Dan Houser Discusses Victorian Novels, Red Dead Redemption, and the Evolution of Open-World Gaming

I It’s challenging to find a more contemporary form of entertainment than open-world video games. Merging storytelling, social interaction, and the freedom to roam, these expansive technological projects offer a uniquely immersive experience with infinite possibilities. But do they truly embody novel concepts in storytelling?

This week, I had a conversation with Dan Hauser, co-founder of Rockstar and the lead writer for Grand Theft Auto and Red Dead Redemption. He was in London discussing his new venture, Absurd Ventures. He’s working on a range of exciting projects, including a novel and a podcast series titled better paradise (which delves into a vast online game that ends in tragedy), as well as a comedic quest set in an online universe known as absurd verse. He mentioned that he had an epiphany regarding the series 15 years ago while giving press interviews for the Grand Theft Auto IV expansion pack.

“I was conversing with a journalist from Paris Match, a very learned French individual, who stated, ‘The game Grand Theft Auto is akin to Dickens.’ I thought, bless you for saying that! However, in retrospect, they may not reach Dickensian heights, but they’re comparable in that they create worlds. When you examine Dickens, Zola, Tolstoy—any of those authors—you sense that the entire world they describe is magnificent. This is an open world. That’s the experience you seek from the game. It’s a bizarre prism through which to view a society that somehow becomes fascinating.”




A whole new world…an absurd world. Photo: Absurd Ventures/X

I found it incredibly engaging to discuss this concept with Hauser, as I concur that there are notable parallels between Victorian literature and contemporary narrative-driven video games. The extensive descriptive passages in these works served as a form of virtual reality, evoking vivid imagery in readers’ minds well before the advent of cinema. It’s wholly immersive. When I first read Jane Eyre a decade ago, I was struck by the richness of the inner thoughts presented, inviting readers to explore the main character’s psyche.

Hauser also noted structural resemblances to Grand Theft Auto. “There’s a sense of an expanded storytelling akin to the remarkable 19th-century novels from Thackeray onward,” he explained. “These stories can be viewed as shaggy dog tales that culminate at a single moment. They are deeply realistic; they contain a grounded progression rather than jumping around in time. The games are similarly grounded in that sense.”

For Hauser, this synthesis of Victorian literature and game design came to fruition with the creation of Red Dead Redemption 2, Rockstar’s magnum opus and a poignant narrative of vengeance set in late 19th century America. “I consumed Victorian novels,” he shared. “I listened to the Middlemarch audiobook daily during my commute, and I loved every moment.” He faced challenges in striking the right tone for the dialogue, ultimately finding inspiration in blending Middlemarch, Sherlock Holmes, and Cowboy Pulp Fiction.




“I listened to the Middlemarch audiobook every day on my way to and from the office,” Dan Hauser said. Photo: Chelsea Guglielmino/Getty Images

“From a writing perspective, I wanted it to feel more like a novel,” he remarked. “We believed this approach could yield something innovative story-wise. Given how visually stunning the game is and its strong art design, we aimed to anchor the narrative in a solid context. Our goal was to encapsulate the three-dimensionality of the characters’ lives while also portraying a sense of life and death in the 19th century, which is fundamentally different from our own experience.”

It’s fascinating to see how Victorian literature significantly influenced Rockstar’s acclaimed adventures. The gaming industry often feels inward-looking, with new titles being slightly modified iterations of successful older games, recycling the same fantasy and science fiction narratives. Drawing on Tolkien, Akira, or Blade Runner isn’t inherently problematic, but broadening one’s literary horizons is always beneficial. I eagerly anticipate how Hauser’s new endeavor will transform the notion of open-world gaming in the 21st century, yet part of me wishes he would fully embrace the adventure of a grand Victorian novel.

Forget Pride and Prejudice and Zombies; perhaps it’s time for Middlemarch and Machine Guns.

what to play




Gorgeous atmosphere… “Metroid Prime 4 Beyond”. Photo: Nintendo

Eighteen years have elapsed since the last installment of “Metroid Prime.” In that time, people have been born, attended school, completed exams, and faced their first hangovers since I last explored a mysterious planet through Samus Aran’s visor. I’ve played quite a bit of Metroid Prime 4: Beyond for fans of Nintendo’s fierce (but often overlooked) heroes. I reviewed it this week and I’m pleased to report it wasn’t a disaster. While it’s somewhat uneven and carries an old-fashioned feel, it boasts a stunning atmosphere that is visually and audibly captivating and is genuinely fun. The gameplay resonates with me because it adheres to unconventional modern game design principles. keza mcdonald

Available: Nintendo Switch/Switch 2

Estimated play time:
15-20 hours

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what to read




Could Shadow be highlighted in Paramount’s upcoming Sonic the Hedgehog spin-off? Photo: Paramount Pictures and Sega of America, Inc.
  • Sega enthusiasts rejoice: Paramount Pictures has announced a Sonic the Hedgehog movie spin-off (or should it be a spin-off Dash?) As reported by Variety, this project, currently dubbed “Sonic Universe Event Film,” is set to release on December 22, 2028, shortly after Sonic the Hedgehog 4, slated for March 2027. Perhaps there will be a new journey for Sonic’s rival, Shadow the Hedgehog? I might be alone in this, but I’m excited about Big the Cat’s fishing adventure.

  • The Information Commissioner’s Office, the UK’s independent data protection and information rights regulator, is currently investigating 10 Most Popular Mobile Games to focus on children’s privacy. According to the organization’s blog, “84% of parents are worried about their children being exposed to strangers and harmful content via mobile games.” This scrutiny follows recent controversies surrounding Roblox.

  • As someone inundated with around 200 press releases weekly about this genre, I found this piece relatable. Rock, Paper, Shotgun elaborates on the seemingly unstoppable emergence of roguelike games. Edwin Evans-Thirlwell interviews developers to uncover the reasons behind the popularity of games featuring the three Ps: procedural generation, (character) progression, and permadeath.

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Using power…Dishonored 2. Photo: Steam Powered

Keza answers this week’s reader inquiries from Tom:

“I was reflecting on a recent question block about non-violent games and thought, are there games that maintain violent elements but still provide alternative paths to completion? I adored Red Dead Redemption 2, yet was frustrated that firearms were often the only means to resolve conflicts. I’ve seen countless amusing videos of players attempting to finish inherently violent games without bloodshed, highlighting a desire for pacifism.”

I distinctly remember playing the original Splinter Cell on Xbox, where the protagonist opts for a non-lethal approach by incapacitating foes rather than killing them. While it took me a long time to navigate, it was indeed a viable path offered by the game. The steampunk classic Dishonored and its sequel are known for allowing players to wrap up their quests without resorting to lethal force, utilizing supernatural abilities to manipulate their surroundings. However, if memory serves, choosing the pacifist route does make the game considerably harder.

In fact, most stealth games permit a non-violent approach, though few specifically reward players for sparing lives. One notable exception is the beloved comic-inspired adventure Undertale, where players can ultimately engage monsters in dialogue instead of combat. I also believe it’s feasible to play through both original Fallout titles (possibly even Fallout: New Vegas) without killing anyone, should players possess enough charisma to navigate tough scenarios through dialogue.

We’re still accepting nominations for Game of the Year for our year-end special – let us know by. Email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

The Xbox 360 Redefined Gaming, but Microsoft Hasn’t Found a Successor.

Anearly two decades ago (specifically on December 1, 2005), I attended the launch event for the first video game console at London’s Leicester Square. The Xbox 360 made its debut in the US on November 22, 2005, and subsequently in the UK on December 2, 2005, only a few months after I began my first role as a junior staff writer at GamesTM magazine. My recollections from that night may be foggy due to a) the significant time lapse and b) an abundance of complimentary drinks, but I can distinctly recall DJ Yoda performing on a surprisingly empty dance floor. The atmosphere was overwhelmingly green; however, my memories of the console itself and the games played on it remain sharp. Xbox Crystal stands out as one of the best consoles ever created.


In 2001, the original Xbox disrupted the gaming landscape, particularly in Japan, selling millions more than Nintendo’s GameCube and ushering in the online gaming era with Xbox Live—a multiplayer service that outpaced the PlayStation 2. Despite its innovations, the PS2 ultimately sold over 150 million units, compared to the original Xbox’s 25 million. In contrast, the Xbox 360 achieved over 80 million sales throughout its eight-year run, matching the PlayStation 3’s figures (though it exceeded in the US market), which transitioned Xbox from a newcomer to a leading player in the industry.

Defying typical Microsoft standards, the Xbox 360 boasted a unique and appealing design, featuring a double curve interior (referred to as a “suck” by its designer) and an interchangeable faceplate. Its iconic Y2K startup animation coupled with a sleek, futuristic menu introduced features such as messaging, friends lists, and music. I still find Microsoft’s marketing from that era quite cringeworthy—view this developer video showcasing former Microsoft Entertainment chief J Allard with his renowned earrings, alongside a man juggling while discussing “three symmetrical cores.” Yet, despite the marketing missteps, the machines they produced felt modern and thrilling, particularly the new controller, which featured sleek white and eye-catching colors, a significant improvement over the bulky original Xbox controller. I know several gamers who exclusively use Xbox 360 controllers for PC gaming.

As the first gaming console to provide seamless connectivity, the Xbox 360 integrated various elements that shaped a gamer’s identity. Gamers could engage with a diverse range of titles online using a single unified gamertag. This concept drew from messaging capabilities, social features, and achievements, collectively creating a personal gaming history through the completion of smaller challenges. (Sony would soon follow suit with its trophy system.) Introducing a competitive element through the Gamerscore was a stroke of brilliance, incentivizing players to seek clout and fostering a community where friendships determined gaming choices. Personally, faced with the option to purchase a game for either PS3 or 360, I’d invariably choose the 360, as that’s where all my friends played.

When an overly confident Sony rolled out its pricier and less-than-attractive successor to the PlayStation 2 in late 2006, the Xbox 360 had already spent a year revolutionizing gamers’ experiences with its high-definition gaming approach. Players were accumulating game collections and online personas linked to their Xbox accounts. Major third-party publishers, finding the PS3’s technology cumbersome, began prioritizing Xbox for multiplatform releases. While the 360 struggled to gain ground in Japan, it emerged as the definitive console elsewhere, an impressive feat for Microsoft considering Sony’s dominance in the previous two generations with the PlayStation.




A peculiar monochrome world of limbo. Photo: Triple Point

Xbox Live Arcade played a significant role in ushering in the contemporary era of indie gaming. Throughout the ’90s and late ’00s, publishers and physical retailers largely dictated which games reached players, especially on consoles. In 2008, Xbox Live Arcade began providing a platform for smaller, affordable games to be downloaded directly to consoles without dependence on physical shops or publishers. This development paralleled what Steam later achieved for PC gaming, familiarizing players with digital distribution. Titles released through the arcade included Geometry Wars, Braid, Limbo, Bastion, and notably, the finest digital rendition of Uno ever. While I immersed myself in Oblivion, Mass Effect, and BioShock during my late teens, I also eagerly anticipated each new wave of Xbox Live Arcade games.

Reflecting on that period, the designers behind the Xbox 360 displayed a keen understanding of players’ motivations and desires for the next generation of gaming consoles. They recognized the transformative potential of the Internet, not merely for multiplayer gameplay but for enriching the social experiences surrounding games and shaping how people discover and purchase them. However, when Microsoft launched the Xbox One in 2013, it was an outright disaster, suggesting a loss of that insightful perspective. By then, Microsoft seemed to think gamers wanted to juggle gaming with watching picture-in-picture sports and mandated connected cameras to monitor their activities.

Microsoft has yet to recapture its former dominance in the gaming market. A revitalized Sony harnessed invaluable lessons from the Xbox 360, integrating them into the PlayStation 4, while the Nintendo Switch debuted in 2018, outperforming all competitors. Currently, Xbox finds itself trailing in a distant third in the shrinking console wars, seemingly opting for a semi-exclusive gaming subscription model rather than focusing solely on hardware. Franchises that defined the 360 era, such as Halo and Gears of War, are now accessible on PC and PlayStation, and others, including Fable, have dwindled for over a decade.

The 360 era represented an exhilarating juncture for gaming, characterized by significant change and rivalry introduced by online play. The console market was smaller yet unpredictable; a time before free-to-play games, still leaving space for “7/10 fun” games that sometimes became more memorable than the blockbuster titles. Games hadn’t yet congealed into the five dominant mega-series that currently prevail, and the emergence of indie titles on consoles truly revolutionized my gaming preferences.

What to play




Immerse yourself… in Geometry Wars: Retro Evolved. Photo: Bizarre Creations/Steam

Writing about Xbox Live Arcade inspired me to revisit Geometry Wars: Retro Evolved, the unexpectedly addictive Xbox Live Arcade top-down shooter that dazzles like fireworks and serves as a sensory sensation. I quickly downloaded it on Steam and found myself hooked once again. Developed by Bizarre Creations, known for Project Gotham Racing, the game consistently outperformed Uno as the most downloaded digital title during the 360’s reign and still retains that status. I had forgotten how mesmerizing the grid backgrounds are as they ripple with each explosion, providing a touch of high-definition flair to this arcade classic.

Available: Steam, Xbox (if you don’t mind trying the sequel instead)
Estimated playtime:
10 minutes left until 2020.

What to read




A relentless challenge wrapped in humor… Baby Steps. Photo: Devolver Digital
  • Lately, I’ve been reflecting on challenging games. My ongoing interest led me to explore various perspectives on game design, culminating in this insightful article by veteran designer Raph Koster, titled Game design is actually simple, which is essential reading.

  • For fans of the original Xbox, you’ll be thrilled to know that Crocs has launched the Xbox Clog, inspired by the iconic black and green controller. It’s truly fantastically unattractive.

  • Poncle, creators of the BAFTA Game of the Year-winning Vampire Survivors, have announced a new title: Vampire Crawler. Check out the sarcastic trailer. It’s an eclectic mix of a card game and a classic first-person dungeon crawler.

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On another note… Cyberpunk 2077. Photo: CD Projekt

Recently, reader Jude inquired about which video game world I’d most like to inhabit (with Cyrodiil from The Elder Scrolls topping my list). We’ve now posed that question to you all. The responses were delightful and varied. Here’s what you had to say:

“For a spot to grab a drink, Cyberpunk 2077 seems surprisingly inviting. ” – Spence Bromage

“I know it’s quirky, but I’m irresistibly drawn to the ship in System Shock 2! ” – Charles Rouleau

“I long to live in the universe of Dragon Age. Give me Fereldan, Denerim, and Orlais. A skyhold to call home and a bard to manage sounds perfect for me.” – Caitland Vernon

“I can’t help it if people label me a weirdo; I wish to exist in the world of Fallout 3. Witnessing a segment of humanity navigate the conflict between good and evil in the wasteland was quite impactful for me.” – Toby Darnall

“There’s something uniquely captivating about Animal Well. The freedom to explore a self-contained map filled with hidden nooks and crannies gives me a strong sense of orientation. Even after ‘completing’ the game, I’ve found a strange solace recently just wandering its spaces for delight.” – Ben Gibb Read

If you have a question for the Question Block or want to share anything else regarding the newsletter – Email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

How Arc Raiders’ Generative AI Sparked a Battle for the Future of Gaming

Arc Raiders stands as a strong contender for game of the year, especially in late-game discussions. Set in a multiplayer environment teeming with hostile drones and military robots, players must navigate a world where trust is scarce—will you risk cooperating with other raiders trying to return to humanity’s underground safety, or will they ambush you for your hard-earned spoils? Interestingly, the majority of gamers I’ve spoken to suggest that humanity is, for the most part, choosing unity over conflict.

In a recent Game Spot review, Mark Delaney offers an intriguing perspective on Ark Raiders’ capacity for narrative and camaraderie, noting its unexpectedly optimistic outlook when compared to other multiplayer extraction shooters. “In Ark Raiders, while players can eliminate one another, it’s not indicative of a grim future for humanity; the fact that most choose to help each other instead is a testament to its greatness as a multiplayer experience.”

However, it’s worth noting a layer of irony within the narrative of humanity banding together against machines. The game utilizes AI-generated text-to-speech, developed from real actors’ performances, and also employs machine learning to refine the enemy robots’ behavior and animations. Writer Rick Lane voiced ethical concerns over this: “For Ark Raiders to capitalize on human social instincts while simultaneously reassembling the human voice through technology, disregarding the essence of human interaction, reflects a troubling lack of artistic integrity,” he wrote in an Eurogamer article.

The increasing use of generative AI in game development has become a contentious issue among players (though gauging actual feelings remains challenging). Many players, including myself, find this trend uncomfortable. Last week, the latest Call of Duty faced backlash for allegedly using AI-generated art, which has drawn significant ire. Advocates for generative AI argue it empowers smaller developers; however, Call of Duty is a multibillion-dollar franchise that can afford to employ skilled artists. The same logic applies to the AI-generated voice lines in Ark Raiders.

This raises existential questions for those within the gaming industry—artists, writers, voice actors, and programmers alike may face obsolescence due to technology that replaces expensive talent with cheaper, less capable machines. EA has mandated that its employees utilize in-house AI tools. Such policies are widely criticized. Krafton has boldly branded itself as an AI-first developer while offering voluntary resignation to its South Korean employees. Voluntary layoffs have been introduced as well.

Controversy ensues… Call of Duty: Black Ops 7 has faced accusations of using AI-generated art. Photo: Activision

Interestingly, those defending generative AI in gaming predominantly belong to the corporate sector rather than everyday players or developers. Tim Sweeney from Epic Games (notably wealthy) expressed his thoughts on Eurogamer’s Ark Raiders review on X, lamenting the infusion of “politics” into video game evaluations, and suggesting a future where games utilize endless personalized dialogue crafted from human performances.

Personally, I prefer human-crafted dialogue over AI-generated lines. I want characters to express sentiments that resonate with human experiences, delivered by actors who grasp the emotional depth. Award-winning voice actor Jane Perry remarked in an interview with GamesIndustry.biz, “Will a robot be on stage accepting the Best Performance award at the gaming or BAFTA awards? I believe audiences would overwhelmingly favor authentic human performances. However, the ambition to replace humans with machines is a powerful driving force among the tech elite.”

Through years of covering this industry, I’ve realized that the dynamics in the gaming world often reflect broader societal trends. A few years back, there was a spike in investments in Web3 and NFT gaming, which ultimately led to a collapse due to their unattractive, computer-generated aesthetics. When big tech latched onto the “metaverse” concept, gaming companies had already been developing improved iterations for years. Additionally, Gamergate illustrated how to weaponize discontented youth, influencing both political strategy and current cultural conflicts. Hence, anyone concerned about AI’s ramifications on work and society should remain vigilant to the waves the technology creates among players and developers alike—these could serve as intriguing indicators.

What we’re witnessing appears to be a familiar clash between creators and those who benefit from their work. Moreover, players are beginning to challenge whether they should pay the same price for games that feature low-quality, machine-generated visuals and sounds. New conversations are emerging regarding which applications of AI are culturally and ethically permissible.

What to play

A plot with few travelers… Goodnight Universe. Photo: Nice Dream/Skybound Games

From the creators of the poignant ‘Before Your Eyes,’ Goodnight Universe allows you to experience the world through a super-intelligent six-month-old baby endowed with extraordinary abilities. The narrative unfolds through the baby’s internal dialogue. Young Isaac believes he possesses wisdom beyond his age, yet struggles to convey his thoughts and emotions to his family. Soon, he discovers telekinetic powers and the ability to read minds, catching the unwanted attention of others. If equipped with a webcam, players can interact by looking around and blinking. This game delivers an emotional narrative and explores themes that resonate deeply, refreshing nostalgic memories of my own children as infants.

