Ghostrunner was one of the best surprises of 2020. It’s a stylish first-person platformer that takes the best elements of Titanfall’s parkour mechanics and adds a cyberpunk twist to the proceedings. It’s also a challenging game that demands precision and purpose from the player. Make a single mistake, and you’ll need to replay a section of a level again. That can get frustrating fast, so developer One More Level is adding a new feature called Assist Mode.
Assist Mode introduces three options you can toggle on and off. You can opt to shorten your character’s ability cooldowns, slow down the game to give you more time to react and play with an extra life to make mistakes less punishing. Accessibility modes are becoming more common in video games, and it’s always good to see another developer find a way to allow more people to enjoy their work.
For experienced players, there’s a new feature called Wave Mode that is essentially Ghostrunner’s take on a roguelike. You’ll need to complete 20 rounds in succession, with each one featuring different enemies — even when you attempt the same one multiple times. Make it all the way to the end, and you’ll earn a fancy new katana for your character.
Both Assist and Wave modes are available today for free on the platforms where you can already buy Ghostrunner. That includes PlayStation 4, Xbox One, Nintendo Switch and PC via Steam, the Epic Games Store and GOG. When the game makes its way to PlayStation 5 and Xbox Series X/S on September 28th, it will come with those modes included.
Lego Star Wars: The Skywalker Saga won't arrive until next spring, but another game from the franchise is coming soon — and it's an Apple Arcade exclusive. Lego Star Wars Battles is a real-time strategy game that pits players against each other in one-on-one showdowns.
You'll amass a collection of upgradable characters, troops and vehicles from all eras of the Star Wars universe. You'll be able to pit porgs against Boba Fett, for instance. Don't expect to stick to one side of the Force — you'll have a deck of light side and dark side armies, with different play styles for each. You'll have a number of abilities at your disposal too, such as Darth Vader’s Force Slam and Luke Skywalker’s Force Push.
TT Games Brighton/Warner Bros. Games/Lucasfilm Games
Battlefields will feature Lego towers that you'll build, defend, attack and use to claim territory. The locations include some familiar environments, including Hoth, Naboo and Endor.
TT Games Brighton is developing Lego Star Wars Battles, while Warner Bros. Games is the publisher. It won't be the first Lego game to hit Apple Arcade, though. Lego Brawls and Lego Builder's Journey both landed on the service in 2019. The latter was ported to PC and Nintendo Switch in June.
Nintendo surprise-announced Metroid Dread, the fifth mainline game in the series, at E3 this year. Part of the surprise was that it was arriving this year, October 8th to be precise. Now, with just over a month before it arrives, Nintendo has released a new trailer for Metroid Dread, which might be our last look at the game before launch. Of course, this trailer isn't as detailed as the 20 minutes of gameplay Nintendo showed off at E3, but it still shows off a lot of what to expect when Metroid Dread arrives on the Switch.
The video mixes more cinematic shots of Samus Aran battling some pretty huge and intimidating baddies with the 2D gameplay footage that originally defined the series before the first-person Metroid Prime games. The game looks immediately familiar to people who've been waiting for a new 2D Metroid game, but Samus Aran has more abilities to navigate the terrain and battle enemies than ever before. The trailer moves fast, but there's lots of aerial dashing, underwater action, multiple different arm cannon weapons, wall jumping and more.
Given that this is the first all-new, side-scrolling Metroid game since 2002's Metroid Fusion for the Game Boy Advance (!), Dread has a lot to live up to. But at least from what we've seen so far, Nintendo may have pulled off the feat of bringing one of its oldest franchises into the modern era of gaming. We'll find out in just over a month.
The sexual harassment lawsuit against Activision Blizzard will have more repercussions for game content. Blizzard is changingOverwatch character Jesse McCree's name now that his real-life namesake has left the company. The developer wants a name that "better represents" Overwatch ideals, according to a statement.
The company had planned a story arc for September that would have featured McCree, but is delaying that narrative until later in 2021 to reflect the name change. Players will instead get a new free-for-all map that month. Blizzard also promised that it would no longer name characters after employees, and said it would be more "thoughtful and discerning" about referencing the real world in Overwatch.
