can opt for classic top-down views through legacy modes, but modern controls provide a truly revolutionary experience, transforming the once-clumsy snake into a lethal killing machine.
Despicable Shenanigans… Metal Gear Solid Delta: Snake Eater. Photo: Konami
Moreover, there are some exciting new features for seasoned veterans. The newly introduced optional compass efficiently points toward your target, while pressing the D-PAD allows for quick access to the codec and camouflage adjustments on the fly.
Speaking of camouflage, the survival system in Snake Eater is perhaps its most significant legacy. Kojima’s groundbreaking hunting and injury treatment mechanics continue to influence modern games, setting the groundwork for today’s popular survival genres. Though some elements may feel dated compared to current standards, they add an appreciated layer to Snake’s escapades.
The island’s playful meta-narrative continues to thrive, offering engaging gameplay choices. From the ability to eliminate an early boss long before their intended encounter to a boss fight that revolves around your accumulated bloodlust results, few modern titles embrace this level of interactive storytelling.
Despite its cinematic aspirations, Snake Eater excels in its quirks and video game absurdities. Items drop from defeated soldiers, hidden frogs leap as you shoot, and camouflaged rubber ducks lurk in every nook and cranny of the environment.
Delta serves as a stunning showcase for the PS5 Pro, becoming one of the few graphical highlights amidst Sony’s high-priced offerings. The cinematic splendor of last year’s memorable sequences comes alive with breathtaking 4K visuals. Still, not everything has aged gracefully, particularly Eva’s cleavage cutscene, which reveals the game’s roots in 2004.
Some elements could benefit from a revision. While players will not soon forget the iconic final confrontation, the rushed ending feels like a missed opportunity to cohesively tie up loose threads, suggesting Konami’s interference in this critical area and leaving it feeling anticlimactic.
Outside the primary gameplay, there’s a fun monkey escape mode and an additional secret feature that I won’t spoil. The only entirely new mode, the Foxhunt multiplayer component, has unfortunately arrived post-launch and currently feels somewhat unfinished.
Snake Eater is a refined and slick chapter in the Metal Gear saga, resembling a Cold War caper fit for a James Bond film, replete with apocalyptic undertones. Kojima’s affection for Hollywood is evident, often spilling over into unwieldy epic narratives, yet this game remains his most cinematic achievement. It’s silly, tightly packed, and delightfully campy, meandering toward absurdity with sublime stealth. The legendary voice acting seamlessly merges Cold War fantasy with anime-inspired antics.
If you reminisce about the Metal Gear Online glory days when the free Foxhunt mode launches later this year, it could elevate your score. If not, Snake Eater remains a melodramatic joy and serves as a fantastic introduction to one of gaming’s most illustrious masterpieces.
With the rise of retail simulators, the gaming landscape has become quite dense. On the Comet Trail in Stardew Valley, this genre flourishes, featuring protagonists who revive their lives and careers in a semi-rural setting filled with pastoral charm, often taking on blue-collar jobs. Players engage with the locals, influence their lives, and resolve community issues—perhaps even uncovering a mystery or two. They might even find love along the way. Essentially, these characters are pixelated heirs to the legacy of Harvest Moon, yet recent titles from Crinkle Cut Games offer a slightly different take on the cozy shop simulation experience.
In Dissevery, you find yourself taken under the wing of your cunning aunt and joining the franchise’s supermarket brunch initiative. The game’s unique twist focuses on building up local supermarkets rather than community centers, given the quaint absence of roadways in Stardew Valley. Dissiventy weaves a narrative focused on revitalizing the economy of a small town, balancing sharp challenges within a cozy game framework.
Sharp elements…discounts. Photo: Crinkle Cut Game
The aspect of building a supermarket is indeed satisfying. Stock your store, open its doors, and let the customers in. The till system initially functions like a tricky little math puzzle, but it evolves into something more intricate as you progress. Speed becomes crucial—you’ll need to keep customers satisfied, ensure shelves are stocked, floors are tidy, and everything runs efficiently. After a busy day, the store closes, allowing you to breathe, clean up, and retreat to a cozy trailer outside your aunt’s grand home. Aunt Terror is a savvy businesswoman with grand ambitions, and you’ll need to navigate her disputes with the locals, some of whom she dismisses to let you take charge. This unique tone is quite refreshing; it strays from the typical cute aesthetic, focusing instead on supermarket management rather than a whimsical farm life.
The graphics can be somewhat misleading. While the pixel art may initially suggest a sweet and innocent vibe, the town you inhabit is far from pristine. There are dilapidated docks, shuttered shop fronts, and peeling posters on the walls, hinting at a deeper narrative. Even the music complements this atmosphere, providing ambient yet engaging background sounds that enhance the overall experience.
Consulting with locals involves addressing their concerns, often requiring some tact due to your aunt’s tricky nature. This task carries significant responsibility and demands intense focus. At times, the controls can feel a bit awkward. I found the touchscreen options on the Steam Deck somewhat challenging to navigate, particularly in the early game stages where there aren’t many options and you’re juggling basic tasks. However, the initial resistance isn’t overwhelming. I was impressed by how the challenges gradually become more manageable, emphasizing the rewarding nature of everyday tasks.
Dissiventy serves as a noteworthy addition to the cozy life simulation genre, presenting a hands-on experience filled with ambition. It deviates from typical tropes while maintaining an engaging focus. While romance may not be a primary theme in managing a supermarket, there’s plenty to accomplish, ensuring it still offers an enjoyable gaming experience.
y
It’s unforgettable—the first time you play a Metal Gear game. Among them, Konami’s iconic stealth series is epitomized by the 2004 installment, Snake Eater. This initial chapter and its sequel acted as a reboot. Initially aimed for the PS3 due to its ambitious technology, it was eventually released on the PS2. The writer-director, Kojima, sought to take the gravelly-voiced protagonist, Solid Snake, out of the shadowy military bases and into the great outdoors. With elements like food hunting and broken bones that could be reset, Snake Eater felt far more grounded and immersive compared to PlayStation games of the 2000s.
Despite Snake Eater’s significant transformations, one classic aspect remains unchanged—stellar voice acting. In Konami’s upcoming remake, Metal Gear Solid Delta: Snake Eater, all the iconic, absurd lines from the original script are preserved. Enhanced with modern controls and stunning new graphics, Delta more closely resembles a 4K restoration of a beloved film than a standard remake akin to the latest Resident Evil titles.
“To their credit, Konami wanted to maintain the authentic experience,” says David Hater, the voice of Solid Snake. “They aimed to ensure it felt like the original, while still leveraging today’s technology.”
“Very cinematic”… Metal Gear Solid Delta: Snake Eater. Photo: Konami
Hater, who also penned the scripts for the 2000s X-Men films, takes immense pride in his portrayal of Solid Snake, a role achieved through the unique recording process of his eccentric performances. “For my first Metal Gear Solid, I recorded in an unusual house in Hollywood,” he reflects. “There were five microphones set up and it was just me and the other actors.”
This atypical setup was in stark contrast to the usual individual recording method, where voice actors would record separately, and their performances would be pieced together afterward. Hater found this collaborative approach to be incredibly effective. “I insisted my contract required me to record in this manner for all the Metal Gear games; I’d be in the booth alongside other top voice talents for months at a time.”
By the time the actors recorded their roles for Metal Gear Solid, the storyline was nearly finalized. However, for Snake Eater, they received only cues, leaving much of the visual imagination to the voice talent. “We had no visuals,” says Hater. “It was challenging to grasp the full impact of what we were creating at the time.”
“I know why you go back to it over and over again”… Metal Gear Solid 3: Snake Eater. Photo: Konami
This shared experience resonates with Lori Alan, who voices The Boss, a key character in Snake Eater. “This is where the voice director showcased his remarkable skills,” Alan shares. “The recording sessions were intense. After a session, you’d exit saying, ‘What a ride!’ as the director would quietly remind you, ‘You love him. You trained him. You’ll betray your country!’ It was astonishing, and left you feeling completely drained.”
As Alan departed the booth while Hater was recording, she didn’t fully grasp the impact of the character she embodied. “I have a devoted fan who once sent me a clip, but I’ve never played it,” Alan admits. Over two decades later, she finally experienced the iconic role she helped create. “We were filming promotional videos for the remake,” Hater recalls. “Lori mentioned she wanted to know what we did back then, but it was hard to convey! So, I sent her the complete cutscene from the game… A couple of hours later, I received an emotional call from her. She was in tears, saying, ‘Oh my god! I didn’t understand before, but now I get it.'”
“It’s incredibly cinematic,” Alan adds. “The depth of the relationships stands out, giving me chills. I found myself completely engaged in the storytelling, as one would when reading a captivating novel or watching a compelling film.”
“We didn’t need to change anything great from the original”… Metal Gear Solid Delta: Snake Eater. Photo: Konami
Beyond some audio refinement and adjustments to fit the new control system, the cast confirms that no additional material was introduced in Delta. “I like to think I’ve become a better actor since then,” Hater muses. “Yet, these recordings had to align perfectly with the original, making it surreal to step back into the booth and reprise the same role after 20 years.”
Hater and Alan aren’t alone in revisiting the jungle—Cynthia Harrell, the original singer of Snake Eater’s theme, has re-recorded the iconic anthem for the remake. Harrell noted that she recorded her vocals with little direction. “That final scene, with the song playing as she dies, the red petals falling… I still cry 20 years later.”
Decades later, that moment remains powerful. Following an emotional climax, players are given the choice to pull the trigger. “I wished there was an option to shoot her in the leg instead,” Hater admits.
The ongoing separation between Kojima and Konami means that the original Snake Eater director isn’t involved in Delta, yet the publisher has engaged and retained members from the original development team. “For me, that thrill and surprise felt like the first time I played, 21 years ago, and that’s the experience we aimed to replicate,” shares Yuji Korekado, a producer on Delta and a former team member. Fellow producer Okamura Noriaki emphasized the intention to maintain creative integrity: “We concluded that adding twists or new plot elements was unnecessary; the original was already exceptional.”
As a new generation grows up unaware of the significance of Revolver Ocelot, Hater views Snake Eater Delta as the ideal reintroduction to one of gaming’s most revered franchises. “Someone asked me last night why they started remastering with No. 3,” he mentions. “That’s because it’s the best, you know? The characters are incredible, and the storylines are profound. These are some of the most tragic and beautiful moments in gaming history. It’s akin to living through a cinematic masterpiece for 60 hours.” 1.
The demonstration opens with the success of lawyer Kuiri, who has just presented an argument in court advocating for the rivers of a fictional Indian city, Mujiris, to possess the same rights as individuals. Kuyili cites legal precedents, noting that businesses can represent themselves in court just as people do.
The thrill of this landmark triumph is short-lived, as a massive oil spill contaminates the river, igniting flames and releasing toxic smoke that engulfs nearby areas. Realizing the catastrophic impact of such pollution, Kuyili and her team embark on an investigation.
Everything Ascends is fundamentally a deck-building game centered around oral debates. To equip for crucial discussions, we initially dispatch Kuyili and her colleagues to gather insights from community members. These excursions will yield your game cards. Claim cards evoke different emotions, each holding varying credibility depending on the gathered information. For instance, if you assert that a company’s illegal waste disposal causes river pollution, you can challenge the other party; yet, if this claim lacks supporting evidence, it may be dismissed.
Initially, there’s much to grasp, but card-based interactions showcase the multitude of directions conversations can take. The Developer Speculation Agency draws inspiration from courtroom comedies like ACE Lawyers, where exclamations like “Object!” resonate! Achieving your aim is not always guaranteed here.
“Engaging in conversations involves partnering with others,” remarks Niels Monshower, co-founder and producer of the Speculative Agency. “In Dutch, we use the term gesprekspartner, which means conversation partner, emphasizing shared dialogue.”
Throughout conversations and information collection, characters expend emotional energy. This energy relies on what they can draw upon to either engage in behavioral actions or simply stay informed. “Observing the world around us brings about shared pain,” states story director Megna Jayance. “Every interaction, however, can instill feelings of empowerment, strength, and joy. Many people strive to make a difference. Don’t isolate yourself. Organize and collaborate. That’s where strength lies.”
Everything Rises isn’t confined to India. Each chapter illuminates environmental challenges in different global regions and highlights local resistance efforts. “We haven’t finalized our choices yet, but we’re considering Puerto Rico, the Netherlands, and possibly Nigeria,” shares Monshower. “The initial focus is on pollution, corporate exploitation, and corruption in local governance. Additionally, we are exploring themes like biodiversity loss, climate change, and seabed destruction due to mining.”
The Speculation Agency is preparing a Kickstarter campaign to fund the game, aiming to include countries where the developers reside. A significant influence for the studio is Joost Vervoort, an associate professor at Utrecht University in the Netherlands, who specializes in the intersection of gaming and sustainability. Vervoort’s Research Group Anticiplay has already examined how to integrate climate crisis themes into the game, aiming to empower players with factual insights about climate activity.
The team identified considerable room for improvement in how games address real-world issues. “In our initial discussions, we noted two primary categories of games tackling climate change, pollution, or social disruptions: Green God Games and Toxic Wasteland Games,” notes Monshower.
“Toxic Wasteland Games depict an inevitable collapse as the backdrop, conveying a message of despair. Green God Games place you in the role of an all-powerful entity deciding where to position the magical machine that cleans the pollution. Hero.”
Tackling such heavy themes can be challenging, but Jayance insists that the game is fundamentally enjoyable. The team even described it as “improperly joyous.” “It’s easy to argue that feeling joy in today’s world is inappropriate,” explains Jayance, who has leveraged his position in the gaming sector for advocacy. “Yet, Joy Powers Transformation. Likewise, anger is a prevalent emotion in the game. However, as a team, we believe that hope is the most constructive political reaction to the challenges we face.”
Ultimately, Everything Rises aims to demonstrate that it’s never too late to engage in activism, despite the formidable challenges that may arise. “Our ideal outcome for the game would be if someone felt inspired to take action,” said Jayance. “Activism encompasses more than just participating in demonstrations; I hope people feel encouraged to explore their options.”
In early August, just before the Major Black Ops 7 Preview event in Los Angeles, Mike Ibara, the former Blizzard president and current Microsoft executive, described the Call of Duty franchise as “lazy”. In a post on X, the experienced executive asserted that EA’s upcoming Battlefield 6 will “bootstomp” this year, pushing the team to “better FPS games.” Furthermore, Ian Proulx of Splitgate 2 echoed similar sentiments during a Gamefest presentation two months ago, reinforcing the perception of the franchise as a target of industry criticism regarding its endless sequels.
This isn’t the only criticism faced by the brand over its 20-year history. Despite selling millions with each new release (Black Ops 6 was the top-selling game of 2024), many players are frustrated with predatory monetization, an abundance of in-game bugs, and recent issues with creating content within the game.
One thing is clear amidst these criticisms: there’s a lot happening with Call of Duty Black Ops 7. Releasing this November, Treyarch’s latest installment features heart-pounding campaigns starring Hollywood actors like Milo Ventimiglia (This Is Us), Michael Rooker (Guardians of the Galaxy), and Keenan Shapka (Chilling Adventures of Sabrina). Players can enjoy up to four co-op modes and the return of the beloved twin-stick mini-game, Dead Ops Arcade. The new 20-player mode called Skirmish also promises a large dedicated map, wingsuits, and vehicles—just scratching the surface of what’s included.
The story intertwines Secret Wars, Psyops, and Tech Industry Paranoia… Black Ops 7. Photo: Activision
Following the success of last year’s Black Ops 6, Number 7 is somewhat of a spiritual successor to the beloved 2012 title, Black Ops II, featuring Ventimiglia as David Mason, the game’s resolute protagonist. Set in 2035, the game is packed with high-tech warfare, including a futuristic UI resembling augmented reality and a Boston Dynamics-style attack dog named DAWG. For the first time since Black Ops II, players can engage in the campaign with up to three friends.
Alongside the Black Ops narrative, the game incorporates themes of Secret Wars, Psyops, and Tech Industry Paranoia. The returning series villain, Raul Menendez, has engineered a new drug that induces hallucinations in its users. During a demo playthrough, the 405 highway in Los Angeles is depicted bending skyward like something out of a hot wheels truck, reminiscent of a moment from Batman: Arkham Knight. While players often speed through the campaign to reach multiplayer, the team has added an enticing new “endgame” feature, inspired possibly by MMORPGs. Completing the linear storyline grants access to a vast open-world map situated in the fictional city of Avalon, where players can utilize individualized abilities to unlock new loadouts and regularly updated tasks. “We’re redefining the campaign with Call of Duty,” states design director Kevin Drew.
Commuting to battles on the Wings… Call of Duty: Black Ops 7. Photo: Activision
The new connected progression system allows players to earn XP by participating in the campaign, leveling up weapons, and advancing through the Battle Pass for the first time. “There’s been a lot of talk about connection,” mentions the production director. “It’s easy to jump into the campaign with friends. Solo, people might ask, ‘Why haven’t you played the Call of Duty Campaign yet?’ but playing with friends offers a whole different experience.”
Of course, quests in Black Ops 7 are designed to be bigger and bolder than their predecessors, including a Zombies mode that offers the largest round-based map ever created by the team. Inspired by the Tranzit Map from Black Ops II, the latest iteration of the Undead Shooting Fest diverges from more recent zombie installments where players often went solo. Now, teamwork is crucial as players use vehicles to engage hordes and face alternate versions of classic characters like Richtofen, Belinski, Masaki, and Dempsey.
Moreover, the team is reviving the much-loved Dead Ops Arcade—a classic twin-stick arcade shooter embedded within the zombies mode. It’s a passion project for the studio. “Dave King, our CTO, is incredibly passionate about it for various reasons,” shares Miller. “We have many team members who have been here for over a decade, contributing to the evolution of Dead Ops.”
As for the online experience, there are 16 multiplayer maps ready at launch, upgrading weaponry (including 16 all-new guns), and players can share their killer loadouts with friends—featuring the new Peacekeeper M1 Hybrid SMG/AR or a striking econ 12 shotgun. With the Omnimovement System from Black Ops 6, players can now wall jump and explore vertical battlescapes further. Among the new abilities, the Drone Chalmers option stands out, letting players deploy drones to track down enemies, harkening back to the attack dog in Call of Duty: World at War.
Is Black Ops 7 a response to those who’ve critiqued the series’ laziness? “I don’t consider it a double middle finger,” says Matt Sconce. “I come from the community. I’ve been part of it since previewing DLC for World at War back in 2007. Throughout my career, I’ve kept the players’ perspective in mind.”
While the annual Call of Duty release may not transform the industry or redefine the beloved genre, Black Ops 7’s inherent value cannot be overlooked. The evolving view on modern FPS will likely continue to resonate, irrespective of what Battlefield presents.
A swift left hook, a front kick to the chest, a series of cross jabs, and the crowd erupts in cheers. However, it isn’t traditional kickboxing skills that determine the outcome of the match; instead, an attempted roundhouse kick goes awry, leading to the kickboxer from a prestigious university team tumbling to the floor.
While conventional kickboxing involves risks like bloodshed, sweat, and severe head injuries, competitors in Friday’s match at Beijing’s inaugural world humanoid robot game encountered a unique set of challenges, including balance, battery life, and a deeper philosophical purpose.
The compact humanoid robot named Kickboxer, entered by a team from a leading Chinese University of Technology, is part of the Jamboree—a humanoid event showcased at China’s latest tech gatherings. This government-backed competition kicked off after an audience of 12,000 national speed skaters, training for the 2022 Winter Olympics, performed to the Chinese national anthem on Friday morning.
“I came here out of curiosity,” remarked Hong Yun, a 58-year-old retired engineer seated in the front row. He mentioned that watching a robot compete was “far more thrilling than seeing real humans doing the same.”
The robot is set to compete in five soccer matches on the event’s first day in Beijing. Photo: Tingshu Wang/Reuters
The event showcases China’s proficiency in humanoid robotics, a sector prominently featured within the country’s artificial intelligence landscape. The promotional efforts are in full swing.
Similar to kickboxing, humanoids engaged in various sports, including athletics, soccer, and dance. One robot stumbled during a 1500-meter event, losing its head mid-course. “Maintaining [the head] was our goal,” shared Wang Ziyi, a 19-year-old student from Beijing Union University who was part of the robotics team.
A troupe of humanoid dance robots took to the stage during the 2025 Spring Festival Gala, a televised celebration that captivated nearly 1.7 billion viewers online.
One robot got derailed midway through a 1500m event as its head detached. Photo: Kevin Frayer/Getty Images
These social media-friendly activities reflect more serious geopolitical dynamics, highlighting the intensifying technological rivalry between the US and China, which may reshape the AI landscape.
This technology has become a pivotal factor in relations between the two nations. Despite the US’s continued lead in frontier research, Beijing is heavily investing in practical applications like robotics, partly driven by restrictions on Washington’s advanced chip exports to China.