Available: PC, Nintendo Switch 2, PS5, Xbox
Estimated play time:
3-4 hours

What to read

A first look… Benjamin Evan Ainsworth as Link and Beau Bragason as Zelda in the upcoming “The Legend of Zelda” movie set for 2027. Photo: Nintendo/Sony
  • Nintendo has shared the first image from the forthcoming Legend of Zelda movie, featuring Beau Bragason and Benjamin Evan Ainsworth enjoying a serene moment in a meadow. Here, Link bears a striking resemblance to his Ocarina of Time appearance. I was pleased to see that Princess Zelda wields a bow, suggesting she will be an active participant in the action rather than a mere damsel in distress.

  • Nominees for the upcoming Game Award include Ghost of Yorei, Claire Obscur: Expedition 33, and Death Stranding 2. (Traditionally, The Guardian has been the voting platform, but a change will occur this year.) As we reported last week, the annual event has recently discontinued its Future Class program for emerging developers, which felt more like a marketing tactic.

  • A team of modders has revived Sony’s notorious failed shooter Concorde from the dead – however, the company issued a takedown notice for gameplay footage shared on YouTube, even though the server continues to operate.

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A fantasy realm… The Elder Scrolls: Cyrodiil from Oblivion. Photo: Bethesda Game Studio

This week’s question from leader Jude:

“I recently started playing No Man’s Sky. This is the first game that has felt like it could actually happen. Ready Player One, combined with the now ubiquitous Japanese isekai genre where characters enter alternate worlds. Does anyone else play this game? Can I actually live there?”

I had similar feelings when I first explored Oblivion two decades ago. It might sound amusing now that I play the remastered version, but at that time, it contained everything I desired: vibrant towns, delicious food and literature, interesting characters, magical creatures, and the allure of combat. If given the chance, I would absolutely reside in Cyrodiil from The Elder Scrolls (shown above). Although smaller compared to modern open-world titles, I find there’s no need for an overwhelmingly vast world while immersing in a fantasy escape—we seek an engaging experience without excessive complexity.

There are definitely virtual realms I would not want to inhabit—like the perilous lands of World of Warcraft’s Azeroth, or the chaotic Mushroom Kingdom, not to mention Elden Ring’s vibrant yet overwhelming Land Between. Meanwhile, Hyrule feels rather desolate, while the engaging nature of No Man’s Sky arises from its player interactions.

I’ll throw this question out to my readers: Is there a video game world you’d like to call home?

If you have questions for the Question Block or feedback on the newsletter, please reply or email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

Celebrating 40 Years of the Master System: Unveiling the Overlooked Legacy of Sega’s Underrated Console

TThere’s an enduring saying that history is penned by the victors, and this is just as true for video games as it is for any other arena. It’s easy to think of the Nintendo Entertainment System (NES) as the sole gaming console of the mid-to-late 1980s. For those who grew up in Nintendo’s key markets of Japan and North America, this bulky device was essentially the only option available, especially with its iron grip on third-party developers that crafted a monopoly on prominent titles. However, in Europe, where home computers thrived, the NES struggled against superior competitors.

The Sega Master System first made its debut in Japan in the fall of 1985, originally branded as the Sega Mark III. Powered by the renowned Z80 CPU (which was also utilized in home computers like the Spectrum, Amstrad, and TRS-80) and a robust Sega-designed video display processor, it comes equipped with 8kb of RAM, boasts a 64-color palette, and can render 32 sprites on-screen simultaneously, making the NES (which uses the antiquated 6502 processor) look like an antiquity.

Initially marketed in Japan as an extension of Sega’s SG-1000 series, this device resembled a budget-friendly home computer rather than a pure gaming console, complete with optional keyboard and printer. Nonetheless, as the NES surged in popularity across Japan and the United States, Sega reassessed its strategy, stripping away some computer functions before reintroducing the Mark III as the Master System in 1986. This sleek, angular console stood in stark contrast to the beige Betamax aesthetic of the NES.

Sega Master System titles were available in two formats: cartridges and Sega cards for shorter, more affordable games. Photo: booksR/Alamy

Included with the Master System was a light gun, and Sega also introduced 3D glasses compatible with specific games. “We refer to it as a 3D version of Outrun,” says programmer Chris White, who later developed the Master System emulator for Sega’s PlaySega website. “It definitely gave me a headache, and the flashing lenses caused mild disorientation, but it was a reflection of Sega’s willingness to experiment boldly.”

Initially, Sega managed the distribution of the Master System in the U.S., but they sought local partners to navigate the more fragmented European market. In the UK and France, later expanding to Spain, Virgin Mastertronic took on that role. “Sega’s partners had a stronger marketing position in Europe,” noted Nick Alexander, Virgin Mastertronic’s managing director during that time. “They also established better retail and distribution relationships compared to Nintendo. There was a running joke in Computer Trade Weekly, a video game trade magazine, stating that Nintendo viewed Europe as a land of dragons. They were out of touch and concerned, which is why they focused primarily on the U.S.”

Alexander, who led Virgin Games since 1983, embraced the company’s innovative, youth-oriented marketing approach. “We envisioned video games as equivalent to a band on tour,” he shared. “Thus, we procured a double-decker bus and traveled across the country, visiting school playgrounds and shopping centers. This garnered significant press attention. While Nintendo targeted family entertainment, we understood that in Europe, it resonated primarily with Germany. We aimed at teenagers, knowing that if we won them over, their younger siblings would also be drawn to the Master System. That was our formula for overshadowing Nintendo in Europe.”

While Nintendo had Mario, Sega possessed a significant asset: arcade heritage. The company ported many of its popular arcade hits to the console, including Space Harrier, Outrun, Golden Ax, and Afterburner, marketing it in the West as a home arcade experience. Even though these weren’t perfect conversions of the original games, they were notably faster and more vibrant than those previously available on home computers. For teenage arcade enthusiasts at the time, this felt revolutionary.

“Game center in my living room”… Shinobu of Sega Master System. Photo: ArcadeImages/Alamy

“Thanks to the impressive hardware of the Master System, games visually surpassed other Z80-based systems,” White asserts. “It gives developers the ability to create scrollable tilemaps and dynamically position sprites, which makes programming straightforward and alleviates a lot of processing demands from the CPU. This design shared numerous similarities with Sega’s arcade technology; in fact, it was originally derived from the graphics chip used in Sega’s arcade machines, the TMS9918. ”

For European developers, mastering the hardware was a dream. “We had been developing for the Spectrum and Amstrad, and our titles were being ported to the C64,” recalls Andrew Oliver, who, along with his brother Philip, created Dizzy games for Codemasters. “I vividly remember attending the CES show in Las Vegas, where Sega had an extensive booth that stood alongside Nintendo, promoting their message of ‘speed.’ Back then, computers were all about vibrant visuals and rapid execution. Ultimately, Codemasters signed a licensing agreement and obtained a development kit for the console. It operates on a Z80, similar to the Spectrum, yet the graphics chip is reminiscent of the C64, resulting in fast performance with impressive parallax scrolling and sprites. The programming process was quite straightforward.”

Additionally, British developers believed that Sega offered a more useful platform than Nintendo. Mike Simpson, a programmer at the British publisher Personal Software Services, later acquired by MirrorSoft, shared, “We established a small in-house studio in Coventry, employing around 20 people to port various titles.” He continued, “Someone approached us about porting Xenon 2, a top-tier 16-bit Amiga game, to the Master System. It seemed like an impossible task, but we had to give it a shot. I was even invited to Japan for training in programming. I spent a week at Sega in Tokyo, getting insights from Mark Cerny,” [the later lead architect of PlayStation 4 and 5]. “I recall rows of tightly packed desks and conference room chairs being used as makeshift beds.”

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A classic console… Sonic the Hedgehog. Photo: Sega

Even with the arrival of the Mega Drive, the Master System maintained its popularity in Europe (and later in Brazil) and continued to be supported with simplified versions of Mega Drive hits like Sonic the Hedgehog. Sonic Chaos, a beloved offshoot developed for both the Master System and Sega’s handheld devices (which shared the same hardware), stands out as a highlight of the series. Subsequently, Sega released a revamped Master System 2 at a budget-friendly price of £50, bundled with Sonic.

However, the Master System offered more than just ports and arcade classics. It has a rich legacy with iconic platformers like Wonder Boy III: The Dragon’s Trap, Psycho Fox, Fantasy Zone, Alex Kidd’s Miracle World, the groundbreaking role-playing adventure Phantasy Star, and the excellent Zelda-like Golbelius: Valley of Fate. These titles, as well as many often overlooked from the NES era, remain true gems. Unlike many classic Nintendo games, Master System titles are now more accessible to modern collectors.

Indeed, while the NES dominated in America to the point where “Nintendo” became synonymous with gaming, the Master System emerged victorious in Europe, Brazil, and elsewhere. Historical accounts may be harsh, but for those of us who lived through it, who read European gaming magazines or flipped through Sega catalogs in the annual Argos and Grattan Christmas sales, the Master System was more than a console; it was an arcade experience that foretold the future of gaming. A promise that the Mega Drive would continue to uphold.

Source: www.theguardian.com

British Union Claims Rockstar Games Fired Employees Attempting to Unionize

Rockstar Games, the developer of Grand Theft Auto, faces allegations of “blatant and callous union sabotage” after reportedly terminating over 30 employees whom it claimed were attempting to unionize.

The Independent Workers’ Union of Great Britain (IWGB), representing workers in the gaming sector, stated that a UK-based employee was dismissed last week for being part of the IWGB’s games union Discord channel. The workers believe they were targeted for this reason, and the union asserts that this dismissal was illegal and retaliatory.

The Guardian has reached out to Rockstar Games for a response. In a statement to Bloomberg, the company accused the dismissed employees of distributing confidential information in a “public forum,” arguing that “this does not affect anyone’s right to join a union or partake in union activities.”

The IWGB countered this claim, stating that the workers communicated solely through private and legally protected trade union channels, with no information being leaked publicly.

These layoffs occurred just before the launch of Grand Theft Auto VI. Analysts predict this launch will be the most significant in gaming history, expected to generate billions in revenue. Since its release in 2013, Grand Theft Auto V has generated $8.6 billion, according to the latest financial data from game publisher Take-Two.

On Thursday, the union staged protests outside the British headquarters of Rockstar Games’ parent company Take-Two Interactive in London and the developer’s Edinburgh office, Rockstar North. One protester held a sign that read “Grand Theft Hiring,” while another carried a placard saying “Is the Union Broken?” This refers to the “crushed” screen displayed when players are arrested in Grand Theft Auto.

The launch of Grand Theft Auto VI has been delayed once again and is now set for November 2026. Photo: Chris Delmas/AFP/Getty Images

IWGB organizer Fred Carter participated in the picket in Edinburgh. He shared with the BBC that he was there to support employees who had been dismissed “without warning” and “without reason.”

“We believe these dismissals were due to their trade union membership, which is a protected right in the UK,” he stated. “We urge people to support our cause, demand our jobs back, and hold Rockstar accountable.”

In a statement shared by the IWGB, Peter (a pseudonym) one of the terminated employees, remarked: “It’s uplifting to see so many colleagues rallying behind us and holding management accountable. Clearly, this is an instance of egregious union-busting. Rockstar employs numerous talented developers, all vital in creating the games we produce.”

IWGB Chairman Alex Marshall emphasized that Rockstar Games’ actions have led to a workplace where “hardworking staff are afraid to speak privately about their rights for a fairer workplace and collective voice.”

“Management has shown they are more concerned with union suppression than with the delays of GTA VI, by targeting those who contribute to the game’s creation. Recently, Rockstar has benefited from: [tens of millions] due to tax relief…” he added, noting that “only non-rock star employees participating in the union’s Discord channel were union organizers.”

In recent years, the video game industry has experienced a rise in unionization efforts to combat longstanding practices like “crunching” (extensive unpaid overtime). In 2018, Rockstar co-founder Dan Houser revealed that employees were “working 100 hours a week” in preparation for Red Dead Redemption 2, bringing scrutiny to the company’s employee treatment. At that time, Rockstar North’s Rob Nelson candidly stated: “We always strive to improve our working conditions and the balance of our output, and we will not cease our efforts toward improvement.”

On Thursday, the developer announced that Grand Theft Auto VI, initially set for release on May 26, has been rescheduled for late 2026. Development of the game, which has faced multiple postponements, continues with the support of the Edinburgh team.

Source: www.theguardian.com

Roblox Controversy: Experts and MPs Urge Online Gaming Platforms to Embrace Australia’s Under-16 Social Media Ban

Increasing concerns have been raised regarding the federal government’s need to tackle the dangers that children face on the widely-used gaming platform Roblox, following a report by Guardian Australia that highlighted a week of incidents involving virtual sexual harassment and violence.

While role-playing as an 8-year-old girl, the reporter encountered a sexualized avatar and faced cyberbullying, acts of violence, sexual assault, and inappropriate language, despite having parental control settings in place.

From December 10, platforms including Instagram, Snapchat, YouTube, and Kick will be under Australia’s social media ban preventing Australians under 16 from holding social media accounts, yet Roblox will not be included.

Independent councillor Monique Ryan labeled this exclusion as “unexplainable.” She remarked, “Online gaming platforms like Roblox expose children to unlimited gambling, cloned social media apps, and explicit content.”

At a press conference on Wednesday, eSafety Commissioner Julie Inman Grant stated that platforms would be examined based on their “singular and essential purpose.”

“Kids engaging with Roblox currently utilize chat features and messaging for online gameplay,” she noted. “If online gameplay were to vanish, would kids still use the messaging feature? Likely not.”

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“If these platforms start introducing features that align them more with social media companies rather than online gaming ones, we will attempt to intervene.”

According to government regulations, services primarily allowing users to play online games with others are not classified as age-restricted social media platforms.


Nonetheless, some critics believe that this approach is too narrow for a platform that integrates gameplay with social connectivity. Nyusha Shafiabadi, an associate professor of information technology at Australian Catholic University, asserts that Roblox should also fall under the ban.

She highlighted that the platform enables players to create content and communicate with one another. “It functions like a restricted social media platform,” she observed.

Independent MP Nicolette Boere urged the government to rethink its stance. “If the government’s restrictions bar certain apps while leaving platforms like Roblox, which has been called a ‘pedophile hellscape’, unshielded, we will fail to safeguard children and drive them into more perilous and less regulated environments,” she remarked.

Communications minister spokesperson Annika Wells mentioned that excluding Roblox from the teen social media ban does not imply that it is free from accountability under the Online Safety Act.

A representative from eSafety stated, “We can extract crucial safety measures from Roblox that shield children from various harms, including online grooming and sexual coercion.”

eSafety declared that by the year’s end, Roblox will enhance its Age Verification Technology, which restricts adults from contacting children without explicit parental consent and sets accounts to private by default for users under 16.

“Children under 16 who enable chat through age estimation will no longer be permitted to chat with adults. Alongside current protections for those under 13, we will also introduce parental controls allowing parents to disable chat for users between 13 and 15,” the spokesperson elaborated.

Should entities like Roblox not comply with child safety regulations, authorities have enforcement capabilities, including fines of up to $49.5 million.

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eSafety stated it will “carefully oversee Roblox’s adherence to these commitments and assess regulatory measures in the case of future infractions.”

Joanna Orlando, an expert on digital wellbeing from Western Sydney University, pointed out that Roblox’s primary safety issues are grooming threats and the increasing monetization of children engaging with “the world’s largest game.”

She mentioned that it is misleading to view it solely as a video game. “It’s far more significant. There are extensive social layers, and a vast array of individuals on that platform,” she observed.

Green Party spokesperson Sarah Hanson-Young criticized the government for “playing whack-a-mole” with the social media ban.

“We want major technology companies to assume responsibility for the safety of children, irrespective of age,” she emphasized.

“We need to strike at these companies where it truly impacts them. That’s part of their business model, and governments hesitate to act.”

Shadow communications minister Melissa Mackintosh also expressed her concerns about the platform. She stated that while Roblox has introduced enhanced safety measures, “parents must remain vigilant to guard their children online.”

“The eSafety Commissioner and the government carry the responsibility to do everything within their power to protect children from the escalating menace posed by online predators,” she said.

A representative from Roblox stated that the platform is “dedicated to pioneering safety through stringent policies that surpass those of other platforms.”

“We utilize AI to scrutinize games for violating content prior to publication, we prohibit users from sharing images or videos in chats, and we implement sophisticated text filters designed to prevent children from disclosing personal information,” they elaborated.




Source: www.theguardian.com

We Definitely Need a Sequel to PowerWash Simulator Right Now

Does the world truly require another PowerWash Simulator game? Many would argue against it, likely those who haven’t experienced the original and fail to grasp its charm, but who prefer to tilt their heads in confusion and disapproval and ask: “What do you do in the game? Just wash things?”

(It’s rather unfair that other hobbies don’t face this scrutiny. No one questions, “Wait, you’re just running in circles at a 5k?” or “So, you’re just playing with a ball?”)

The quick answer is yes. Simply direct the hose at the grime around you, be it a bungalow, a monster truck, or Lara Croft’s mansion, and obliterate it. After finishing each section, a calming “ding” sounds, and your brain gets a dopamine boost. This is the sole sound in the game apart from the rush of water and the sporadic clatter of metal ladders. The entire experience is wonderfully pleasant, deeply fulfilling, and captivating. I absolutely love it.

I was so enamored that in 2023, I streamed PowerWash Simulator on Twitch for 24 hours, 6 minutes, and 33 seconds – setting a Guinness World Record for the longest gaming marathon.

Wash this…PowerWash Simulator 2. Photo: FuturLab

Not recommended. While the game is enjoyable, the novelty tends to wear off after around 20 hours. I recall things getting strange around 4 AM. The vibrant colors of the children’s play area I was cleaning began swirling in a psychedelic whirlwind. My vision blurred, my fingers ached, and I felt a surge of frustration towards the local council for the state of the climbing frame.

I persevered, buoyed by the Twitch community’s support. They reminded me of the reality outside the game. Yet, I had lingering flashbacks for months. Occasionally, as I lay in bed at night, I’d think I could still hear the constant hissing of the jets, worried I might have a ringing in my ears. I still struggle to walk past a slide without checking for mold underneath.

Interestingly, after my record-setting marathon, I didn’t feel inclined to return to PowerWash Simulator for a while. However, diving into the sequel brought back that thrill of achievement that comes from erasing the final speck of grime from a chrome toilet bowl. Pure bliss.

This article helps you to be more forgiving about cleaning every nook and cranny. There’s also a new target icon that indicates missed spots, making mission completion less frustrating.

And of course, there are fresh objects to clean. PowerWash Simulator 2 offers a total of 38 missions, featuring airships, mobility scooters, shopping malls, and more. New tools include a surface cleaner for efficient floor scrubbing and a harness system for rappelling down buildings. Additionally, there’s a new home base to showcase your achievements. This is particularly appealing if you’re the type to display (three) Guinness World Record certificates prominently for delivery drivers to see upon entry.

While none of these enhancements create a substantial shift from the original game, it’s also unlikely that a sequel will attract those who didn’t understand the initial charm. Nevertheless, PowerWash Simulator 2 delivers what fans desire: fresh cleaning challenges, new toys to experiment with, and even less difficult but gratifying gameplay. Plus, there’s the option to occasionally draw crude representations of male genitalia in the grime for comedic effect. In a world filled with chaos, this is exactly the game we need right now.

Source: www.theguardian.com

Football Manager 26 Review – A Contemporary Simulation for Today’s Gaming World

YYou can picture the home fans belting out their chants at the Stadium of Light. “Top of the league, you’re smiling!” Until this afternoon, your Liverpool squad boasted a five-point advantage at the summit, but in the 82nd minute, they’re trailing by two. You might question where Mo Salah misplaced his finishing skills or why Virgil van Dijk has seemingly forgotten how to tackle. However, this is not on the players; the responsibility lies with you. You fix your gaze on the tactical screen, pondering which of the numerous adjustments could potentially alter the course of this disheartening match.