The real Jesse McCree left Blizzard earlier in August, just weeks after his name surfaced in a California lawsuit over sexual discrimination and harassment at the gaming giant. McCree was reportedly spotted in photos of BlizzCon's notorious "Cosby Suite" hotel room where Blizzard workers allegedly harassed women.
This isn't the first time Blizzard has altered content following the lawsuit. It pulled World of Warcraft's references to Alex Afrasiabi, directly accused of harassment, soon after the suit emerged. However, this might be more noticeable. McCree is one of the best-known characters in Overwatch — the name change could easily draw attention to the lawsuit and the "frat boy" culture that reportedly persisted for years.
It's been a long, bumpy journey for Double Fine in its efforts to make a sequel to its very first game, but Psychonauts 2 is almost here. Just ahead of the release, the developer and Xbox Game Studios shone the spotlight on the hotly anticipated game during the Gamescom 2021 Xbox Stream.
The story picks up right where the VR game Psychonauts in the Rhombus of Ruin left off. The launch trailer shows more of the colorful, action-packed platforming fans have come to expect from the series. You play as Raz, a Psychonaut who can explore other characters' minds and use psychic powers like telekinesis and levitation. Raz, who grew up in the circus, also has several acrobatic moves at his disposal as he takes on enemies based on emotions.
The original Psychonauts was released in 2005. After several aborted attempts to make a sequel, Double Fine ran a successful crowdfunding campaign in 2015 to covering some of the development costs. Xbox Game Studios bought Double Fine in 2019, and help the developer finish Psychonauts 2 as intended.
Psychonauts 2 will finally hit PC, Mac, Linux, Xbox One and Xbox Series X/S (with optimizations for the latter consoles) on August 25th. Naturally, it's included with Xbox Game Pass for PC and console. On top of that, Microsoft is once again in the unusual position of publishing a game on PlayStation 4.
EA won't be filing any lawsuit against other developers that use the patented accessibility mechanics it uses in its games. The video game giant has announced that it's making a Patents Pledge, which gives rival developers free access to any of its accessibility-related technologies. While not all gameplay mechanics are patented, some companies have taken to making sure competitors aren't legally allowed to use their technologies. Critics condemn the practice, accusing the companies of stifling creativity and innovation in the industry. EA at least won't be suing anybody that incorporate its accessibility features in their games, including Apex Legends' "ping" system.
The feature gives players in the same team a way to communicate with each other without using voice chat. They can simply tap buttons to tell their teammates where they are on a map, to alert others of a threat or to tag targets. Supposedly, Epic Games borrowed Apex's ping system for Fortnite. The Patents Pledge also covers at least four more EA features, three of which make video games more accessible to players with vision issues. Those technologies, already in use in the Madden NFL and FIFA franchises, can automatically detect colors and then modify their brightness and contrast to make them more visible.
The last patent in the five EA specifically mentioned covers a technology allowing players with hearing issues to modify or create their own music. EA says it will add any future accessibility patents to the pledge and that it hopes the move can "encourage others to build new features that make video games more inclusive."
Chris Bruzzo, EA's EVP of Positive Play, Commercial and Marketing, said in a statement:
"At Electronic Arts, our mission is to inspire the world to play. We can only make that a reality if our video games are accessible to all players. Our accessibility team has long been committed to breaking down barriers within our video games, but we realize that to drive meaningful change, we need to work together as an industry to do better for our players.
We hope developers will make the most of these patents and encourage those who have the resources, innovation and creativity to do as we have by making their own pledges that put accessibility first. We welcome collaboration with others on how we move the industry forward together."
In recent weeks, we’ve seen one retro Nintendo game after another shatter the record for the most expensive video game sold at auction. At the start of July, a copy of The Legend of Zelda went for $870,000. Days later, a mint version of Super Mario 64 sold for $1.56 million. Now another Nintendo collectible has set a sales record, but this one is a bit different.
About this Game & Watch, yes it is extremely rare, and comparred to some other recent video game prices, the final price paid is very low. This piece is museum level (1/3) https://t.co/aKsDgbMDcP
Over the weekend, a special commemorative edition of a Game & Watch system sold for approximately $9,100 on Yahoo Japan. As most Nintendo fans know, the Game & Watch predates the far more successful Game Boy. What makes this unit unique is that it was commissioned by Game & Watch creator Gunpei Yokoi after Nintendo sold more than 20,000 million units of the handheld. Before this weekend, this version of the console had never come on the market before.