Several cities, including Beijing and Shanghai, have created 100 billion yuan (around 1 billion pounds) funds for the robotics industry. In January, state-owned banks revealed plans to offer 1 trillion yuan in financial support for the AI sector over the next five years.
“If there’s a sector where [Beijing] has heavily invested, it’s this one,” noted Kyle Chan, a researcher at Princeton University.
The robot is seen being transported after a kickboxing match during the competition’s opening day. Photo: China News Service/Getty Images
There’s something inherently unsettling about witnessing a jerky, human-like robot with two arms and legs, being dragged out of the ring by a human operator.
In the realm of humanoids, the Chinese industry possesses many strengths. While US firms like Tesla and Boston Dynamics remain dominant overall, several Chinese companies—including Ubtech and Unitree Robotics, who provided the boxing robots for Friday’s match—are swiftly catching up.
Tesla relies on China for numerous components needed to produce its physical humanoids. According to investment bank Morgan Stanley, the China-based supply chain is projected to manufacture robots using a third of its non-Chinese suppliers. “It appears remarkably challenging to disentangle this area from China completely,” Sheng Zhong, head of Chinese Industrial Research at the bank, noted in a recent report.
The robot, developed by the Chinese firm Unitree Robotics, is seen playing traditional drums. Photo: Tingshu Wang/Reuters
Beyond just generating positive attention on social media, China envisions humanoids as potential solutions to challenges posed by its aging population and shrinking workforce. A recent article from the People’s Daily, the mouthpiece of the Chinese Communist Party, suggested that robots could provide both practical and emotional support to the elderly. “The vision for robot-assisted elderly care is not far off,” it asserted. Humanoid robots could also replace factory workers as China seeks to retrain its workforce for more advanced technological roles.
However, there remains a significant gap between humanoids that can stumble through a sports match and those capable of managing everyday tasks. Ensuring safe interactions with vulnerable populations represents another considerable challenge. “The home is likely one of the last environments where humanoid robots will be welcomed for safety reasons,” Chan stated. “Overall, I maintain a somewhat skeptical view regarding the humanoid explosion.”
A technician works on humanoid robots in the vicinity of the game. Photo: Kevin Frayer/Getty Images
Two significant obstacles to deploying technology that is useful beyond PR stunts are the complexity of human environments and the dexterity required to navigate them.
While other forms of AI, like large language models, can be trained using vast amounts of digital data, there are far fewer datasets available to train algorithms for walking through crowded restaurants or maneuvering stairs. China’s initiatives to integrate robots into everyday settings might assist businesses in gathering more data, yet that remains a major bottleneck, according to Chang.
Dr. Jonathan Aitken, a robotics lecturer at the University of Sheffield, echoed this sentiment. “The current AI state is not yet prepared for humanoids operating in uncontrolled environments,” he asserted.
While impressive displays, such as a robot jumping or kicking, showcase remarkable capabilities, executing mundane tasks—like using a knife or folding laundry—demands a level of finesse. Human hands possess approximately 27 “degrees of freedom,” enabling independent movements. In contrast, one of the most advanced models available, Tesla’s Optimus Humanoid, has only 22.
Nevertheless, China has defied the odds before with rapid advancements. Just a decade ago, the nation exported fewer than 375,000 cars annually. Today, China stands as the world’s largest automotive supplier, shipping nearly 6 million vehicles each year. In response, the European Union has raised tariffs on electric vehicles produced in China to curb this trend.
In China, both the government and the populace are firmly behind the push for humanoids. Zhan Guangtao attended the Humanoid Games alongside her two daughters on Friday. “It’s essential to expose my kids to advanced robotics from around the world,” Zhan remarked. “Such exposure broadens their perspectives.”
IYou were a soccer enthusiast who owned a computer in the early 1980s, and there’s one game that stands out in your memory. The box art featured an illustration of an FA Cup, with a photo of a cheerful man sporting curly hair and a goat beard in the lower right corner. That same image appeared in gaming magazine advertisements. Despite its basic graphics and primitive sound, the game was a perennial bestseller, enjoying years of popularity. This was “Football Manager,” the world’s first football tactical simulation. The man gracing the cover was Kevin Toms, the game’s creator and programmer.
The game’s inception story narrates how a passionate coder was holed up in his bedroom, crafting bestsellers for the ZX Spectrum and Commodore 64, eventually driving a Ferrari with the revenue generated. Toms, an avid soccer fan and budding game designer since childhood in the early 1970s, initially expressed his ambitions through a board game during a time when personal computers were not commonplace. “When my parents discovered my career aspirations, I told them: ‘Please ask if I can get a job as a game designer,'” Toms recounts. “They responded: ‘It’s just a phase, he’ll grow out of it.'”
Toms didn’t sway from his path. Through the 1970s, he honed his programming skills on corporate mainframes and also coded for a time at Open University. “It didn’t take long to realize that I could write a game themed around these interests,” he explains. “In fact, my first program was for a programmable calculator.” In 1980, Toms acquired a Video Jeanie Computer, primarily viewed as a clone of one of the early home microcomputers, the TRS-80. “I recognized that I could finally transform the board game concept for a soccer manager I had long aspired to create into a computer game,” he states. “There were two significant advantages: we could calculate the league table and the algorithms for arranging fixtures.”
“In the first few months, we sold 300 games”… Football manager for ZX81. Photo: Kevin Toms/Moby Games
Although the Video Jeanie never gained traction, Toms purchased a ZX81 with a 16K RAM extension and ported the game over. “In January 1982, I ran a quarter-page ad in computer and video game magazines, and it began to gain traction,” he recalls. “I still remember the thrill of opening my first letter. We sold 300 games in those early months.”
At that time, the game was quite rudimentary. There were no graphics, only text. Players had the option to select from 16 teams and play the role of manager, where they could buy players, influence team selection, and make adjustments throughout the season. You would start at the bottom of the old 4th division and work your way up. Toms crafted an algorithm that generated fixtures and determined match outcomes based on team statistics.
“The challenging aspect was determining player attributes,” he explains. “I assigned each a skill rating out of five, and wanted to ensure that you couldn’t simply purchase the best players and keep them for the entire season—there had to be a reason to rotate them. The more players you utilized, the higher the chance of injury.”
Toms aimed to integrate long-term strategy into the game, but the highlight feature became the most engaging aspect: the transfer market. The original version allowed players to sign one new player a week, but the selection was randomized, so one never knew who would become available. “Three midfielders would come up, and you’d need to evaluate their ratings to see if they met your team’s needs. Do you spend your budget now, or wait for a five-rated player who could take weeks to appear? That created a thrilling pressure.”
Inspired by Match of the Day… Soccer Manager Match highlight is Commodore 64. Photo: Kevin Toms/Moby Games
One significant challenge was memory. The expanded ZX81 had only 16K, making certain aspects, like team names, particularly troublesome. “It was a while ago when all the licensing issues came into play,” he notes. “My challenge was whether I needed to license names like Manchester United. The memory constraints meant I had to choose teams with shorter names, hence going with Leeds.”
Football Manager debuted during the nascent era of the gaming industry. Games were often sold via mail order or computer fairs. By 1982, however, high-street stores began taking interest in the burgeoning video game market. “Smith reached out and said, ‘We love your game, we want to stock it,’ and invited me to London. They eventually ordered 2,000 units. However, when I returned home, I realized their math was off—it was actually 10,000.”
Toms left his position at Open University and established his own company, Addictive Games. Later versions of the Football Manager for ZX Spectrum and Commodore 64 included additional features like match highlights that represented crucial moments like goals and near misses.
“It was inspired by Match of the Day. They capture the most exciting parts of the game,” says Toms. “I deliberately omitted the match timer from the screen, so players wouldn’t know how much time was left or if there was still an opportunity for another goal. This was an essential aspect of the design. A slight pause between highlights added to the tension.”
The game became a phenomenon, featuring on bestseller lists for years. My friends and I spent countless hours tweaking team and player names. “I didn’t fully grasp the impact of it all for quite some time,” admits Toms. “There was no internet back then. I would receive letters from players saying, ‘I played for 22 hours straight’ or ‘I failed my mock O Level because of the game.’ I later learned that professional footballers were also fans, including Arsenal striker Charlie Nicholas and Spurs manager Bill Nicholson, with Harry Redknapp serving as a mentor to competitive Football Manager players in 2010.”
Toms subsequently developed several other management simulations, such as Software Star, centering on the gaming industry. However, as Football Manager titles multiplied and the pressure increased, he eventually sold the company, stepped back from gaming, and returned to coding in business while traveling the globe. In 2003, Sports Interactive, the creators of the Championship Manager series, acquired the Football Manager name and rebranded their game accordingly.
“I had someone who played an original purchase for my kids”… Football Star Manager. Photo: Kevin Toms
However, the game was far from finished. A decade ago, Toms engaged with fans of the original game online and assessed their interest in a smartphone adaptation. The Football Manager legacy was revived with familiar visuals. The response was overwhelmingly positive, leading to the release of Football Star* Manager in 2016. Recently, he upgraded it again and introduced a PC version. “People enjoy it, and it resonates with them,” he says. “It’s central to my design philosophy: it may appear simple, but there’s subtle depth that keeps the interest alive. I’ve played through 500 seasons and my bank account now reads £5 billion. The balance is clearly well-crafted.”
Toms has evidently rekindled the spark that initially propelled his Football Manager into the gaming world four decades ago. He has ambitious plans for Soccer Star* Manager, as well as Software Star. “I still have many ideas yet to explore,” he affirms. “There are far more goals and concepts than I have time to implement at the moment. I’m not late; I’m determined to realize them, but it’s a matter of timing.”
wReflecting on childhood in the 1990s stirs up feelings of nostalgia. We roamed far and wide without supervision, rode our bikes, crafted burrows, and swam in streams. Post-school hours were spent crafting and playing board games; while the internet existed, my parents encouraged me to use a landline phone. Media was tangible—cassettes, CDs, VHS tapes—and often enjoyed together as a family. The memory of going to the video store to select a movie still thrills me.
These feelings are common, especially when you have a child of your own, and social media algorithms tap into this nostalgia. Three years post the birth of my son and starting a parenting column for The Guardian, I noticed my interest in “parenting in the 90s.” This phenomenon seems to have gained traction this year, with former 90s kids pondering how to raise their own children. It appears that significant technological advancements have resulted in valuable losses. But is it feasible to reclaim what was lost? And how have we adapted parenting since then?
“Absolutely, it’s a total pause,” states Justin Fromm, a father and content creator based in Las Vegas. We’ve created a very successful replica video store in one of the rooms in his house for his daughter. “The whole family would pile into the car, head to the video store, and wander the aisles, deciding what to watch,” he reminisces about his childhood. “It was exhilarating and filled with possibilities. Scrolling online doesn’t compare.” There’s something special about physically going somewhere to select a movie together, the long-awaited anticipation of finally watching it. It felt like a true event. “Everyone remembers the ritual of choosing a movie together in a blue and yellow themed store, the carpet, the excitement.”
Although not everyone has the space or budget like Justin, the motivations behind his choices resonate widely. “As a parent, I consistently shield my kids from content I don’t deem healthy for their minds,” he explains. “We lean towards older films and shows, primarily due to their healthier pacing. They are not overly mixed or stimulating.” His daughters adore classic films like *Harriet the Spy* and *Dennis the Menace*, with *George of the Jungle* being the current favorite. Likewise, I found myself gravitating toward 90s media thanks to my son, with *The Many Adventures of Winnie the Pooh* capturing my attention. The contrast between the narrative pace of 1997’s *Teletubbies* and modern programming is striking.
Justin’s acclaimed video room represents a conscious effort to define screen time, aligning with the 90s parenting ethos. “Back then, people criticized TV for damaging brains, but it had its place in the living room,” he notes. “Now, media pursues us relentlessly, everywhere. In my household, media consumption happens at specific times and places.”
Composite: Getty Images
As concerns mount regarding the impact of screen time, alongside various campaigns advocating for childhoods free from smartphones, it’s understandable that many of us are reflecting on the era just before everything changed. Some parents, such as schools, have introduced landlines for children, while a parent group in South Portland, USA, allows kids to call each other, thereby forming a “retro bubble” against screens. Browsing through 90s parenting-themed reels on Instagram (ironic, I know), I stumbled upon a video depicting adults and children participating in a backyard water battle, all organized via landlines, of course, as they left their smartphones in bowls atop a high cupboard. Back when we weren’t glued to screens, our summers were often spent engaged in extensive neighborhood water fights, with mothers signaling the action when they appeared with buckets or garden hoses.
Jess Russell strongly values the importance of play. A former primary educator and special needs coordinator, Jess stays at home with her two children, aged one and three, and actively promotes learning through play on her Instagram account @playideasforlittles. “I grew up in a rural setting, always outdoors. My mother was a stay-at-home parent, and we engaged in numerous arts and crafts,” she shares, striving to replicate this experience for her children. They spend ample time playing in the garden, engage in board games like *Hungry Hungry Hippos*, and watch TV as a family.
Part of Jess’s motivation for her current lifestyle stems from her disillusionment with educational directions that steer away from play and towards outcome-oriented systems. She feels fortunate to be at home with her children, a choice more attainable in the 90s when single incomes could usually support housing expenses. I share similar sentiments about working part-time. The nostalgia for the 90s reflects the struggles modern parents face trying to balance work and family time, all while fostering a playful environment.
It boils down to more than just screens; it encompasses connections, family moments, and shared time. “Parenting in the 90s exemplified ‘slow’ parenting,” Jess observes, explaining that days weren’t packed with scheduled activities. Boredom, as emphasized by Melanie Murphy, a mother of two from Dublin, is vital. Instagram: “Your Nostalgic Millennial Mom’s Friend”. “Those extended, unstructured periods were a surprise gift. I desire that for my children. I don’t want an overly scheduled life for them.”
Composite: Getty Images
When her two- and four-year-olds experience boredom, their imaginations are activated, Melanie recounts. “They construct forts, turn floors into lava, and convert tables into dragon nests. We don old clothes and delve into dirt in search of bugs. They prepare meals and tidy the house… We groove to music and have dance parties. We watch my childhood DVDs on the projector. Sure, structured activities and adult-led plans create chaos, but as long as the kids are content, I’m fine with it.”
Certainly, kids from the 90s would chuckle at this. One humorous video highlights the absurdities of 90s childhood, featuring a kid dashing after his mother in a changing room and giving himself a haircut in the kitchen. When I ask a friend if her parenting style resembles that of the 90s or if she knows someone whose does, she ponders: “Hmm, like sleep training, lots of TV, and burnt pancakes.”
She’s spot on. Yet, each advocate of 90s parenting I encounter acknowledges the allure of rose-colored glasses. I ask Melanie what elements of the 90s she’d prefer to leave behind. “Physical discipline. You were taught to ‘toughen up’ emotionally rather than to process feelings holistically,” she says, pointing to practices like sleep training and the “naughty step.” The negatives included “secondhand smoke everywhere, mental health neglect… The gender stereotypes were overwhelming, alongside diet culture and ultra-processed food norms.” Her mother counted calories with Weight Watchers, and even back then, Melanie found herself counteracting with junk food. Best left in the past. She also emphasizes that not every family enjoys movie nights together; for some, media consumption lacks supervision, and children might encounter highly inappropriate or traumatic content.
At times, the carefree approach of 90s parenting can veer towards negligence. Yet, I cherish how “free-range” my childhood was. Justin shares similar sentiments. “My parents weren’t always aware of my whereabouts, and that was okay,” he recounts. “I got hurt sometimes; my kids occasionally break their bones. We learned to avoid the actions leading to those breaks.” (Indeed, I broke my bones too.)
Composite: Getty Images
“That type of risk-taking is crucial; it’s how kids learn to assess situations. We’ve been scrutinizing our childhoods so much lately that we need to reclaim those teachings,” he remarks. He believes there’s been an overcorrection, and people “hunger for something freer, something resembling non-fear-driven parenting.”
In essence, we are in pursuit of balance. “We are more informed now—about emotions, neurodiversity, health, and nutrition—which undeniably has its merits,” adds Melanie. “It’s not a time machine I yearn for, but a beautiful fusion of the relaxed spirit of 90s parenting blended with today’s emotional intelligence.”
I thought it would be insightful to converse with someone who actually parented in the 90s, so Jess connected me with her mother, Lynn. “I savored those moments with my children, cherishing every hour spent outdoors or with friends,” she reminisces about the long days. She emphasizes that stores closed on Sundays, a simple joy allowing family time. “Many parents today yearn for that simplicity in family bonding.”
Composite: Getty Images
“We lived in a modest two-bedroom home and managed just fine… Now, it seems people must meet a certain living standard. That pressure is something I truly regret for them.” When I ask Lynn if there’s anything she admires about today’s parenting, she struggles to pinpoint anything specific. “I genuinely respect the balance modern moms seem to achieve. I never had that. It was undeniably straightforward.”
Initially hesitant about the concept of 90s parenting, Jessica admits it felt somewhat sentimental and was likely fueled by millennial nostalgia on social media. Yet, if that’s true, why write this? Is it sadness stemming from the fatigue of juggling work and parenting (especially with her son’s struggles to sleep)? Even reminiscing about the 1996 classic *Space Jam* evokes deep emotions tied to selecting a VHS at the local store. I can’t shake this longing for simpler times, perhaps indicating a need for more fun in my life. I’m thinking it might be time for a water fight. Who’s ready?
Parent-Child Relations: Rhiannon Lucy Cosslett’s Baby Raising Published by September Publishing (£18.99). Get support from The Guardian and reserve your copy Guardianbookshop.com . Shipping charges may apply.
oIn time, this industry reached a standstill in a game of this nature. The single-player story-centric action experience intertwines weekend choreographic sequences with expansive worlds brimming with an enticing array of collectibles.
Indeed, the old country lacks fresh concepts for the cover shooter genre. Hangar 13 already released a remake of the original Mafia: The City of Lost Heaven in 2020, yet in this installment, it often feels as though the studio has recycled it in a new setting. Both the narrative and the framework of individual missions seem to honor Fedora, reminiscent of its 2002 classic.
You can see where this is going… Mafia: Old Country. Photo: 2K Game
A classic scenario: Mission trope “Win the race to impress your don.” This chapter was notorious in the original Mafia, as racing vehicles from the 1930s were notoriously tricky to manage and racing itself was rather uninviting. However, it presented a sophisticated multi-tiered mission filled with obstacles, thefts, and unexpected betrayals. In Mafia: Old Country, you’re merely cruising through a town prepping for the race, with the don needing a replacement rider, which offers a serene ride along a route filled with real challenges. While such experiences might have faced criticism a decade back, the scarcity of games like this today leads us to overlook basic mission design and rather appreciate its storytelling and the setting it represents.
It is the year 1904, and you embody Enzo Faraba, a young man down on his luck without family, working alongside peers in a sulphur mine, dressed in a yellow-dyed rag and sporting a shaved head. While the working conditions in the mine are dismal and perilous, Enzo contends with cruel employers, earning the ire of the local ‘businessman,’ Don Laggero Spadaro, who owns the mine. Fear not—after a narrow escape, he finds refuge with Don Trici, a rival of Spadaro who values the courage and diligence of the young man. You can see where this is leading.
A vibrant setting… Mafia: An Old Country. Photo: 2K Game
Next, you experience the typical quest for dominance within the criminal underworld, expressed through knife fights and vintage-style shooting with reloadable firearms. Local businesses are noncompliant. Workers are striking. Thieves and rival families threaten your reputation. You navigate environments where waist-high cover positions are conveniently placed, allowing for tactically advantageous standoffs.
Credit where it’s due: Enzo and his comrades’ missions aren’t solely about violence. Occasionally, you’ll employ stealth, tossing coins and bottles to divert guards away from your path. There is ample horseback riding and car driving, accompanied by rich dialogues that enhance the context surrounding your actions. While these non-combat mechanics may not be particularly thrilling, this is a mafia-themed game—not designed to be a grand, systemic experience, but rather to narrate the tale of a gangster.
Despite the odds, it manages to succeed in its endeavors. However, it accomplishes this through storytelling rather than intricate plots. The rhythm is predictable. Memorable moments neither stem from witty dialogue nor dramatic turns of fate, nor are they rooted in evocative historical specifics. There are scenes of peasants raiding the pantry and heaps of citrus fruits piled in the fields. Workers stamping grapes in the Torrisi Vineyard. Authentic recipes for Spezzatino di Maiale resting on the kitchen counter. The Sicilian dialect makes fleeting appearances in every conversation (it’s highly advisable to use English subtitles to enhance understanding amidst Sicilian audio). This game demonstrates thorough research, successfully portraying cultural and historic contexts rarely explored in previous titles. It earns its title as a mafia game—it embodies this well: a tribute to the old country.