Football Manager has consistently served as a data-centric alternative to the visually stunning FIFA series (now EA Sports FC), yet the latest versions are beginning to close the visual gap. The 3D rendered match highlights have been revamped using the new Unity engine, and the results are remarkable. Premier League derbies, Champions League finals, and even away clashes in the North East now carry visual significance, despite replays and key moments occasionally dragging on. While you won’t hear fully orchestrated FIFA-style chants ringing throughout the stadium, the atmosphere is tangible, with your imagination filling in the empty spaces.




Specific influences on tactics …Football Manager 26. Photo: Sega

This new engine and enhanced match experience are the most significant indicators of Football Manager’s future direction. Nevertheless, visual improvements go beyond mere aesthetics; they have a substantial effect on tactical decisions. As you observe the match, you can analyze player movements on the field and make real-time adjustments. Yet, data-driven metrics remain crucial when you’re desperately aiming to turn the tide in front of a raucous crowd of 45,000 Mackems. You can also modify your build-up tactics to counter the press or overload one side with overlapping runs. The possibilities are endless, and you’ll be eager to experiment with them all.

The most significant change lies in the differentiation of tactical strategies when in possession versus when not in possession. This marks the most substantial overhaul in a decade and appropriately reflects the intricacies of modern gaming. You can now completely alter formations, rearrange player positions, and issue detailed instructions that vary based on which team controls the ball. Want to switch your full-backs as you enter the final third? Not only can you do this, but they’ll promptly revert to their original positions when Alexander Isak is taken down on the edge of the box.

However, there is a notable teeth problem. Following a year off to transition to a new engine, Football Manager 26 still feels somewhat unrefined. A series of hotfixes have been rolled out to address some of the more glaring bugs, yet several persist, such as duplicated UI elements, secondary players entering the pitch in jerseys, and menu glitches that hinder progress.

Between matches, adapting to the new UI will take some time. Notably, key screens that were once easy to access are now a few clicks away. All the same information is available, just in slightly altered positions (especially with the introduction of a women’s league). Re-learning years of muscle memory can be frustrating, and additional customization options would be beneficial, but this is a minor grievance that will be resolved over time.

Despite these challenges, this is still Football Manager, complete with intricate tactics that will keep you engaged. Thanks to an updated tactic and match engine, it has never been simpler to make the perfect tactical adjustments to stage a dramatic comeback and silence overconfident home fans. Football Manager 26 offers immediate feedback on split-second choices and allows you to envision enduring rivalries that can stretch across several seasons. And the exhilaration of scoring three goals in the final five minutes to triumph over Sunderland is unparalleled.

Football Manager 26 is currently available for £49.99

Source: www.theguardian.com

How Mortal Kombat and the Moral Panic Revolutionized the Gaming Landscape


On December 9, 1993, Democratic Senator Joe Lieberman addressed Congress at a
Congressional hearing on video game violence. He asserted that the video game industry had overstepped ethical boundaries, particularly targeting Midway’s Mortal Kombat, a violent fighting game that had recently made waves on the Sega Genesis and Super Nintendo Entertainment System after its arcade success. “Blood will splatter from the heads of the contestants,” Lieberman warned. “The game’s narrator guides players to finish off their opponents, offering choices on how to execute them, from ripping out their hearts to decapitating them with the spinal cord attached.”

The aim of Mr. Lieberman’s hearing was to compel the U.S. gaming industry to implement a formal rating system to restrict minors from buying violent games. He was successful; this led to the creation of the Entertainment Software Rating Board. However, he also fueled a moral panic that had started with Mortal Kombat’s arcade debut in 1992. This concern heightened following the major home console launch on September 13, 1993 (the event dubbed Mortal Monday). U.S. news networks
sent reporters to gaming centers, questioning teens who passionately battled against each other. Newspapers consulted worried child psychologists, while the BBC featured author Will Self live on “The Late Show” to discuss the concerns.




Charmingly awkward…Mortal Kombat: Legacy Collection. Photo: Atari

In hindsight, viewing those hearings juxtaposed with the games they critiqued is fascinating. Just released this week, Mortal Kombat: Legacy Collection compiles the first four titles in the franchise across arcade formats and multiple home consoles, along with several spin-offs for the Game Boy Advance and PlayStation. The original game now feels like a nostalgic relic from 1990s youth culture. Its digitized visuals, crafted by filming actors executing martial arts moves and converting the footage into 2D animations, have a charmingly clunky and low-resolution quality that renders the controversial fatalities more amusing than horrifying. A highlight of the collection is the Fatality Trainer, which lets you practice each title’s gruesome finishing moves. Had this mode existed back then, it would have likely been my sole focus.

Revisiting the game now, it’s evident that it stemmed from a small team of enthusiasts who had grown up on ’80s horror flicks. Initially, Midway created a four-person team, including programmers Ed Boone and John Tobias, aiming to develop a combat game featuring Jean-Claude Van Damme. However, when that partnership dissolved, Boone and Tobias envisioned a contender to Capcom’s popular Street Fighter II, drawing inspiration from a wave of violent martial arts films such as Bloodsport and The Best of the Best. Boone described it as “an MTV version of Street Fighter,” and the team borrowed concepts from iconic films like “RoboCop,” “The Terminator,” and “Enter the Dragon,” often facing challenges during development. The company recognized that embracing violence could lead to notoriety, and no one hesitated. As Boone recounted,
in a 2022 interview with Polygon, he noted, “If something happened, I would ask, ‘Is this going too far?'” The CEO’s response was, “No, go further.” Under the leadership of [Midway game designer] Eugene Jarvis, who had just played a notably violent game called Narc, the team was encouraged to push boundaries even more.

Essentially, the moral panic ignited by Mortal Kombat in the early 1990s mirrored earlier concerns about video games in the 1980s. This was fueled by the fear of new entertainment technologies infiltrating homes unchecked and affecting children’s minds, and paradoxically, it propelled the series’ success. Following the Christmas season, Mortal Kombat became the best-selling game, moving 6 million copies across various platforms. The collection illustrates how gaming adapted in the age of 32-bit consoles, transitioning from arcade concepts to handheld devices and evolving into action-adventure spin-offs like Mortal Kombat: Sub-Zero and Mortal Kombat: Special Forces.

For the gaming industry, the Mortal Kombat controversy escalated into yet another battleground in the console wars. Sega capitalized on the heated debate, allowing Mega Drive users to unlock the full gore of the arcade version through a “secret” code, while Nintendo aimed to preserve its family-friendly brand by removing fatalities and transforming blood into gray “sweat.” Unsurprisingly, the Sega version became the top seller.




It’s so real it hurts…Original press ad for Mortal Kombat. Photo: Midway

Since then, media hysteria surrounding video games has persisted. Doom remained a frequent tabloid topic throughout the 1990s;
Eric Harris and Dylan Klebold’s interest in the game was blamed for the Columbine school shooting. The 2010s saw Grand Theft Auto and Call of Duty regularly targeted, while more recently, Fortnite has faced accusations of leading a generation of schoolchildren into
addiction. Yet, Lieberman’s fervent examination of Mortal Kombat, Night Trap, and Lethal Enforcers in a boarded-up Senate chamber retains its unique appeal.

This was a pivotal moment for the gaming industry, marking a shift from child-focused games to those aimed at teens and adults, transitioning from abstract puzzles and platformers to graphically rich shooters, gory beat-’em-ups, and action-adventures. Midway set out to discover just how far they could push the envelope, and their findings would influence the entire industry.

Mortal Kombat: Legacy Kollection is available now on PC, PS5, Switch, and Xbox.

Source: www.theguardian.com

Beyond Gaming: Transforming Video Games into Performance Art through Live Audiences

TOver the weekend, I, along with around 70 others, spent more than eight hours in a theater playing a video game focused on donkeys, reincarnation, and organized labor. Political, unpredictable, and brimming with donkey puns, Asses.Masses is a rather basic video game crafted by Canadian artists Patrick Blenkarn and Milton Lim alongside a small group of collaborators. However, the theater environment, surrounded by fellow players shouting suggestions and opinions, transforms it into a collective performance art piece.

Here’s the setup: a controller rests on a pedestal in front of a massive projected screen. Inside the seats: the audience. Anyone who wishes can stand up and take charge, embodying the crowd. The game kicks off with a series of questions, mainly concerning donkeys, some in various languages. It becomes evident that collaboration is essential for answering the questions accurately. Our group included some Spanish speakers and another who had insight into engineering. I surprisingly knew that female donkeys were referred to as genets.

This aspect makes games a collective endeavor. Typically, just one person holds the controller, but everyone contributes as they guide a team of donkeys on a long, surprising, and increasingly surreal journey to reclaim jobs taken by obsolete farm machinery.

Everyone participates as you guide a group of donkeys on a long and surreal mission… Asses.Masses. Photo: Patrick Blenkarn + Milton Lim

Within the span of 10 chapters (thankfully interspersed with meals and frequent breaks), we controlled a variety of humorously named donkeys, contemplated collective action, industrialization, and labor politics, debated actions and dialogue, and laughed a lot on the cheekier side. Without revealing too much, the show’s content warning gives a good glimpse of what to expect: it includes violence, strong language, simulated sexual situations (both donkey and human), police brutality, and even references to drug use and suicide. I was amused to learn that this Glasgow performance ignited a minor moral uproar from a group named ‘Parents Watch Education’, featuring coverage from the Daily Record under the title ‘Parents slam teen show featuring simulated donkey sex, murder and drugs‘ (The show is recommended for ages 14 and up and notably prioritizes humor over realism.)

Asses.Masses is a thought-provoking game with multiple innovative ways to engage. I must admit it was quite an endurance test. I had to bend down for a bit halfway through to rest. It’s been years since I sat down and played a video game for eight hours straight. Thankfully, I had a more physically fit friend with me who compensated for my breaks by taking over the controller for the final chapter. At one point, feeling overwhelmed by the audience’s varying opinions, I put down the controller, placed my hands on my head, and quietly empathized with all the union and labor organizers who have had to herd and prioritize the voices of their own passionate members.

This game could have utilized the concept of group dynamics more effectively. I suspect very few of our collective decisions truly made sense. In reality, we mostly observed someone else play rather than actively participating, akin to a Twitch live stream. Theater enthusiasts tend to get really excited about incorporating video game elements into performances, leaving me to ponder if they’re less familiar with the mass participation and engagement that video games offer during multiplayer, streaming, or interactive online conversations.

An intriguing game and a true test of endurance… Asses.Masses crowd. Photo: Undefined/Patrick Blenkarn + Milton Lim

I found myself wanting to invite friends over to use the controller all day, reminiscent of my early 20s. A friend recalled a video game book club he used to host. There, we’d gather as a group of six playing games like “What Happened at the Finch House” (which prompted plenty of laughter). While Asses.Masses is explicitly designed for group engagement, there are numerous other short, thought-provoking games that could also be adapted to this format, possibly evoking interesting reactions from audiences. Given the number of players joining Twitch, I suspect there’s a considerable appetite for such experiences.

As I stumbled out of the theater into the rainy Glasgow night, I felt a real sense of camaraderie with the few audience members I was with. Typically, when I finish a game, I’m alone in my living room in the middle of the night while my family sleeps, without anyone to discuss it with. This time, we debriefed as a collective, reminding ourselves of the necessity of human interaction in creating engaging dynamics in our games.

evaluation.Mass is to Global tour until September 2026

what to play

Spooky but not overly frightening… Ghost Town Pumpkin Festival. Photo: Adam Robinson Yu

Here are two spooky (but not overly scary, since I’m a bit of a wuss) selections for Halloween week. First up: The Séance of Blake Manor. This is a folk horror detective game that Keith enjoyed. It features a collection of quirky characters gathering at a Gothic hotel for a séance on All Hallows’ Eve. The second choice is the Ghost Town Pumpkin Festival, an annual, limited-time virtual Halloween celebration initially created as a lockdown alternative to in-person gatherings. You can create your own sheet ghost with a face, carve virtual pumpkins, step into a spooky microworld, and showcase it to other players. There’s plenty to explore from hayrides to spooky cinemas to haunted house escape rooms. It will be available for about a week following Halloween, and you can check it out the next day at itch.io on a pay-what-you-want basis.

Available: computer
Estimated play time: 15-20 hours (Blake Manor seance); 2 hours (Ghost Town Pumpkin Festival)

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what to read

A remake of Halo: Combat Evolved will launch on PlayStation next year. Photo: Microsoft
  • Last week’s biggest news was that Microsoft is bringing Halo to PlayStation, a notion unimaginable a few years back. Specifically, it’s a remake of the classic (and it’s awesome, don’t challenge me on this) Halo: Combat Evolved, set to release across all platforms next year. Xbox executives argue that console-exclusive games are becoming antiquated, as Former Blizzard president Mike Ybarra pointed out: “Please inform that to Nintendo.”

  • A report from Business Insider highlights how EA’s leadership has urged employees to utilize in-house AI for “just about everything,” ranging from coding to marketing conversations. Some workers voiced apprehension about essentially being paid to train their future replacements while simultaneously creating more work to rectify the AI’s errors.

  • Following collaborations spanning everything from K-Pop Demon Hunter to Daft Punk, the next major Fortnite crossover has been revealed: The Simpsons, featuring the entire Springfield map and character skins. It is set to launch on Saturday.

What to click

question block

The greater the pain, the greater the gain…baby steps. Photo: Devolver Digital

This week’s leading question comes from Emily:

“I read your article about the game baby steps and it was very similar to Getting Over It with Bennett Foddy. It’s often challenging and requires players to start from scratch, which can be frustrating but also fascinating. What are some games that are purposely difficult yet still enjoyable to play?”

Emily, you’ve made a sharp observation here, as Bennett Foddy is one of the three main developers (and voice actors) of baby steps, extending his philosophy of crafting games that elicit groans of self-pity. (This is an interesting story where he discusses suffering and games.) Foddy’s work serves as a masterclass in this realm, especially since the ’90s, where games have been designed to minimize suffering and streamline experiences for players, removing something crucial that makes them engaging.

I often indulge in games that test my patience, and thanks to Foddy’s influence, I can now comprehend why. The more painful the experience, the greater the satisfaction (and the lesser the boredom – my personal torment). The standout titles include the aforementioned baby steps, Dark Souls/FromSoftware canon (excluding SEKIRO, which genuinely frustrated me), Cuphead, Super Meat Boy, Return, and of course, Hollow Knight: Silk Song, which will definitely be out soon.

If you have any questions for the question block or anything else you’d like to address in the newsletter, feel free to reply or email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

I Can’t Stop Playing This Addictive Game of Tumbling Down the Mountain

I
For the last week, I’ve been experiencing a bizarre hiking adventure instead of engaging in normal life activities, all thanks to a frustrating character known as Nate. In
Baby Steps, you control this hapless individual who has spent 35 years doing nothing but lounging in his parents’ basement and binge-watching anime. When he decides to put on an adult costume, he finds himself at the foot of a surreal mountain adorned with suggestive imagery. Your task is to guide him to the summit by manipulating his legs independently, using the controller’s triggers to lift and the analog sticks to place them.

The challenge level is off the charts. Occasionally, Nate moves down gentle slopes, but more often than not, he navigates narrow planks, ascends dunes in tiny steps, and clings to rocky ledges with his toes. He repeatedly stumbles and falls, whimpering as he slides down muddy slopes and sandy shores, while his onesie gets increasingly filthy. I keep getting up and attempting again, occasionally interrupted by an Australian man with wild eyes or a pants-less donkey character who mocks me but extends a hand of assistance—only for Nate to angrily decline.




Early in the game, Nate is presented with a pair of shoes. Will he accept them? Absolutely not. (To be fair, they’re a bit oversized.)
Photo: Devolver Digital

The moment you lose focus, Nate loses his as well. After three hours of this outrageous experience, falling off my board into a river, I trudged back to the campsite from where my hike began. All I managed to accomplish was locating a silly propeller hat, which only added to my burdens as I had to stop and retrieve it after each tumble. I rarely feel like crying while gaming, but the sight of that campsite nearly broke me.

Picture enduring these setbacks for hours, only to end up in a dimly lit space filled with a lantern that Nate inexplicably keeps dropping. It’s pitch dark unless you backtrack for it, and navigating the escalator has to be done flawlessly; otherwise, you’re treated to seconds of watching Nate’s backside as he slowly descends. Following that, the exit is a labyrinthine path on a sandy ledge where Nate’s feet continually seem to get lost. I found myself stuck there for so long, grappling with my thoughts, rising frustration, and Nate’s company. Every chapter of Baby Steps takes the sadistic challenge to new levels.

So why persist? Aside from the undeniable fact that I probably need to unpack my issues in therapy, I refuse to let this game defeat me. It’s more than just playful slapstick (watching Nate tumble down a mudslide is sheer comedy). The improvised dialogue and absurd scenarios are genuinely hilarious. The developers voice the characters themselves, and every cutscene offers a delightful break from the chaos. There’s even an optional desert challenge where players scale sandy slopes to collect icy trophies before they melt. As Nate continuously returns to the ice cream vendor in deepening despair, even the developer’s voice starts to waver.

While it may seem like a cruel game where we laugh at this unfortunate man’s misadventures, there’s a deeper meaning. Even though I often found myself frustrated with Nate and considered quitting to avoid witnessing his constant flailing, I gradually began to empathize with him. He’s the epitome of a societal loser, yet he’s trying. In spite of his intense social anxiety, masculine insecurities, and clear self-hatred, he attempts to put one foot in front of the other in a poignant metaphor for life.

Upon finishing a chapter, you encounter a melancholic 8-bit mini-game summarizing Nate’s past: his disheartened parents, successful sister, and lackluster romantic encounters. As I progressed, I could see how Nate arrived at his current state. Although I wasn’t as personally involved as some players might be, I developed a protective instinct towards him and didn’t want to abandon him, no matter the cost.

This game also elicited my worst tendencies. I cursed at Nate every time my foot slipped from what I thought was a secure situation. But among all the discouraging moments, there were instances where I painfully felt gratitude after finally mustering the patience to push Nate forward in his journey. “Baby Steps” is whimsical yet profound. Having played games for three decades, I can confidently say I’ve never encountered anything quite like this. For a game focused on failure, it prompted surprisingly deep reflection and emotion.

You’ll need a good dose of self-deprecation to fully appreciate all that this game has to offer, but that’s not a high aspiration. After about 10 hours, I was determined to finish it. Along the way, I encountered a vast spiral staircase reaching into the clouds. To the right: a perilous cliffside path, ominously referred to as “Manbreaker” by an Australian guide. “You can’t do it. You’re gonna fail miserably for the next five years… You’ll eventually get so exasperated that you’ll just ascend these damn stairs.”

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“I vow to never ascend these stairs,” Nate replied indignantly.

I gazed at the path ahead, rolling upwards into obscurity. I imagined potential slips and falls even before finding my footing. For the following days, I would hurl myself at this rock wall, envisioning my life progressing incrementally with each ticking hour. I pictured my partner and kids entering the living room, astonished and concerned, finding me once again playing Baby Steps and making no headway whatsoever.

Screw it. I’m climbing those stairs.

Baby Steps is available on PlayStation 5 and PC

Source: www.theguardian.com

ROG Xbox Ally X Review: A Unique Handheld Gaming Experience, for Better or Worse

TThe ROG Xbox Ally X, a handheld console resulting from a partnership between Asus and Microsoft, stands out as an impressive yet costly gaming device. The sleek all-black ROG Xbox Ally X, set to launch on October 16th, is the pricier of the two portable gaming options at £799 (€899/$999/AU$1599). (In comparison, the less powerful ROG Xbox Ally in white is priced at £499/€599/$599/AU$999.) Fortunately, the higher price tag brings with it enhanced features and performance.