What’s unclear is just how many units of the commemorative edition Game Nintendo produced. According to Beforemario, a blog devoted to games and toys the company made between the 1960s and 1980s, the unit is “extremely” rare. “If I had to guess, I would say there were more than three made [one for each of the individuals pictured on the plaque], but again, just a guess,” John Hardie, the director of the National Videogame Museum in Fresco, Texas, told Ars Technica.
Given the current state of the video game collectibles market, what seems like a one-of-a-kind historical artifact selling for so little is surprising. Part of that could be the result of the Game & Watch market. As Ars Technica points out, you can find common versions of the handheld for about $50. Rarer variants like the Ballon Fight one can go for as much as $2,000 if they’re in good condition.
Square Enix might have just found its next big franchise in Outriders. The third-person shooter has become a hit for the publisher (though that hasn't been reflected in royalties for the developer, People Can Fly.) It's easy to see why: the core gameplay is bags of fun, especially when you’re playing with friends.
However, it doesn't quite stick the landing. A by-the-numbers story and limited replayability drag things down a bit. As such, before you pay full price, it might be worth checking out Outriders on Xbox Game Pass first.
You play as an Outrider, an elite soldier who helps prepare another planet for what's left of humanity to colonize it, but something goes drastically wrong. Get past the middling first couple of hours (and some iffy writing and acting), and Outriders kicks into a higher gear once your character becomes mutated. You can select one of four classes, each with their own set of unlockable abilities.
The powers and weapon abilities are a blast to play around with, especially when you team up with a friend and combo your special moves. There are a vast number of potential loadouts and character builds you can run with. You can also switch up your gear, abilities and skill tree at any time. The cover system works well enough, but it's better to play aggressively, since you'll only heal by killing enemies.
People Can Fly/Square Enix
Outriders looks good, with a grimy tone that’s more Gears of War than Destiny. There are a bunch of different biomes, each with a distinct aesthetic, though many parts of levels are just tunnels that funnel you from one encounter to the next. It’s easy to make comparisons with Destiny 2: Both games are futuristic shooters in which you can mow down waves of enemies and constantly hunt for better gear.
Outriders isn’t a live service game, though, nor can you battle other players. It has a focused story, with side missions and endgame challenges you can go on after you finish the campaign. They do get repetitive, though. At a certain point, grinding for better items means little more than seeing higher numbers on your weapon stats and floating above enemies when you attack them. It might have actually been better as an ongoing game with frequent content additions.
Still, there's nothing to lose by checking out Outriders on Xbox Game Pass, where it has been available since its launch day.
For at least the last year or so, there’s been a common refrain about Xbox Game Pass: it’s one of the best deals in gaming. There’s definitely some merit to that, as the service includes a ton of major first-party games, like Microsoft Flight Simulator, as well as Bethesda titles and a bunch of killer indies for a single monthly fee. Offering players easier access to Game Pass on more devices through the cloud sweetens the deal.
Big third-party games are an important aspect of the service as well, including a bunch of EA titles games and, of course, Outriders, which is practically a perfect fit for Game Pass.
Square Enix and People Can Fly deserve props for putting out a lengthy Outriders demo that’s long enough for you to get a good sense of each classes’ powers. If you have Game Pass Ultimate, though, you can keep going without having to pay extra.
Outriders is solid. It's exactly the kind of thing Microsoft could use more of on Game Pass, a fun, big third-party game you might be interested in, but don't want to spend $60 on. Sure, the library has plenty of far better games, but whenever you and a couple of buddies are in the mood for some relatively mindless alien-murdering carnage without having to fire up Destiny 2 yet again, Outriders hits the spot.
If you’re a retro gamer, it’s hard not to ignore the Atari Lynx. The first color hand-held it might have been, but its small library of games (under 100 official titles) and general mishandling by Atari itself earned it little more than a walk-on role in gaming history for most people. As such, the homebrew and indie scene for the Lynx is pretty thin compared to its contemporaries (the Game Boy and the Game Gear).