Knife fights and gunplay do operate effectively, yet I find the missions a bit too simplistic compared to a franchise once celebrated for its dynamic pacing. Nonetheless, despite these caveats, it’s worth engaging with for the allure of its setting and the undeniable passion it holds for its bleak subject matter.
The rapper 50 Cent (born Curtis Jackson) became a household name in 2005. British classrooms were filled with teenagers sporting Jackson’s G-Unit attire, while his catchy tracks dominated the airwaves. His remarkable journey—from surviving being shot nine times to becoming one of the world’s biggest hip-hop stars—is the stuff of legends.
That year, 50 Cent sold over a million copies of his sophomore studio album, *The Massacre*, in just one week. To capitalize on this superstar’s success, his label Interscope Records devised a dual strategy: a Hollywood biopic (*Get Rich or Die Tryin’*) and a licensed video game, *50 Cent: Bulletproof*, both set for release by November 2005. “It feels like an action movie,” he remarked.
The game, developed by a British company previously known for the *Fight Club* tie-in, aimed to create a thrilling escape through the 128-bit era. Unfortunately, the project only lasted 11 months. “I remember arriving at the office at 7am and not leaving until around 11pm,” recalls game artist Hanlandawa. “We all lived on a KFC diet. 50 Cent became my obsession. I even read a doctor’s report of his shooting.”
Game designer Haydn Dalton added, “It’s amusing because this game revolves around guys from the hood, yet here I am—a white guy from northwest England—writing the in-game dialogue.”
Take a photo first and ask questions later… Photo: THQ
As of November 20th, this year, 50 Cent finds himself embroiled in a shadowy underworld filled with dangerous terrorists, vicious biker gangs, and mobsters. He navigates the cityscape—shooting first and asking questions later—tracking down the individuals who shot him and aiding his G-Unit crew (including Tony Yayo, Young Buck, and Lloyd Banks).
Similar to the *A-Team*, each G-Unit member provides unique skills (Yayo as the explosives expert, Banks as the lock-pick). The script, penned by *Sopranos* writer Terrence Winter, features cinematic cutscenes where 50 Cent interacts with the corrupt Detective McVicar, adding to the game’s intensity.
He voices a corrupt cop, spurred on by Madcap Eminem, who constantly demands cash to fund his children’s expensive karate lessons. Accompanying the troubled McVicar is Dr. Dre, providing the voice for a hardened arms dealer, who cryptically remarks “it’s serious shit” every time 50 Cent purchases a rocket launcher. The game is further enhanced by a soundtrack filled with licensed 50 Cent tracks, pushing players to immerse themselves in the action while songs like *Wanksta* play in the background.
“We were fortunate because 50 Cent felt like more than just a rapper—he felt like a superhero,” explains game director David Broadhurst. “The goal was to make him the Black James Bond.” However, Broadhurst acknowledges that the UK development team missed out on some of the glamour and sheen of the project. “Vivendi kept us somewhat distanced from both 50 Cent and G-Unit. All audio was sent to us. I remember how invested 50 was in vitamin water, which meant I had to include drinks in the game as purchasable items.”
50 Cent concept art: Bulletproof. Photo: Vivendi Universal Games
Randhawa recalls unique requests too, such as G-Unit member Tony Yayo, who constantly sought revisions to perfect his character’s appearance. “I knew I did a good job on Yayo,” laughs Randhawa. “The executive producer even remarked that other G-Unit members thought I completely captured Yayo’s distinct look!”
According to Dalton, the initial vision for *50 Cent: Bulletproof* leaned toward an open-world format similar to *Grand Theft Auto: San Andreas*. Early iterations allowed 50 to navigate the subway system to traverse New York City, but tight deadlines necessitated a more straightforward experience. Dalton elaborated, “One of our concepts was to have 50 managing street-level employees, raising drug funds for him.”
Unlike other rap-themed games such as the *Def Jam Fighting* series, which often portrayed rappers as adversaries, *Bulletproof* presented 50 Cent in a hero’s role. “It was refreshing to see a project where rappers were depicted as complete heroes instead of anti-heroes,” commented Sha Money XL, a former executive producer at G-Unit Records.
“If I filmed a G-Unit in 2005, we were ready to roll.” Photo: Vivendi Universal Games
Sha Money XL led the soundtrack for *50 Cent: Bulletproof*, acknowledging that the game’s title could easily be perceived as inciting violence by some of 50 Cent’s adversaries. “Perhaps some wanted to test whether 50 Cent was genuinely bulletproof. But if they were filming G-Unit in 2005, we were prepared to shoot.”
This polarizing aspect likely explains the mixed critical reception of *50 Cent: Bulletproof*. The game garnered a mere 52% score on Metacritic, with reviewers pointing to its cumbersome aiming system. Broadhurst believes there was an underlying bias against productions led by black heroes.
“It was evident that many reviewers didn’t fully engage with *Bulletproof*,” Broadhurst remarked. “Maybe they had issues with the black hero who was associated with licensed games or had ties to the drug trade. I’m still surprised that when people picked it up, they found it surprisingly enjoyable.”
Plans for a direct sequel to *Bulletproof*, focused on urban conflict and G-Unit’s survival in America amidst a Civil War backdrop, were scrapped. However, *50 Cent: Bulletproof* paved the way for the 2009 sequel, *50 Cent: Blood on the Sand*, which has since gained a reputation as an underrated title.
These two titles featuring 50 Cent did not spark a wave of hip-hop video games. Dalton reflects, “50 Cent was truly the last global mainstream rap superstar. Despite our game generating significant revenue, the genre hasn’t produced a clear successor in terms of rap games.”
A complicated licensing agreement makes a remaster of 50 Cent unlikely. However, for those looking to relive 2005, securing an original copy on eBay is a must.
Dalton concludes, “Yes, our game was sprung together quickly, but I have no regrets. If you check Reddit, you’ll find a nostalgic community reminiscing about what we created. I doubt a Drake game would ever reach the same popularity, especially if it lacked the grit of earlier titles.”
I spent 85 hours immersed in Death Stranding 2 before it hit me: what I was experiencing was an apocalyptic nightmare unfolding on an Earth plagued by a Death Monster. Yet, I found myself treating it as a delightful game. For countless hours, I navigated a photorealistic landscape in a pickup truck, delivering packages to remote communities and constructing new roads. My motivation to complete the main storyline was purely to unlock additional map regions, allowing me to connect with new characters and expand my road network. It felt blissful and entertaining.
I’m far from the only one indulging in games like this. The “Cozy Games” niche has flourished into a vibrant cottage industry over the past five years, featuring countless indie titles that captivate a passionate community. Successful crossovers like Minecraft, Stardew Valley, and Untitled Goose Game have set the bar high. This month, Steam offers a variety of charming titles including Cat’s Post Office, delightful food truck management sims, and cozy games centered around quaint bookstores. These games typically share common traits: small, often youthful development teams working remotely, brief gameplay sessions, low-stakes challenges, and stylistic visuals that serve both aesthetic and economic purposes.
Yet, it’s curious that we don’t see more luxurious mainstream, Triple A titles despite a clearly established audience for cozy gaming. Major producers like Ubisoft, EA, and Xbox struggle to innovate, opting instead to churn out the next cookie-cutter live service shooter to compete with Fortnite, often wasting millions in the process. I wonder why no one has attempted a grand open-world adventure geared toward positive interactions and gentle drama. The realms of television, film, and literature are brimming with this type of content. Where’s my video game rendition of *Call the Midwife*? Why can’t I ride a bicycle through a 1950s setting? What would be the gaming equivalent of *Downton Abbey* or *Gilmore Girls*?
A frighteningly captivating… untitled geese game. Photo: House House
I recognize the most apparent reason behind this trend. Like Hollywood, mainstream game development focuses heavily on minimizing risk, leading to an industry saturated with action, violence, and power fantasy. However, cultural discussions reveal that cozy gamers appreciate narrative and mechanics over visual fidelity. Moo Yu, Creative Director at Small Studio, mentions, “I think a cozy game of higher budget will certainly be developed. This audience values a broader spectrum of experiences across various price ranges.”
And this is a key point. High-end graphics and expansive worlds aren’t the only worthwhile goals; they represent but one form of immersive experience. Untitled Goose Game wouldn’t hold the same charm if it featured a hyper-realistic environment with a goose rendered in 100,000 texture-mapped polygons. The beauty of *Stardew Valley* lies in its vibrant retro aesthetic. The art’s appeal is not merely in high production value; it’s also about the comfort derived from limitation in both choice and outcomes. The game gently guides you, saying, “Everything will be alright.”
Beyond community authority… Mythmatch. Photo: Team Artichoke
My friend John Cartwright, an experienced game developer who mentors small studios in Australia and New Zealand, shared his thoughts when I reached out. “The cozy game’s market is limited in size, a domain often dominated by small indie teams with constrained budgets. All cozy games share a safe environment with low-stakes gameplay, which has largely remained underdeveloped, especially during the stress of Covid. The simplistic visuals were an added source of comfort and attraction.”
Creating charm is no simple feat. It can’t be manufactured with a new, expensive graphics engine or by having 500 employees working overtime. Just like you can’t establish a high-tech charm center in a desert. In larger productions, charm emerges organically, akin to monumental TV dramas, yet it’s finite and precarious. The entire notion of a cozy game as a defined genre or intentional gameplay element is still relatively nascent. Historically, games have been focused on winning, while elements emphasizing kindness and empathy have yet to be officially recognized. There’s a clever saying that contrasts games and movies: explosions are cheap, yet capturing human emotion through close-ups is a costly endeavor. Given the interactive medium’s historically limited visual naturalism, portraying drama through a date invitation can be more challenging than simply depicting conflict. But we have a century’s worth of animation to showcase how charm, comfort, and emotional closeness can be represented through the most iconic and stylized palettes.
Moo Yu remains optimistic that a cozy, epic, mainstream title will make its way into gaming’s future. He cites the fashion-centric role-playing game Infinity Nikki as an example. Until that time, I’ll continue to feign interest in the issues surrounding chiral contamination and extinction, all for the chance to save the kangaroos, meet the inventors, and traverse the stunning yet irradiated landscapes in my trusty truck. Sometimes you have to play their game to win for yourself.
What to Play
Retro Shooter…Operation Night Striker. Photo: Taito/M2
August has proven to be a fantastic month for retro arcade collections, and we can’t resist recommending one more before we venture back to contemporary titles. Operation Night Striker is a collection of four iconic Taito shooters, effectively blending action film tropes with gaming elements, including the innovative light gun classic, Operation Wolf. It also features its sequel, Thunderbolt operations, as well as two lesser-known gems: the Cyberpunk Flying Car shooter Night Striker and Space Gun, which takes a whimsical approach with its face-hugger and flamethrower. As is usually the case with these collections, new features have been integrated, and gamers playing the Switch version can utilize Joycon as a makeshift light gun. While it may not be highly accurate, it recalls the nostalgia of using the original maggot gun controller from Operation.
These vibrant, fast-paced, and delightfully absurd popcorn games perfectly capture the essence of their era, complete with smooth-scrolling 2D backgrounds, electrifying soundtracks, engaging gameplay loops, and brawny heroes. You’ll be hooked!
Available on: PC, Switch Estimated playtime: Over 10 hours
What to Read
You have to catch everything… Pikachu. Photo: Pokémon Company
In a tale that echoes the antics of Verca Salt, McDonald’s Japan had to cancel a Pokémon promotion due to massive food waste and rampant scalping. According to Eurogamer, an exclusive Pikachu card was offered as part of a limited edition Happy Meal deal, leading fans to queue for hours, resulting in fights and food waste in the streets as scalpers took advantage, listing the cards at inflated prices on auction sites.
It’s always enlightening to read Rob Fahey’s Industry Analysis on GamesIndustry.biz. This week, he discusses the fate of PlayStation, scrutinizing how consoles remain profitable despite pitfalls, including the seemingly obligatory shift to live services that have failed to yield meaningful returns.
Looking into the future, Xbox has changed the game design landscape over the last 20 years. In an interesting analysis at AV Club, they explore how gamers have responded to the commercialization of gaming and its impact on design.
Juggernaut on the Horizon…GTA VI. Photo: Rockstar Games
Rich John from Bluesky raised an interesting point:
“Is it beneficial for the industry that a behemoth like GTA VI garners so much media attention and expected revenue? How will this impact other publishers?”
To put it simply, there’s no major gaming company with high hopes for 2026, which will coincide with Rockstar’s highly anticipated release window. As illustrated in a recent industry newsletter, three major Triple A developers have adjusted their timelines, giving it a wide berth, significantly impacting development teams who might have invested years planning for that release slot. This situation can create media and marketing black holes.
However, this isn’t all negative. When GTA V debuted in 2013, it didn’t obliterate every game in its path, as seen with casual mobile games like Puzzle & Dragon and Candy Crush, both of which thrived alongside titles that garnered dedicated fanbases like World of Warcraft and Call of Duty. Furthermore, monumental successes like GTA V often spark widespread attention, interest, and potential investments across the entire industry, leading to follow-up titles. Moreover, these giants often introduce innovative design elements to the market, as GTA Online was the pioneering live service experiment.
In essence, it’s beneficial; ripe with potential. While the immediate fallout could be challenging for other studios, as evidenced by GTA V, casual gamers and ardent followers of other franchises are unlikely to abandon their favorites for the latest Rockstar title. Additionally, the ripple effect of a blockbuster’s success opens avenues for future projects. Much like Hollywood post-*Star Wars*, where studios dared to venture into big-budget sci-fi genres, we could see more opportunities presented in the aftermath of such monumental success, even if it’s achieved by competitors.
If you have any burning questions or comments about the newsletter, feel free to reach out at pushbuttons@theguardian.com.
A
The humidity in Tokyo has reached 35 degrees, and, unfortunately, so have the death tolls. Since the Edo period, summer in Japan has been tied to the emergence of supernatural entities. This season is notorious for a malevolent spirit’s presence. As temperatures rise, the boundaries between the living and the deceased start to dissolve, allowing trapped ghosts to potentially cross into our world.
Amidst this stifling atmosphere, I found myself exploring the mist-wrapped landscape of Japan in Silent Hill F. Set in the fictional town of Holy Island during the 1960s, players step into the dusty shoes of Hinako, a misunderstood teenage girl. Regardless of the summer season, Hinako’s journey begins in a dark setting as she escapes from her abusive, alcoholic father, wandering the intricately crafted streets of her homeland. Unable to live up to the beauty of her older sister, she faces ridicule from her peers.
“Gender is a central theme in the story,” hints series producer Motoi Okamoto. “We can’t delve into too much detail, but the 1960s marked the beginning of the women’s rights movement in Japan, which significantly influenced our choice of setting.”
Silent Hill F. Photo: Konami
Despite the town’s eerie ambiance, Evisugaoka presents a beautifully luxurious virtual environment. As we explore the streets, we’re compelled to inspect every cobblestone nook, slide open translucent bamboo doors, and admire the exquisite details of each Inazumi Shrine. This is a refreshing departure from the typical depictions of Japan in games, often portraying neon-lit Tokyo or the epic tale of an ancient samurai.
“Japanese horror games set in Japan haven’t seen any significant releases in the last decade,” claims Okamoto. “While Silent Hill has traditionally blended Western and Japanese horror, I’ve noticed Japan’s essence slowly diminishing. This is why Silent Hill F aims to enhance the Japanese theme more robustly.”
It doesn’t take long for the town’s unsettling charm to devolve into pure terror. As fog envelops Evisugaoka, Hinako is pursued by a puppet show, chasing the strikingly beautiful red tendrils sprouting from the ground. These crimson flowers can ensnare your feet during battles, leaving you helpless as a mannequin-like monster gazes upon you with judgment.
Dust coating…Silent Hill F. Photo: Konami
Notably, Silent Hill F does not feature firearms; instead, Hinako wields various makeshift weapons: daggers, baseball bats, and even magic. The gameplay consists of intense melee combat, with perfectly-timed dodges and counters replenishing Hinako’s stamina for follow-up attacks, evoking a dark, Souls-like survival horror atmosphere.
“One of my early goals for this game was to incorporate more action,” explains Okamoto. “However, being a horror game, we can’t fully commit to action without balancing it with tense moments. I believe we’ve achieved a delicate equilibrium.”
At first, I was doubtful. The initial hour of Silent Hill F felt cumbersome and repetitive, with attacks and dodges that lacked precision, resulting in disorienting early deaths. But as I persevered through the frustrations, I eventually found myself more engaged during a heightened battle—a sign that the combat rhythm is there. While the uneven difficulty in this preview build may need adjustments before release, I’ve experienced a late demo boss that killed me over 30 times, yet the brutal battles meld seamlessly with survival horrors.
Stress built into the system…Silent Hill F. Photo: Konami
“Many people say they enjoy the thrill of horror games, but I believe what they truly appreciate is the tension,” remarks Al Yang, the game director from Neobaldo’s Konami. “The fear of the unknown is one aspect, but constant jump scares quickly become tiresome.”
Instead, Silent Hill F embeds stress into every system. Drawing from Lovecraftian elements, players must monitor a sanity meter and make offerings at shrines to stabilize Hinako’s mental state. “You need to keep track of how close your candle is really,” Yang emphasizes. That creates tension.”
As I navigated through the compact alleys, the tightly arranged streets transitioned into misty rice fields and eerie abandoned farms. Yet, despite the horrors lurking in Evisugaoka, every monster carries a relatable human thread in Silent Hill F. As the town descends into chaos and Hinako searches for her friends, flashbacks and poignant dialogues keep players invested in her journey across time. Like previous installments, each encounter possesses a dream-like quality, further grounded by the meticulously crafted 60s setting.
“When navigating historical periods, if you delve too deeply, it can become disconnected from our familiar reality and veer into fantasy,” states Ryukishi07, the screenwriter for Silent Hill F, regarding the 60s setting. “While rooted in reality now, there’s little space for interpretation. I’ve always appreciated the possibilities that arise from the interplay between past and present—that’s right where fantasy and reality converge.”
It feels fitting to revisit Silent Hill during Japan’s equivalent of Halloween. This franchise, once thought to be lifeless and buried, now rises again, much like the spirit of Japan.
“When I became involved with Silent Hill, my vision was to deliver more than just a remake,” Okamoto shares. “We could have merely appeased old fans with nostalgia, but I was hopeful for progression. I believe fans can place more faith in Silent Hill’s revival…and that this journey will continue.”
Silent Hill F is set to release on PC, PS5, and Xbox on September 25th.
w
ith Dulcet Welsh Tones, an actor reminiscent of Michael Sheen, invites players into the enchanting world of Mandrake. He affectionately describes Chandri’s village as “small” yet “complicated,” noting that “everyone has their own story.” The narrative alternates between a snug wooden cottage and a mossy forest inhabited by mythical creatures. The protagonist, a wizard-gardener, “smelt into the art of greenery and growth,” often returning home to transform into a sumptuous vegetable, some of which can be found in local supermarkets, while others are distinctly magical.
As a portrayal of rural life, Mandrake stands out as more enriching and appealing than most. It exudes a charm akin to classics like Harvest Moon and Stardew Valley, inviting players to immerse themselves in the cyclical rhythms of crop cultivation, scenic exploration, and engaging dialogues with quirky, upbeat townsfolk. However, there’s more beneath the surface. If you find the farming aspect dull, you can wander the fantastical paths of this brinonic-inspired realm, perhaps engaging with the deceased or harmonizing with the river.
Comfortable cultivation… Mandrake. Photo: Failbetter Game
Expect the peculiar in Failbetter’s latest release, the esteemed UK studio known for its acclaimed titles. Set within a shared fictional universe, their RPGs and atmospheric survival experiences have showcased masterful prose and mesmerizing world-building. The city of London has “fallen,” now submerged in an eerie underworld called Naisse, located along the shores of dark, vast seas.
These titles are steeped in a blend of terrifying humor and fascinating narratives. The Mandrake Foreground location presents a more accessible way to engage with the environment. As game director Adam Myers puts it, the charm of a Rural Life Sim is its capacity to “zoom in on one community over time.” Through days, nights, and seasons, players observe evolving spaces and their inhabitants. Myers reveals that he developed a profound understanding of the environment from a distinctly unfamiliar perspective.
However, Mandrake seeks to veer away from the lush trends dominating the genre. They cultivate expansive fields of wheat and prepare multiple meals daily. “Growing crops in large, rectangular, monocultures is not ideal,” Myers asserts. “And you won’t always find banquet-worthy ratatouille in your inventory with just 30 clicks.”
Complicating rural Sims in the countryside… Mandrake. Photo: Failbetter Game
Gift Giving, a conventional method for players to integrate with NPC neighbors in this genre, arrives with a twist. Players can’t simply hand out gifts (“That’s a bit annoying,” Myers jokes). Instead, they must articulate their reasoning for offering gifts, forming connections based on obligations.