Over the past few weeks, I’ve been enjoying the ROG Xbox Ally X while navigating through various indie hits and major RPGs throughout my home. Although its price is quite eye-catching (consider that its main rival, the Steam Deck OLED, starts at £479/€569/$549/AU$899), the power contained within its compact dimensions (291 x 122 x 51 mm) is truly unparalleled in the portable gaming sector.

This remarkable power, combined with the capability to stream Xbox titles via cloud gaming and the Play Anywhere initiative (interconnecting purchases between Xbox and PC), allows access to a diverse array of PC games from various storefronts, appealing to both Xbox enthusiasts and portable gaming fans. While I encountered a few minor glitches and user interface hiccups during my time with the ROG Xbox Ally X, most were easily rectifiable and quickly became forgotten as I immersed myself in gameplay.




Play at home or on the go…ROG Xbox Ally X. Photo: ROG

Setting up ROG Xbox Ally X

Configuring the ROG Xbox Ally X is a straightforward task. The device launches a full-screen Xbox experience that replicates both the Xbox console and PC app environments; however, as a handheld operating on Windows 11, it requires an initial update before usage, which took a bit of time. This might feel unusual for a gaming handheld, given the pop-up notifications and prompts typical of a standard Windows setup.

On the first day, despite promptly adding my Xbox account, the device indicated that I lacked Xbox Game Pass Ultimate, Microsoft’s highest-tier gaming subscription service, and my efforts to relink the account proved fruitless. Strangely, it randomly began functioning correctly the next day. I also faced issues connecting to my home Wi-Fi upon waking the device from sleep mode, yet this too rectified itself after the first 24 hours.

Once I successfully connected my various accounts (the ability to download PC game launchers like Steam, Epic Games Store, and Blizzard’s Battle.net is a benefit of being a Windows handheld), the ROG Xbox Ally X operated quite efficiently.

A handy feature allows direct access to the familiar Xbox user interface while aggregating games from other launchers for seamless transitions back to your gameplay, regardless of where it’s hosted.

However, should you be playing a Steam game, switching back to the Xbox-only launcher and starting a game from a different store requires taking note that ROG Xbox Ally X does not automatically close the previously opened game, nor does it ask if you wish to do so, which can affect performance. There were instances when the Xbox interface lagged or became unresponsive to my inputs.

At times, the handheld experienced difficulties downloading an RPG, repeatedly disconnecting whenever idle, necessitating a manual restart of the process. Nevertheless, subsequent to rebooting, the remaining files downloaded successfully.




Switching between applications…ROG Xbox Ally X. Photo: ROG

ROG Xbox Ally performance

I remain hopeful that these issues can be addressed with a simple user interface (UI) update. With a bit of attention, the ROG Xbox Ally X demonstrates exceptional performance. Although it shows some sluggishness when starting up with a low battery level (below 15%), titles like Hades II, Supergiant Games’ acclaimed roguelike sequel, load quickly and run flawlessly with negligible load times between areas. Heavier games like Avowed and traditional PC favorites such as Backyard Baseball maintain outstanding performance with impressive frame rates and rapid load times.

While the ROG Xbox Ally X lacks an OLED screen, the 7-inch, 1080p display more than compensates with stunning visuals. The vibrant details of Hades II’s nearly stationary characters are a visual delight. The first time Moon Goddess Selene appeared adorned in a luminous gown of blue and seafoam green, it was a breathtaking moment.

Xbox and Asus have strategically allocated some system resources for heightened frame rates, a decision that pays off in visually demanding games like Hades II. You’ll never be left so overwhelmed by the action that you lose track of the battle at hand.

The audio experience is equally immersive. In a particular sequence in Hades II, as I strolled past the goddess Artemis in a moonlit glade, I could hear her singing softly from the left speaker, signifying her presence even when out of view—such lovely details truly stand out.

Regarding its appearance, the ROG Xbox Ally X may initially seem peculiar, resembling two halves of an Xbox controller fused with a screen, yet the matte black finish is visually attractive, and the adjustable LED lights accentuating the joysticks add to the gaming aesthetic.




Powerful hardware…ROG Xbox Ally X. Photo: ROG

Game on the go or on the couch

Throughout my experience with the ROG Xbox Ally X, I’ve utilized it while lying in bed, relaxing on the couch, leaning against the kitchen counter waiting for pasta water to boil, and sitting at my desk during writing breaks. Initially, after just 10 minutes of use this summer, I questioned whether the relatively large handheld would be comfortable for extended sessions. Surprisingly, it remained comfortable to hold even after hours of gameplay. Although weighing in at 715g, it is heavier than the less powerful ROG Xbox Ally (670g) and Steam Deck OLED (640g), the difference in weight is minor, especially given how ergonomic the controller-like grips are. The only discomfort arose when I propped it against the couch without any elbow or wrist support, which caused some strain on my pinky finger due to bearing the weight.

The battery life is commendable considering the specifications (80Wh, surpassing the ROG Xbox Ally’s 60Wh). I was able to play Hades II for a solid two hours without hitches. After 20 minutes of gameplay at 22% battery, it only dropped to 10%. Although some components of the handheld warmed up during extended play, it never reached a point of overheating.

ROG Xbox Ally X game library

In terms of gaming, this device ingeniously utilizes the Xbox Play Anywhere initiative. This reflects Microsoft’s efforts to enable access to games across multiple devices, allowing gameplay on PC, Xbox consoles, and the ROG Xbox Ally handheld, all while retaining your progress, with access to over 1,000 available Xbox and Xbox Game Pass games.

Having formerly owned a Steam Deck and been a long-term Xbox Game Pass subscriber, the ROG Xbox Ally X represents the ideal handheld console for me. I favor the feel of an Xbox controller, and this device captures that essence perfectly. It allows me to access my Xbox Game Pass library to experiment with new titles, all while offering portability. Plus, for Play Anywhere titles, which a majority of the games are, there’s no need to stress over internet access.

If you have the budget and seek a robust gaming handheld capable of not only playing PC games from your favorite digital platform but also an extensive selection of Xbox games, the ROG Xbox Ally X could be an excellent investment for the year-end splurge.

Source: www.theguardian.com

Xbox Game Pass Price Increases: A Discussion on Growing Gaming Expenses | Games

IIn the realms of music, television, and film, the emergence of streaming has dramatically revolutionized the traditional business model. Instead of purchasing an album or movie, most of us now opt for a few subscriptions based on our viewing preferences, occasionally supplementing this with unique records or special Blu-ray editions. This shift poses significant challenges for musicians, as they earn roughly $0.004 per play on Spotify. In contrast, Spotify itself has achieved a billion dollars in profit (after years of operating losses). On the television side, customers are increasingly frustrated; in my household, we juggle five different TV subscriptions, based on our series interests, just to manage costs effectively.

This subscription model has not gained the same traction in video games. Apple’s Arcade service provides premium mobile games for £6.99 per month, but the free-to-play model prevails on mobile devices, generating massive profits primarily through advertising and in-game purchases. (Fun fact: approximately 85% of the gaming industry’s total revenue predominantly comes from free-to-play games in regions like China.) While Netflix offers games included in its subscription, user engagement remains low. PlayStation and Nintendo have their own subscription services, but these mainly feature older titles rather than new releases. Xbox Game Pass stands out with over 200 games available, but purchasing new exclusive games still comes with a hefty price tag—until now.

Recently, Microsoft revealed that the price of its Game Pass Ultimate subscription would rise from £14.99 to £22.99 per month. (This tier includes all the latest releases, with more affordable options still available.) Additionally, subscribers in certain countries (primarily Europe) received emails notifying them about a delay in the price increase, while those in the UK and US face the additional cost. Price hikes had long been considered unavoidable given the millions of dollars invested in blockbuster game development, alongside payments to developers for hosting on its services. A Bloomberg estimate indicated that Microsoft spent $300 million on revenue by including Call of Duty in Game Pass.

Does this imply that Game Pass isn’t achieving the success Microsoft anticipated? We consulted Christopher Doling from the Game Business Newsletter, who provided invaluable insight. “Game Pass is profitable,” he noted. “However, it affects premium game sales. Notably, titles like Halo Infinite and Starfield have not performed as well on the charts as anticipated. Microsoft’s acquisition of Activision Blizzard for $70 billion is under scrutiny by company leaders, including Chief Financial Officer Amy Hood. It’s not just about profitability; it’s about growth. Microsoft expects a significant return from the Xbox division on this investment. This isn’t excessive,” he added, simplifying matters. Thus, Xbox is cutting costs, projects, and even studios, while raising prices across the board.

With sluggish console sales for Xbox in recent years, the company is depending on Game Pass for growth. Microsoft has ceased reporting Xbox migrations, preferring to discuss revenue and engagement. However, sales of the Xbox Series S/X are estimated to be substantially lower than those of the 2013 Xbox One, putting it in a competitive third place behind Nintendo and PlayStation. Xbox executives themselves have acknowledged that console sales are no longer a priority. This is likely why Microsoft has started to release many of its games on PC and PlayStation, while heavily investing in studio acquisitions to create more content for Game Pass.

Call of Duty Warzone promotional images. Photo: Activities

However, the broader question remains: what does the future hold for subscription-based video games? Furthermore, what implications does this have for developers? One potential trajectory may mirror trends seen in the television industry where subscription costs gradually increase, and streaming services proliferate, forcing gamers to pay substantial amounts annually for the latest titles. Meanwhile, developers may feel the impact of decreased direct sales, making it harder for them to financially support ambitious projects, which could stifle the emergence of original art. Despite this, millions of gamers are still willing to spend £70 on games upon release. Titles like Mario Kart World and Assassin’s Creed Shadows were among the top-selling games in Europe the first half of this year. Why then are major companies attempting to undermine this?

“For the [smaller] developers, right now, Game Pass serves as a vital discoverability tool in an industry where that’s genuinely a concern. It also enables players to access games more economically (well, that used to be the case) and is crucial in today’s economic environment. Nonetheless, there are valid worries about what the future may hold.”

Certainly, diverse business models can coexist within the gaming landscape, with video games currently finding a balance between free-to-play and premium formats. These categories cater to different audiences, and data indicates they do not cannibalize one another’s revenue. Some consumers prefer investing in high-end consoles and premium game titles, and the market has remained relatively stable over the past decade. As more casual gamers flock to free-to-play titles, the overall gaming landscape has expanded significantly, leading to enhanced viewership. If managed effectively, subscription services like Game Pass could provide intermediary solutions that do not completely erode traditional industry business models. However, given precedents in other arts sectors and the profit-driven ambitions of large corporations like Microsoft, this may be overly optimistic.

Despite rising costs, Xbox Game Pass continues to deliver substantial value for the most engaged players. “Xbox is asking the most active players to shoulder higher prices. Game Pass Ultimate caters specifically to these individuals,” Dring points out. “Statistics show they receive considerable value, so if they can afford it, a good portion of these players will likely accept the cost. The average Game Pass Ultimate user is expected to play around $550 worth of games annually.”

Editor’s Notes: Due to an editorial oversight, last week’s issue incorrectly referred to the new president of Nintendo of America, Devon Pritchard, using the wrong pronouns despite her being the first woman to hold the position. I apologize to Devon and appreciate those who brought this to my attention.

What to play

Baby Steps. Photo: Devolver Digital

September had a host of exceptional games, and I’m still catching up on them (and engrossed by Silksong). One game I’m particularly excited about is Baby Steps, a surreal slapstick comedy experience I’ve been eagerly anticipating forever. The narrative kicks off with a not-so-promising scenario where a sluggish man and woman, Nate, are dragged from their parents’ basement and plunged into the unforgiving wilderness. Using the triggers to lift your hesitant feet and the control stick to balance, you stumble out of the cave, bound for the camp at the mountain’s base.

However, the ensuing experience is among the most exasperating in gaming history. Expect to slip, stagger, and slide down areas you’ve painstakingly navigated for 20 minutes. I once stumbled Nate’s foot into a wooden beam and plummeted down, necessitating a lengthy trek back to the campsite I had just left an hour prior. Yet, astonishingly, I was glued to the screen until 2 AM, drawn in by its bizarre humor and the persistence required to maneuver Nate’s clumsy body. It truly embodies “painful beauty in art,” and if intriguing challenges appeal to you, give it a whirl.

Available: PS5, PC
Estimated play time:
10 hours

What to read

EA Head Office. Photo: Terry Schmidt/UPI/Shutterstock
  • For those interested in the ethical implications surrounding Saudi Arabia’s Public Investment Fund – as noted last week, EA is set to co-own a part of EA – Euro Gamer highlighted, “This is the Saudi national wealth that should be harnessed to advance the economic and social rights of the Saudi populace. Instead, it’s being directed towards lavish mega projects both domestically and internationally… This appears to be a deliberate tactic to distract from the human rights situations in the country.”

  • This summer yielded an animated Netflix film, K-POP Demon Hunter (if you know, you know), which has achieved notable popularity taking over Fortnite with new modes and character skins added. This sparked some lively discussions between me and my partner, who believes young kids shouldn’t play Fortnite. I’m more okay with it since it appeals to them. Either way, I will be engaging with it.

  • Pour one out for Rock Band, the once-famous plastic instrument game and the soundtrack of my college years. Its final installment, Rock Band 4, was delisted last Sunday, marking its 10th anniversary as the music licenses for the songs have expired. If you still own a copy, make sure to beef up your track library before all songs are taken off the market. As for developer Harmonix, they’ve shifted to creating music for Fortnite, thus signaling the end of new Rock Band games.

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What to click

Question Block

“We work in the dark to serve the light.” Photo: UBISOFT

A couple of weeks ago, I asked readers for thoughts on video game quotes that resonate with them. The responses were abundant. In no particular order:

“I’ve always believed if life hands you lemons, don’t just craft lemonade! Return those lemons and get angry! You don’t need those stinking lemons right now! What should I do with this? I’m calling for an emergency meeting with my life advisor!” – Portal 2, Submitted by Helen

“We work in the dark to serve the light” – I resonate with this phrase from Assassin’s Creed. It often echoes in my job as an assistant director in the film and television sector, where I spend a fair amount of time working in both literal and metaphorical darkness as a lighting manager. – Submitted by Stephen

“Please make your determination.” Undertale submitted by Kelly

“‘Comment is never forgotten, so there’s no need to remember it'” – this quote from Breath of the Wild holds a personal significance for me. A non-gamer friend wanted to give me a baby gift, so she printed this quote alongside a baby blanket and sent it to me. I still have it on my fridge. Loving everything her about Zelda, I named my daughter after the game. This line strikes me as particularly poignant during the final battle when Link confronts the dark beast Ganon, and his wise companion encourages him: it captures the essence of our journey as new parents. – Submitted by Kelly

“‘We’re not going to Ravenholm.'” – I often recall this quote from Half Life 2 whenever I am hesitant in my job and personal spheres—iykyk.

“Okay. This won’t cease until I die, but I yearn for pain when that moment comes. As friends depart and when I must let go, even when all hope collapses, I crave to feel it all. It is daunting. I embrace loss. I want to face challenges and rise above until it all concludes. Can I express that? I wish to find light again, even through hardship. Because feeling pain signifies meaning. It confirms my existence.” …at least, at least…” From May Borowski in Night in the Woods, submitted by Keira

If you have inquiries regarding the Question Block or anything related to the newsletter, feel free to reply or email pushbuttons@theguardian.com.

Source: www.theguardian.com

Leaked Age Verification IDs from Discord Data Breaches | Gaming News

Discord, the popular video game chat platform, has informed users about a data breach that has potentially compromised the personal information required for age verification.

Last week, the company reported that unauthorized individuals accessed one of Discord’s third-party customer service providers, impacting “a limited number of users” who interacted with customer service or the trust and safety teams.

Compromised data could encompass usernames, email addresses, billing details, the last four digits of credit card numbers, IP addresses, and messages exchanged with customer support.

According to Discord, the alleged attackers “gained access to a small number of government ID images (e.g., driver’s licenses, passports, etc.) from users who submitted appeals regarding their age verification.

The affected users were informed as of last week.

“If any ID is accessed, it will be explicitly mentioned in the email you receive,” Discord stated.

The support system was reportedly exploited to retrieve user data in an attempt to extort a financial ransom from Discord, the company clarified.

Discord mentioned that the third-party provider has since revoked access to the ticketing system and has initiated an internal investigation in collaboration with law enforcement.

Users who received the notification indicated that the attack likely occurred on September 20th.

With over 200 million active users each month, Discord continues to grow.

Earlier this year, Discord began verifying user ages in the UK and Australia using facial age verification tools. The company stated that age verification face and ID images are “deleted immediately afterwards,” but according to their website, users can reach out to the trust and safety team for a manual review if verification fails.

Under the upcoming social media ban for users under 16, effective December 10, the Australian government specified that platforms like Discord will have various ways to verify user ages and hopes to address unfavorable decisions swiftly.

As part of the age verification scheme, the platform can request an ID document, though it is not the sole method of age verification available under their policy.

Australia’s Privacy Committee has confirmed that it has been notified of the breach involving Discord.

Discord has been contacted for further comments.

Source: www.theguardian.com

Ghost of Yōtei Review: A Stunningly Brutal Samurai Revenge Quest | Gaming

m
The Ghost horse of Yotei, named Mokizuki, translates to the traditional Japanese term for “full moon.” I truly believe she is the most unfortunate creature in all of the North. The button needed to summon her is alarmingly close to the one used to heal my samurai during combat, leading to frequent mishaps where I inadvertently call her into a Koittic 7-on-1 skirmish. Mochizuki often intercepts arrows with her fur and deflects sword strikes from my outlaw adversaries to keep them at bay. At times, she simply stands at the fringes of the conflict, quietly waiting to steady my nerves so that I can dispatch the villains and return to picturesque escapades in the Ezo region.

Ghost of Yotei serves as a sequel to Ghost of Tsushima, a revered samurai action game from the American studio Punch released in 2020. Visually, it consistently impresses, regardless of your undertaking. Yet, the majestic framing typical of open-world titles can appear somewhat absurd when you accidentally summon horses for battle or ignite flames, as they don’t quite mesh with the whimsical nature of players.




For the ride… Yotei’s ghost. Photo: Sony Interactive Entertainment

I realized that the ghosts of Tsushima were not only breathtaking but also peculiarly superficial. Their protagonist, Jin, frequently expressed his discomfort with the act of stealthily taking down Mongol invaders to save his island. In contrast, the heroine of Yotei, Ats, embraces her role as the vengeful specter much more comfortably. The narrative isn’t particularly groundbreaking; Ats’ family falls victim to a group of masked outlaws known as the Yotei Six, prompting her to hunt them down for vengeance. Star Erika Ishii delivers a stellar performance as a stoic killer, making me completely invested in Atsu’s quest for blood. Despite several other characters serving as reminders of retribution, she relentlessly eliminates her foes, giving off an impression that she relishes in it.

Honestly, I find it enjoyable. Yotei’s ghostly battles are both exquisite and brutal. You quickly grasp the mechanics of evasion, substitution, and timing while exploring Ezo, equipping yourself with dual katana, a spear, a bow, and the massive Yamato sword for more engaging fights. The setup for confrontations maintains a consistent level of challenge. Atsu faces opponents often twice her size, with some strikes sufficient to end her battles. I enjoy numerous challenging action games, from Monster Hunter to Elden Ring, yet despite over 20 hours of dueling and exploration, I still feel my enemies succumb to me with minimal effort, thus keeping the experience fresh.