The system still has its fans, though, (me included) and a few dedicated folks still hold a candle for the chonky handheld, with new titles now more common than they were a decade ago. But the real rarity is the full, physical release. Here are four new games you can play on original hardware, complete with cartridge and box, just as nature intended.
For Lynx diehards, there’s one destination to gather: AtariAge. And user Fadest (real name, Frédéric Descharmes) is one of the long-standing members of the handheld’s forum there. He’s perhaps best known for his Yastuna series of puzzle games. His two new releases keep the puzzle trend, but with a shoot-em-up/adventure twist.
Descharmes began programming for the Lynx as a way to channel his enthusiasm for retro gaming while he soothed his son to sleep late at night. He came to the Lynx specifically for its technological limitations (although it was advanced for its time). “I like the NES and Game Boy, and even code for them, but in my beginner situation, the Lynx was probably the best choice when I started in 2004,” he told Engadget.
Raid on TriCity takes the classic Tetris format and introduces a shoot-em-up component. As the blocks fall, you can’t move them or rotate them, but you can shoot them away brick by brick. You score, as normal, by completing lines (and not by shooting), and some of the Tetrominoes contain power-ups or enemies/ways to die.
Descharmes already released a pay-what-you-want ROM-only version of Raid on TriCity. “Second Wave” is essentially the same game as a physical release with some new in-game perks. The two most important ones would be the addition of an EEPROM for storing progress/high scores (no retail Lynx games ever had batteries or memory like some Game Boy titles did) and a new story mode which injects some life into an otherwise pick-up-and play time killer.
As simple as the game may sound, the hybrid dynamic picks the best elements of both genres and blends them to great effect. As you see blocks falling you have to make a quick decision about whether you want to go for a complete line, or whether a power-up might be more appealing or perhaps you have to sacrifice one to get rid of a baddie behind it. Sometimes this can be a bit of a gamble if a power-up you want has blocks above it that might bring you closer to the upper threshold and thus the end of the game.
Likewise, as lines complete and bring any power-ups above it one row down, a helpful bomb can become a death sentence (bombs trigger when a line is completedtaking anything one square around it along with it — including your spaceship if you’re not careful).
The story mode isn’t exactly its own adventure, more it serves as a way to break up the game play with some narrative interludes and an element of interactivity in choosing your “path” through a network of levels. The levels themselves are really just more of the same shoot-a-block business, but it makes it feel more like making progress, and thus a game with an end to reach (rather than a high score to beat).
Fadest’s second new title is another puzzler, but this time it’s more about strategy and fortune. I say fortune, but it’s usually mis-fortune to be fair. The game looks like it’s going to be a retro space shooter at first glance, but is more akin to a card game. Each turn you’ll be presented with an item/card and can only place it one square away in any direction from your last move. But each item/card will either be a scoring opportunity or a penalty of some kind.
This simple premise is deceptively addictive. There are four main “cards” to place: A probe, an asteroid (two types!) a mine or a pirate ship. Your job is to surround the asteroids with four probes to earn points (hence the game’s name). However, the pirates have other ideas and will disable any probes adjacent to them. This not only robs you of points, but can also be fatal: mines are diffused by surrounding them with probes, and you can only have three “live” ones on the map at any time. This means an ill-placed pirate, or just a string of bad luck with many mine cards can end your mission in a snap.
The goal is simple, reach the end of the “deck” while scoring as many points as you can along the way. At first, the game feels frustrating, as if you are merely at the whim of whatever cards are in the pile. And while this is true, you soon learn some strategies to increase your chances of getting to the end and racking up some points to boot.
For me, the fun of the game is built right into that frustrating nature. Many times I was killed early on, which only stoked my desire to beat the game and make it to the end. Once you do, you find yourself wanting to then beat your own high score. As with Raid on TriCity, Asteroid Chasers can remember your high scores giving the game longer term appeal. There are also many achievements to unlock (fortunately, also remembered) which will reward you with different music and other goodies giving this relatively simple game a lot more longevity than it first suggests.
Songbird Productions
If you’ve paid any attention to Atari’s handheld or the Jaguar indie scene in the last 20 years, you’ll be familiar with Songbird Productions. Not only is it a popular retailer of rare and homebrew games, its founder, Carl Forhan, is responsible for a number of Lynx titles being saved from obscurity by finding unfinished IP and seeing them through to completion, along with some original titles of his own.