The goal is not just to replicate patterns found in other rural life simulations but to “complicate” them with both thoughtful systems and unconventional influences. Myers passionately discusses esoteric elements such as anthropology, British folklore, and Renaissance alchemy. The world brims with quirky and mysterious legends, and among its peculiarities lies a “Quesimonastic organization” amid the Welsh backdrop, notably devoid of sheep.
The comforting ritual of country life may serve as a Trojan horse for a distinct and eccentric approach to failure. “One of the pitfalls we’ve encountered before is being too strange, too swift, too brash,” admits Myers. “We need to provide players with a firmer foundation to navigate the complexities more comfortably.”
These ancient forests undoubtedly harbor ominous creatures. Villagers may conceal numerous mental secrets. It’s reasonable to assume that Myers and his team will explore the depths of these eerie landscapes. However, perhaps there’s a crucial distinction in the tone they wish to maintain—one that is welcoming and “emotionally kind.” Unlike some other Failbetter titles, death doesn’t loom closely here. As Myers shares, “You probably won’t be able to consume yourself with this.”
IIn my observations, it is quite uncommon for resource management simulators set in retail or service environments to achieve just the right tone and pace that foster both intrigue and relaxation. As a player with a background as a bookstore employee and now a novelist, I often feel anxious about games featuring mobile bookstores. However, the small bookstore here is crafted with such care and balance that I lose track of time, indulging in its gentle pace, minor puzzles, and the sheer escape it provides.
The premise is straightforward, reminiscent of many titles from the Post Stardew Valley era of “cozy” games. You leave behind your old life to establish a store selling items you’re passionate about. Days and weeks roll by, seasons change, and the world blossoms into a richer and more engaging place, with interests and a budding economy evolving from your business.
A vibrant, thriving community…a small bookstore. Photo: Neoludic Games
This time, however, you don’t sell tea as seen in games like Stardew Valley, Spirittea, or Wanderstop, nor do you guide souls in Shapeshifter. Instead, you sell actual books—real ones. From classics like Shakespeare and Agatha Christie to modern favorites like Toni Morrison and John Green, you cater to the needs of sleepy beach and college town residents with authentic literature. Every book in your quaint trailer shop is, to my knowledge, genuinely available.
This advantage benefits certain players—if you’re a reader, selling books becomes second nature. There’s no need to memorize genre classifications or match favorites with available titles. Understanding what distinguishes a graphic novel is easier for casual readers than one might think.
This game feels like a rare gem crafted with readers in mind. Even if the in-game suggestions don’t align perfectly with my tastes, the challenge of matching books to customers is quite simple. I might think that The Great Gatsby would attract those interested in philosophical fiction, yet the game doesn’t always follow these inclinations. Genres function in clear-cut ways, similar to a real bookstore setting, while personal preferences don’t necessarily apply. Nevertheless, Tiny Bookshop skillfully teaches you the ropes, and misjudging a title is low-stakes, as there’s no real way to fail.
I tried it on a Steam Deck via touchscreen and found it immersive and fluid compared to using buttons. Decorating my quaint bookstore proved delightful, especially when I discovered I could have a dog. The local characters are quite serious, steeped in their own drama. With each season, the rich community reveals secrets and stories. This is the first new title in quite a while that has genuinely relaxed me. The gameplay flows smoothly and gently, making it truly enjoyable. Tiny Bookshop provides players with an experience that feels less like work and more like a charming escape into words and narratives.
WThe hat sets the tone for the game “Aphelion” by Don’t Nod, the French studio recognized for its engaging narrative-driven experiences. Dmitri Weideli, the executive producer, takes a moment to respond to the pivotal question and ultimately provides a rather expansive perspective. “We aim to craft a game that holds significance, offering players a rich storyline that allows them to experience a wide range of emotions,” he explains. “We strive to diversify our game types while still preserving our core essence.”
The concept of diversification certainly stands out. Since its inception in 2008, Don’t Nod has developed action-adventure games exploring memories, narrative-driven tales featuring magical students, and RPGs set in Georgia with vampires. Recently, the studio launched “Juzant,” an ecological sci-fi fable, which provides a refreshing and realistic approach to rock climbing.
Their latest project, “Aphelion,” shares at least some thematic similarities with “Juzant.” This new science fiction title portrays a journey to the fringe of the solar system, where an icy planet named Persephone is uncovered. Inevitably, the crew crash-lands, leading to a quest for exploration, survival, and stealth in this unforgiving environment.
A long journey from Juzant… Aphelion. Photo: Don’t Nod
The trailer showcases grappling hooks and climbable ice formations, which Weideli confirms are integral to the gameplay. The team involved in this project transitioned directly from another episodic supernatural game.
The focus of “Aphelion” differs from “Juzant,” with climbing being more straightforward. While it can still be quite technical, this time, it isn’t the primary focus. Several developers from the “Juzant” team have recently joined the “Aphelion” crew, bringing their expertise in rope physics and vertical level design along.
Cinematic influences for “Aphelion” predominantly stem from films like “Interstellar,” “The Martian,” “Ad Astra,” and “Arrival.” “We sought to create a compelling, story-driven game,” Weideli notes. “Yet we wanted to explore a different genre, guiding us towards a more action-adventure format.”
Vertical level… Aphelion. Photo: Don’t Nod
Notably, the scientific aspect is deeply woven into “Aphelion.” The planet Persephone draws inspiration from the hypothetical Planet Nine, a large celestial body theorized to exist far beyond Neptune.
However, Planet Nine serves merely as a springboard for the narrative. “It was a critical source of inspiration,” Weideli adds, “but we infused our own lore, creativity, and most importantly, human drama.”
“Aphelion” is in collaboration with the European Space Agency. “The ESA team provided access to space experts and scientists who contributed ideas and challenged our narrative concepts,” Weideli explains. “Our story team collaborates on scientific elements related to space and extraterrestrial missions, discussing terminology used by astronauts during operations.”
Nonetheless, the design team doesn’t adhere strictly to convention. In addition to exploration and survival, the game incorporates a vital stealth element. Weideli remains tight-lipped on specifics, but hints at a lurking presence within the ice of Persephone that is not entirely friendly.
Regardless of the threats it may unveil, it’s refreshing to see a commitment to crafting intricate, genre-blending video games amidst the chaos of recent industry setbacks. While many shift towards survival-focused narratives, it’s exhilarating to witness the team aspiring to reach for the stars.
In 1967, British philosopher Philippa Foot unwittingly sparked one of the most enduring memes on the internet. The infamous runaway trolley is racing toward five individuals tied to the tracks. You have the power to pull a lever to redirect the trolley toward another track where a single person is bound. Would you act to save five lives at the cost of one?
What if one of the tracks spiraled into a dramatic loop? Or if the trolley was replaced by a menacing Thomas the Tank Engine? Perhaps the entire dilemma morphed into a commentary on contemporary political debates? The trolley problem, initially posed as a meditation on ethical decision-making, found renewed life in the 2010s as the inspiration for a myriad of absurd, self-referential memes. Now, it appears poised to embark on a third chapter through the surreal interactive comedy game, The Trolley Solution.
Each level serves as a mini-game, ingeniously designed around thought experiments. There’s always a trolley, a lever, an ethical quandary, and a twist that derails expectations. Tracks are dissected into puzzle pieces that players must fit together against the clock. Commuters alongside the rail must maintain their emotional balance and enjoy serotonin boosts from scrolling through social media. One segment flows into a brief visual novel about a Japanese girl who develops feelings for someone on a streetcar that threatens to eliminate her high school rival.
Perfectly tailored for the social media era… trolley solutions. Photo: Bydandans
It’s undeniably absurd, echoing the ludicrous nature of the original trolley problem. “It’s a serious issue presented in an outrageous manner,” explains Baidandan, developer of Solochile. From a Reddit perspective, he puts it succinctly: “It’s a free real estate for shit posts.”
With the foundational joke already well-explored, Baidandan opted to take bold creative risks with the mini-games, striving to transform the dilemma into quirky scenarios that lead to final choices. “Some versions felt too bland and overly complex,” he notes. “Or I couldn’t conceive of a mini-game that adhered to the four guiding principles I established.” These principles state that each mini-game must be engaging, tied to the moral dilemma, introduce unique elements, and subvert expectations.
If all of this seems a bit gimmicky, it’s likely because Trolley Solutions functions best as a comprehensive interactive sketch inspired by a singular joke. Yet, it’s a joke filled with charm and abundant punchlines (each mini-game lasts mere seconds to minutes, and the level selection screen hints at a brief total runtime).
In many aspects, it is perfectly suited to the social media landscape. The humor is designed for the internet, and the quick-fire mini-games are ideal for casual gamers scrolling through TikTok. “I aimed to create something accessible and enjoyable,” Bydandans remarks. “My previous games were often too technical and hardcore for the average player. This time, I wanted to craft something everyone could appreciate.”
“Enjoyment” is a peculiar term when discussing ethical dilemmas. What would Baidandan do if confronted with the original trolley problem? “I would consider options with fewer legal repercussions,” he confides. “I’d call the police, yell for help, and attempt to untie the victims.” Thus, he disregards the constraints of the thought experiment, crafting a more engaging experience instead? That seems to fit the bill.
t
There are two types of individuals across the globe: those who engage in gaming while using the toilet and those who don’t. I proudly belong to the former group. This may not be the most “Guardian-esque” opening for an article, but let’s face it—everyone uses the restroom, and many of us enjoy games while we’re there. I’m merely drawing a Venn diagram of sorts.
In the past, we spent our time reading books in there. I even had a small bookshelf dedicated to my collection, but I can remember a time when an office was deemed incomplete unless every cubicle was adorned with the daily newspaper.
When we were certain everyone was reading in those moments, bathroom books became a publishing sensation. This was particularly true for titles like Qi, which offered bite-sized, intellectually stimulating entertainment that made bathroom breaks feel productive.
Then came the phone, which revolutionized everything. The adult version of myself played with a Nokia, diving into a different kind of snake game. The crinkly newspapers gave way to pixelated avians.
My own foray into toilet gaming began with Nintendo titles and clocks before it all shifted to mobile. My school friends were fortunate to have consoles, and there’s no greater testament to friendship than someone trusting you with their cherished handheld devices. Before that, I had the challenge of timing myself on my Casio digital watch, with my best time being 0.07 seconds. Ah, youthful days.
Curiously enough, dedicated handheld gaming consoles didn’t work well for me. The Game Boy was too bulky and eye-catching, with a battery that wouldn’t last even a single visit, making options like Game Gear or Atari Links impractical.
The Game Boy Advance SP changed everything in toilet gaming, being compact and boasting a 10-hour battery life. However, I soon learned the challenges of playing while on the throne. A game had to allow for short bursts of play. Advanced Wars almost led to my demise; during lengthy missions, I’d experience numbness in my legs and stumble out of the restroom like a fallen tree. Fortunately, no one else was around to witness my plight.
Today’s toilets offer a perfect environment for gaming—free from distractions. Nobody’s going to disturb you in there, and just as importantly, there’s no guilt involved. Parenting often comes with its share of guilt for gamers; you constantly feel the need to be more productive. Parents work hard to equip their kids for school and navigate life’s challenges. The bathroom becomes a mini oasis—an isolated haven where games cater to nature’s call rather than the demands of parenthood.
Zenith…Lego Hill Climb Adventure. Photo: Fingersoft
My gaming escapades in the restroom have only increased as my children have grown older. I stubbornly refuse to fix our noisy bathroom fan. Recently, games like Alto’s Adventure, Pocket Run Pool, Prune, NFL RB25, Pocket Card Jockey, and Marvel Snap have become the ideal companions for bathroom breaks—perfect for stolen moments of joy that don’t make you feel like time is slipping away. The pinnacle of my toilet gaming experience has been Lego Hill Climb Adventure, which offers a delightful escape from workplace stress.
This game engrosses me to the point where I forget about the outside world. Initially, we turned to books as a distraction to ease our minds. As a child, I found solace in a ZX Spectrum tucked away in my cupboard, escaping the constant conflicts of my parents in another life. That was the allure of gaming for me, and I’m thrilled that others can now enjoy the same experience in the smallest and safest room of their homes, nearly five decades later.
p
Running offers a thrilling aspect of immersive Sims. Games like Thief and Strange immerse players in a dynamic world filled with navigable emails and notes.
One could argue that the essence of this genre is embodied by every character you’ve longed for, monstrous figures towering hundreds of feet above while watching your every move. Fortunately, the latest release from Russian developers Tallboys addresses this gap. In Militsioner, you’re apprehended for an ambiguous offense and must escape the city swiftly. Will you cover the getaway on the Railway? Or perhaps shatter a window for distraction? These are classic tactics in immersive sims. Unfortunately, a policeman stands in your way. Even seated serenely, he looms as a melancholic yet vigilant giant over the ravaged urban sprawl.
“A new dimension to storytelling”…Miritty Honor. Photo: Tallboys Game
This formidable figure embodies a military presence. He could either be a target to undermine or a distraction, radiating a visual glow that clearly sets this game apart as a unique immersive journey. Director and game designer Dmitry Shevchenko of Tallboys reveals that the project took shape six months before the police made their entrance.
“I remember an interview regarding the development of Thief: The Dark Project,” shares Shevchenko. “We were captivated by the concept of granting players a definitive role or profession, which resonated with our vision. Around the same time, we also considered giants as a central theme.”
These concepts coalesced when Shevchenko recalled a digital artwork by Russian artist Andrei Snov depicting a colossal traffic cop outdoors. “It resonated perfectly,” Shevchenko laughs. “The image encapsulated the player’s role and their antagonists quite well: the criminals and the police.”
Cruel dystopia…Mirity Honor Photo: Tallboys Game
Following that revelation, the portrayal of other militarized characters fell into place swiftly. The game delves into a harsh, totalitarian landscape that engages with a relentless systemic control over individuals. Yet it also weaves in a more personal and intimate narrative strand. Is it unlawful to offer apples as bribes to towering police officers? Is attempting to pursue a romantic interest considered illegal?
To differentiate elements, Militsioner employs a unique system to track the internal worlds of non-player characters. “We are adhering to classic immersive Sim mechanics, where players can engage through dialogue, stealth, or combat,” explains Shevchenko, suggesting that emotional states will introduce an additional layer inspired by The Sims. “The emotional state of a character will be crucial to the gameplay,” he emphasizes.
For instance, you may trigger panic if you sneak into someone’s home and are discovered. This will alter your dialogue options and interactions. “Such an approach creates an intricately interconnected web of reactions, enhancing problem-solving and narrative depth,” asserts Shevchenko.
This complex system is augmented by rigorous player testing. During this phase, the Tallboys team investigates player actions and their choices. The notion of dating police officers emerged from this feedback. “Players expressed interest in exploring that relational dynamic,” says Shevchenko.
Milichoiner, developed by a Russian team reflecting on the Ukrainian invasion, is profoundly political and subtly literary. Shevchenko cites influences from Kafka, along with notable figures like the Strugatsky Brothers, famed for their dystopian tales in “Roadside Picnic.” “I continuously strive to evoke the emotions present in their works,” says Shevchenko. “Their ability to depict abstract settings and character sketches, particularly the surreal images of society and its systems, is what I admire.”
Additionally, echoes of Nikolai Gogol can be felt in the narrative, exploring power structures through imaginative and extraordinary gameplay. His anti-heroes navigate a world populated by gigantic police officers, including a man whose nose aspires to a higher social rank, and another who seeks riches by exploiting deceased serfs.
In the last two weeks, countless “adults only” and “not safe for work” games have been removed from Steam and itch.io—two leading platforms for PC game distribution—as they scramble to adhere to stricter regulations set by payment processors like MasterCard, Visa, and PayPal.
These regulations came about following a campaign known as A Collective Cry, which pressured payment processors to cease facilitating transactions for platforms hosting content that features “games related to rape, incest, and child sexual abuse.” However, the scope of these new rules extends far beyond those issues, affecting even award-winning titles.
How did this begin?
On July 16th, Valve, the developer behind Steam, revised its Rules and Guidelines for game distribution. Existing prohibitions against “nude or sexually explicit images of real people” and “adult content that is not labeled or age-gated” were expanded to include “content that may violate the rules and standards laid out by certain types of adult content.”
In a statement to PC gamers on July 18th, Valve acknowledged that several games have been “retired” from the Steam store due to these new regulations. However, they did not specify which games were removed or define what types of “adult content” are deemed unacceptable.
A week later, itch.io issued a statement indicating it was also being “scrutinized” by payment processors. Consequently, all games tagged as “NSFW” were “deleted” (removed from search results) following a “comprehensive audit of content to comply with payment processor requirements.” Unlike Valve, itch.io explicitly mentioned the collective cry as the impetus behind the increased scrutiny.
What is A Collective Cry?
Collective Shout is an Australian group describing itself as “a grassroots campaign against the objectification of women and the sexualization of girls.”
In April, they achieved a major victory by having the game No Mercy—featuring themes of “incest,” “coerced sexual acts,” and “inevitably non-consensual gender”—removed from both Steam and itch.io. Following this, the group released an open letter stating, “We have identified hundreds of additional games on Steam and itch.io that involve themes of rape, incest, and child sexual abuse,” demanding companies to “demonstrate corporate social responsibility” by ceasing payment processing for those platforms.
After Steam updated its rules, A Collective Cry requested credits for the changes, stating that over 1,000 supporters contacted their payment processors to “stop financing these games.”
What is the role of payment processors?
Like many online retailers, both Steam and itch.io depend on payment processors to facilitate transactions. As such, these processors wield significant influence, impacting what products can be sold, published, or purchased, regardless of their legality.
In recent years, payment processors have tightened rules regarding transactions linked to adult content. In 2021, several subscription-based adult content platforms considered banning such materials following pressure from payment processors but ultimately reversed that decision. Later that same year, MasterCard initiated a new policy governing adult content retailers. The American Civil Liberties Union has pointed out that these measures can restrict free speech and be detrimental to sex workers, contributing to financial censorship.
The award-winning game Consume Me has been affected by these policies. Photo: 66
Which games have been impacted?
It’s unclear how many games have been “retired” from Steam as a result of these new regulations, but several titles featuring incest themes have been deleted. As previously mentioned, itch.io has also removed most games labeled as NSFW. According to the Games Industry Newsletter Game Files, since July 16th, over 20,000 games have been removed from itch.io’s NSFW category.
Among those affected are games that explore unique themes of identity and sexuality, such as Radiator 2, created by Robert Yang, a former faculty member at New York University’s arcade center. The rules have also impacted games that do not feature sexual content at all, including The Last Call, an award-winning narrative about domestic violence survival created by Nina Freeman, and Consume Me, which has received numerous industry accolades for its approach to intricate topics.
How has the gaming industry reacted?
Many developers have criticized the power that payment processors hold over the market, particularly how their influence is amplified through campaign groups like A Collective Cry. In a post on Bluesky, Yang labeled the collective cry and payment processors’ actions as “a cultural war against sexual expression, particularly affecting LGBTQ individuals,” but noted that it is entirely unacceptable for payment processors to engage in selective censorship that systematically marginalizes adult content creators.
On July 17, a petition was launched on change.org, urging payment processors and activist groups to “refrain from controlling what we can watch, read, or play.” The petition argues that “MasterCard and Visa hinder legal entertainment” and calls for “the right to select our own narratives without moral surveillance.” Over 150,000 signatures have been gathered so far, as gamers and developers share contact information for major payment companies to encourage complaints.
What comes next?
It’s difficult to predict the future. Ongoing consumer pressure could prompt payment processors to reconsider their stance, but it may also challenge anti-censorship advocates to gain political backing amidst shifting legislative attitudes toward online adult content. The UK recently implemented stricter regulations regarding age verification for internet users seeking access to adult material, while the EU has proposed draft guidelines for similar measures.
Thus, new rules may be here to stay on Steam and itch.io for now. However, the resulting fallout has illuminated the influence of payment processors and the ambiguity surrounding the regulations. Such uncertainty may compel companies to tread more carefully in responding to pressure from future advocacy groups.
For those years that seem to linger without fading away—marking the conclusion of the 25th 007 film and representing Daniel Craig’s iconic portrayal of the beloved spy—there remains no successor ready to don the tuxedo, order a martini, or take the wheel of an Aston Martin. At least, it’s not yet in cinemas. However, for the first time in Bond history, audiences will encounter the new James Bond in video games before he makes his film debut.
Crafted by the Danish studio IO Interactive for the upcoming 007 First Light, the new Bond has a strikingly handsome yet doll-like appearance. His fresh face and bright blue eyes are a departure from Craig’s rugged charm, as they lean more towards a youthful innocence rather than sharp intensity. This iteration of Bond doesn’t reject these classic traits but rather embraces them. First Light serves as an origin tale, designed to redefine one of entertainment’s most enduring protagonists for a new generation of gaming fans.
“We decided to start with origins so we could explore questions like, ‘Who was James Bond as a youth, and what does it mean to be a 00 agent?’ What does it truly signify to be 007?”