Comfortable battle… Yotei’s ghost. Photo: Sony/Sucker Punch

Among this year’s Assassin’s Creed Shadows, also set in historical Japan, Yotei’s Ghost ranks as one of the most visually stunning games I’ve encountered. The stunning natural beauty of Japan, with its ginkgo trees, distant mountains, and fish-filled rivers, is digitally honored (you can spear them for dinner). It is a world crafted for admiration. Navigate with your senses rather than the map on your screen; the wind guides you on where to go next in the story, enabling leisurely exploration. Intriguingly, with your PS5 controller, you can roast fish over a fire, strum a Shamisen, or dab ink onto a canvas. Revisiting Atsu’s memories in familiar places allows for a reflection on her life before it spiraled into violence.

The blend of traditional Japanese instruments with old Western rhythms marks the game as set in 1600s Japan through an American lens. While it may feature more action, blood, and death-defying climbs than typical samurai movies, is that truly a downside? If anything, Tsushima’s ghosts were hampered by a rigid adherence to a somber tone that conflicted with the game’s high body count. Yotei doesn’t complicate matters as the assassin’s creed does, making it fairly straightforward and enjoyable. Whenever I grew weary of pursuing one target, it was easy to find another.




Part of the landscape… the ghost of Yotei. Photo: Sony/Sucker Punch

As Atsu’s legend amplifies, the Ezo populace begins to leave offerings for the vengeful onryō (Bloodthirsty Ghost), seeking to rid the land of its oppressors. As you traverse Ezo, you truly start to feel a connection to it; Atsu engages in battles alongside wolves and chases elusive foxes to discover hidden places in nature. Once her quest for vengeance concluded, I found myself pondering what lay ahead for Ats. She struggles to envision a life beyond this path.

While the story may be simple at its core, it captivated me more than any other historical action game. Even after countless hours, I still feel a rush of excitement as Atsu deliberately unsheathes her sword at the onset of battle. The conclusion would be bittersweet.

Ghost of Yotei is available now for £69.99

Source: www.theguardian.com

Why a Major Saudi-Led Contract Matters for EA, Regardless of Your Gaming Involvement

when Microsoft revealed plans to acquire Activision-Blizzard in 2022 for over $68 billion, the industry was stunned. This announcement echoed the recent significant shifts in the sector: prominent publishers known for iconic sports titles like Madden and EA Sports FC (formerly FIFA) have opted for a private acquisition often dubbed “the largest leveraged buyout in history.” This $55 billion deal is backed by a trio of investors resembling a final boss lineup on paper.

Introducing Player 1: Saudi Arabia’s Sovereign Wealth Fund. The Saudi royal family has made substantial investments in gaming over the years and leads an astute gaming group headed by Crown Prince Mohammed bin Salman, known for his controversial record with domestic issues and the assassination of journalist Jamal Khashoggi. Player 2: Affinity Partners, an investment firm led by Jared Kushner, the son-in-law of the current U.S. president. Player 3: Silver Lake, a notorious private equity firm, which owns a significant stake in game engine developer Unity. Stephen Totilo from Game File refers to the Affinity Partners logo as a mirror image, reminiscent of the Evil Corporation in the Assassin’s Creed series. It feels almost surreal.

You might be curious about Saudi Arabia’s extensive investment in gaming. They have heavily funded eSports and even launched the ESports World Cup in Riyadh. They’ve acquired the manufacturer of Monopoly GO and purchased shares in numerous gaming companies, including Pokémon GO and Nintendo. (Game file provides a thorough overview of Saudi capital in the gaming industry.) The motivation behind these investments parallels their funding of sports, media, and lately, comedy. It serves as a strategy for whitewashing perspectives, or in this instance, game-washing, showcasing the cultural clout of video games.

Mohammed bin Salman. Photo: Royal Saudi Court/Reuters

Regarding Affinity Partners and Silver Lake: There’s potential for profit. EA reported over $2 billion in profit last fiscal year, primarily from sports franchises. EA also owns The Sims and Battlefield, two franchises that could yield significant returns. Previously, EA was a more diversified publisher, with a rich portfolio including Dragon Age and Titanfall. However, under current CEO Andrew Wilson, their focus has shifted mainly to the most lucrative sports franchises.

Critics of this acquisition often highlight Saudi Arabia’s involvement. Thousands of developers and millions of gamers within EA feel unsettled (especially since The Sims has a significant LGBTQ+ following). Opinions among business journalists and analysts vary. Kotaku’s Ethan Gach discussed with several of them in this article. One notable quote from NYU’s Joost Van Dreunen states, “The center exhibits an irrational financial logic concerning power, fame, and the implications of Saudi Arabia’s role in American entertainment.”

Business analysts pointed out that the acquisition places EA under a staggering $20 billion in debt, as reported by Bloomberg. Questions arise about how the new EA ownership intends to manage this debt. Will there be more layoffs or budget cuts? Will they reduce profits from popular features like Ultimate Team Mode in EA Sports FC? Or might they abandon the flagging mobile gaming sector? For both players and EA employees, returning to normal business operations seems uncertain.

Electronic Arts is not the industry’s favorite publisher, and it doesn’t have the best reputation. However, it’s vital to remember the thousands of dedicated employees behind the scenes. Despite EA’s business practices that may frustrate gamers, it’s essential to consider the talents and projects of these people across the gaming industry. Even without oppressive ownership, such private equity takeovers often harm both employee morale and the industry’s overall health. Fans of FIFA, for instance, might reflect on the financial struggles of clubs like Manchester United post-acquisition, plagued by immense debt.

Nonetheless, one individual relishing this deal is CEO Andrew Wilson. “This moment embodies your creativity, innovation, and passion. Everything we’ve accomplished, and everything ahead, is for you,” he proclaimed in a public statement. “Our values and commitment to players and fans globally remain unchanged. We will maintain operational excellence and rigor, enabling team creativity, accelerating innovation, and pursuing transformative opportunities to secure EA’s leadership in the future of entertainment.”

Interestingly, Wilson holds tens of millions of EA shares, currently valued at £157 should the acquisition go through. Doesn’t that warm even the most cynical of hearts?

What to play

Yotei’s ghost. Photo: Undefined/Sony/Soccer Punch

It’s fascinating that two stunning, highly-priced historical fiction games set in Japan have launched within just six months of each other. Yet, here we are.

The Ghost of Yotei releases tomorrow, featuring a female warrior on a quest for revenge across the most breathtaking landscapes ever created in gaming, echoing the essence of Assassin’s Creed. I enjoyed Shadows earlier this year; its beauty and performance are undeniable. However, I find Yotei even more enthralling. It’s far more engaging without reliance on maps or magical visions for locating enemies, instead compelling players to follow the sounds of birds, foxes, and those in need. The minimalistic mechanics, like igniting campfires or crafting sumi-e art, delight. Combat feels exhilarating, embodying an old-school vibe similar to Soul Calibur during duels. I’m pleasantly surprised by how much I appreciate this game, considering Ghost of Tsushima felt less fresh five years ago. Our protagonist, Atsu, seems far less tormented than Ghost of Tsushima’s protagonist, Jin.

Available on: PlayStation 5
Estimated playtime:
Over 30 hours

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What to read

Promotional images from bullies. Photo: Rockstar Game
  • IGN Interview with Rockstar co-founder Dan Hauser, who recently appeared at LA Comic Con. He’s known for being elusive and shared that his favorite title is Red Dead Redemption 2, also expressing regret over not following through on the boarding school satire.

  • Insomniac Games’ Wolverine has finally revealed its gameplay trailer. Given how well Spider-Man was adapted, I’m optimistic about this release slated for next year. As a fan of Housemarque’s thrilling sci-fi title Returnal, I eagerly watched the follow-up footage for Saros, set for a March 2026 launch.

  • Rog Xbox Ally is a poorly named yet highly anticipated handheld Xbox-compatible device priced at £500/£800. Microsoft has confirmed it, placing it in competition with the Steam Deck.

  • In Nintendo news, US President Doug Bowser has announced his impending retirement. He will be succeeded by Devon Pritchard, who has served at Nintendo for 19 years. Rumor has it that she may change her name to Devonganon. Moreover, there’s an upcoming pop-up store of Japanese department stores set to open in London later this month, with fans gaining access in March.

What to click

Question block

Astro Playroom. Photo: Sony

This week, reader Kevin asks:

“At age 68, I’ve developed an interest in gaming. I purchased a PS5 Pro and am currently waiting for its arrival. Could you provide a guide on how to use the controller?”

Welcome to the world of gaming, Kevin! It’s fantastic to hear someone is taking the plunge into gaming, especially if it involves pressing buttons!

For mastering the PS5 controller, I highly recommend Astro’s Playroom. It’s a delightful and engaging experience featuring small robots living within PlayStation. This short yet enjoyable game serves as an excellent tutorial for the unique functionalities of the PS5 controller and has even assisted my two sons in navigating more complex controls. If you find it enjoyable, be sure to check out the full-length sequel, expected to be a contender for Game of the Year in 2024.

If you have a question for the “Question Block” or any comments about the newsletter, feel free to reply or reach out to us at butingbuttons@theguardian.com.

Source: www.theguardian.com

EA Sports FC 26 Review: Fans Compete in the Twin Truck Tournament | Gaming Insights

the player started to let go of his aspiration to replicate the success of an older competitive football rival. Sometimes, the developer’s vision doesn’t align with expectations. During the creation of FC 26, EA engaged with a group of influencers and community members to inform critical design choices. Consequently, the soccer experience is now segmented into two distinct modes. Offline, it feels more like an evaluation phase, highlighting aspects like player fatigue. In contrast, online gameplay is fast-paced esports-focused, prioritizing quick shots and goals over defensive strategies like those of William Saliba.

Offline, the mode feels rejuvenating. For instance, the career mode showcases a thoughtful pace comparable to recent matches in FC and FIFA. Tactical approaches matter significantly, with noticeable differences in skills like ball control and vision. Weather effects, including wind and pitch conditions, can influence how the ball interacts with the ground. Patient build-up play is encouraged, and skills can be effectively defended without relying on skill sticks, giving the experience a cerebral aspect.




About the target…EA Sports FC 26. Photo: Electronic Arts

After a lackluster year, Manager Mode offers a more authentic playing experience. The new career carousel introduces consequences that impact job security, leading to managers being hired or poached by rival clubs. For the first time, CPU-controlled teams will implement the tactics of incoming coaches, adding much-needed variety. There are also random events, such as training injuries and unexpected issues. For instance, in my West Ham career, Kyle Walker-Peters and Eldo Zimalic Diuff missed the away game against Arsenal due to “dangerous food.” Yet, some legacy concerns, like uninspired cutscenes, persist, although they serve as a reasonable alternative to the often-controversial Ultimate Team.

Meanwhile, Ultimate Team (FUT) continues to dominate, especially among those willing to spend for random player packs, similar to collecting Panini stickers. This time, there are appealing updates, such as the introduction of Evolution mechanics for leveling up goalkeepers and the return of the All-Silver Tournament, which restricts players to silver-rated ones. It’s possible to build a strong team without significant expenditures. Just a week in, my team already includes Toni Kroos, Lionel Messi, and Ruben Dias. However, the allure to spend on random packs remains a divisive feature in the series.

The gameplay within Ultimate Team embraces “competitive” online settings and reflects years of community input. Prepare for a basketball-style goal-fest filled with impressive tricks and shots. The new AI and animations for goalkeepers will help to keep some scores lower, but defending remains a significant challenge. The absence of player fatigue complicates matters, as previously, containing a speedy attacker for 70 minutes would demand skill, but now they can push deeper into injury time, undermining solid defensive efforts. While this change caters to player feedback, it detracts from the overall sense of realism.

This high-octane gameplay is engaging and reminiscent of the enjoyable rush from mode 5. Numerous quality-of-life enhancements make it as addictive as its distant predecessor, FIFA Street. It addresses annoying elements, such as players getting stuck to the controller, and ensures goalkeepers make intelligent saves while the default view smartly tracks players, providing a comprehensive view of the pitch. Defensive issues are less detrimental in this context, making it the most enjoyable way to experience FUT.

FC 26 remains a robust offering despite its conscious decision to forego some realism in the online arena. Even in competitive settings, there are still many players yearning for authenticity. While it may represent a regression in terms of real football simulation, it certainly advances in areas of fan service. This may not be what simulation purists of Pro Evo are looking for, but as an esports collaboration between developers and the gaming community, this third installment of FIFA achieves many of its goals.

EA Sports FC 26 will be released on September 26th.

Source: www.theguardian.com

Even Major Brands May Struggle to Save America’s Most Iconic Gaming Events | Games

eSince my journey began in 1988, the annual Game Developer Conference (GDC) has taken place in California each year. It started modestly as a cozy gathering in the living room of Atari designer Chris Roford, hosting just 27 attendees. By the mid-90s, the event outgrew Chris’ home and expanded to over 4,000 participants. In 2005, it found a permanent venue at the Moscone Center in San Francisco. Nowadays, nearly 30,000 game development professionals attend annually. The GDC Vault online is a valuable resource, offering insights into the history of game development and practical tips across gaming disciplines.

However, GDC has faced challenges in recent years. Rising costs have become a significant barrier for developers, with conference passes exceeding $1,500, and expenses for travel and accommodation in one of the world’s most expensive cities can quickly escalate to between $5,000 and $10,000—even for small hotel rooms.

Additionally, following Trump’s re-election, many members of the global video game development community have expressed reluctance to visit the United States. The atmosphere at the conference has been dampened by the loss of funding throughout the gaming industry, alongside the pressures brought on by AI developments and ongoing layoffs. If securing funding for games is challenging, why should professionals spend thousands on travel for meetings with thousands?

As Jon Ingold, founder of UK Studio Inkle, remarks, “GDC, as an industry networking event, currently lacks financial viability and job opportunities. The United States feels like an inhospitable environment.”

This may be a reason behind the event’s recent rebranding. It was announced on Monday that the Game Developers Conference will now be known as the Festival of Gaming: GDC, promising a “week of opportunity” linked to a comprehensive B2B game ecosystem in a vision presentation. The key takeaway appears to be that obtaining a pass will be more accessible, with events being hosted not only at the Moscone Center but also across the city.

Calling California… Within GDC: Game Festival.

Unfortunately, this rebranding has not addressed long-standing worries among developers—that the conference is not accessible enough, and that San Francisco (or the U.S. at large) is an unsuitable venue for global gaming events. “Despite clear evidence from the COVID era that GDC could have integrated digital access, the exorbitant ticket prices reflect [organizer] Informa’s focus on profits rather than accessibility,” says independent game developer Rami Ismail, who has advocated for the global developer community on GDC’s issues.

Even when a visa is obtained, safety concerns regarding firearms, crime, and healthcare expenses linger. Furthermore, the Trump administration’s right-leaning populism has rendered the U.S. unwelcoming for many.

This concern is valid. Visitors to the U.S. face risks of deportation and even detention since Trump’s reelection. Many choose to carry burner phones and clean their social media profiles, with numerous European developers and journalists, myself included, feeling hesitant about traveling to the U.S. under the current administration. For individuals coming from Arabic or South American countries, these fears are intensified.

A consensus seems to be forming within the global game development workforce: the U.S. no longer serves as a crucial industry hub. While San Francisco remains home to top companies and studios, many feel the city has lost its creative spirit, hollowed out by the relentless pursuit of Silicon Valley’s interests.

There are viable alternatives. Canadian tax incentives make it an attractive destination for game development, and the current government is welcoming to foreigners. From Brighton in the UK to Game Connect in Australia, various regions host local developer gatherings. Events like Gamescom in Cologne, along with an increasing number of developer-centric events around the world, underscore this shifting landscape. While the GDC organizers cannot control U.S. policy, maintaining relevance as a professional game nexus will require more than a rebrand.

What to Play

Unpleasant and funny… consumes me. Photo: Jenny Jiao Hsia

The video game landscape continues to expand with exciting choices. Hades II, a visually stunning and challenging action game developed by Supergiant, is eagerly anticipated. Meanwhile, the horror reboot Silent Hill F has garnered positive feedback from many critics.

I am currently immersed in Consuming Me, an entertaining and occasionally uncomfortable game by developer Jenny Jiao Hsia about navigating high school amidst the pervasive diet culture of the 2000s. It features a quirky mini-game where players must focus on class and manage walking their dog while dealing with awkward conversations about weight with their parents.

This topic can be triggering for many, as it evokes painful memories of the 2000s’ beauty standards for women. If you’ve ever wrestled with disordered eating (or know someone who has), finding enjoyment might be challenging. However, the game addresses sensitive issues with humor, empathy, and plenty of satirical jabs, making the discomfort worth exploring.

Available on: PC
Estimated playtime:
5 hours

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What to Read

Stardew Valley-style sim… Palpharm from Palworld. Photo: PocketPair
  • The developers behind last year’s hit, Palworld, are currently entangled in legal disputes with Pokémon companies over similarities to their creature-collecting games. They’ve announced a new game: Palpharm, which fuses adorable creatures with Stardew Valley-like gameplay.

  • I’ve thoroughly enjoyed video game memoirs from TV comedy writer Mike Drucker. His latest release, Good Game, No Rematches, is now available in the UK. It offers a fascinating perspective on growing up with Nintendo across the Atlantic during the NES era, detailing how a young gamer turned into a game writer.

  • For years, our game correspondent Keith Stuart has tackled the question: Why do some people choose to invert the controls? His 2020 article on the subject prompted scientists to delve into the matter, and they have finally determined that it relates to how our brains perceive 3D space.

Question Block

Words of wisdom…The Legend of Zelda. Photo: Nintendo

Following up on last week’s discussion about video game dialogue, reader William asks:

“I believe there are quotes from various video games that serve as life advice. Two of my favorite quotes are: ‘When the time comes, just act’ (Wolf O’Donnell, Star Fox Assault) and ‘Anyone who is stubborn enough can survive. Anger is an anesthetic hell’ (Zaeed Massani, Mass Effect 2). What video game wisdom resonates with you?”

This may be a contentious viewpoint, but I often find that video game quotes are profound by coincidence. The most memorable lines frequently emerge from translation quirks and voice acting inconsistencies (“I used to be an adventurer…but I took an arrow in the knee,” “Your bass is all ours,” “Jill, Master of Rocking”). They stick with us not necessarily for their deep meaning, but for their absurdity.

That said, the phrase “It’s dangerous to go alone” from the original Legend of Zelda somehow strikes me as genuinely supportive, while “The right man in the wrong place can make all the difference in the world” also comes to mind.

I invite readers to share: Are there any video game quotes that genuinely carry significance for you?

If you have a lingering question or want to include your favorite game quotes in the newsletter, please reply to this or email us at buttons@theguardian.com.

Source: www.theguardian.com

Why Random Video Game Dialogues Get Stuck in Our Heads | Gaming Insights

Similar to iconic movie quotes, fragments of video game dialogue are instantly recognizable to many fans. From Street Fighter’s “Hadouken!” to Call of Duty’s “Remember, there’s no Russian,” and Bioshock’s “Would you kindly?”—these phrases often leave a lasting impression, making them perfect for social media memes.

Yet, some odd phrases from lesser-known games linger in our minds. I can recall most of the vocal barks from Commandos: Behind Enemy Lines, despite it being over two decades since I last played. Why do I misplace my headphones, wallet, and phone daily, yet Samuel Brooklyn’s quotes are etched in my memory? Why do I find myself humming “Finally, some action,” “It’s done, think of the boss,” or the timeless “Okey Dokey”? What is wrong with me?

Thankfully, I shared this on Bluesky and discovered I’m not the only one. Many gamers reached out about random game quotes that stuck with them. Some were lesser-known lines from famous titles: comic book writer Kielonghillen recalled the line, “I have never seen such courage” from Gauntlet, while gaming academic Cat Brewster mentioned the phrase “Oh, nutrition!” from the same game. Matthew Castle of the Game Podcast Back Page still can’t forget the infamous beedle exclamation, “Thank you” from The Legend of Zelda: Wind Waker. “Whether it’s a hot trot or a cold cat in my dad’s shop, I can’t escape the voices of random Pokemon trainers,” she shared. “It’s been looping in my head, driving me crazy.”