One such title is CyberVirus, a first person space shooter. “In CyberVirus, I had to redo all the missions, redo the health and powerup system, and add new features to the game which were not in the original prototype.” Forhan told Engadget. I also enjoy the purity of these older, smaller machines where you have to fight for RAM and CPU cycles to do everything. It's a fun challenge for my brain, I suppose.”
This new title, as the name suggests, is a follow-up to the original CyberVirus. The first version was released almost 20 years ago and is one of the “unfinished” games that Songbird rescued. It’s also a rare first-person/3D shooter on the Lynx. Lost Missions is a collection of levels that were also in the original, developed initially by Beyond Games, and presented to Atari as a demo back in 1993.
The nine new missions see you take on a familiar cast of robotic foes as you seek to achieve your objective. This could be as simple as destroying some communication towers, but the number of enemies soon ramps up making each mission exponentially harder. You have a selection of weapons at your disposal and a semi-open 3D world to explore, not bad for a console released in 1989.
CV-TLM will appeal to fans of early first person shooters like Doom, but instead of a complex map you must navigate open terrain. Thank’s to the game’s origins, the graphics and gameplay are much nearer to those found in official releases (given that this nearly was one) compared to even some of the more ambitious homebrew titles that have emerged since the Lynx’s commercial demise.
The result is a fun, frantic shooter that deserved to make it onto shelves back in the '90s. Forhan’s given the game the next best thing in this release which comes with a slick, glossy box and a physical cartridge that’s indistinguishable from the originals (many homebrew releases, including the above are 3D printed).
The catalog of official releases for the Lynx tends to skew toward arcade titles, puzzlers and racing games. There’s a little bit of everything for sure, but adventure games and RPGs are generally lacking. Unnamed is a welcome salve, then, for fans of either of those genres. While the game is published by Songbird, it’s the work of Marcin Siwek who’s other Lynx title — Unseen— was a dark, choose your own adventure style game. Siwek’s second title is much more immersive with your onscreen character free to move around, find items and solve puzzles.
You awaken in a strange place with no memory of how you got there. Your task is to figure out why and how they find themselves in this strange world. Along your journey you find new rooms to explore and items to help you along the way. It’s a classic recipe, but one that lends itself particularly well to the handheld format.
Unnamed is refreshing, not just for its playstyle, but as a true indie game (rather than a rescued abandoned title) it has a surprising amount of depth and atmosphere. Within moments of playing, I knew that this is a game that I would truly want to “get into” and complete. As with Descharmes‘ titles, Unnamed features an EEPROM for saving progress meaning you can pick it up without having to start from scratch every time.
The graphics are a good blend of cute and sinister and the music strikes the perfect balance of ambiance without being a distraction. The challenges and puzzles to be solved are pitched just at the right level and there’s a genuine sense of wondering if you might have missed something — which might sound annoying, but I think is the hallmark of a good RPG.
A year after it wowed many with its first gameplay video, Chinese developer Game Science Studio is back with an even more impressive look at Black Myth: Wukong. The studio has switched from Unreal Engine 4 to UE5 for the action RPG. According to NVIDIA, it's the first peek at a UE5 game that uses Deep Learning Super Sampling (DLSS), the company's AI-powered upscaling tech.
The 12-minute preview, which you can watch in 4K at 60 frames per second, shows off much more action from the game. It features a couple of stunning boss fights, including one with an electric dragon on a frozen lake. The visuals here are eye-popping: expect buttery-smooth animations, gorgeous environments and dazzling snow and ice effects.
Black Myth: Wukong is based on the story of the Monkey King and the Journey to the West. Game Science Studio seems to have taken inspiration from Sekiro: Shadows Die Twice here, but that's hardly a bad thing. The gameplay and creature design certainly draw from the Souls-like approach popularized by From Software — for instance, you see the protagonist evading the terrible beasts' attacks while looking for an opportunity to leap in with their staff.
The studio was formed by a group of former Tencent Games employees, according to prominent games industry analyst Daniel Ahmad. There's no confirmed release window as yet for Black Myth: Wukong. Game Science Studio said last year it was aiming to bring the game to PC (which is a sure bet given the DLSS support) and consoles by 2023.