Historically, most James Bond video games have leaned heavily into the shooter genre, heavily inspired by the classic 1997 Nintendo 64 title, GoldenEye 007. Despite the ongoing success of the first-person shooter genre, the 007 games saw diminishing returns, with lackluster reviews and declining sales for 2012’s 007 Legends effectively sidelining Bond’s video game career—until IO approached Eon Productions with an exceptional concept.
“There’s an exciting shootout in the film, but if we really think about it, there isn’t that much,” Elverdam remarks. Addressing the discrepancies between the film and the game became a fundamental aspect of IO’s pitch, with the intent of allowing players to embody characters outside the constraints of cinema.
This was a familiar process for IO, which, between 2016 and 2021, successfully redefined the Hitman series—a franchise centered around elite contract killers. With a remarkable awareness of what worked in the previous Hitman games (focusing on strategic planning and problem-solving rather than gratuitous violence) and discarding the elements that did not resonate (such as convoluted narratives), the results were astounding: a series of endlessly replayable puzzles that allowed players to vanish without a trace. The satirical, clever tone of Hitman: The World of Assassination became a standout hallmark for IO.
“All of these elements [from Hitman],” Elverdam mentions, “if we adapt and innovate those, we can create a true Bond experience. These innovations should encompass driving, stealth, and yes, shootouts.”
“It’s not just about shooting”… Bond ventures onto the road with 007’s First Light.
Photo: IO Interactive
The title fits perfectly, as this game represents the first flicker of hope for a cherished franchise that has faced challenging times. Announced initially as Project 007 in November 2020, the game has persevered through Bond’s turbulent waters, a situation that began with a $8.45 billion (£6.3 billion) merger between MGM, the studio behind Bond, and Amazon in March 2022. Barbara Broccoli and Michael G. Wilson helm this family business.
In February, Broccoli and Wilson ceded creative control to Amazon as part of a major contract, effectively ending the Broccoli family’s 63-year stewardship of the Bond film franchise. Since then, Amazon has begun to outline its plans, including hiring Denis Villeneuve to direct the next installment. The world is now watching and waiting for a casting decision, eager to see what this transition means for one of cinema’s most lucrative franchises.
However, while the upcoming film unfolds, the new game possibly holds the potential to leave a lasting mark. The 007 First Light Trailer doesn’t reveal much, yet it builds excitement. It’s a montage that rekindles everything fans adore about 007—the intricate traps and gadgets reminiscent of the Roger Moore era, coupled with the formidable physical presence of Craig’s portrayal and the charming attitude that has unified all iterations of the character.
Everything fans cherish about the series. Photo: IO Interactive
“To truly pursue high ambitions, it’s essential to examine various Bond installments, understand the essence of each, and infuse your unique perspective,” Elverdam states.
The creative director for First Light is keen to discuss Bond’s essence but remains tight-lipped regarding certain specifics of his version. For instance, the identity of the voice actor portraying Bond is still under wraps. Nevertheless, Elverdam acknowledges that due to Bond’s lasting appeal, he is a character not easily thrust into contemporary narratives.
“Each Bond represents the zeitgeist of their era, regardless of your intentions. That’s simply how it is,” he explains. “What is perceived as a threat, or desirable qualities, inevitably evolves over time.” Elverdam poses several thought-provoking questions that IO considers as they craft their rendition of Bond: When do you improvise? What does it mean to serve a king and a kingdom? Why engage in such tasks in the first place?
If Elverdam and IO adeptly address these queries, they may well establish a closer connection to the next film’s Bond than one might expect.
LAST week on Radio 4’s Women’s Time, we delved into the role of women in the gaming industry. We showcased insights from Game Insiders and eSports presenters like Franc Keywords, and highlighted the inclusive online community Black Girl Gamers. It was refreshing to hear varied expert opinions on gaming culture throughout the episode.
One of the highlights was when presenter Nuala McGovern shared listener responses to the question: “Why play video games?” One listener noted, “I think they don’t entirely grasp that gaming is a couple’s activity.” They explained how their shared passion for gaming, particularly during their honeymoon playing Borderlands 2 while saving for a home, brought them closer together.
I found this particularly striking since I have a friend who met their partner through gaming, and many couples view it as a richer and more immersive experience than simply watching a series together. I’ve lost count of how many couples enjoy navigating survival horror games like Resident Evil and Silent Hill together, despite their single-player nature. Facing scary scenarios allows them to bond, reducing fear while exploring eerie environments. The act of passing the controller can feel like sharing intimate gifts.
An elaborate dating site… Final Fantasy XIV.
Moreover, playing games with a partner reveals new dimensions of their character and abilities. You might discover your partner’s knack for solving spatial puzzles or their determination in facing challenges. This knowledge is invaluable—much like understanding how you both tackle assembling IKEA furniture. Recently, I learned about using video games for child therapy, and one counselor, Ellie Finch, is even considering employing Minecraft for couples therapy. The task of building a simple house together could reveal interpersonal dynamics more effectively than a lengthy conversation.
There’s a sense of romance in exploring new worlds together, getting lost, and merging skills to navigate challenges. The sweetness of escaping into shared experiences in games like Stardew Valley or Animal Crossing is matched by the intellectual engagement found in titles like Blue Prince or Split Fiction. For too long, gaming was stereotyped as a pastime for lonely young men, but now it’s accessible to everyone, opening up digital spaces for connection. Many are now utilizing online games like Final Fantasy XIV and GTA as vibrant dating platforms. Real-life relationships are blossoming through gaming. These games can eliminate many barriers that traditional dating poses, such as costs and the awkwardness of meeting strangers. They serve as unique arenas that encourage romance.
I genuinely hope that as this generation ages, they continue to game together. I can envision them sharing stories with their grandchildren about the stunning virtual home they built in Super Mario Maker, or a digital scrapbook they created in The Sims. There’s so much to discuss when playfulness thrives within gaming.
What to Play
A small fun… Neo Geo Super Pocket. Photo: Blaze Entertainment
Last year, we reviewed the Blaze Entertainment Super Pocket, a quirky handheld device for playing cartridge-based retro games. Now, there’s something new: the Super Pocket Neo Geo Edition. Sporting its classic black and gold design, this device is inspired by the iconic 1990 console from SNK. It boasts 14 Neo Geo titles, including cherished classics like Metal Slug X and the Fatal Fury fighting games, along with hidden gems like the delightful beat-‘em-up Top Hunter: Roddy & Cathy and Mutation Nation. The Super Pocket is also compatible with all cartridges designed for Blaze’s Evercade console, providing access to a vast array of iconic retro games.
Available at: Super Pocket Console Estimated playtime: Endless nostalgic hours
What to Read
There is nothing new under the sun… the Shadow of the Colossus. Photo: Sony Computer Entertainment
I came across a recent Japanese interview with Fumito Ueda, the designer of ICO and Shadow of the Colossus. His assertion is that developers focus less on creating new mechanics, placing more emphasis on existing designs and aesthetics. It’s a bold claim, reminiscent of Francis Fukuyama’s “The End of History.”
Valve has reportedly removed Adult Games from Steam due to pressure from credit card companies. An Australian group called Collective Shout recently published a letter to payment processors like PayPal and MasterCard, claiming that some games available digitally depict child abuse and incest. The reactions from Steam users have been noteworthy.
It’s surprising to learn about Nintendo’s low employee turnover. According to data shared by the gaming site GoNintendo, the average tenure of Japanese staff is about four years, while others in different offices average between eight and a half to ten years. It’s heartening to see that amid industry pressures, at least one major player knows how to nurture its workforce.
It’s reminiscent of Silent Hill… Shepton Mallet Prison. Photo: Keith Stuart/Guardian
This question comes from Jamie via email:
“I recently visited Orford Ness, a National Trust site in Suffolk, which was heavily used by the Ministry of Defense in the 20th century. It struck me how much it resembled our last game, especially with elements reminiscent of Atom Fall. The whole experience felt like it could be a level in a video game, minus the zombies. Have you been to a place that felt like being in a game? Would you recommend it?”
That’s an excellent question! First off, Holly Gramagio, a game developer and author, recommends the Kelvedon Hatch Secret Nuclear Bunker for its quintessential Cold War vibes, evoking thoughts of secret bases or Umbrella labs. Last year, I spent the night exploring Shepton Mallet Prison, which felt eerily similar to levels in Silent Hill. This location is open to the public and hosts sleepovers. If you’re looking for something grander, consider visiting Kedleston Hall in Derby, the inspiration behind Croft Manor in the Tomb Raider series, or the stunning Milan Cathedral, rich in Gothic architecture, shadowy corners, and intricate carvings that influenced Dark Souls. I also recommend visiting the Rijksmuseum in Amsterdam, which certainly feels like a magnificent adventure game. Lastly, if you’re a fan of GTA V, a visit to Los Angeles is a must. The skyline, mountainous areas, and expansive neighborhoods at sunset are nothing short of surreal and provide an open-world experience like no other.
If you have any questions or comments about the newsletter, please reply or email us at butingbuttons@theguardian.com.
In the image, a group of friends is gathered at the bar, with smoke curling upwards from a cigarette in hand. Additional cigarettes are in open packets resting on the table between them. This is not a photo from before the ban, but rather one shared on social media from a Metaverse gathering.
Virtual online environments are emerging as a new frontier for marketing, as tobacco and alcohol promoters target the youth without facing any legislative repercussions.
A report presented at the World Conference on Tobacco Management in Dublin last month provided several examples. New technologies such as digital token launches and sponsorships from vaping companies in online games are being utilized to promote smoking and vaping.
This information is derived from a surveillance initiative known as Canary—acting like a canary in the coal mine. The project is managed by public health organizations around the globe.
The caption for this post reads, “I’m drinking coffee at Metaverse.” Has someone stolen the writer? Photo: Icperience.id Instagram via Instagram
“Cigarette companies are no longer waiting for regulations to catch up. They are proactively advancing while we’re still trying to comprehend what’s happening on social media, and they’re already operating in unregulated spaces like the Metaverse.” “They utilize NFTs [non-fungible tokens] and immersive events to attract young audiences to their offerings.”
In India, one tobacco company has launched an NFT symbolizing ownership of digital assets, celebrating its 93rd anniversary.
Canary monitors and analyzes tobacco marketing on various social media platforms and news sites in India, Indonesia, and Mexico, and has recently expanded to Brazil and China, covering alcohol and ultra-processed food marketing as well.
The Metaverse is not fully monitored. This 3D immersive internet allows interactions in digital environments using technologies like virtual reality headsets. However, references to activities happening there are captured through links and information shared on traditional social media platforms.
Researchers suggest that children are more susceptible to tobacco marketing in this new digital arena, given the age demographics—over half of the active Metaverse users are under 13 years old.
Social media companies possess extensive insights into how to boost engagement and attract users back for more, according to Dr. Mary-Ann Etiebet, CEO of Vital Strategies.
“When you combine this with the tobacco industry’s experience in hooking individuals, these two elements converge in a murky, unknown space.”
However, Magsambol describes it as “a new battleground for all of us,” shifting towards entities pushing products that are detrimental to health.
“My daughter is usually quite reserved, but in [the gaming platform] Roblox, while battling zombies and ghosts, she morphs into an avatar resembling a blend of Alexander the Great, Bruce Lee, and John Wick. She becomes quite bloodthirsty,” she remarked.
“Our behaviors shift. Social norms evolve… the tobacco industry is highly aware of this, making it easier to subtly promote the idea that anything is possible.”
The Metaverse art encountered by the team in Indonesia was showcased on the Instagram account of music enthusiasts linked to Djarum, one of Indonesia’s largest tobacco firms. Another instance highlighted a group enjoying coffee searching for something lighter.
All of this contributes to an initiative aimed at “normalizing” smoking and vaping, according to Magsambol. “Such behaviors are enacted by your avatar, but do they seep into your real life?”
“Digital platforms are being leveraged to evade traditional advertising barriers and appeal to younger audiences,” she states. “This scenario reflects not merely a shift in marketing strategies, but a transformation in influence dynamics.”
Other researchers have presented instances where alcohol is marketed and sold in virtual stores.
Online marketing constitutes a global concern. At the same conference, 53% of Irish researchers reported having seen e-cigarette posts daily on social media.
Officials from the World Health Organization (WHO) note that the increase in youth smoking in Ukraine can be partially attributed to Covid and the war pushing children “online,” exposing them to various forms of marketing.
In India, youth ambassador Agamloop Kaur is leading a campaign for children to stay cigarette-free, which includes social media marketing to educate school children about the risks associated with cigarettes and vaping. She has noticed vapes being marketed as “wellness” products.
“I believe it’s crucial to educate young individuals about recognizing ads, understanding their implications, and realizing that they might not even be visibly tied to the tobacco industry. [Content posted by] influencers hold significant sway, as they help build awareness. Digital natives, when engaged on social media, can discern what’s genuine and what’s not; recognizing these attractions as empty is vital, especially for younger audiences.”
The WHO Framework Convention on Tobacco Control mandates strict regulations regarding tobacco advertising, promotions, and sponsorships. Last year, signatories acknowledged the necessity for action to focus on “digital marketing channels such as social media that amplify tobacco marketing exposure among adolescents and young individuals.”
A boy smokes a cigarette in Yogyakarta, Indonesia. Photo: Ulet Ifansasti/Getty Images
Yet, there are no straightforward solutions, as Andrew Black from the framework’s secretariat points out.
“The difficulty in regulating the Internet isn’t inherently linked to cigarettes. Rather, it’s a tangible challenge for governments to devise ways to safeguard societal norms in a landscape where technological advancements have transcended borders.”
Nandita Murktla, who leads the Canary initiative, urges regulators to exercise caution:
A The game revolves around Donkey Kong Bananza. As Nintendo’s first significant single-player title for the Switch 2, it raises the standard for quality akin to what was achieved with Breath of the Wild during the original Switch’s debut. Yet, it has also emerged as a delightful diversion for Nintendo enthusiasts, especially considering it comes from the team behind the remarkable 3D Mario series. So, what makes a gorilla in a tie so thrilling, particularly with Bananza preceding another Super Mario Odyssey?
Donkey Kong obliterates those doubts. He takes down many obstacles in Bananza. While it may initially appear as a Mario 64-inspired 3D platformer—complete with thematic worlds where players hunt for giant bananas—DK’s powerful fists reveal that it completely disregards the ordinary terrain. Every landscape is destructible. Smash buttons, pummel his mighty arms through hills, turn pristine fields into muddy craters, and break down stone walls—all while using his strength as a tool for landscaping. He serves not just as a platform mascot but as a level designer fueled by potassium.
The thrill of repeating it… Donkey Kong Bananza. Photo: Nintendo
On a fundamental level, it’s nearly enough to grab your interest. The satisfaction of delivering a well-timed punch is both simple and gratifying. When DK’s fist collides with rock, the Joy-Con 2 Rumble enhances the impact, making every hit resonate as wall debris scatters. You can envision Bananza serving as a digital stress relief, allowing players to hurl rocks at cliffs until they disintegrate into pockmarked lunacy. You can also choose to unleash projectiles from DK’s back to ramp up the hysteria—or act as a mischievous tagger against players trying to escape the chaos.
Beneath the chaos lies a storyline. The existing Kong Clan (featuring cameos that harken back to the playful spirit of classic Donkey Kong Country games) faces off against the villain Mining Kong, who aims to seize the Earth’s nuclear treasure. Amid this, they invite Pauline, the young singer who was once abducted by Donkey Kong in his arcade debut. However, in this iteration, she and DK have developed a stronger connection. She inspires the animal’s extraordinary powers by implanting a catchy earworm in his mind. If the plot details appear hazy, it’s likely because my heart has been replaced by her Latin pop earworm celebrating the joy of being a zebra.
An unusual realm… Donkey Kong Bananza. Photo: Nintendo
This is indeed an unusual world, suggesting a unique approach to platform design. How does one create challenges for a hero who can burrow through laser fences and hammer down barriers that would stop Mario in his tracks? Honestly, it requires a touch of creativity to find the answer. There’s initial chaotic clutter in a setting that can be excavated from all angles. Sometimes, you mine blindly for rewards tied to undisclosed tasks. This serendipity echoes the game’s bold freedom, resonating in the cavernous space you navigate.
Yet, as you traverse from the rolling plains to the treacherous Jounty Lagoon, the stakes elevate. Solid ground serves as protection against toxic swamps, icy lakes, and bubbling lava. Here, as the environment dictates your actions, your approach becomes more deliberate and calculated. As metal caterpillars threaten to devour the potential dangers lurking behind wooden rafts, it becomes evident that Nintendo excels at crafting surprising gameplay dynamics. Boss fights challenge DK to navigate precarious terrains, transforming arenas as combat progresses.
The only shortcoming in these later stages is the sometimes overwhelming nature of Bananza itself. Transformations granting speed, flight, and strength, if integrated into the various challenges or levels designed around them, are a blast. They evoke the memorable elements of Mario’s Odyssey and how seamlessly they were executed. However, when these abilities are pulled from context—acting merely as instant win buttons—they dilute the platform’s ingenuity.
I’m uncertain if Bananza possesses the longevity of Mario Odyssey. While that game thrives with rich content and post-credits adventures, DK will experience more fleeting moments. Forge ahead, explore new ideas, and continue breaking boundaries. The game’s climactic finale features DK demolishing concrete, rubber, watermelon, ostrich eggs, and a treasure trove of Donkey Kong Country references, all while twinkling with glimmering balls. If the weight of Switch 2 lies heavy on its shoulders, it serves as yet another tool to carve out a mark in the gaming universe. His insatiable thirst for destruction is utterly contagious.
oWhen Russia’s invasion of Ukraine commenced, Leksii Sukhorukov’s son was just 12 years old. For months, their family endured trauma and uncertainty. Sukhorukov had to leave his job in the entertainment sector, which included virtual reality and video games, leading to isolation from friends and family. Amid all this chaos, his son found solace in Minecraft. No matter the turmoil outside, he could enter Mojang’s block-building game to escape.
“After February 24, 2022, my perspective on the game shifted dramatically,” Skorkov reflects. He discovered a community of Ukrainian children playing together online. Some lived under Russian occupation, while others resided in government-controlled regions frequently targeted by missile strikes. Many had become refugees, yet they managed to connect, support each other, and construct their own worlds. Isn’t that fascinating? I felt compelled to explore how video games could be harnessed for this purpose.”
Sukhorukov, who holds a degree in psychology, chose to return to his roots, aiming to integrate his gaming experience with mental health practices. He is now the MC of the Ukrainian National Psychological Association’s Cyber Psychology Department. In 2023, he launched HealGame Ukraine, a project focused on utilizing video games for mental and emotional health support. “Currently, in collaboration with the Donetsk National Institute of Technology, we are developing a Minecraft server aimed at bringing together Ukrainian children who feel particularly isolated due to the conflict,” he explains. “The server will be facilitated by psychologists and social workers, and we also plan to create a Minecraft project for children with special educational needs.”
Lighthouse…Moment from Oleksii Sukhorukov’s Wonderworld project, where kids create towers to connect with each other on Minecraft servers. Photo: оacy
Play has been a foundation of child therapy for nearly a century, thanks to pioneers like Anna Freud, Melanie Klein, and Virginia Axlein. However, the integration of video games into therapy has been spearheaded by a new generation of practitioners who grew up gaming since the early 2010s. In 2011, Massachusetts-based therapist and gamer Minecra Grova published “Reset: Video Games and Psychotherapy,” a guide for clinicians seeking to understand gaming culture’s impact on adolescents. This piqued the interest of UK counselor Ellie Finch. Growing up with Mega Drive games, she began contemplating how to incorporate games into therapy after engaging with titles like Nie and Minecraft in 2012. However, the onset of the pandemic halted her plans.
“I transitioned from in-person youth counseling to online sessions overnight,” Finch recalls. “There are limitations to providing counseling via video calls, and I noticed many of the children were gamers. I began discussing video games with them.
Minecraft has shown to be particularly effective for several reasons: it’s one of the most popular games globally, with over 200 million players, making it familiar and accessible to many kids. Its open and creative structure allows players to express themselves freely, gathering materials to construct homes, explore, and fend off zombies.
Finch creates a private Minecraft environment exclusively for her and the children she works with. Clients can dictate parameters; some may prefer no hostile characters and opt for creative mode, while others desire a flat sky landscape. “I often begin the first session by asking my clients to design a safe space in their world,” Finch states. “This could be a house, castle, or underwater observatory. Their creations reveal much about their inner world right from the start.”
The ideal home… Ellie Finch guides clients in building a secure home within Minecraft. Photo: Microsoft/Ellie Finch
Therapists can navigate the game in various ways, allowing for a non-directed format where they follow the client to develop trust and employ therapeutic skills to decode the ongoing dynamics. “Minecraft provides a sense of adventure,” Finch notes. “Clients might wish to explore caves, swim underwater, battle hostile mobs, or construct intricate machines, opening a multitude of possibilities.