Some titles resurface frequently in conversations. Games like Worms, Grand Theft Auto, House of the Dead, and Monkey Island often provide hilarious yet odd quips. A fan of Bungie’s Shooter Marathon confessed he couldn’t shake the phrase “Frog Blast the Vent Core!” Its peculiar origin has made it memorable. Many gamers integrate these quotes into their daily lives, with some saying they recite “Wizards need food badly” every time they open the fridge.




In my head… Commandos: Behind Enemy Lines. Photo: Pyro Studios

So why do certain obscure lines stick with us? One reason is sheer repetition. In a lengthy action-adventure game filled with NPCs, you might hear the same “bark” (a brief piece of NPC dialogue that conveys surprise or context) repeatedly. This is why so many players remember every vendor line from Resident Evil 4; by the end, you’ve heard “What will you buy?” countless times. Additionally, the phenomenon of echolalia—repeating comforting words and sounds—serves as a coping mechanism. Since games are crafted with rhythm and repetition, it’s natural for us to internalize these elements into our daily habits.

Video game dialogue can also create inside jokes among friends, strengthen bonds, and evoke shared memories, much like quoting movie lines. On Bluesky, user Steve O’Gorman shared thoughts on F-Zero GX. In video games, our personal experiences are often as memorable as the stories crafted by developers. The realization that you might be the only one who encountered a peculiar character or heard a specific line can forge a deeply personal connection to the game.

Despite the many times I’ve sent him to his demise while he uttered his epic lines, I doubt I share a profound connection with the indomitable Samuel Brooklyn: “No problem, man.” Clearly, I was experiencing something while engaging with that game, or perhaps I simply found humor in the contrast between my serious battles with Nazis and the repetitive quips accompanying each mouse click. We may never fully understand why certain moments or lines from classic shows like Gilmore Girls or Twin Peaks linger in our memories, but it’s comforting to know we’re not alone in our quirky mental collections.

What to play




Scoundrel’s Tale…The Outlaw from Star Wars. Photo: Ubisoft

Originally overlooked, this title now shines with the delightful Nintendo Switch 2 version. Star Wars Outlaws has quickly become one of my favorite Star Wars experiences. It pivots away from the mysticism of Jedi lore, embracing instead a story of a scoundrel turned resistance hero, embarking on a thrilling escape across familiar planets against the Empire’s antagonists.

The environments you traverse and the various spaceship designs are stunning, evoking the slightly tarnished futuristic kingdoms reminiscent of early Ralph McQuarrie concept sketches. The dialogue is often engaging, with the protagonist, Kay Vess, being an original character in the Star Wars universe, which aligns beautifully with the narrative’s themes and resonates with the essence of the original films. Given its expansive storyline, the Switch 2 display is a fantastic platform to carry this galaxy wherever you venture.

Available on: PC, PS5, Switch 2, Xbox
Estimated playtime:
Over 25 hours

What to read




Bugout… Hollow Knight: Silksong. Photo: Team Cherry
  • Eurogamer has released a feature discussing controversial elements in video game design, particularly focusing on Boss Runbacks—the intervals and gameplay duration between checkpoints and boss encounters. Silksong posed quite a challenge (frustrating?) with its lengthy and often arduous runbacks after failing the 56th boss fight. But do they genuinely enhance the game’s rhythm? Personally, I consider them the worst—but that’s a debate for another day.

  • I never anticipated this newsletter would link to the United Nations, but they’ve shared insights on video games and democracy in commemoration of International Democracy Day (September 15th). The article reviews the history of advocacy and persuasive games developed by charities and ponders whether gaming can effectively enlighten players about their democratic rights and civic engagement.

  • A delightful retro gaming magazine, A Forgotten World, has just released a new issue dedicated to Sega—a nostalgic look back at the company’s “blue sky” era during the late 80s and early 90s when arcade and home console games dominated play. The issue includes interviews with Sega pioneers and journalists, alongside snippets from gaming magazines as well as contributions from Gary Cutlack of the prominent Sega fan site British Resistance. It’s a nostalgic treasure!

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What to click

Question block




On the shelf… a book about video games, politics, and culture. Photo: Aleksandr Volkov/Alamy

This week’s questions came via email from Amanda S.

“Given the surge of video games in the news lately, are there any books that explore the relationship between video games and politics?”

Indeed, there are, though not a plethora. Some titles delve into the themes we often encounter. Recommended readings include I Got Lost in a Good Game by Pete Etchell and Extra Life by Tom Bissell. For a more overt socio-political narrative, check out authors like Angelanagle with Kill All Normies, Silaches with Play Like a Feminist, and Marijam with Everything You Play.

Also noteworthy are Empire of Games by Nick Dyer-Witheford and Greig de Peuter, along with Blood, Sweat, Pixels by Jason Schreier, which illuminate the sometimes murky economics of the industry. Lastly, be sure to look for Power Play by George Osborne, which investigates how businesses and governments wield gaming’s influence for political gain (and leveraging clickers). That one’s out next year.

If you have a query for the question block or have feedback about the newsletter, feel free to hit reply or email us at pushbuttons@theguardian.com.

Source: www.theguardian.com

Exploring the Intersection of Memes, Gaming, and Internet Culture in Relation to Charlie Kirk’s Shooting

hGreetings from Ello and TechScape! Dara Kerr is here to fill in for Blake Montgomery, who is currently on vacation. In the meantime, I’m diving into the memes, games, and internet culture that surround Charlie Kirk’s recent filming.

The bullet that claimed the life of a conservative activist bore the inscription, “What will this inflate?” This quickly caught the attention of the online community. It’s a phrase often used in internet culture to poke fun at participants in online role-play communities, particularly within the fur fandom, where individuals dress up as anthropomorphic animal characters.

“The phrase is embraced by the fur community not just to tease them for being cringy, but also to claim ownership over memes,” he writes. Know your memes, a site that chronicles viral trends. “Ultimately, this phrase functions as a meme and is regarded as one of the most annoying things to say to someone else.”

Other bullet casings seized by law enforcement in Utah featured inscriptions that referenced online games and niche memes, igniting a wave of speculation on social media regarding the potential motives behind the murder. One casing read: “O Bella Ciao, Bella Ciao,” while another stated, “If you read this, you’re gay, Lmao.” The former connects to an Italian anti-fascist folk song, while the latter is described by web culture writer Ryan Broderick as “just a boilerplate edgy joke.” Last week’s newsletter carried the title, “Charlie Kirk was killed by a meme.”

The final bullet casing disclosed by law enforcement read, “Heyfascist! Catch!” followed by a series of arrow symbols. This sequence appears to allude to commands in the video game Helldivers 2 that are used to deploy 500kg bombs.

Suspect Tyler James Robinson, a 22-year-old from a small Utah town near the Arizona border, has been charged with Kirk’s murder at a campus event at Utah Valley University in Orem. Kirk was hit by a single bullet fired from a “powerful bolt-action rifle” from a distant rooftop.

Both the suspect and the 31-year-old victim, Charlie Kirk, were well-versed in online culture. Kirk was associated with Turning Point USA, a conservative youth organization, known for engaging in discussions about extremist views on race, immigration, gender identity, and gun rights. His rise to fame was primarily fueled by his strong online presence.

As my colleague Alaina Demopoulos wrote:

Kirk, a pivotal figure in Donald Trump’s rise, galvanized college conservatives who transitioned to a different ecosystem than mainstream media. Throughout the decade between Kirk’s emergence as a teenage activist and the shooting, he played a crucial role in the growth of MAGA politics alongside changes in the media landscape.

Founded in 2012, Turning Point USA aimed to redirect Obama-era youth outreach toward conservative values. Even adversaries of his views couldn’t disregard his significant presence in the political arena. For a young American viewer, Kirk represented a savvy figure across platforms like YouTube, Twitter, Tiktok, and live events—akin to a millennial and Gen Z version of Rush Limbaugh, the influential right-wing radio host of the 1990s.

You can read the full story here.

Photo: Peter Dasilva/Reuters

Recently, Meta faced allegations from two independent whistleblowers. One group of former and current employees claims that Meta’s virtual reality devices and apps are harming children. Another whistleblower, Attaullah Baig, who previously served as a security officer for Meta and WhatsApp, accuses the company of overlooking significant security and privacy issues within a messaging app, according to The New York Times.

In response to these VR device allegations, Meta spokesperson Dani Lever stated that the company has approved 180 studies related to VR since 2022. “Some of these examples are stitched together to fit a particular narrative and misrepresent the truth,” she asserted. Meta also emphasized having implemented features in its VR products to limit unwanted interactions and provide parental supervision tools.

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One of the first whistleblowers, Sophie Chang, brought her findings to the Guardian in 2021. She documented how Facebook facilitated political manipulation across over 25 countries. Later that same year, Frances Haugen shared with the Wall Street Journal documentation examining various allegations made by Zhang, revealing Facebook’s awareness of the harm its social media apps posed to teenagers.

In 2023, Arturo Bejard also provided evidence to the Wall Street Journal, providing further proof that Meta recognized how Facebook and Instagram algorithms directed content to teenagers that amplified bullying, substance abuse, eating disorders, and self-harm.

This year alone, eight additional whistleblowers have stepped forward. Baig, alongside a group of six former employees, came forward last week.

U.S. lawmakers are taking these allegations seriously. Politicians such as Missouri Republican Sen. Josh Hawley and Connecticut Democrat Richard Blumenthal have expressed urgency in regulating Meta and other social media platforms.

“The revelations from these disclosures exhibit such significant risks to safety that it’s troubling. It shows that Meta is intentionally distorting the truth about abuse on the platform. ‘See no evil, hear no evil, speak no evil’ is more than just a business philosophy—it’s a troubling narrative,” stated Blumenthal, who also mentioned that he and other senators are eager to advocate for “long-overdue reforms.”

Wider technology

Source: www.theguardian.com

Hollow Knight: Silkson Sparks Bedlam in Gaming – And the Hype is Well-Deserved

jUST One Games captured the spotlight in gaming discussions last week. Hollow Knight: Silksong, an eerie atmospheric action title by the indie Australian developer Team Cherry, launched last Thursday after years of anticipation, and it has been met with widespread acclaim. The original Hollow Knight’s popularity was so immense that it caused crashes across various game storefronts. Amidst a backdrop of game cancellations, costly errors, and layoffs in larger studios, this indie success story is now celebrated within the industry. However, Silksong’s triumph did not happen by chance, and replicating its success in other titles is a significant challenge.

Curious about what makes this game truly captivating? Picture a dark, almost subterranean maze filled with insect nests and abandoned caverns. The minimalist and slightly creepy (but not horror-inducing) art style and sound design evoke a Tim Burton-esque atmosphere, while the enemy bugs present a formidable challenge. Your character is another bug armed with a sharp needle-like blade. Its gameplay integrates elements from Metroid, Dark Souls, classic challenging platformers, and boasts a unique aesthetic quality. I completed the first Hollow Knight and am now completely engrossed by Silksong, having spent 15 hours over three days—it’s given my thumbs quite the workout.

The original Hollow Knight debuted in 2017 as a surprise slow-burn hit. Funded via Kickstarter in 2014, Silksong began as one of its stretch goals. Initially envisioned as an expansion, co-founders Ari Gibson and William Pellen shared in a recent Bloomberg interview that it transformed into a full-fledged 20-hour game over the course of seven years, which players are now thoroughly enjoying.

Can a small team sustain such an extensive development period for a single game? The original Hollow Knight sold an impressive 15 million copies, providing developers with substantial resources. Crafting a quality game takes considerable time, especially when hindered by poor management or developmental crises. Most small gaming studios are constantly in search of funds from various investors and publishers.

The Story of the Knight… Hollow Knight: Silksong Photo: Team Cherry

One particularly intriguing aspect of Silksong is the fervor that has surrounded its release, becoming somewhat of a cultural meme. Fans have relentlessly inundated chatrooms and comment sections of game reveals, inquiring “Where is Silksong?” for years. This phenomenon has potentially exposed millions to Hollow Knight who might not have encountered it otherwise. I have yet to see another indie title generate such buzz prior to its launch. The anticipation surrounding Silksong caused several other game announcements to be overshadowed when its release was confirmed a few weeks prior, leaving some developers feeling overshadowed. I genuinely empathize with those developers; it wasn’t their fault—as VGC pointed out, Atari launched a similar game, Samsara’s Adventure, on the same day, resulting in only 12 concurrent players on Steam.

As was shown years prior, Duke Nukem would struggle to redeem Silksong had it turned out to be subpar. Fortunately, it’s a fantastic game that doesn’t deliver its appeal immediately. My partner expressed concern about my enthusiasm while I spent an hour bouncing my character off a series of unforgiving balloons while navigating the daunting gauntlets of menacing foes. (There’s something in me that can’t give up when faced with a sadistically challenging game.) Yet, with millions diving into it concurrently, the sense of fulfilling achievement amidst repeated failures makes the overall experience incredibly rewarding.

Another viewpoint on Silksong surfaces from those who find it hard to enjoy such a global frenzy. Our gaming correspondent Keith Stuart is one such individual. “I often find myself perplexed by the adoration surrounding this game. I know I’m in the minority here, but neither Hollow Knight nor Silksong resonate with me,” he relays. “To me, they come across as standard Metroidvania platformers featuring a familiar organic aesthetic alongside challenging boss fights. Yet, they seem to lack the singular charm of titles like Cave Story or Hollow Knight—I can’t shake the feeling of being gaslighted amidst the industry’s fascination.”

What to Play

Catch it all… Arceus, the legendary Pokemon. Photo: Nintendo

With the gaming spotlight firmly on Silksong, I would advise against seeking out much else this week. Arceus: The Legendary Pokemon is a title I overlooked upon its initial release in 2022, primarily due to its rough performance undermining the creative vision. However, it has seen significant improvements on Switch 2.

In this game, you play as a Pokémon field researcher, exploring expansive areas inhabited by freely roaming Pokémon, throwing Poké Balls, and hiding in tall grass to avoid confrontations with alpha creatures. The semi-historical setting is also a delightful addition, transporting you to an Edo-style era where humans and Pokémon learn to coexist. I’ve been playing through this with my sons every night, and they get genuinely excited as they discover new creatures in the Pokémon Encyclopedia they have. This game caters to my millennial nerd’s fascination with birdwatching while also satisfying my inner child’s love for Pokémon.

Available at: Nintendo Switch/Switch 2
Estimated playtime:
Over 30 hours

What to Read

The name is… 007 First Light. Photo: IO Interactive
  • Last week marked the debut of gameplay footage for 007 First Light, developed by Hitman creators IO Interactive. You can check out 30 minutes of exhilarating action, spycraft, and thrilling car chases. Although my only connection to the Bond franchise is through the N64 classic GoldenEye, I find myself intrigued by a Bond game that allows you to gather intel while mingling at parties and engage in high-speed pursuits.

  • Earlier this year, the electronic equipment resellers at Development Console and Cartridge Pile purchased items from Sega’s old Basingstoke office as part of a clearance sale. In July, they were raided by the police. As reported by Time Extension, the seller was arrested, and a collection of prototype games and consoles was confiscated. This sparked an unexpected chain of events, as ownership of these gaming relics remains uncertain, with the resellers fearing some may have already been destroyed.

  • Take-Two recently discussed reviving Xbox games, including the recently cancelled Perfect Dark, which was reported by Bloomberg. Unfortunately, Microsoft has ultimately scrapped this project and disbanded its development initiative, resulting in layoffs for co-developer Crystal Dynamics. This studio has had a rocky path; following two successful Tomb Raider titles in 2013 and 2015, they delivered a mediocre third installment and the infamous Avengers title in 2020. They were subsequently acquired by the infamous Embracer Group in 2022 and have struggled to recover since.

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Question Block

The tricky thing is difficult… the dark soul. Photo: Bandai Namco

Firstly, I want to extend my gratitude to everyone who expressed their well wishes following my previous newsletter where I mentioned recovering from an injury. My recovery is progressing slowly but steadily. One of the messages I received was from a reader, Cordelia, who asked:

“What are your thoughts on utilizing walkthroughs and tips when a game becomes challenging? It often makes me feel somewhat guilty.”

This is an excellent query for this week’s discussion. Hollow Knight: Silksong is indeed, truly challenging; consulting maps and searching for tips can mean the difference between persevering or giving up. I typically avoid assistance since I often play games for critique, meaning I tackle them without any guides. However, I remain thankful for guide writers who provide direction when needed.

Many modern games promote collaboration, and sharing experiences and tips feels like a natural extension. Few can conquer challenges in games like Dark Souls entirely on their own; the design encourages cooperation. After completing a game, I often search for guides to see if I overlooked anything or to discover hidden endings. While playing, I abstained from external assistance in Blue Prince since I knew it would take away from my enjoyment. Once I allowed myself to explore the additional puzzles and content, I managed to discover some incredible experiences.

Don’t hesitate to check guides when faced with difficulty! I’m not at all shy in admitting that I utilized a text walkthrough when I first played Our Last to prepare for any surprises like a fungal zombie ambush. Moreover, during my teenage years, I heavily relied on walkthroughs while playing Japanese imports when I couldn’t decipher any of the text. Hats off to the dedicated GameFAQs authors who came through for me in navigating those Japanese PS2 RPGs.

If you have a question or feedback regarding the newsletter, please reply or contact us at butingbuttons@theguardian.com.

Source: www.theguardian.com

The Ghost of Yotei: Vengeful Outsiders in Feudal Japan | Gaming

Atsu is not a Samurai. The protagonist of Ghost of Yōtei is a wandering sellsword from a humble background. Her absence of gender and status means that after her family’s murder, she has no secure position in 17th-century Japanese society and no options to seek revenge on the six Yotei, the man responsible for her loss. As Nate Fox, the game’s co-director, puts it, “Atsu is not the one who walks into a room; people are respectful.”

Yotei follows the legacy of Sucker Punch Productions’ 2020 expansive open-world game, Ghost of Tsushima, which narrates the tale of Jin Sakai, a samurai who embodies honor while defending his homeland. Jin is unable to fend off the Mongol invasion as a noble warrior, but as a “ghost,” he employs terrifying legendary tactics to gain the upper hand. While Tsushima’s ghost portrays someone maneuvering through varying types of power dynamics, Yōtei showcases Atsu harnessing the singular power achievable with both hands.




The pinnacle of achievement… Yotei’s ghost. Photo: Sony Interactive Entertainment

ATSU adopts the mantle of Onryō, a spirit of vengeance from Japanese folklore. By embracing this myth, she becomes a figure of terror to her adversaries. The gameplay is akin to Tsushima, yet in Yotei’s Ghost, players ride horses and navigate through a beautifully crafted open-world Japan, striking foes with the precise strokes of a katana.

“She leads a life distinctly different from Jin’s, and we aim to highlight that through interactivity,” Fox explains. This involves subtracting the contemplative moments present in Tsushima, where Jin takes time to meditate and transforms his struggles into haiku. “Jin was an intellectual samurai, pausing to appreciate the beauty of nature and weave it into his existence. Atsu is not that person.” These reflective moments soften the harsher aspects of Tsushima, traits that Fox and his team consciously avoided in Yotei’s vibrant landscape. Atsu is focused on collecting trophies while pursuing warriors across Hokkaido.

Sucker Punch highlights the contrasts between the main characters through a mobile campsite, a subtle advancement in the open-world genre. “We enjoy creating features that enhance the tone,” remarks Jason Connell, another game director at Yōtei. “Camping is a feature you can expect in a world like this,” Fox adds, “Atsu is a sellsword who has found a place to rest.”


As the game’s world expanded and the number of questlines and upgrade options grew, a management barrier emerged between players and the universe they were exploring. Instead of venturing on foot, fast travel is utilized between mapped markers. “That creates a disconnect,” asserts Connell. One moment you could be battling a mercenary in an exotic forest. Atsu’s camp aims to mend this discrepancy and reinforce player immersion. Quest givers, shopkeepers, and vital characters offer ways to engage and progress in the narrative without interrupting the story’s flow. “That’s beneficial,” Connell states.

In this fashion, Yōtei is poised to be both an evolution and a counterpart to Tsushima. Three hundred years after the original tale, on the opposite side of Japan, players will inhabit a world viewed through the sandals of characters from the lower echelons of society, creating a familiar yet intriguingly transformed landscape.

Ghost of Yōtei will be available on PlayStation 5 on October 2nd

Source: www.theguardian.com

The Keeper: An Eco-Friendly Gaming Experience – Discover More – Lighthouse | PC

Keeper proudly asserts its claim to be the most unusual game ever unveiled by Microsoft. The backdrop is peculiar—a vibrant, fantastical realm resembling New England. The characters are certainly eccentric, including a bird-like creature named Twig, whose beak appears to be liquid. Surprisingly, players assume the role of an animated lighthouse, equipped with tiny, small feet that help it navigate its wobbly, weeping form.

Amidst a sea of action heroes, the lighthouse emerges as an unexpected protagonist. Creative Lead Lee Petty is somewhat vague about the game’s development, preferring to focus on the character’s design, aiming to enhance the overall action-adventure experience. Despite its apparent absurdity, Petty maintains a certain intuition about it. “Light is intimately linked to life,” he explains. “You can envision the player’s actions, puzzles, and mechanisms that stem from it.”




“Life keeps evolving in completely unexpected ways”…The Keeper. Photo: Double Fine

The lighthouse’s illuminating beacons serve as the primary means of interacting with the game’s vibrant island environment. In “Unfocused” mode, leaves and tiny creatures evolve, morphing in response to the light’s beam amid a fantastic landscape. Conversely, in “Focused” mode, the light’s power is intensified, allowing large objects to transform while some materials are attracted or repelled. This forms the foundation for the game’s more intricate puzzles.

The world of Keeper is filled with psychedelic purples and lush greenery. Bioluminescent rock formations, gigantic flower heads with tree-sized tendrils, magnificent whale-like creatures gliding in the sky, and unexpected vegetation flourishing on their backs. This ecological wonder draws inspiration from 1980s fantasy films like “The Dark Crystal” and other similarly “strange” and “imperfect” works.




Gozy, psychedelic purple…keeper. Photo: Double Fine

Real-life experiences have sparked creativity for Petty. During the Covid lockdown, he took solitary walks through the lush hills south of San Francisco, contemplating how life on Earth might evolve without human presence. He engaged with literature and films about mycelium networks, delving into the interconnectedness of ecosystems and their interdependence.

This flood of emotions and real-world reflections melded into what Petty describes as fever dreams. He envisioned “a surreal island, reminiscent of a space populated with humanity, where life evolves in wonderfully unpredictable ways.”

The game’s inception coincided with Petty’s award-winning tenure at Double Fine, the studio behind the whimsical platformer Psychonauts 2 and other unique titles, following its acquisition by Microsoft. The new management embraced his experimental ideas, providing him the freedom and resources to explore his concepts before solidifying them. The Keeper reflects this laid-back creative process, creating an atmosphere reminiscent of a fantastical dream where players can leisurely enjoy the strange beauty surrounding them.

“There’s no rush, and you won’t encounter mission objectives or pop-up notifications with meta rewards,” Petty states. “You’re free to inhabit the space.”

However, an ironic twist may cast a shadow over this whimsical journey. The vibrant life within Keeper has financial backing from Microsoft, whose cloud-storage service Azure has reportedly been used to support military operations in Gaza and the West Bank. The Boycott, Divestment, Sanctions (BDS) movement is advocating for a boycott of Microsoft and Xbox products. Recently, an open letter from members of the Microsoft-owned French studio Arkane criticized the company, stating they “do not want to be complicit in genocide.” In response, Microsoft announced it is reviewing the use of its platform in this context, claiming potential violations of its terms.

Of course, Petty is distanced from the corporate decisions of Microsoft. He emphasizes that “the nature of being part of a larger organization is complex, extending well beyond entertainment.” “Double Fine operates independently and does not necessarily endorse every aspect of the parent company,” he affirms. “Our focus is to create an outstanding game.”

Keeper is set to launch on PC and Xbox in October.

Source: www.theguardian.com

Exploring ‘Silly, Fat, and Ugly’: A Personal Journey Through High School in Gaming

I visited the V&A Exhibition on design/play/confusion. Back in 2018, you may have experienced an intriguing set of mini-games. In this space, one could navigate a Tetris-like board to balance calories perfectly, while also battling quirky physics to nourish a character named Jenny, twisting her into a Pilates position.

Nearly seven years later, the complete version of Consume Me, which recently snagged the Grand Prize at the Independent Game Festival, is set to release this September. Developer Jenny Jiao Hsia explains that the game evolved into a semi-autobiographical narrative reflecting her high school feelings of being “silly, fat, and ugly.” What initially started as a series of mini-games focusing on Hsia’s struggles with restrictive dieting has transformed into an exploration of various aspects of her teenage life.




Many aspects of life as a teenager… consumer me. Photo: 66

Hsia and co-designer Alec “AP” Thomson have been collaborating on games since their time at NYU Game Center. The idea for Consume Me emerged when Hsia shared her old diaries with Thomson, which contained her calorie charts and dieting notes. “I thought, ‘Hey, doesn’t this look like a game?'” she recalls. Thomson concurred, stating, “We started with a small prototype, and once we secured funding, the game really took off.”

The duo continued to refine their ideas, aiming to create a substantial game. “The last major project we worked on was essentially a student project,” Thomson mentions. This game was a match-3 puzzle released in 2016, and compared to that, “the entire process of Consume Me is completely different.” Hsia humorously reflects on the experience, saying, “I sat next to AP every day and was eager to guide him. With Consume Me, I had to take on more responsibility. I don’t consider myself very experienced, so it took me quite some time.”

Hsia clarifies that Consume Me was not meant as a means to address her challenges with dieting, as she left behind a phase of her life before the game’s development. Instead, she finds that crafting the narrative from her own experiences yields a richer story. “If you’re creating something from scratch without solid experiences to draw from—unless you have a strong imagination—I think it’s uninteresting,” she notes. “The character Jenny in the game isn’t solely based on me. She’s a blend of AP and me, depicting the enthusiasm for achieving goals beyond her to-do list.”

Hsia expresses her surprise that many players find Consume Me relatable and approachable. Individuals who struggle with focus might see themselves in the reading mini-games, where Jenny’s attention keeps spinning in circles with her books. Moreover, she often finds herself short on time. Additionally, Jenny’s financial woes are highlighted in a mini-game where she discovers a lucky $20 bill on the street while walking her dog, humorously dealing with its “tremendous” bowel movements. Jenny’s habit of discovering money on the streets of New York is a reflection of Hsia’s own life experiences.

“I’m curious about what people actually take away from the game,” she admits. “It’s fascinating to showcase a part of your life and let a stranger interpret it, then watch their reactions.”

Consume Me will be available for PC on September 25th.

Source: www.theguardian.com

Drag X Drive Review: Wheelchair Basketball in Wrist Convulsion Mouse Mode | Gaming Insights

wA new console has hit the market, and it typically comes with at least one first-party title designed to highlight its innovative features. The PlayStation 5 showcases Astro’s Playroom, the Steam Deck has Aperture Desk Job, and the Nintendo Switch 2 boasts Drag X Drive. In this game, you will engage in competitive wheelchair basketball using Joy-Con 2’s new mouse mode (where you control the gameplay by sliding the joystick across a desk like a computer mouse). While it offers a solid demonstration of controller enhancements, Drag X Drive capitalizes on the high-energy nature of real sports and introduces a shallow spoofing element.

As a basketball game, Drag X Drive has you spending the majority of your time shooting hoops and dashing around the court. You can press the trigger to lift the wheels for a jump, raise each Joy-Con and flick to shoot, or pass the ball to teammates.




The thrill of joy… Drag X Drive. Photo: Nintendo

While this practical approach seems appealing, it isn’t as intuitive as one might hope, and ironically, accessibility is limited. Finding a comfortable position while pushing and rolling your palm is tricky, necessitating effort to truly grasp the control scheme. However, once you push through the initial difficulties, there’s an uncommon thrill in nailing a shot or assisting a teammate.

The Player Styles menu offers several additional gameplay options, enabling you to switch between different presets based on your playstyle. You can adopt a balanced forward style, evenly distributing rebound, strength, and speed skills, or choose a guard style that prioritizes speed at the cost of other stats. The ability to shift styles enhances the rocky onboarding experience and revitalizes gameplay in online multiplayer matches, a crucial aspect of the game.

At face value, Drag X Drive captures the essence of vehicle-based football games like Rocket League, where two teams compete by scoring points through trick shots and collisions. Yet, while Rocket League features vibrant arenas and dynamic graphics, Drag X Drive opts for a more restrained, atmospheric environment marked by its cold metallic aesthetic. The character customization menu allows you to change the colors of your wheels and chairs or select quirky accessories like cat ears and vintage driving goggles, but it lacks the warmth and whimsical charm typical of Nintendo.

There’s an adrenaline rush, even amidst the challenges of managing character control and potential wrist fatigue, especially as your success hinges on your real-world stamina and players can easily pursue you. There’s a genuine sense of achievement when you nail a long-distance shot or execute clever assists. As you build confidence, you can start to exploit the halfpipes around the court, performing tricks to earn bonus points. A simple shot can transform into an impressive slam dunk, giving you a real sense of professionalism.


Throughout the basketball match, you’ll encounter some repetitive side activities, including jump rope mini-games, shooting contests, and obstacle courses. Excelling in these challenges and performing well in matches allows you to earn trophies, unlocking more cosmetics and enhancing your avatar’s aesthetic.

Despite some efforts to incorporate meta progression, the significant shortcomings of Drag X Drive become apparent over time. The gameplay can be cumbersome for extended sessions. While the mouse controls are theoretically intriguing and feel innovative during shorter matches, they start to falter in a fast-paced context. What remains are surprisingly inaccessible sports mechanics, lacking versatility and long-term engagement. Fans hoping for a spiritual successor to Nintendo’s earlier Rock ’em Sock ’em Brawler will likely be left disappointed.

Drag X Drive is currently available for £16.99

Source: www.theguardian.com

Mafia: Old Country Reviews – Action Games Set in Sicilian Era Themes | Gaming Highlights

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.

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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.

Mafia: Old Country is available now, priced at £49.99

Source: www.theguardian.com

Forever Young at Heart: A Year Older, Still Gaming and Writing About It

This week marks my birthday, and while it might not seem like a fitting topic for an article about pressing a button, bear with me.

At 54, I find myself officially in my mid-50s, yet I’m still pursuing video game journalism as my career. I indulge in gaming every single day. My workspace is a home office filled with games, and when I’m not playing, I’m usually contemplating them. During moments like these, I wonder: Should I ever consider stopping? Is there an expiration date on someone’s journey in game journalism? I can think of only a handful of peers my age who are still writing about games full-time. While some of my friends outside the industry still play, it’s usually limited to just a couple of titles each year, perhaps EA Sports FC or the latest Nintendo hit with kids. Life has a funny way of pulling you away from your passions if you’re not careful.

Right now, keeping pace with certain parts of the industry feels overwhelming. The realm of esports is almost unrecognizable to me, filled with numerous leagues, emerging stars, controversies, and more. It requires a full-time dedication that seems more suited for sports journalists. Then there are influencers and content creators—I’m not familiar with KaiCenat, Lazarbeam, or QuarterJade, though I have a vague awareness of their immense importance as tastemakers. During press trips to preview new games, I often find that I’m old enough to be the parent of many younger writers and creators I meet.

Despite this, I remain captivated by the mechanics of games and the craft behind them. I grew up in a time when games were perceived as exclusively for kids, but that’s certainly no longer the case. From nostalgic adventures like Lost Records: Bloom and Anger that reflect on middle age’s regrets to the God of War series examining parental and heritage themes (part of the “Game Dad” trends emerging as a new generation of developers embrace parenthood), video games encapsulate a lifelong narrative. This is why journalists of all ages should be engaged in writing about them. Consider film journalism: Roger Ebert wrote for the Chicago Sun-Times until his passing in 2013. The late Philip French, a noted critic for The Observer, officially retired at 80, yet continued writing about film for two more years before his death. They never ceased enjoying and engaging with cinema, so why should they stop writing about it?

A nostalgic adventure… Lost Records: Bloom and Anger. Photo: Don’t Nod

I now have more history with gaming than most young writers I admire. I was there for the arrival of Pac-Man, owned a Commodore 64 and a Mega Drive, and reviewed Virtual Boy games for a living. It raises the possibility of self-satisfaction similar to Roy Batty’s closing monologue, “I’ve seen things you wouldn’t believe,” but I truly value that experience. If history teaches us anything, it’s that firsthand experience enriches our understanding of sociocultural impact. Nowadays, anyone can load up Space Invaders on an emulator, but the emotional context of that game during the era of the Home Computing Revolution and Star Wars Mania is challenging to convey in 2025.

I frequently emphasize the importance of continuing to play—whether it’s video games, chess, soccer, or reenacting historical events. Equally crucial is the continued questioning of our world and our preferences. After spending enough time engaged in something, you’ll often discern how the story unfolds. Currently, I have reservations about gaming censorship prompted by payment processing companies. However, I’ve navigated similar moral panics before, from Mary Whitehouse to Jack Thompson and multiple tabloids. It’s reassuring to know, like before, this too shall pass.

You remain the positive aspect of your passions—the books you read, the teams you support, the concerts you attend. Life is a tapestry of experiences from which we extract our own insights and form our personal maps of the vast cultural terrain we inhabit. This holds true whether you’re 95, 16, or in my case, 54.

In short, you’re stuck with me. I hope the game isn’t over.

What to do

Retro… the origin of Gradius. Photo: Konami

Feeling nostalgic, I recommend the retro collection Gradius Origins from Konami and Developer M2, an undeniable master at bringing classic titles to modern consoles. Origins collates all six entries in this esteemed arcade shoot-’em-up series, encompassing Gradius 1-3 and various spinoff Salamanders, featuring Japanese, North American, and often prototype versions with impressive new features.

These provide exhilarating side-scrolling experiences with striking spaceships, superb weapon upgrade systems, surreal biomechanical landscapes, and challenging bosses. The intricately choreographed enemy attack patterns are intense, but fair, and this time you can save your progress—unlike in the original. Alongside the game, there’s a delightful digital gallery, showcasing arcade flyers, concept art, and guides for all enemy ships. It’s a fantastic trip down memory lane.

Available on: PC, PS5, Switch, Xbox
Estimated playtime:
Over 20 hours

What to read

Breaking the fourth wall… Death Stranding 2. Photo: Kojima Production
  • I found this article about the fourth-wall-breaking moments in Death Stranding 2 by Maddie Myers to be quite enjoyable. I spent 100 hours in Hideo Kojima’s unique masterpiece, and the game’s awareness of its artificiality was a refreshing reminder of the hyper-realistic nature of contemporary games and the roles players have to play to sustain their illusions.

  • Check out this diverse range of interviews with Laura Miele, president of Electronic Arts Entertainment. It seems plans are in motion for an Apex Legends Movie, alongside Sims-related films by the publisher. Personally, I’d love to see adaptations of Mirror’s Edge or Titanfall instead, or perhaps new games in those franchises.

  • This past weekend, the video game retail site GOG offered 13 mature games for free, including Postal 2 and House Party, with a million players taking advantage of the deal. The intent was to raise awareness of censorship in gaming following disputes over payment processing terms affecting NSFW titles. You can find more details here on Eurogamer.

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What to click

Question block

Return to the 90s… fear the spotlight. Photo: Blumhouse Games

Here’s a thought from Bluesky’s Kohigh Mathy:

“Why do certain genres seem to fade away, like music, real-time tactics, or point-and-click adventures? Will they only resurface years later? Is it market fatigue, changes in technology, or something else?”

I see multiple factors at play. Similar to how certain movie genres come and go, there’s a generational cycle of influence. Game developers who grew fond of a genre as children often attempt to recreate it as adults. The prevalence of low-poly survival horror games can be attributed to creators who fondly remember Resident Evil from the original PlayStation.

There’s also a cultural and sociopolitical dimension— developers are inspired by their environment, and prevailing global themes may be best expressed through specific game genres. Consequently, during times of global unrest and conflict, military real-time strategy games may see a resurgence. Additionally, technological advancements play a role. The arrival of new consoles or graphics cards leads to a rush to recreate beloved genres on those platforms. Veterans who enjoy revamping these genres contribute to this wave.

Last but not least, there’s the interaction of nostalgia and innovation. Rediscovering outdated genres can yield fresh perspectives. In a market flooded with souls-likes, hero shooters, and deck-builders, there’s merit in creating new takes on 1990s-style interactive movies, graphic adventures, or multi-sport simulators. This situation is advantageous for all parties involved.

If you have a question for the question block, or anything to say about the newsletter – Please email pushbuttons@theguardian.com.

Source: www.theguardian.com

Trolley Problem: The Internet’s Iconic Moral Dilemma Transformed into Video Games | Gaming News

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.

Trolley Solutions is anticipated to be released on PC this winter

Source: www.theguardian.com

Warning: Far-Right Extremists Using Gaming Platforms to Radically Influence Teens

The report indicates that far-right extremists are leveraging livestream gaming platforms to recruit and radicalize teenagers.

Recent research published in the journal Frontiers of Psychology reveals how various extremist groups are utilizing chats and live streams during video games to attract and radicalize mainly young men and vulnerable users.

The UK counter-crime and terrorism agency is urging parents to remain vigilant as online criminals specifically target youth during the summer break.

In an unprecedented step, last week, the counter-terrorism police, MI5, and the National Crime Agency issued a joint alert to parents and guardians that online perpetrators would “exploit school holidays to engage in criminal activities with young people when they know that less support is readily available.”

Dr. William Allshan, a senior researcher at the Institute for International Police and Public Conservation at Anglia Ruskin University, who conducted this study with her colleague Dr. Elisa Orofino, stated that the “game adjacency” platform is being used as a “digital playground” for extremist activities.


AllChorn has found that extremists have intentionally redirected teenagers from mainstream social media platforms to these gaming sites.

The most prevalent ideology among extremist users was far-right, which glorifies extreme violence and shares content related to school shootings.

Felix Winter, who threatened to execute a mass shooting at a school in Edinburgh on Tuesday, was sentenced to six years after the court revealed that the 18-year-old had been “radicated” online and spent over 1,000 hours interacting with a pro-Nazi group.

AllChorn noted a significant increase in coordinated efforts by far-right groups like patriotic alternatives to recruit youth through gaming events that arose during the lockdown. However, since that time, individuals have been concealing themselves in public groups or channels on Facebook and Discord, as many extremist factions have been pushed out of mainstream platforms.

He further explained that younger users might gravitate towards extreme content for its shock value among peers, which could render them susceptible to being targeted.

Extremists have had to adapt their methods, as most platforms have banned them, Allchorn said. “We consulted with local community safety teams, and they emphasized the importance of building trust rather than overtly promoting ideologies.”

This research was also deliberated upon with moderators. Moderators expressed concerns regarding inconsistent enforcement policies on the platforms and their burden of deciding whether to report certain content or users to law enforcement.

While in-game chats are not specifically moderated, moderators reported being overwhelmed by the sheer volume and complexity of harmful content, including the use of coded symbols to bypass automated moderation tools.

Allchorn emphasized the importance of digital literacy for parents and law enforcement so they may better grasp how these platforms and their subcultures function.

Last October, MI5’s head Ken McCallum revealed that “13% of all individuals being investigated by MI5 for terrorism-related activities in the UK are under the age of 18.”

AI tools are employed to assist in moderation but often struggle with interpreting memes or when language is unclear or sarcastic.

Source: www.theguardian.com

Why Have Thousands of Adult Titles Vanished from the Largest PC Gaming Market? | Games

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.

Source: www.theguardian.com

How Video Games Nurture Romance – One Level at a Time | Gaming

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.

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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.

Source: www.theguardian.com

Gaming as Life: How Therapists Leverage Video Games to Support Vulnerable Children

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.

Source: www.theguardian.com

Revitalize Your Old Nintendo Switch Games with the Switch 2 | Gaming Tips

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.

Source: www.theguardian.com

From Pong to Wii Sports: The Incredible Evolution of Tennis in Gaming History

Wimbledon is currently underway, and I’m seizing the moment to present a bold assertion: tennis holds a pivotal role as the most significant sport in the evolution of video games.

Although modern gaming giants like EA Sports FC, Madden, and NBA 2K dominate the charts, tennis lays the groundwork for the industry. Originally conceived as a straightforward bat-and-ball game by scientists in 1958, William Higginbotham introduced what is recognized by the Brookhaven National Laboratory in Upton, New York, as the first video game created solely for entertainment. This tennis game was exhibited on an oscilloscope during the lab’s annual open house, and the growing queue of players hinted at a burgeoning interest in video gaming.

Ralph Baer, the creator of the first mass-produced gaming console, Magnavox Odyssey, incorporated tennis into his innovations. While working for defense contractor Sanders Associates in the late 1960s, Baer’s prototype could only display vertical lines and square dots. Upon Magnavox’s release of the console in 1972, the standout games included table tennis and tennis, with players using a plastic overlay on the TV screen. This allowed two players to hit the ball back and forth, introducing a degree of “spin” via a dial on the controller. The simplistic controls of these tennis games limited player skill but laid the foundation for future development.

This progression inevitably led to Pong, widely regarded as the first major success in arcade gaming. Nolan Bushnell, Atari’s founder, was inspired by the tennis game on the Odyssey and sought to improve upon it. Collaborating with programmer Al Alcone, they divided the bat on-screen into eight sections, each capable of deflecting the ball at varied angles. This marked the dawn of precise player input, a critical aspect for future video games that allowed players to showcase skill and timing. The success of Pong prompted Bushnell to create a single-player variation, Breakout, wherein players aimed to hit a ball against a disappearing brick wall—effectively a one-player tennis game. Its brilliance significantly influenced the Japanese gaming landscape, leading to NAMCO’s entry into the arcade scene. Additionally, it inspired Tomohiro Nishikado in developing Space Invaders in 1978, laying the groundwork for the entire Shoot ’em up genre.




Before his passing in 2009, Ralph Baer showcased a prototype of the “brown box,” the first console. Photo: Jens Wolf/AP

Tennis simulations also played a crucial role in the rise of home computer gaming in the 1980s. Games like ZX Spectrum’s Match Points and International Tennis on the Commodore 64 delivered an engaging, easy two-player experience, contrasting with the more complex football simulations. This accessibility drew in gamers, and Nintendo capitalized on this with titles like Mario Tennis and Wii Sports, which became some of the most beloved sports games.

As consoles evolved, tennis games became staple titles across generations, often drawing in those new to gaming. While not boasting the flashy allure of soccer or basketball simulations, they maintained appeal for casual players. Titles such as Namco’s smash court, Codemasters’ Pete Sampras Tennis, 2K’s Top Spin, and Sega’s Virtua Tennis enriched the fundamental concept of rallying the ball over the net. Tennis uniquely features a confined play area that provides extensive enjoyment, intricate skill mechanics, and an easily understood ruleset within a concentrated, single-screen environment.

Have you ever found yourself waiting in line outside scientific research establishments in Upton, New York, in the fall of 1958, playing Space Blaster or Kung Fu games? I doubt it—it would have seemed uncomfortable and enigmatic to many attendees. Take a look at Computer Space, the first commercial space shooter arcade game released in 1971, designed by Nolan Bushnell and Ted Dabney. It performed modestly, but Pong’s success transformed the gaming landscape. Its controls were overly complex, and the abstract concepts were off-putting. Tennis subtly became the gateway for video games, adeptly infiltrating homes and entertainment venues, creating a new cultural phenomenon.

What to Play




Retro Treat… Armageddon of the Worm: Anniversary Edition. Photo: Team 17

I’m inclined to recommend a tennis game—classics like Virtua Tennis or Top Spin 4 come to mind—but for a twist, consider Worms Armageddon: Anniversary Edition. This modern take on the beloved 1999 title is a chaotic, multiplayer turn-based game where players eliminate opponents using an arsenal that includes sheep launchers, banana bombs, and concrete donkeys.

It’s an absurdly entertaining experience, demanding profound tactical thought and mastery over angles and trajectories. The game also unlocks access to previous titles from the Mega Drive and Game Boy series—an excellent deal.

Available on: PS5, Switch, Xbox
Estimated playtime: 10 hours to 25 years

What to Read




£80 Pop…Mario Kart World. Photo: Nintendo
  • A pressing issue: Video Game Prices on the Rise. Continuing The BBC has reported on consumer grievances regarding video game costs, with major titles reaching up to £80. Increased production and development expenses contribute to this surge, yet attention should also be directed towards the hefty salaries of CEOs in certain industries.

  • Curious about how Metacritic operates? GamesIndustry.biz interviewed the founder to uncover the science behind score aggregation. Several intriguing discussions arose, including the practice of linking game publisher bonuses to the latest project metascore.

  • Certain sites, such as IGN, have covered recent comments from former Xbox executive Laura Fryer on the end of Xbox hardware. The announcement about Microsoft’s future strategies, including the ROG Xbox Ally X Handheld PC, sheds light on potential changes ahead.

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I love your console… Sega Mega Drive. Photo: Keith Stuart/Guardian

This inquiry is from Johnny Biscuits:

“Five years ago, numerous media commentators claimed that the PS5/Xbox Series X would be the final generation of consoles. What is the current opinion?”

As mentioned, early Xbox employee Laura Fryer has suggested winding down hardware development in favor of Microsoft’s focus on Xbox applications across various platforms. This shift is becoming increasingly evident, particularly with announcements like the ROG Xbox Ally and the Meta Quest 3S Xbox Edition, as well as Samsung integrating Xbox titles into their smart TVs. However, Microsoft recently announced a multi-year partnership with AMD that includes plans for “future Xbox consoles.” Conversely, Sony, lacking the extensive ecosystem available to Microsoft through Windows, recently reiterated its commitment to dedicated consoles, especially given the PS5’s sales of around 78 million units. Additionally, rumors about a Switch 2 have emerged, with the latest model surpassing 3.5 million units sold within its first four days.

In conclusion, I don’t anticipate devoted gaming consoles disappearing anytime soon. They remain more cost-effective than assembling and maintaining a gaming PC while providing a more stable gaming experience than streaming alternatives. After a five-year stretch that prioritized digital access and streaming ownership, game consoles continue to be cherished objects, evoking nostalgia along with being functional. It might seem unreasonable to cling to a bundle of plastic and circuitry, yet when that apparatus resembles the Mega Drive, Neo Geo, or PlayStation 5, it transforms into more than a mere device—it becomes a part of our entertainment culture.

If you have inquiries, feedback regarding the newsletter, or other comments, please reach out to pushbuttons@theguardian.com.

Last week in Push Button, we mistakenly attributed the direction of Walkabout to Peter Weir. It was, in fact, directed by Nicholas Roeg.

Source: www.theguardian.com

Moonlight Peaks: Experience Life as a Little Vegan Vampire | Gaming Adventure

What would you do if you were a petite, vegan vampire? This intriguing question is posed by Moonlight Peaks, a Z-coded, Tiktok-responsive supernatural life simulation game. Drawing inspiration from the fondness for “cozy games” like Animal Crossing and Stardew Valley, Moonlight Peaks wraps you in the cape of Dracula’s daughter, who has fled from her father’s corpse to embrace a tranquil new existence.

Before long, she finds her home among werewolves and witches in the enchanting farming community of Moonlight Peaks, where she tends to crops and nurtures animals instead of preying on innocent lives. In this whimsical yet eerie game, you can craft your own plant-based blood substitute, befriend the town’s inhabitants, and resolve the many issues that linger from Papa Dracula’s legacy.

While farming and decorating are central to the gameplay, its creator mentions there is a remarkable array of story-driven quests to uncover. “I’m joking, you’re the town’s therapist,” quips art director Mia Boas. From the soothing woes of a troubled werewolf to the cries of mermaids, from drawing Grimm’s Grim Reaper to engaging in stabbing mini-games, and the developer’s whimsical promises of Little Chicken, the game offers more than just perfecting your haunted homestead.

“We aimed for a charming and cozy experience,” explains CEO and Game Director Yannis Bolman. “Initially, we had a mechanic that allowed you to bite bystanders. You’re trying to become friends with them, and then you’re chewing on them? It just felt very odd.”

Much like other social media-friendly life sims, Moonlight Peaks offers various romantic adventures for players to indulge in. “If you’re interested in a romantic connection, you can go on dates like stargazing or roasting marshmallows. The ultimate step is that you can transform them into vampires too—but only with their consent and a little nibble. Listen, you bite them.” It’s these adorable touches that can turn your fanged soulmate into a permanent resident of your home.

Bolman and Boas mention that fan feedback has been instrumental in steering the game’s development. With a lively artistic style that feels impressively smooth given the size of the team, Moonlight Peaks is poised to illuminate the dim corners of the SIM market.

Source: www.theguardian.com

Quirky Dates, Bisexual Mix-Ups, and Game-Changing Kisses: The Most Unusual Moments in Video Games

Charming Dates in Life Are Weird

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

A Wholesome Queer Family Unpacking

Experience Dantel’s Masterpiece… Unpacked Photo: Witch Beam

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

Source: www.theguardian.com

Outer Worlds 2: The Priciest Xbox Game Yet | Gaming News

The Outer Worlds 2 from Obsidian is set to be his inaugural first-party Xbox release, priced at $80 (£70). While the cost of games on the Nintendo Switch 2 is notably high, particularly as Sony’s PlayStation 5 titles have been trending in that direction, you might assume this development wouldn’t ignite a debate among gamers. Yet, it has. The increasing prices of video games continue to be a hot-button issue, especially with the ballooning budgets typically associated with blockbuster titles today. Nevertheless, Outer Worlds 2 promises a more expansive and intricate experience compared to its 2019 comedic sci-fi predecessor, and one could reasonably argue that the price reflects this enhanced value.

I thoroughly enjoyed the original Outer Worlds. It was vibrant with the signature dark humor expected from an Obsidian RPG (the studio behind Fallout: New Vegas). The lush, saturated universe filled with vibrant flora, bumbling activities, and eccentric characters provided joy for approximately 20 hours, although the combat left something to be desired.

According to game director Brandon Adler, Obsidian was aware that gunplay in the Outer Worlds required enhancements from the outset, especially when developing a sequel. “We valued this feedback, so we completely reassessed our approach,” he mentioned during an interview following the Outer Worlds 2 presentation in Los Angeles. “We also consulted with Hello. Everyone…they provided us with an extensive list of suggestions, advising us on what to target and how to improve our weapon analytics.”

Obsidian’s research has yielded impressive results. Not only are there more weapons to engage with in Outer Worlds 2, but they also feel rewarding to fire and offer a variety of combat tactics based on different encounters. A solid stealth approach allows players to sneak into enemy territory without a trace, should they choose to avoid confrontation. In the original game, firing was fun but could often lead to moments of disdain before entering into large battles. This has shifted in the sequel; I found enjoyment in every encounter, skillfully aiming and executing moves as I descended upon my targets.

“We didn’t want mere tweaks. Every weapon feels distinctly unique, each with its individual purpose,” Adler expresses. “You can take these weapons, apply mods, and create all sorts of imaginative combinations.”

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The game also harnesses the capabilities of its upgraded engine (Unreal Engine 5) and modern hardware, making the world feel larger than before. For instance, entering a building no longer requires loading screens that could momentarily pull players out of the immersive experience. “These small details contribute significantly to the overall atmosphere,” Adler states. “Exploration is paramount for me; I want players to feel compelled to delve into this expansive universe, explore every avenue, and investigate even the tiniest features.”

Outer Worlds 2 promises a more expansive setting, refined combat mechanics, and an abundance of customization options, alongside its role-playing elements that can dramatically affect gameplay, including enhanced character perks and flaws. Although Adler refrained from commenting on the $80 price point, it is evident that this sequel stands on its own merit.

Source: www.theguardian.com

Maga-Inspired Fake Pass That Rocked the Gaming Industry | Games

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

What to read

Elegance… Anna Williams from Tekken 7. Composite: Guardian Design; Bandai Namco
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What to click

Question block

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.

Source: www.theguardian.com

From Epic Game Marathons to Military Helicopters: Highlights from Summer Game Fest 2025

As the protests surged in Los Angeles
other areas of the city witnessed a collaborative gathering of gaming journalists and developers showcasing new games during the annual summer festival this week.
The core issue remains advertising
writes Correspondent Alyssa Mercante in her dispatch.
.

Summer Game Fest (SGF), a yearly festival and marketing extravaganza based in Los Angeles, was initially established to rival the popular E3. After a few years, it has now taken its place. The 2025 event served as a thoughtful reminder of the significant shifts in the gaming industry since the pandemic. While E3 dominated the city’s convention center in downtown LA, SGF has taken a different route, nestled amid the fashion district and close to Skid Row. Few gaming companies participate, and public access is limited, with cosplaying mainly for marketing.

The highlight of the event was hosted by Geoff Keighley, a beloved figure in the gaming community, during a live show at YouTube Theatre near the airport, streamed to millions. Tickets were available for purchase. Some gaming enthusiasts and small content creators expressed that attending in person wasn’t worth the expense, as they could easily catch the lengthy stream online, leading to severe traffic congestion while leaving Inglewood.

This year’s event had its challenges, including a test gate crash, yet it felt like the most documented one ever. Participating in SGF is a luxury, but it also presents a chaotic blend of marathons and sprints. During brief intermissions, if you manage to snag one, you would gulp down canapés, wash them down with Red Bull, savor a surprisingly delightful gamer-branded ice cream, and attempt to jot down your thoughts.




Find your peace…urban jungle. Illustration: Kylyk Games/Assemble Entertainment

Throughout the weekend, I witnessed numerous games, many of which I can’t disclose, but once again, the standout titles were the indie games. These are memorable not just for their originality or quirkiness, but also because they typically impose fewer restrictions during play, allowing developers to be more open to inquiries, free from the pressure of a looming audience.

At 1 PM, I dove into a lively Media Indie Exchange party and was quickly captivated by Urban Jungle, a plant-themed game that resonated with my newfound interest in gardening. Arranging plants in an adorable little room provided a fleeting moment of tranquility amidst the bustle of people exploring various indie titles.

Then there was Petal Runner, a pixel-art RPG reminiscent of Pokémon titles from the Game Boy era. Published by IAM8bit and conceived by two individuals who connected through Instagram comments on Cyberpunk artwork, it’s a charming, non-violent RPG. Instead of the usual tactic of capturing cute creatures to make them fight, players help them find new homes and “calibrate” through a variety of retro mini-games. They then ride their bikes (inspired by the programmer’s love for Tron: Legacy) to deliver another pet. In just 15 minutes, its contemporary chiptune soundtrack, appealing color palette, and adorable creatures won me over.

On the other hand, Thick As a Thief is a multiplayer stealth game. Developers mentioned aiming to create a multiplayer experience that steers clear of three “black holes”: shooters, PVP combat, and pure action gameplay. The result feels like a blend of Assassin’s Creed and Dishonored. Sneak through maps set against a dark early 1900s backdrop, infused with bursts of vibrant colors, while contending with other players and thwarting security and civilians in your path.




Slay your dragon… Monster Hunter now. Photo: Niant

I also had the chance to experience a new season of Monster Hunter Now from Niantic, the creators behind Pokémon Go. This augmented reality game immerses you in a real-world environment filled with Capcom’s iconic monster lore, streamlining epic battles into quick, minute-long skirmishes (compared to potentially hours in the main series). Additionally, I played a new four-player party game, Lego Party. Together with two other journalists, we joyously screamed as our Lego characters tumbled over one another during mini-games or fought for gold bricks in a race to the top. It was a blast, and we laughed heartily while enjoying this game we felt was needed to shake off the lethargy of the day.

Regardless of the size of the dev teams or variety in projects, every game I engaged with this weekend emanated boundless passion and creativity. This reflects the unwavering commitment that drives so many in this industry, paired with advancing technology that allows small teams (sometimes just one or two individuals) to craft beautiful and intricate games. Seeing fellow journalists and developers enthusiastic and wide-eyed was an adrenaline rush, especially as many of us grappled with job uncertainties, recent layoffs, or concerns about our futures.

Nonetheless, it was impossible to overlook the larger scenario unfolding in LA, which cast a somber shadow over this otherwise light-hearted weekend of gaming. Protests erupted in the city on Saturday, with citizens rallying against harsh, extremist anti-immigrant policies. The constant hum of helicopters served as an eerie soundtrack to the weekend. Many attendees, from within and beyond the state, were notably concerned about the mounting events. We exchanged updates in discreet conversations, whispered about the National Guard, and advised each other to travel in groups for safety. On Sunday night, countless journalists and developers were advised against leaving Downtown due to LAPD’s determination to contain the area and quell the protests.

On the concluding day of SGF, we pondered the strangeness of previewing video games amidst such politically charged times. Some shared tales of playing kickoff demonstrations featuring tanks and soldiers, only to suddenly hear the whir of helicopters overhead, sparking confusion about whether they were still immersed in a game or confronting reality.
Alyssa Mercante

What to Play




Tension sci-fi…changes. Photo: 11-bit studio

From the creators of Frostpunk, It Will Be Changed is an intriguing sci-fi strategy game where a stranded space worker, Yang, generates clones of himself to assemble a team sufficient to escape an exoplanet before the approaching sun incinerates everything. The twist is that each clone embodies a different alternate universe incarnation of Yang, presenting unique challenges. Envision being trapped within a distant base solely with your altercations.

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I initially presumed Alters would lean towards a comedic tone, occasionally light-hearted and amusing, but surprisingly, it seamlessly incorporates survival elements in Base Building. I certainly intend to engage with it further.

Available on: PC, PlayStation 5, Xbox
Estimated playtime: 20-30 hours

What to Read




Fear…Resident Evil Requiem. Photo: Capcom
  • Keith and I tuned into a continuous stream while Alyssa covered the ground at the summer game fest showcase and trailer from the UK, evaluating the most intriguing games showcased.

  • The standout announcement was likely the new Xbox handheld, though its unveiling was shrouded in confusion. The ROG Xbox Ally X (why does Microsoft consistently botch nomenclature?) is an Xbox-branded variant of an existing portable PC model. Nonetheless, Alyssa was thrilled with its performance during her brief demonstration.

  • We were also deeply engaged in playtesting a plethora of gameplay on the Nintendo Switch 2. For reviews, Keith covered the console, while I focused on the flagship game, Mario Kart World.

What to Click

Question Block

While the guest issue remains ambiguous this week, as always, if you have any queries or feedback regarding the newsletter, feel free to hit reply or reach us at buttons@theguardian.com.

Source: www.theguardian.com

From Resident Evil to 007: Top 15 Games at Summer Game Fest 2025

Resident Evil Requiem


Resident Evil Requiem. Photo: Capcom

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?

A Stranger Than Heaven

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.

007 First Light

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.

Mandrake

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.

Beast of Reincarnation

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.

I Felt It: Boxing

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.

Clockwork Revolution

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.

No Ghosts At The Grand

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.

Source: www.theguardian.com