Therapists can also employ commands that engage clients in therapeutic or psychoeducational tasks. Recently, Sukhorukov and Ukrainian psychologist Anna Schulha, along with nonprofit Martesezer Werke, orchestrated a quest called Wonderworld for Ukrainian refugees aged 11-13 in Germany. These children, often feeling isolated and burdened by forced migration, participated in sessions where they had to find envelopes containing Minecraft-related resources hidden around their living spaces and nearby parks. They then utilized these resources in the game to create cakes and other items.
“At the conclusion of each session, we encouraged kids to reflect on the positive emotions and experiences they encountered during the game,” Skorkov shares. “It’s fascinating to observe the kids’ constructions and the choices they make. Are they vibrant and open, or concealed underground? How do they navigate this gaming realm?
Finch resonates with the notion that creativity within video games serves as a medium of communication, akin to drawing or building with LEGO. “The kids have shown me their fears and feelings of entrapment by guiding me into dark caves. They constructed slime block trampolines to relieve tension. Teenagers have utilized the game to venture outside their ‘safe spaces’ and explore unfamiliar territories beyond the guidance of therapists and trusted adults. In 2024, she plans to collaborate with the Cambridge University Faculty of Education on a project named ‘Chasm: Creating Accessible Services Using Minecraft’ to showcase these therapeutic uses.
Today, an increasing number of therapists are exploring the potential of video games in diverse ways. Drawing influence from Sukhorukov, they’re doing essential work that elucidates the digital landscape, cyber trauma, and the realities children face in gaming.
It’s not just about Minecraft. Games like Fortnite, Roblox, and Animal Crossing are also becoming therapeutic tools. Regardless of the game, therapy is essential in reflecting the increasingly digital lives of our youth. “For individuals raised in a tech-rich world, digital play isn’t merely a pastime,” Stone asserts. “They utilize platforms, programs, and devices as their primary forms of creativity and connection, amplifying the foundations of psychotherapy rather than replacing them.
Finch is currently contemplating extending video game therapy to adults, recognizing that this approach can be beneficial across all ages, given her lifelong devotion to gaming.
For Sukhorukov, a profound dynamic exists between Ukrainian children and Minecraft. The therapeutic impact is expanding throughout the nation. “If you search for the term ‘майнкрафт’ on Ukrainian YouTube, you will find numerous videos created by Ukrainian children and teenagers within Minecraft. They reflect lives intersected by war, with military parents, loved ones, or displaced companions. The war has fragmented their connections, affecting every Ukrainian child.
“Moreover, there’s something else that may be challenging to convey. The homelands of many Ukrainians—Volnovakha, Sievierodonetsk, Soledar, Mar’inka, Bakhmut—only exist in Minecraft. Children lack the capacity to articulate their experiences in extensive articles about these realities.
It’s almost amusing how effortlessly this remake of skateboarding games taps into my millennial nostalgia. The moment Ace shows up in the skater montage on the title screen, I’m transported back to the early 2000s, reliving memories of playing Tony Hawk’s Pro Skater games in the messy bedrooms of teenage boys. Over two decades later, I can practically smell the lingering scent of Lynx Body Spray.
In 2020, the initial titles from Tony Hawk received a refined release driven by the resurgence of Y2K nostalgia. These games are combined into one package featuring refined controls and a refreshed aesthetic that preserves the original’s gritty vibe, a sentiment echoed in the releases of 3 and 4. Levels, skaters, and parks from the 2001 THPS3 and 2002 THPS4 are all included, alongside new faces from the sport, such as Riley Hawk.
“You can connect unconventional and dangerous combos.” Photo: Activision
I vividly recall these locations—factories, university campuses, snowy Canadian skate parks, and time capsules nestled in central London. Curiously, the zoo level features empty animal exhibits (why?), but otherwise, these tightly packed urban obstacle courses are quite familiar. (Sadly, the Skaterpunk soundtrack is not what it used to be—there are numerous omissions and disappointments, although some new tracks do help to soften the blow.) Between grabs, spins, flips, and manuals, you can string together wild and daring combos across the maps, discovering hidden semi-pipes amongst power lines and walls.
Check out the trailer for Tony Hawk’s Pro Skater 3+4
I have to admit, it’s not easy. My initial hours in these games were quite the experience. I struggled with the controller, falling over repeatedly as I tried to hit the minimum score during the two-minute runs. Have I always been this bad at these games? Regardless of my past muscle memory, I’m slowly piecing together my virtual skating abilities. There are now more complex movements and lateral tricks, making it feel like a more arcade-like experience compared to Tony Hawk’s Pro Skater 1+2, serving as a solid entry point for new players.
Like any real sport, it requires patience and practice: once the combos started flowing after several hours, it felt like a true release. I still don’t believe there’s a better skating game than the classic Tony Hawk.
IIf you were a fan of electropop in the early 2010s, there’s a good chance that Purity Ring holds a special place in your nostalgia playlist. Being a young adult during that time, it’s also likely you indulged in Japanese role-playing games as a teen. Their new single Many Lives aims to recapture the RPG vibes you embraced at 12, which became a defining part of your identity. Drawing inspiration from classics like Skies of Arcadia, Phantasy Star Online, and Secret of Mana, they are ready to resonate with fans from that era.
This marks a bold move for the band, who previously collaborated with Defoons, covering a Eurodance classic. Nonetheless, members Megan James and Corin Roddick possess the background needed to pull it off. “We are avid fans of the JRPG genre,” they share. Their recent tracks have drawn significant influence from titles like Nier: Automata and Final Fantasy X. “Now, we’re navigating metaphorically, crafting an imaginative take on the Persona Formula.”
After five years since their last studio album and a decade honing their craft through remixes, Purity Ring operates independently under their own label, The Fellowship. Their forthcoming album, set for release in September, is described as the “soundtrack to an imaginary RPG… A narrative following two unfortunate characters striving to create a kinder world amidst the remnants of a broken man.”
The album didn’t initially start as a video game soundtrack, but as production progressed, the vision became clear. This realization gave birth to “Many Lives” and its B-side, Part II. “Many Lives serves as a gateway to this imaginary realm and its nucleus—akin to the beginnings of most JRPGs, where characters embark on their adventures.”
The “Many Lives” video features cel-shaded graphics directed by Mike Sunday.
The narrative revolves around the authentic experiences of Purity Ring during the album’s development, intertwined with the duo’s “memories, fears, and comforts.” “This album,” they explain, “explores how gaming provides a journey that facilitates creative renaissance.”
Upon first listen, what captivates in “Many Lives” is the hauntingly beautiful choir, reminiscent of the iconic soundtrack from Ghost in the Shell. This chilling introduction transitions into an energetic breakbeat, delivering tracks perfect for revisiting classic anime while immersed in Jet Set Radio. Purity Ring expresses their fondness for this era: “The Ghost in the Shell soundtrack masterfully combined visuals. Experiencing it as a child was unforgettable.” For this project, the duo revisited the anime, creating music that embodies the world alongside the beloved game Nier: Automata.
Canadian electropop duo Purity Ring. Photo: Yuniverse
Much like a Kawai soundtrack, “Many Lives” features unforgettable vocals alongside Bulgarian folk music, enriched by James’s vocoded lyrics. Purity Ring is unafraid to explore unconventional instruments for inspiration. They state they aren’t reliant on hardware synths and don’t consider themselves technical gearheads. “The Legend of Zelda series has consistently inspired us,” they mention. “Particularly, the Ocarina music from the N64 title.” A hint of the 1998 Ocarina of Time melody resonates throughout the tracks, akin to a half-remembered tune that lingers in your mind.
If the nostalgic vocals and retro Casiotone MT-240 sound aren’t enough to transport you back to gaming’s golden days, the accompanying cel-shaded graphics in the video showcase the duo’s deep admiration for all RPGs. Directed by Mike Sunday, the visuals are inspired by GameCube’s Daydream, harking back to an era when game developers embraced style over realism. A blend of Shinjuku and Hyrule evokes the opening map of classic JRPGs. Purity Ring draws inspiration from their favorite titles from the PS2 and GameCube eras while also paying homage to the PlayStation Portable. The imaginary RPG UI seamlessly fits within some of the bestsellers of handheld gaming.
For me, “Many Lives” feels like the soundtrack to afternoons spent playing Baten Kaitos (a sequel is still on my wishlist). For Purity Ring, the track “evokes a blend of past, present, and future—nostalgia for something you’ve never experienced but somehow still recall.” They aim to position this upcoming album as a new chapter, capturing the essence of the era while evoking the sensation of experiencing a life-altering game for the first time.
IN 2017, ThinkTank, a game design initiative known as Project Horseshoe, convened a group of developers to explore the delightful concept of video games. Since the inception of the medium, games with non-violent themes have existed. Early life simulators like Little Computer People from 1985 represented low-stake interactions, allowing players to engage with ordinary characters in their homes. Following the 1996 Chibi Award harvest, social farming simulations gained popularity.
The report produced, Cozy Games: Exploring Safety, Softness, Satisfied Needs, may represent the first systematic effort to delineate the genre. The group identified three core components: safety, richness, and softness. Cozy games (with the American spelling) avoid high-stake scenarios. “There’s no looming threat of loss,” they noted. They are designed to evoke a rich experience: “Nothing is lacking, pressing against you, or imminent.” Additionally, a soft aesthetic wraps everything in a warm embrace.
Puzzle game… Unpacking a room. Photo: Witch Beam
For example, in Witch Beam’s puzzle game, players unpack items from boxes and arrange them in a new home. Although there are constraints on placement, unlike traditional puzzle games, there’s no punishment for incorrect placements—no timers or scoring systems to contend with. The colorful pixel art enhances the experience.
Project Horseshoe’s definition aligns with the rise of handheld consoles made for communal play on sofas, particularly around the Nintendo Switch’s 2017 launch, coinciding with substantial genre growth. By 2019, indie designer Matthew Taylor began a Twitter account called Wholesome Games to feature titles reflecting their criteria. Eventually, the wholesome games movement—led by Taylor with partners Jenny Wyndham, James Tillman, and Victoria Tran—developed into a collective that hosts showcases for charming, non-threatening games, later evolving into a publishing company.
The success of wholesome games illustrates the genre’s broader expansion. The inaugural Wholesome Direct aired in 2020, coinciding with a surge in cozy game popularity during the COVID-19 pandemic lockdown, not least due to the massive success of Nintendo’s Animal Crossing: New Horizons, drawing in 25,000 viewers. The latest Wholesome Direct in June achieved an impressive 5 million views.
The solace of sadness… Spiritfarer. Photo: Thunder Lotus Game
This trend is reflected on Steam, where the number of games categorized as “cozy” is on the rise. In 2020, only 15 games were launched with cozy tags on Steam, according to SteamDB. By 2021, this figure doubled to 39 releases, and in 2022, it doubled again to 85. By 2024, a staggering 373 cozy games were released—over one game per day. Each time the genre appears to peak, it continues to soar. Major commercial hits include Animal Crossing, which outperformed any Call of Duty title with nearly 50 million copies sold, while popular farming game Stardew Valley has over 41 million copies sold.
Kelly Baudlow, an associate professor and head of Game Research and Design Programs at Harrisburg University, posits that cozy games signify more than just a genre; they represent “ideological shifts in game design.” This is evident in the diverse experiences cozy games provide. For instance, Unpacking centers on organizing household items, while A Short Hike invites players to explore a mountainous summer getaway. Spiritfarer delivers a management simulation focused on consoling souls and dealing with grief, and Venba weaves an emotional narrative around nostalgia and Tamil cooking.
A darker theme… Strange Horticulture. Photo: Bad Viking
Recently, even darker-themed games have been classified as cozy. Strange Horticulture, for instance, involves players managing a shop selling toxic plants, while Dredge introduces horror elements within a low-stakes fishing and sailing premise. “At their core, these games are fun, hopeful, and nurturing,” remarks Windom, a partner in the wholesome gaming initiative. “We want players to feel warmth and security when engaging with them. However, this definition has likely broadened to encompass games dealing with offensive or uncomfortable topics, all while remaining within a safe environment.”
Rhea Gupte and Prateek Saxena from India-based Imissmyfriend studio didn’t intentionally set out to create a cozy game, yet their debut title, Fishbowl, fits the bill perfectly. The game follows Alo, a 21-year-old woman who relocates to a new city for her video editing job, only to grapple with grief over her grandmother’s passing amidst pandemic lockdowns. Despite the heavy themes, little cozy touches can be found throughout Fishbowl, from its carefully curated color palette to its detailed pixel art and soft audio design.
So many cozy… fish bowls. Photo: Imissmyfriends.studio
“We began with the theme and the narrative we wished to convey,” explains Gupte, who serves as the game’s author and art director. “When contemplating the design and overall mood of the game, it became clear that a cozy atmosphere was necessary. Otherwise, the themes could become overwhelmingly heavy and difficult to navigate. Our goal was to introduce a sense of lightness, despite the more serious subjects involved.”
As the cozy genre continues to evolve, there’s a growing recognition that comfort is subjective. Nonetheless, Baudlow reminds us that not all non-violent games warrant the cozy label. “It’s not appropriate to simply stick that tag on everything,” she emphasizes.
The countryside dream… Stardew Valley. Photo: Concerns
Fishbowl differs from Stardew Valley in its portrayal of farming. Gupte and Saxena highlighted the disparity between how agrarian life is romanticized in games versus the harsh realities many face. “In India, farming embodies significant challenges,” Saxena noted. Games like Palace on the Hill, where the protagonist must cultivate land to settle debts, oppose the cozy narrative. Yet in alternative contexts, farming is often romanticized as a leisurely lifestyle.
TOEM, a meditative photography game developed by Something We Made in 2021, represents another facet of the genre. Although it is unmistakably a cozy game, it deviates from typical visuals by utilizing a monochrome palette. Lucas Gullbo, one of Toem’s developers, explains that while the black and white aesthetic may appear harsh, “the game conveys an emotional resonance that counters the daunting notion of being monochromatic.”
The nostalgia of food… Venba. Photo: Visai Games
Where will the cozy genre go from here? Recently, idle games have emerged as a sub-genre, featuring low-stakes elements like fishing in CornerPond or relaxing with a frog on Idle Island. Games such as Ronderets set in a cozy laundromat also include classic cozy features—farming elements and resource management paired with delightful graphics—but importantly, player effort remains minimal. Players can engage in decorations and small mini-games, but the games can progress without active participation, which contributes to their appeal. Is there an inherent comfort associated with leisurely idleness? This is a question worth exploring as the genre continues to expand.
“In the realm of cozy and wholesome games, and games at large, it’s a particularly nascent medium in the process of unveiling genres and mechanics,” remarks Wyndham. “It’s uncommon to witness something truly groundbreaking. As the wholesome and cozy game movements blossomed, they felt like uncharted territory. Why settle for typical first-person perspectives when you could opt for something more innovative? Change is often slow to emerge.
oThe exciting Mario Kart World and next week’s Utside of Donkey Kong Bananza may not have a plethora of new Nintendo titles for early Switch 2 adopters. Fortunately, Nintendo is stepping up to refine its extensive library of existing Switch games by offering free updates to enhance graphics and more substantial paid revisions. However, navigating these options can be somewhat perplexing.
What is the difference when playing Switch games on Switch 2?
Depending on their coding, some original Switch games will perform better on Switch 2 without any developer intervention. Games that lack frame rate caps—often imposed by developers—will especially gain from this, leading to smoother performance. For instance, the 2023 Brilliant Bayonetta 3 shines at 60fps on Switch 2 (and the resolution increase is a welcome bonus). Additionally, Super Smash Bros Ultimate, a game I’ve invested over 700 hours into, now enters matches notably quicker. Titles like Animal Crossing: New Horizons and Skyrim benefit from a stable frame rate and greatly reduced load times, including the notorious Hyrule Warriors: Age of Calamity.
The remastered Witcher 3 on Switch transforms the prior blurred visuals into something much crisper and smoother, thanks to dynamic resolution scaling and unlimited frame rates. Xenoblade Chronicles 2, Arkham Knight, and Wolfenstein 2 also showcase significant improvements in resolution and performance.
Which games have received free Switch 2 upgrades so far?
Switch 2 owners can now enjoy high dynamic range (HDR) support and higher resolutions (up to 4K). Many beloved Nintendo Switch games have received free updates taking advantage of the new hardware.
Initially, minor updates were provided for less prominent titles. To improve multiplayer experiences, two of Nintendo’s party game collections, Clubhouse Games and Big Brain Academy, have been updated free of charge, introducing useful Gameshare features that allow multiplayer play with others who do not own the game. Additionally, niche titles like Game Builder Garage and Egg Plaza now support Joy-Con mouse functionality. More significant free updates await you on Switch 2.
Pokemon Scarlet/Violet
Paldare feels more vibrant on Switch 2… Pokemon Scarlet. Photo: Nintendo
Previously, one of the most poorly performing games on the Switch, the 2022 Pokemon Scarlet/Violet, struggled with frustrating frame rates and low-quality textures that detracted from gameplay. Fortunately, developer Game Freak has worked to enhance things on Switch 2. These games now boast dramatically improved frame rates and more fluid animations, making interactions with Pokémon smoother than ever, especially in handheld mode. Exploring the expansive region on Switch 2 makes it feel even more alive. While there is no HDR support and some original texture issues persist, the visual and performance enhancements create a much more enjoyable experience.
Super Mario Odyssey Nintendo wisely opted to elevate the finest 3D Mario title ever, enhancing the game’s resolution to 1800p in docked mode and fully implementing HDR. The artistic direction of Odyssey has always been outstanding. Now, the colorful landscapes sparkle even brighter, from the glowing red dunes of the Sand Kingdom to the sharper rings of ros. The frame rate also remains consistently high, making every jump and spin feel even more exhilarating. Gameshare support has also been added, allowing a second player to jump in as Cappy on a second Switch.
The Legend of Zelda: Link’s Awakening and Echo of Wisdom
A sophisticated performance… The Legend of Zelda: Echo of Wisdom. Photo: Nintendo
Both charming Zeldas on Switch were known for their unique appeal, but their performance was lacking. With frame rate dips reminiscent of outdated hardware, these often captivating experiences fell short of potential. The good news is that Nintendo has dramatically enhanced both titles for Switch 2, rendering them in crisp 4K with full HDR support. Yes, both now run at 60fps. These Grezzo-developed games now radiate from the screen like never before. If, like me, you shelved an echo of wisdom last year due to its performance issues, now is the time to dive back into both this and Link’s Awakening.
New Super Mario Bros U While last year’s Super Mario Wonder might have garnered the spotlight, Nintendo decided to give Wii U’s 2D Mario some love on Switch 2. With enhanced resolution, improved frame rates, and of course, HDR, this beloved Mario platformer has never looked better.
ARMS
More accurate controls… ARMS. Photo: Nintendo
Remember your ARMS experience? A motion-controlled fighting game that launched soon after the original Switch? Surprisingly, Nintendo has chosen to give this gem some love eight years post-release. The game’s motion controls now feature improved accuracy, allowing you to land hits more precisely. Local multiplayer for four players now operates smoothly. While its distinct controls might not be for everyone, its artful character designs and vibrant world have been revitalized.
Super Mario 3D World + Bowser’s Fury Another Wii U classic with a new lease on life. The multiplayer experience of Mario’s 3D World has been refreshed with frame rate improvements and upgraded resolution, while Bowser’s Fury also enjoys enhanced graphics and full HDR support, ideal for 4K displays.
Captain Toad: Treasure Tracker This charming, leisurely-paced puzzle adventure has seamlessly transitioned to the Switch 2, benefiting from HDR support and improved resolutions in both docked and handheld modes. Additionally, the game now includes Gameshare support for cooperative play.
Splatoon 3
Designer’s Splatting… Splatoon 3 Photo: Nintendo
Originally born on the Wii U, Splatoon has evolved significantly. While always vibrant, the graphical issues plagued by low resolution have been corrected. Now rendered in stunning 4K on Switch 2, Splatoon 3’s colorful world shines with intricate details. Whether you’re defeating bosses in the engaging single-player campaign or battling it out in online turf wars, Splatoon 3 on Switch 2 feels refreshed—like an entirely new experience. If you missed it previously, there’s never been a better time to get on board.
What upgrades are available for the paid Nintendo Switch 2 edition?
In contrast to the free upgrades mentioned earlier, the Switch 2 edition is typically an older game repackaged with additional content. Upgrading your existing games to the Switch 2 edition costs between £7.99 to £16.99. New players can purchase the Switch 2 edition outright for £60-70. Notably, subscribers to Nintendo’s online service will receive some of these upgrades at no additional cost.
The Legend of Zelda: Breath of the Wild and Tears of the Kingdom
A groundbreaking experience… The Legend of Zelda: Tears of the Kingdom. Photo: Nintendo
Regarding iconic launch titles, few can compete with Breath of the Wild. Instead of simply remaking it, Nintendo has opted to enhance both it and its sequel. These top-tier open-world games have been revitalized, with Hyrule’s painterly landscapes appearing richer than ever. Areas that previously caused performance issues on Switch, like the Kokoro Forest, now reveal intricate details in high-resolution textures, alongside HDR support. The updates also make exploration rewarding with new assists, such as a Zelda Notes app for keeping track of secrets. Both editions are available for free to Nintendo Switch Online subscribers or can be upgraded from the original for £7.99 each.
No Man’s Sky This acclaimed space exploration simulator from Hello Games has undergone a massive transformation over its nine-year history. Its 2022 port to the original Switch was functional but lacked excitement. However, on Switch 2, players can experience it as if it were an entirely new game. Running at up to 1440p with HDR, each vibrant planet bursts forth with vivid colors, immersing players in its rich sci-fi atmosphere. The best part? Hello Games offers an upgrade for this Switch 2 edition at no extra cost.
Fortnite
A much-needed upgrade… Fortnite 2 for Nintendo Switch 2. Photo: Epic Games
The Battle Royale that captured the world often felt restrained on older consoles. However, Epic Games has given it a significant facelift. Now running at a smooth 60fps and improved resolutions, Switch 2’s version of Fortnite features enhanced textures and significantly better draw distances. Notably, it also offers GameChat support and mouse controls for players seeking a competitive edge over those using analog sticks.
Super Mario Party Jamboree TV – July 24 This notable Switch 2 edition features a variety of new party experiences alongside expected graphical enhancements. A key addition is the PlayStation Eyetoy-inspired Bowser Live Mode, prompting players to complete mini-games using the Switch 2’s camera. Plus, Jamboree TV introduces a fresh microphone and camera-based setup for a completely new experience, alongside a mouse-controlled carnival coaster mode. Owners of the 2024 Super Mario Party Jamboree can access this upgrade for an additional £16.99.
Kirby and the Forgotten Land + The World of Stars Crossing – August 28 This Switch 2 Edition of Kirby and the Forgotten Land expands upon the previous entry, introducing a new, story-driven adventure. It invites our squishy protagonists to leap, swallow, and battle through new challenges while rescuing friends from a newly crystallized world. Both the star-crossed world and the original benefit from enhanced resolutions and improved frame rates. This upgrade to the Switch 2 edition is priced at £16.99.
Enshrouded combines elements from at least three games, blending the creativity of Minecraft, the epic storytelling of Skyrim, and a variety of resources. My daughter kept insisting I’d enjoy it, and I regretted not listening sooner. While I was focused on Eldenling, I often gravitated towards Enshrouded’s laid-back combat. It makes me feel like a true warrior, though sometimes I find myself getting knocked down by the right tactics.
The real delight lies in the sheer freedom to pursue your whims. I can spend hours farming and baking cakes, refining metals for superior armor, and completing quests to unlock new weapons and ingredients. Ultimately, my main ambition is to realize my grand design for castles and villages atop the mountains. Above all, the graphics are exceptional. From lush forests to arid deserts and snowy peaks, it’s a visual delight. Watching the sun set and illuminate the mist is one of the game’s most breathtaking moments. Paul, South End
Stalker 2
There’s truly nothing like the Stalker series. Stalker 2 offers an immersive survival experience set against a backdrop inspired by the Stalker film and the Chornobyl disaster. It serves as a complete remake of the original game, employing a modern engine with updated graphics and interactive elements while retaining the beloved familiarity of the original. It includes new narratives, maintaining the essence of the classic while introducing some nostalgic bugs. Having played video games since Labyrinth in 1978, I find Stalker the most captivating. Purchasing it supports Ukrainian gaming developers. James, Spain
Completely immersive…Stalker 2. Photo: The World of GSC Games
Story from Sol: Gun Dog
This is definitely my standout experience of 2025 so far. I’m captivated by the art style and the music, but it’s the 3D characters that truly resonate with me. They foster a connection that immerses you in the story. I genuinely felt an emotional bond with them, and they seemed eager to learn more about me. I’m excited to see what comes next from Space Colony Studio. Miranda, Cardiff
Emotional connection… A story from Sol: Gundog. Photo: Space Colony Studio
Indiana Jones and the Great
While Stray offered a close second and Atomfall was enjoyable, Indiana Jones delivered near perfection for me. It’s concise—ideal for my busy life with two kids—yet it provides enough open-world elements to keep me satisfied. The missions were entertaining, exuding classic Indiana Jones flair in both style and problem-solving. Starting with a boulder scene reminiscent of Raiders was a stroke of genius. The sound effects are fantastic, and I never tire of brawling with Nazis. Rob, Edinburgh
Fantasy Life I: A Girl Who Steals Time
I thoroughly enjoy Fantasy Life I: A Girl Who Steals Time. It seamlessly merges open-world exploration with countless activities, allowing players to pursue various lives to enhance their gear for adventures. Coupled with captivating art and an excellent multiplayer community, I’ve logged over 80 hours and still find more to explore. Jonathan, Edenbridge, Kent
Lots to do…Fantasy Life I: A Girl Who Steals Time. Photo: Level 5 Inc
I cherished the remastered version of forgetting; too many beloved childhood games are seldom re-released with such quality. The gameplay still holds up, and all the idiosyncrasies I loved in the original remain intact. In these politically tense times, it’s a relief to escape into a light-hearted, Lord of the Rings-like realm filled with dungeons and whimsical characters. Even Skyrim, as a sequel to Oblivion, feels somewhat heavy during these gray days. What made it even more special was introducing my partner Emily to the game years ago. Watching her rediscover the fantasy world I loved was far more enjoyable than playing it myself. Jack, Bath
Avowed
I absolutely enjoyed Avowed. It took me by surprise, as I hadn’t seen any prior advertising. Playing a well-crafted mid-sized RPG was genuinely refreshing. While many games aim to emulate Skyrim’s vastness, Avowed diverges by honing in on specific systems and excelling in them instead of trying to do everything. The combat, exploration, and narrative were all of exceptional quality. Isobel, London
This one’s a no-brainer for me. It’s all about the stories, stories, stories. Lately, I’ve adopted a rule when it comes to buying games: wait a month before making any purchases. I let others test the waters first. The KCD2 narrative is so captivating that it can overshadow any minor glitches. I didn’t experience any issues myself. You become completely engrossed in Henry’s journey, navigating a world that presses all the right emotional buttons. It’s thrilling to progress through the storyline, especially during significant quests or ACT transitions. The game unfolds beautifully until that poignant moment on the hill with Henry’s deceased parents, making you truly feel like you’re leading his story. The decisions you make genuinely matter. Afterwards, you’ll find yourself pondering its overall worth. One of the finest RPGs I’ve ever played. Andrew, Australia
Life, as a series, is peculiar, but for me, it blends seriousness with a touch of whimsy, leaving me committed to showcasing queer characters prominently. This has proven fruitful in many respects. While the ambiguous relationship between timid blue-haired Chloe and the enigmatic Chloe from 2015’s Original Life is Strange remains partially undefined, Alex Chen stands out as the oddity in life. However, my favorite queer moment from the series surfaced in last year’s double exposure.
Max Caulfield has grown up and now holds a photography residency at a small-town university. She has come to accept herself. She is attractive but takes a leap with Vince, the not-so-great IT guy on campus. But what about Amanda, the cool lesbian bartender at a local pub? She is both intriguing and complicated. I adore the fact that all bisexual people can find the cool lesbians both intimidating and alluring. If you successfully navigate a date with Amanda, you’re in for one of the most delightful scenes in gaming. They attend an imaginary concert, sharing riffs and laughter over nostalgic chaotic shows. It’s reminiscent of how Nathan Drake and Elena played Crash Bandicoot together in Uncharted 4, creating one of the most genuine relationship moments in the game. (And yes, even after the date goes well, Max stays hesitant to kiss her.) — Keza McDonald, Video Game Editor for The Guardian
Ellie and Dina from The Last of Us Part II
Our Last Ellie and Dina: Part II Photo: Sony/Naughty Dog
Ellie and Dina’s relationship in The Last of Us Part II has garnered much attention, and rightfully so. There are not many narratives in media that steer clear of trauma. While recognizing the difficulties faced by marginalized groups is vital, it also highlights the importance of joy. It’s remarkable that in a game heavily laden with deep themes and tragic character arcs, these two can engage in a lighthearted, collaborative relationship. They aren’t solely defined by their challenges, but rather by the choices they make. The narrative evolution and eventual conflict stem directly from Ellie’s actions and decisions. — Amanda Hafford, Producer (and voice of Ducky) Date Everything!, Now
Same-Sex Marriage in Fable
No Cheat Codes Required… Fable Photo: Lionhead
As a teenager, I discovered a game called Fable. I played through the tutorial and sought to enhance my experience using cheat codes, buffing my character considerably.
However, I soon felt uneasy, not because of cheating, but due to not fully identifying with my character.
Does this character truly reflect me? Am I allowed to act this way? I wasn’t sure.
Upon reaching my first town, I met a merchant, bought everything he had, and returned all my items.
I sensed my thoughts beginning to crystallize. Can I genuinely do this? I thought so.
I gifted him a wedding ring. The gay married. I acquired a house and never revisited the game.
–
I was a closeted teen, and everyone around me seemed to know, except for me.
I was a chubby child, a fact frequently pointed out by others.
It’s amusing now, as I was caught in the game’s narrative, yet I never revealed my own truth. How oddly our teenage minds operate. — Tanat Boozayaangool, Developer at Tan Ant Games Building Relationships, Coming This Year
Bisexual Mayhem in Thirsty Suitors
Mischief and Sincerity… A Thirsty Suitor Photo: Annapurna Interactive
My passion for queer games exists on both ends of the spectrum. At one end is the “delicate nuance and subtlety,” while the other revels in “delightful confusion.” It resonates with my experience as a bisexual individual.
In the realm of nuance, my initial affection was for the catharsis found in going home and recognizing the peculiarities of my sister Sam and her struggles after being rejected by their parents. There was also the narrative growth that allowed space for new relationships after hardship. More recently, I saw beautiful development in the relationship between Henry and Hans within their kingdom.
On the flip side, there’s ample mischief and sincerity. Thirsty Suitors captures the messy interconnectedness of peculiar dating scenarios and the aftermath when someone is caught up in their own world. As for my game, Crescent County, it leans towards the chaotic side. There’s often a pressure to portray “perfect” queer expressions, which detracts from the characters’ depth and humanity. I get the allure of pure chaos, but we shouldn’t homogenize ourselves for acceptance! — Anna Hollinlake, Creative Director Crescent County, Coming Next Year
Reflecting on my journey through the gaming era, my kids affectionately refer to it as the “late 1900s” (I feel Dust accumulating on my bones), I recall that villains were often the only characters coded with diversity. Healthy, quirky moments were as uncommon as writers crafting new, original narratives.
That’s why I absolutely cherished Unpacking. While the game revolves around unpacking belongings as you transition between places, it’s a brilliant show-don’t-tell piece. You leave your parents’ home, share a space with a roommate, eventually move in with your boyfriend, who quickly minimizes your space and expression. I turned to my wife, exclaiming, “She’s gay!” But she didn’t take note because I often relate to characters I admire. However, I was right. As the narrative progresses, she encounters her new partner, grows closer, and eventually they have a child and unpack the nursery together. It concludes with what I believe to be the healthiest representation of a lesbian relationship I’ve seen in any video game. — Nikkijay, Author Quantum Witch, Now
A As a teen in South Australia during the late 1980s, I developed a fascination with Australian New Wave Cinema, partly due to the Mad Max trilogy. One day in class, my high school English teacher rolled in a TV trolley and presented us with a screening of Nicholas Roeg’s classic. We were spellbound. Fast forward 40 years, and I’m now immersed in Death Stranding 2, Hideo Kojima’s expansive apocalyptic saga. Occasionally, it feels like I’m reliving that classroom experience. The game unfolds in a devastated Australia, where cities have vanished, and the landscapes are as stunning and prophetic as those in Roeg’s films.
After 45 hours of gameplay, I’ve made minimal progress in the storyline. Instead, I’ve explored the wilderness and delivered packages to remote outposts. Set in a world ravaged by catastrophic events, the game showcases a supernatural explosion that transforms the landscape. As you traverse the expansive ochre desert towards the coast, you witness sunsets behind shimmering mountain ranges, and tides reflecting the sky. Unlike typical open-world games, where environments remain static save for day/night cycles, Australia in Death Stranding 2 feels magical and ever-changing. Earthquakes might send boulders tumbling down mountains or trigger a massive dust storm, while snowy avalanches can engulf you. Along your journey, you can construct roads, power generators, and jump pads, all of which other players can discover and utilize. Each visit to a location feels novel.
Kojima cites George Miller as his inspiration, and the influence of the Mad Max films — with their chaotic, desolate energy — permeates the game. It examines the interplay between technology and isolation, portraying feudal tribes and scarce resources amidst an adrenaline-fueled atmosphere. Yes, he’s influenced by Roeg as well; while there are hints of mythic resonance from Walkabout, the game may lack the profound undertones of colonial guilt. On the remote fringes of the game map, a rocky outcrop evokes memories of Peter Weir’s Picnic at Hanging Rock.
The hallucinatory strangeness of the sun attacked… a picnic at Hanging Rock.
I’ve spent countless hours driving along the highways of this game, picking up parcels and delivering them to remote locations. Why? Sitting in front of the screen until 2am, I felt compelled to ensure that a shelter received its fluffy pajamas. The magic lies in creating a timeless Australian landscape that is subject to moments of extreme change — echoing the transcendental techniques employed by Weir. This world is both enchanting and menacing, which is utterly captivating.
A few years back, Weir expressed this about Picnic at Hanging Rock: “What I aimed to achieve was an oppressive atmosphere of unresolved tension. To evoke claustrophobia within both place and relationships. We labored intensely to construct a hallucinatory, mesmerizing rhythm that made you lose track of reality.”
In essence, that’s my experience with Death Stranding 2. It’s a game filled with hallucinations and engaging rhythms. You drive and drive, eventually returning to the same locale hours later—only now there’s a road or a marker left by another player who perished during the night. This creative interpretation of Australian landscape captures what Grand Theft Auto has aspired to achieve in American cities. It’s about interpreting and distilling a sense of place from an outsider’s lens. So, when I finally unlocked a new area for exploration, the sense of wonder mirrored my first viewing of Walkabout on a rainy afternoon in Manchester. I’m certain it will take me months to uncover it all.
What to Play
A philosophical comedy… a Quantum Witch. Photo: Nikki J.
A few months ago, I interviewed the creator of Quantum Witch, a unique pixel art adventure about a shepherdess who lost her flock and was caught in a metaphysical conflict between clashing gods. Nikki Jay, raised in a religious cult, escaped to forge her own path, and her experiences deeply inspire the game.
Developed with minimal assistance from Paul Rose, the inventor of the iconic Teletext Gaming Gin digitizer for Channel 4, it blends point-and-click mechanics with a postmodern deconstruction of the genre, punctuated with eccentric undertones. If you enjoy irreverent humor, you’ve come to the right place, or you’re simply looking for something delightful and quirky.
Available at: PC Estimated playtime: Five hours or more
What to Read
Bad news? …Mindseye. Photo: IO Interactive
In more troubling news for game industry employees—Mind-Annoyed Developers have begun to Make a Rocket Boy. Following a disastrous launch, the studio has seen significant layoffs. Games plagued by bugs and AI glitches have received negative reviews from both players and critics, with IGN reporting that up to 100 staff members have been let go. What a disaster.
Eurogamer features an amazing interview with voice actor Ashley Burch, discussing whether video games can positively impact mental health. Burch shares her own experiences with obsessive-compulsive disorder and how Harvest Moon 64 aided her coping mechanisms.
We love in-depth explorations of classic video games, and Gamespot has produced an amazing piece about how a designer crafted the best level in Deus Ex—the Aeon Storm, a legendary role-playing adventure from Dallas Studios, filled with intriguing details about the alternative rendition of Hong Kong.
A peculiar narrative, a short play… The Rest of Edith Finch. Photo: Annapurna Interactive
This comes from Adam:
“I’ve been enjoying Be Brave, Barb, from the developers behind the fun Daddish series. I appreciate its straightforward, bite-sized gameplay, reminiscent of my experiences with the Game Boy Kirby titles.”What’s your favorite snack-sized game?
After my initial experience with the eerie short horror title Thin, I’m now obsessed with curious mini horror games, adding titles like Mouse Washing, Murder Case, and PT to my list. I’m also fond of classic PlayStation minigames like BISHIBASI Special and Point Blank. From the rest of the team, Keza is into WarioWare, The Lonely Mountain, and Pokémon Trading Card Game (“yes, still,” she says). Tom Regan enjoys Edith Finch’s Remains, Florence, and Inside; Christian Dongran mentions short-burst games like Loop Hero, Tetris Effect, and Sifu, while also noting, “Guardian Quick Cryptic is my favorite ten minutes of the week.” Sarah Maria Griffin loves Short Hike, and of course, the delightful Untitled Goose Game is a perfect little gem.
If you have questions or feedback regarding the newsletter, don’t hesitate to reply or email us at butingbuttons@theguardian.com.
Here’s a rewritten version of the content while maintaining the HTML tags:
fortunately for us, the memory of the Covid lockdown has become a distant past. After several years, we’ve stepped back into life, rebuilding our careers and relationships, exploring the world anew. However, that’s not the case for everyone. Acclaimed composer Jessica Curry has crafted a captivating and refined soundtrack and has recently released projects like Everyone’s Dear Esther and Esther’s Dear Esther. After being diagnosed with a degenerative illness in her mid-20s, she began her own quarantine at the onset of the pandemic, remaining at home for almost five years. During that time, she was unable to create or write, and her world felt as though it was crumbling.
“Like many, I endured a challenging pandemic,” she reflects. “I witnessed my father passing away on Zoom, along with my aunt and other family members. Following the discovery of a tumor in my ovaries, I had major abdominal surgery, but the surgery was unsuccessful in 2022. It was only then that I found myself able to listen to music again.”
Last year, the turning point came when Curry decided to revisit her music. Although she wasn’t ready to start composing, she began organizing her works after years of low productivity. This led to the creation of *Shield Song*, an album that prominently features new interpretations of her favorite pieces. The album is enveloped in an ethereal choir sound performed by the esteemed London choir. “Shield Songs represent a gathering, almost a manifesto. What do I stand for as a composer? What is my legacy? I thought it might be my final statement.”
A recording session aimed at capturing the song with a beautiful ethereal voice. Photo: Jessica Curry
The album comprises four pieces that evoke joy. It is based on a game about an apocalypse viewed through the lens of a quaint English village, for which Curry received a BAFTA for the soundtrack. The game was developed by The Chinese Room, a studio co-founded by Curry and her husband, Dan Pinchbeck. He praised the stunning idyllic surroundings and deeply emotional scores, influenced by composers Elgar and Vaughan Williams. This music remains among her most beloved works.
“I’ll still get emails about it in ten years,” she shares. “So many fans have tattoos inspired by it. I often receive messages from people who listen to death metal but love this soundtrack. While the game centers on human relationships, I wanted to reimagine the music.”
Another reason *Rapture* resonates in the new album is its thematic parallel between isolation at the end of the world and experiences during the Covid years. “Games are about the human experience—what does it mean to love?” she reflects. “Interestingly, many themes connect to global events, like the pandemic, and how we cope with them.” Curry describes the shield songs as a reflection on love and sorrow, yet they also offer a hopeful exploration of human resilience. The four tracks draw from the enduring light of her anti-war requiem, first performed in 2011, responding to the nuclear bombings of Hiroshima and Nagasaki, infused with a sense of optimism for the future.
The album also features a blend of works from The Chinese Room’s VR sci-fi adventures. The titular track is a haunting choral piece inspired by John Dowland, while the remaining tracks lean toward experimentation, showcasing her evolving musical direction. “You could say it’s mine, but it blends minimalism with a classical twist, and it evokes a cinematic quality,” Curry explains. “It has that epic space opera feel, and I loved how everything came together in the score.”
After selling The Chinese Room to SUMO Digital in 2018, Curry set off on her own journey, while Pinchbeck remained as creative director, guiding the BAFTA Award-winning game *Oil Rig Horror Adventure*, before departing in 2023. “Maybe we’re insane,” she muses, “but I believe we have a talent for creating games, Dan and I. We have stories to tell.” Although Curry is still battling illness and apprehensive about going out—especially given the aggressive attitudes some have towards masked individuals—she has returned to composing.
“For the first time in a long while, I can truly hear music in my mind,” she expresses. “I never imagined I’d experience that again, and I believe it will yield something new. This will be Jessica Curry, but I am not the same person I was before. When something profoundly bad happens, you transform.”
oIn the modern gaming landscape, many developers agree that generating any buzz for new projects is a challenge without hefty marketing budgets. Last year, nearly 20,000 new titles hit PC gaming platforms, as noted in Steam. This deluge has effectively vanished into the vast sea of online content. So, when a small studio snagged a spot on stage at the Summer Game Fest, live-streamed to approximately 50 million viewers worldwide, it was quite a significant achievement—not one to be underestimated or misrepresented.
This brings us to Ian Proulx, co-founder of 1047 Games. During his brief appearance at the event, he took the stage wielding a baseball bat to promote the online shooter Split Gate 2, stating he was “tired of doing the same things year after year.” Unfortunately, this approach backfired. Both gamers and fellow developers criticized his choice to incorporate another studio’s game alongside politically charged memes, especially during a time when anti-ICE protests were facing violence across town. Proulx defended his actions by asserting that the slogan’s use was non-political; however, just four days later, he issued an apology. He explained, “We needed something to capture attention. The truth is, we struggled to come up with something. This is what we settled on.”
What Proulx hadn’t anticipated is that the fast-evolving memetic culture of 2025 is crucial, with its nuances and sociopolitical implications constantly shifting. You can’t just throw around cheeky symbols or memes from platforms like 4chan without understanding their contexts. Just look at how embarrassingly out of touch figures like Elon Musk and Edgelord Shacktick became in the mid-2000s. Memes require context for expansion. And you can’t present yourself as the vanguard of FPS while peddling battle royale modes, especially when they are recycled versions of existing games. Are we serious about 2025?
Backlash… Is anyone even playing Split Gate 2 now? Photo: 1047 Games
While I’m not fully aware of 1047 Games’ specifics, I’ve visited numerous game development studios worldwide. Regardless of how progressive they wish to be, they often overlook the fact that the dominant monocultural preferences of middle-class men may not resonate with everyone else. Proulx commented, “We tried to think of something. This is what we came up with.” In a boardroom filled with like-minded individuals, it likely felt humorous, but they should have consulted with someone outside their bubble first.
Split Gate 2 now finds some potential customers turned off by the misguided MAGA-themed bit, while another segment that Proulx has apologized to holds resentment; it’s a negative spiral. This situation is problematic, especially since multiplayer games depend on enthusiastic communities to promote themselves.
Proulx could have made smarter use of his 30 seconds of fame on stage. Reflecting on memorable moments from recent E3 events, positive memories include: former Xbox chief Peter Moore showcasing his Halo 2 tattoo; game artist and director Nakamura engaging the audience with her infectious enthusiasm for Ghostwire: Protocol; and actor Keanu Reeves exclaiming, “You take your breath!” with audience members during the Cyberpunk 2077 presentation. In a climate rife with faux machismo and posturing, these charming and genuine moments shone like beams of sunlight. You don’t need to step on stage brandishing slogans or baseball bats; your most valuable asset in this highly digital, anonymous creative world is your humanity.
What to play
Arcade-y… a rematch. Illustration: sloclap/Steam
This week, we have several intriguing game releases, including I’ll Date Everything, a game where you can date a toaster, FBC: Fire, a spin-off from Remedy’s Cult Studio, and Tron: Catalyst, Bithell Games’ Disney cyberspace classic.
I’m particularly excited about Rematch. It’s an arcade-style 5-v-5 football game influenced by the Rocket League phenomenon. Unlike EA Sports FC, it focuses on individual players, each equipped with flashy skills, meaning you don’t need extensive knowledge of soccer to enjoy it.
Available on: PC, PlayStation 5, Xbox Estimated playtime: Whatever you choose
Fighting the bonnet… The window so far, Jane. Photo: 3 Turn Production
Leader Adam asks this week’s question:
“As a British literature student, I found Button’s newsletter this week about the intersection of video games and Shakespeare thoroughly engaging. It got me thinking—what classic literary works could be transformed into video games, and I’ve always considered Edmund Spenser’s 16th-century epic, ‘The Faerie Queene,’ a prime candidate.”
Conveniently, this is a subject I frequently pondered post-graduation from British literature. When considering classic works that could make great games, I envision ‘The Rime of the Ancient Mariner’ as a dark, rogue take on the Oregon Trail, styled like the revival of OBRA Dinn. I imagine Conrad’s ‘Heart of Darkness’ reimagined as a Hill-style psychological horror. Or even turn ‘Pride and Prejudice’ into a rich dating sim (we’re almost there; titles like ‘Tom Jones’ and ‘Middlemarch’ could inspire an incredible open-world adventure).
In the “Historical Author Turned Game Designer” category, two evident candidates arise. Mary Shelley and H.G. Wells stand out as deeply inspired writers in science and technology. Bertolt Brecht, a playwright known for engaging popular audiences with various methods, along with August Strindberg—who dabbled in photography and the occult—could see themselves crafting iconic RPGs at the Summer Game Fest.
If you have a burning question or feedback about the newsletter – Please email pushbuttons@theguardian.com.
When Pragmata was unveiled five years ago, the specifics of what Resident Evil publisher Capcom was creating remained uncertain. The initial trailer presented an eerie, futuristic scene featuring an astronaut and a blonde girl, yet it offered little clarity on the game’s direction. The anticipated 2022 release slipped away, leading to a “pause indefinitely”, leaving many to wonder if Pragmata would actually launch in 2023.
Everything changed on June 4th, when a new trailer premiered during the PlayStation Showcase. The blonde girl is revealed to be a combat-ready android, teaming up with an astronaut named Hugh (naturally) amid an intense battle within a space station. The following weekend, I had the opportunity to play for about 20 minutes at the Summer Game Fest. Long, troubled development cycles are often a bad omen, yet my experience was surprisingly promising.
Pragmata opens with the astronaut Hugh Williams lying unconscious among metallic wreckage. A young girl dressed in an oversized blue jacket with long, flowing blonde hair (a peculiar choice, if I’m being honest) stumbles across Hugh while grappling with a large case nearby. After finally managing to topple it, she opens the case to reveal a device that emits the Lunafilament nanowave, which she uses to repair his suit.
We discover that they are located on a lunar space station, where a robotic security system mistakenly identifies Hugh as an intruder, leading to a confrontation. I was not prepared for how enjoyable the combat would be.
In Pragmata, the robotic enemies all possess robust shields, rendering Hugh’s arsenal (which can be expanded by locating various firearms in the environment) largely ineffective. Fortunately, the girl, now identified as Diana, has the ability to hack these foes, making them vulnerable—all while dodging attacks as she perches on Hugh’s shoulder.
To navigate the robots’ mainframe, you’ll need to use the face buttons on the controller to disarm their shields temporarily, reaching a green tile arranged in rows and columns. This must be done quickly, and while dodging their strikes, which often resulted in failed attempts and resets, creating a genuinely thrilling (and fun) battle scenario.
Hacking in Pragmata evokes the urgency of calling in a Stratagem in Helldivers 2, requiring swift yet deliberate button presses under intense pressure. Each gunfight becomes a moment of high tension: different robot types necessitate various hacking strategies, and they scatter in confusion once compromised. During my brief session with Pragmata, I encountered an array of opponents and weaponry.
Just as someone tapped me on the shoulder to signal the end of the demo, I found myself captivated by the combat (unfortunate timing just before the Big Boss showdown). Despite the protracted development period of over five years, the gameplay feels refreshingly new.
Pragmata is set to launch on Xbox, PlayStation, and PC in 2026.
TThis resembles a sphere like Redrock, an open-world variant of Las Vegas Mind-Yay. It’s nearly directly the original concept: a massive bubble of bubbles partly embedded in the desert ground, with its exterior acting as a gigantic screen. Occasionally, cars halt beside this sphere while traveling in an electric vehicle designed by Silva, the global megascope controlling entity. They pause just as advertisements on the Silva EV unfold dramatically overhead, resulting in a slight disorienting effect.
In these instances, I truly grasp what Mind-eye aims to convey. You find yourself ensnared in the ultimate company town ruled by oligarchs and con artists who have no desire to escape the ecosystem they’ve constructed. Mindseye infiltrates this reality through serendipitous interactions with a blend of wit and lightness. While much of the game skews towards heavy-handedness and dullness, it’s refreshing to experience moments of clarity where everything falls into place.
With its sphere and ever-present EV, Mindseye embodies a futuristic vibe. It connects with themes surrounding AI, the Tech elite, and the creeping menace of corporate dystopia. You take on the role of a former priest grappling with amnesia who must confront the precise harm that technology has inflicted on his humanity, engaging in combat against people, robots, and drones. Beyond the main story, Mindseye also offers a toolkit for creating your own games and levels to share with fellow players. This all comes from a studio co-founded by Leslie Benzies, known for his work on GTA 5 and more.
AI overlords…Mindseye. Photo: IO Interactive
Strangely, the gameplay often feels reminiscent of the past. When I move my finger through the air, I sense a breeze from around 2012. Heartfelt, it’s a somewhat clunky cover shooter set in an open world experienced primarily during travel between missions. The narrative exists mainly to justify betrayals, car chases, and shootouts, while explaining why you enter battles accompanied by personal drones that can open doors and stun nearby foes.
It can be a peculiar affair, evoking memories of a time when many third-person games included cutscenes and cover mechanics that hadn’t yet reached necessity. It’s worth noting that there are frequent reports of crashes, technical glitches, and NPCs appearing without faces. My playthrough on a relatively older PC encountered just one crash and a handful of amusing bugs, but overall, I faced minimal issues. I engage with games that feel similarly dated.
This might attract less criticism than anticipated. A straightforward run-and-gun mission lets you repeatedly photograph individuals who share a striking resemblance while choosing routes between waypoints. Shooting mechanics often provide enjoyment, so it feels somewhat disappointing to drive for each mission, though the vehicle conveys a satisfying sense of freedom, reminiscent of classic driving games. (Air travel lacks excitement due to its lack of character.)
Drive between missions…mindeye. Photo: Build Robot Boy/IO Interactive
In a world where many games contemplate AI dominance, the in-game AI around me seemed far from a takeover. When I relinquished control of the vehicle to the game while tailing an enemy, I was advised to avoid detection, leading to our bumpers colliding at each intersection. This particular open-world town is inhabited by amusingly unskilled AI drivers. I’ve frequently arrived at traffic lights only to be greeted by their reckless antics. Consequently, I often appreciated the off-screen collisions involving road cones and dumpsters that I consistently found amusing.
I even enjoyed the plot’s quirks, featuring lines like “My DNA has changed since we last met!” But do you feel it? Nevertheless, I’ve become increasingly aware that intelligent individuals devoted a considerable amount of effort to creating this game. I don’t think they aimed to disappoint. Or to place me in an open world that feels sparse, not due to a lack of mission icons or fishing mini-games, but because it lacks convincing human elements.
This issue appears to resonate thematically. It embodies a reckless ambition. When I explored the level editor, I discovered impressively rich and complex tools, but creating something truly exceptional on this platform demands significant time and dedication. This is undoubtedly aimed at mega fans with niche interests. Completing everything in the campaign (even those sections that attempt variation with stealth, tracking, and sniping segments) is an endeavor that requires a real mega-corporation’s backing.
Mindseye is peculiar. Despite its flaws, I seldom found it unenjoyable, but I still find it challenging to give an unreserved recommendation. The concepts, immediate actions, and narratives are so vaguely developed that they nearly vanish. Still, I’m somewhat glad it exists.
Hong Kong authorities have issued a warning regarding mobile games created in Taiwan, labeling them as “separatist” and potentially leading to legal repercussions.
The game, Inverted Front: Bon Fire, allows players to “swear allegiance” to various groups associated with significant issues or targets in China, including Taiwan, Hong Kong, Tibet, Uyghur, Kazakhs, and Manchuria, with aims to “overthrow the communist regime,” referred to as the “People’s Republic.”
While some elements of the game’s narrative and place names are fictional, the website claims that it is a “non-fiction work” and that any resemblance to the PRC’s actual institutions, policies, or ethnic groups is “intentional.”
Players can also opt to “leave the Communists and defeat all enemies,” which has elicited strong reactions from authorities, including the Communist Party of China (CCP).
On Tuesday, Hong Kong police remarked that the inverted front “defines an armed revolution and promotes independence between Taiwan and Hong Kong,” criticizing the game.
Downloading the game may lead to accusations of possessing inflammatory materials, and in-app purchases could be construed as financially supporting a developer “for activities of secession or subversion,” the police noted.
Recommendations for the game could be seen as an “incitement to abdication.”
In this inverted worldview, the communists are portrayed as conquerors of surrounding regions, ruling with unprecedented cruelty as a colonial force, causing many to flee. Decades later, only Taiwan is depicted as “dodging lasting deterioration.”
The game prompts players to consider whether Taiwan can remain safe by avoiding provocations or whether “we should learn from the mistakes of the past 30 years that allowed today’s communists to grow into giants.”
In player descriptions, the game characterizes the communists as “heavy, reckless, and incompetent,” accusing them of “corruption, embezzlement, exploitation, genocide, and pollution.”
On its Facebook page, the developer, known as ESC Taiwan or Taiwan’s Overseas Strategic Communication Working Group (ESC), stated that it gained attention. On Wednesday, the game claimed it topped download charts in Hong Kong’s app store after a surge on Tuesday night.
“We recommend that users change the country or region of their Apple ID to successfully download the game.”
The developers have committed to not actively filtering or reviewing words or phrases in the game, addressing recent concerns about censorship in Chinese-created or related games. The location of ESC Taiwan remains undisclosed.
Police warnings regarding this game are part of a broader crackdown on democratic dissent in Hong Kong, where the CCP has tightened its grip on the city. In 2020, Beijing implemented national security laws in Hong Kong, with the city government’s approval, criminalizing widespread dissent.
Critics accuse the authorities of weaponizing these laws to target opposition voices, including activists, politicians, labor unions, journalists, media, and children’s literature.
The ninth major entry in the survival horror franchise returns us to the ruins of Raccoon City, mixing cinematic action with psychological terror. The story focuses on FBI agent Grace Ashcroft, but how will she fit into this iconic series?
The newest project from Sega’s Ryugotoku Studio, known for Yakuza, is a historic action-adventure set in early 21st-century Japan. The team offers a compelling mix of shadowy detectives, street gangs, and jazz music.
An exciting collaboration: James Bond teams up with the creators of the Hitman series for a reimagined adventure that focuses on Bond’s origins and legends. Featuring globe-trotting espionage, stealth, and gadgets, it is an exhilarating video game reminiscent of Goldeneye.
Players of this charming rural life simulation will step into the shoes of garden magicians exploring the shadowy aspects of their village. Developed by Failbetter, known for narrative-driven games like Sunless Sea, the team is developing something truly unique here.
Big Walk
A Big Walk. Photo: House House
Australian developers House House, known for their surprise hit Untitled Goose Game, now present players with bird-like creatures embarking on a quirky co-op adventure in an island filled with whimsical puzzles. A nostalgic experience reminiscent of 1970s children’s animation.
A surprising twist comes from Game Freak, the creators of Pokémon, presenting a dark, post-apocalyptic action-adventure in a ravaged Japan threatened by machines and monsters. Players use flora as weapons alongside their loyal dog companions in a captivating narrative experience.
Dosadiva
Dosadiva. Photo: Outer Loop Games
The Outer Loop team, creators of Thirsty Suitor, brings us a vibrant sci-fi narrative where two sisters take a stand against malevolent corporations by cooking real meals for their community. Expect a blend of spices and heartfelt tales.
Blippo+
Blippo+. Photo: Panic
Not exactly a game but rather a peculiar TV simulator, Blippo+ invites players to surf through bizarre alien broadcasting networks filled with surreal soap operas and glitchy FMV experiences. The question remains: does the outlaws of the Hypnotic Universe meet Radio Time? Absolutely, bring it on.
Did you ever think there would be a mashup of Muppets and Mike Tyson Punch-Out? Well, now you can! At the Summer Game Fest, new developer Sans Strings Studio showcases the power of Unreal Engine 5 to bring forth this surreal boxing adventure, aptly named for the absurdity it represents.
Paralives
Paralives. Photo: Paralives Studio
Following the success of Inzoi, players will engage in a single-player life simulation filled with customization options without the need for DLC. With ample opportunities to interact with characters and their beloved pets, it’s set to offer a rich experience.
A Steampunk adventure crafted by the team behind Wasteland and Saints Row, this title features a dystopian city where residents enhance themselves with clockwork body parts. Intriguing elements reminiscent of Bioshock raise the stakes!
Persona 4 Revival
Persona 4 Revival. Photo: Atlus
In an exciting announcement, Atlus confirmed the remake of the iconic 2008 role-playing adventure filled with occult rituals and chilling murders in rural Japan. Further details remain scarce, but the anticipation is palpable.
Inheriting a creaky old hotel, you’ll spend 30 days solving puzzles and renovating while navigating its labyrinthine corridors. Mixing creepy adventures with refurbishment elements, this game was a standout moment at the Xbox showcase.
Keeper
Keeper Photo: Double Fine
Created by the developers of Psychonauts, this quirky new game allows players to control anthropomorphized lighthouses exploring coastal areas accompanied by seabird companions. What intriguing concoction drives this studio?
Everything Will Rise
Everything Will Rise. Photo: Speculative Agency
The gaming world may not need another deck-building strategy game—unless it’s a courtroom drama where environmentalists are suing corrupt billionaires over river pollution. It’s a timely narrative crafted by an Amsterdam-based studio.
jA few days after Nintendo launched its long-awaited Switch successor, Microsoft introduced its own long-term handheld console, the Xbox Ally. This announcement is significant not only due to Xbox’s collaboration with gamers from the High-end PC Specialist Republic for branding, but also because it boasts top-tier hardware. It’s apparent that the Xbox Ally X, one of two models slated for release before Christmas, was revealed just hours prior at the Xbox Showcase on June 8th, positioning itself as a serious competitor to both the Switch 2 and Valve’s Steam Decks.
The Xbox Ally emerges from the collaboration of four major tech companies—Windows, Xbox, AMD, and Asus—marking it as their flagship product. Both the Xbox Ally and Ally X models feature a 7-inch 1080p touchscreen, with the Ally X equipped with 16GB of RAM and the Ally featuring 24GB of RAM, each model offering options of 512GB or 1TB SSD storage. Powered by a Ryzen Z2 chip, the Ally X includes an AI Z2 chip that integrates the AI processor directly into silicon. According to Roanne Sones, head of gaming devices at Microsoft, this integration allows players to “utilize the AI experience without compromising GPU performance.” Although both devices run Windows, the interface has been optimized for gaming.
“I’m not running a Windows desktop,” stated Jason Beaumont, Xbox’s VP of experience. “It’s not about simply playing video games; it’s not bogged down by icons, taskbars, or unnecessary components. It conserves resources and allocates them to enhance performance for gaming.”
Players can access their game library using a dedicated Library button on the device, along with a new Xbox button that functions similarly to the one on the console controller. This library encompasses PC games from Xbox and other platforms, allowing seamless streaming from existing Xbox consoles if owned. With an Xbox Game Pass subscription, hundreds of games become instantly playable on the Ally devices.
ROG Xbox Ally X. Photo: rog
During a Microsoft presentation in Los Angeles, I held the Xbox Ally X with my right hand. Although my hands are small, I found it to be sizable (and heavier than the Switch 2), yet still manageable. As someone who favors the ergonomics of Xbox controllers over the PlayStation DualSense, I appreciated the asymmetrical joysticks and the layout that mirrors the Xbox pad.
Upon launching the Xbox Ally X, it immediately presents a homepage reflecting your recently played Xbox games, similar to the console interface. I was prompted to play Gears of War: Reloaded. As a huge Gears fan, experiencing remastered versions of games I hadn’t played in nearly 20 years while holding the console in my hands was surreal.
Muscle memory kicked in right away: I pressed A to move Marcus towards the wall and reload the weapon quickly by timing my R1 button press. Gears of War: Reloaded was selected somewhat unexpectedly, revealing a brief overview video featuring insights from Microsoft, Windows, Asus, and AMD executives. One noted that the Xbox Ally X’s power and capabilities were unimaginable just three years ago.
Perhaps influenced by external economic factors, Microsoft may have hesitated to disclose its full potential during this timeframe. Nevertheless, the design, functionality, and features of the ROG Xbox Ally position it as an excellent choice for anyone seeking access to both Xbox and third-party games in a portable format.
Pricing is a significant consideration. Even budget-friendly handheld consoles may surpass the cost of Nintendo’s new Switch 2. However, for someone who hasn’t invested in Nintendo titles and has previously gifted Steam Decks, the ROG Xbox Ally offers a tempting opportunity to regularly pick up and play.
This website uses cookies so that we can provide you with the best user experience possible. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful.
Strictly Necessary Cookies
Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings.