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Tag: Atari

  • The Atari Hotel in Las Vegas Isn’t Happening Anymore

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    Back in January 2020, just before the start of the Covid-19 pandemic, Atari announced it would be building several hotels across the country. Six years later, none have been built. And the Las Vegas Sun reports that the video game themed hotel for Sin City was officially dead.

    A spokesperson for Atari told the Sun that the company “explored developing a location in Las Vegas” in 2020 and 2021 but “the deal didn’t come to fruition.” The last update for an Atari hotel in Las Vegas came in early 2024 when the Las Vegas Review-Journal declared the idea wasn’t dead yet. At the time, the company said more information about the plan was coming in late 2024. But that never happened.

    The Las Vegas hotel was supposed to be “inspired by, and built with, classic and modern video game culture in mind,” the developer insisted. It was going to have about 400 rooms and feature the Atari log on the front, according to the Review-Journal. They were looking to develop at least 5 acres of land on the strip, but it just never came to fruition.

    But the idea for an Atari hotel apparently isn’t completely dead. There were other planned locations including Austin, Texas; Chicago, Illinois; Denver, Colorado; Phoenix, Arizona; San Francisco, California; San Jose, California; and Seattle, Washington. And the Phoenix idea seems to be the one still on life support.

    In Dec. 2025, Atari released renderings of what the hotel in Phoenix is supposed to look like, with an announcement that a 90,000 square-foot hotel near Central Avenue and Roosevelt Street would be happening in the city by late 2026, according to local NBC TV affiliate station 12 News. The hotel is supposed to have 72 rooms, according to 12 News, a reference to the year Atari was founded: 1972.

    The company also released a teaser trailer on YouTube, explaining that the goal is to make the first of its kind playable hotel for gamers, though the video is also an appeal for investors.

    The Phoenix renderings are currently center stage at AtariHotels.com. But maybe don’t get your hopes up too much if you’re banking on visiting an Atari hotel soon. The website’s timeline says that final construction and the grand opening wouldn’t be happening until Q4 of 2028. Even if this project does happen as planned, you’ve got some years until you can stay in the retro video game hotel of your dreams.

     

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    Matt Novak

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  • Atari just announced the Intellivision Spirit, a revamp of the iconic 1980s gaming console

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    Atari , a modern refresh of the classic Intellivision gaming console from 1980. The new console certainly looks like the original. You can practically smell the cigarette-soaked carpeting from here.

    Beyond aesthetics, this console includes plenty of newfangled bells and whistles. The controllers are wireless, which is a technology that didn’t quite exist in the 1980s, and it connects to TVs via HDMI.

    It also includes 45 built-in games, reminding me of stuff like the and the . The library includes plenty of sports and strategy titles, because those genres were considered the console’s biggest strength way back when. Other games include the puzzler Boulder Dash and a riff on Space Invaders called Space Armada. Each title comes with a unique overlay that gets placed on the gamepad, showing off the controls.

    This is an interesting bit of tech because Intellivision was once Atari’s greatest rival, which was sort of like a proto-version of the classic Nintendo/Sega rivalry. Atari , officially putting the decades-long struggle to bed.

    The Intellivision Spirit costs $150. Preorders are available right now and shipments start going out on December 5. It’s good to know that this thing isn’t vaporware, like Intellivision’s .

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    Lawrence Bonk

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  • Bubsy 4D Might Actually Be A Good Game, Seriously

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    When, earlier this week, Gamescom Opening Night Live kicked off with the reveal of a new Bubsy game, many online, myself included, went “Oh no…” as we shook our collective heads. But despite the last few Bubsy games being bad, it seems this new one, Bubsy 4D, might actually be…good? In fact, it might even be awesome. Really. Seriously.

    Back in the early ’90s, Bubsy starred in a handful of fairly well-received 2D platformers. But then in 1996, the Bubsy series made the leap to 3D, and everything went south. People hated Bubsy 3D and to this day, it is still called one of the worst platformers ever made. Then, in the last decade, we started getting new Bubsy games. They were also bad. Really bad. But now, a few years after Atari bought the franchise, Bubsy 4D is here, and it just might turn things around for the hopping feline.

    Bubsy 4D is being made by Fabraz, a renowned indie studio that has made a name for itself developing fun, innovative, and colorful 3D and 2D platformers that feel amazing to play, like Demon Turf and Slime San. And since announcing the game earlier this week at Gamescom, the studio has started releasing gameplay of Bubsy 4D, and it looks wonderful!

    In new gameplay shared from the Gamescom demo, we can see Bubsy 4D in action, and the game looks vibrant and slick. Movement and jumping look snappy, but there’s some weight to Bubsy, so it’s not too floaty. I’m also a fan of Bubsy’s personality in the videos released so far, too. Another wild fact about this new Bubsy game: It contains fully voiced, 3D animated cutscenes.

    I can’t believe I’m saying this in the year of our lord 2025, but I’m very excited about a Bubsy game. Everything I’ve seen of Fabraz’s Bubsy 4D looks incredible. And people who have played the demo at Gamescom seem positive about how it plays and feels, which is only making me more excited for this sequel. There’s also an outfit that blurs Bubsy’s private parts and is a reference to Sonic. Even the game’s music sounds great! So yeah, I want to play Bubsy 4D right now. But I can’t. Which makes me very sad. Damn you, Bubsy!

    Bubsy 4D is set to launch on consoles and PC… eventually. You can wishlist it now on Steam. 

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    Zack Zwiezen

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  • Long Island Retro Gaming Expo plays into nostalgia

    Long Island Retro Gaming Expo plays into nostalgia

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    GARDEN CITY, Long Island — The annual Long Island Retro Gaming Expo aims to preserve and celebrate video games from the 1980s,’ 90s and 2000s.

    The dedicated group of retro-gamers transforms the Cradle of Aviation Museum into a giant arcade filled to the brim with classic computers, consoles and games. The museum’s rooms and hallways are packed with fans going hands on with treasured, forgotten and obscure video games from the early days.

    Many older enthusiasts come for nostalgia, but plenty of young people show up to experience a bygone era. Jay Rivera loves modern video games and credits his parents with showing him the value of retro video games early. “It’s a passed down thing from my mom and my dad. For me it’s where everything kind of started. Like the forefathers of video games.”

    Pokémon fans are especially fond of the show. One of the most popular exhibits is the Poké Lab, where players can bring their old Game Boys to catch rare, legendary Pokémon from yesteryear.

    n addition to the exhibits, there are special guests and panels as well as retro and retro-inspired items for sale. Long Island Retro Gaming also holds a table-top game expo in the spring.

    The group’s museum coordinator, Bredan Bailey, compares people’s appreciation for early video games to that of classic films. He says, “It’s kind of like old black-and-white movies, how people still go back and watch those. They’re timeless classics.”

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    CCG

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  • The 13 Best Retro Video Game Posters Of All-Time, Ranked

    The 13 Best Retro Video Game Posters Of All-Time, Ranked

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    Classic titles may get a lot of flack, but their designs were second to none, so we’ve decided to rank them! These posters highlight some of the best classic titles out there – along with some beautifully recreated and original illustrations.

    For the sake of transparency, ‘retro’ has been defined here as anything that was released before the eighth console generation. So, before the Xbox One, PlayStation 4, and Nintendo Switch’s release.

    It might sound scary, but some of your favorite titles might be just considered ‘old-school’!

    The success of the Borderlands series is reason enough to pick up a copy of any of its titles. However, the consistently awe-inspiring key art used in its box cover and promotional marketing is a very close second.

    Borderlands‘ success has rested on the amazing gunplay, witty dialogue, and excellent character designs of its cast of heroes (and villains!)

    As such, it makes sense that if posters were to be made to symbolize the whole series, then who better to place front and center than a Psycho. The Psycho enemy has become the face of the series in some respects – having appeared on almost all the games’ cover art in one way or another.

    Using the iconic, provocative imagery from the games’ cover art for the title, marketing for all of 2K’s Borderlands has received heavy backlash. However, the visually striking use of color and instantly recognizable design of the series has since become synonymous with the franchise.

    Releasing in arcades in 1994, and being ported to Sega’s own Saturn system in 1995, Virtua Fighter and its much-beloved sequel were a graphical tour de force.

    Hailing from a time when titles couldn’t hide with flashy, pre-rendered cinematics, these titles laid everything bare. Sega was sure that the visuals it had to deliver were of that high a standard.

    Posters like this one by AudricDemers project that same self-confidence, consisting of minimal background design and characters in action poses. Simple, effective, and impressive.

    As one Reddit user fondly remembers;

    ‘The graphics were god-tier at the time that I could just sit there at the arcade and watch the demo for hours on end’

    ‘decadentrebel’, r/retrogaming

    The Metal Slug series is renowned for crazy arcade action, and sleek and beautiful pixel-art sprite work. Wow, that’s a lot to fit onto a poster!

    As such, the best posters of the Metal Slug franchise choose to encapsulate all of these aspects in a single image. For example, this one which uses the cover art for Metal Slug X.

    The series’ hyper-stylized designs, along with the eponymous tank, are depicted in loving detail. Redbubble designer Mysteriosshop has arranged the game’s artwork and produced a highly collectible poster.

    Sonic the Hedgehog is a beloved video game character; running beyond his games to television shows, highly-successful movies, and merchandising since his original title. However, he has gone through many design alterations since his 1991 game debut.

    Sega landed on a classic look recently that has pleased old and new fans alike. While the lanky-legged, smart-talking design of ‘modern’ Sonic still exists, this ‘classic’ design has curried favor with many long-time fans.

    Referencing Sonic the Hedgehog’s blazing speed and classic 90s design, posters like this minimal yet explosive artwork will surely please Sonic fans from any stage of the blue blur’s gaming career.

    While it seems like we were waiting for years for a return to form for Crash Bandicoot, the recent resurgence in Crash Bandicoot’s popularity can be seen with the release of Crash Bandicoot 4: It’s About Time.

    Regardless if it’s playing the original titles or the newest in the series, it feels good to be back in control of everyone’s favorite orange video game mammal (sorry, Daxter!)

    This modern interpretation of the classic cover art for the PS1 title Crash Bandicoot 2: Cortex Strikes Back showcases the classic title, while embracing the aesthetic of the newer art style. As such, you can enjoy it on posters and other themed merchandise.

    Perhaps that is why it’s so endearing. The seamless blending of the original title with one which a new generation of fans has become familiar with. This is especially potent considering the continued success of the series’ recent remasters.

    The illustrated design of Stephen Bliss has become synonymous with Rockstar’s titles as much as controversy and generation-defining experiences have.

    After the success of the North American box art for Grand Theft Auto III after an impromptu last-minute change, Rockstar consolidated their key art under one style. They proceeded to use Bliss’ stylings as cover art, loading scenes, and promotional work for the title from that point on.

    Posters like this stylish one from mattilynn succeeds on the merit that it places Bliss’ artwork front and center.

    If there’s one thing The Legend of Zelda: Majora’s Mask is, it’s unusual. Its dark tone and unnerving visuals confounded gamers at the time, alongside Nintendo’s macabre twist of the Zelda formula.

    This poster by orioto continues this trend by emphasizing the darkness of the setting along with the scale of the game’s moon. The starlight and falling meteors in the background of the poster also highlight the shadows of the clock tower and surrounding mountains.

    As such, the scale of the task given to you in Majora’s Mask is made apparent. Beyond that, the repercussions if you don’t succeed are put into perspective.

    The title has been included on the company’s Nintendo Switch Online + Expansion Pass service. As a result, more people are playing classic Zelda titles than ever. Whether you’re new to the perils of Termina or have saved the world time and time again, this illustrated poster is sure to delight you.

    Centipede is a game that needs no introduction. Published by Atari in 1981, the arcade title is one of the formative titles for the entire video game industry.

    Even 40 years ago, the appeal for this title was obvious. Many marketing and promotional works were commissioned to broadcast this latest Atari title. As a result, many gamers were inducted into spending as much as they could in the arcades.

    Posters like this retro metal decoration highlight the original arcade cabinet’s aesthetic through its presentation of the illustrated centipede design.

    It could be argued that George Opperman alone could be credited with the centipede design. However, as stated in Video Games magazine, June of 1983: ‘It is his responsibility, along with a 12-person staff, to create and produce all artwork for Atari’s arcade games’.

    The poster design has had such a lasting impact that American rock band The Strokes incorporated it well beyond its 1981 release. In 2003, they released their hit song ‘Reptilia’ – which has a familiar insect emblazoned on its single artwork.

    When decorating a room with videogame paraphernalia, you only want to represent the best of the best.

    As such, it’s no surprise that a stylish poster of Super Mario Bros. 3 is no doubt high on your list. One of the best Mario games of all time, even 36 years after its original release, Super Mario Bros. 3 revolutionized the series in the eighties.

    From all-new power-ups, a connected series of levels on a world map, and incredible graphical power for the Nintendo Entertainment System – Super Mario Bros. 3 amazed.

    In 1988 players all around the world thought that game developers had maximized the potential of what the NES hardware. Then Super Mario Bros. 3 released.

    Matthew Carmosino & Nicholas Limon, ‘The Best Super Mario Bros. Games: All 20 Ranked’

    Who wouldn’t want a poster of the platforming plumber after all that? Luckily, the cover art for Super Mario Bros. is as simple and stylish as it was back in 1988.

    Pokemon is arguably bigger now than it ever has been. From the continued popularity of the Pokemon GO mobile title and an ever-expanding list of creatures and regions to collect and explore.

    With that in mind, many still hold a special Pokemon-shaped place in their heart for the original titles and Nintendo is very aware of this.

    The original Pokemon creature designs are referenced and revered in almost every aspect of Pokemon media – ensuring that every Pokemon fan knows them all by name!

    As such, this Pokemon poster is an excellent decision for those who love the original 151 pocket monsters or are just fans of the series overall. Featuring artwork from the series’ original artist Ken Sugimori, this Kanto-based poster is a league above the rest.

    When excited gamers in 2007 picked up their copies of Microsoft’s latest installment in the Halo franchise, they were met with a beloved added extra.

    The much-appreciated miniature poster, featuring artwork from artist Ashley Wood, was bundled into all early copies of the title – with the controller layout on the reverse side. Posting on his blog on September 25, the day of Halo 3’s release, he proclaimed: ‘I was lucky to be part of the legend in a very small way’.

    This piece, while small, has continued to be adored by fans new and old. So much so that it was celebrated with a limited print-run of the artwork being recreated through Displate, last year.

    Redbubble user pharaoh618, has elegantly formatted Wood’s original piece and has made it more readily available through this poster.

    Incorporated into the title’s promotional work and even used as the game’s box art, Doom is a classic retro poster design if there ever was one.

    Designed by the prolific science fiction and contemporary artist Don Ivan Punchatz, his mastery of the craft is generally acknowledged even by those outside of the video game industry.

    His artwork for Doom has been so influential that it was even incorporated into the game’s alternate cover when the series returned to its roots in 2016. Since then, these newer titles have gone on to spawn another sequel, and a recently-announced prequel.

    Arranged by JefferyWellham1, this poster accentuates the original art with a stylish black border.

    Metal Gear Solid 2: Sons of Liberty is the memorable sequel to the much-beloved original Metal Gear Solid title on the PlayStation 1. Where Sons of Liberty diverges from the original is in its controversial sidelining of the first game’s protagonist in place of the new character, Raiden.

    Many fans have since come around to Raiden’s inclusion and the superb quality of Sons of Liberty as a sequel. As such, we have been able to appreciate posters like this one.

    The minimalist poster – arranged by PFCpatrickC – features the original artwork for the title from series illustrator Yoji Shinkawa.


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    Connor Wright

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  • Atari Celebrity Game Show In Works From Executive Producers Jay Blumenfield & Tony Marsh

    Atari Celebrity Game Show In Works From Executive Producers Jay Blumenfield & Tony Marsh

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    EXCLUSIVE: Atari has enlisted executive producers Jay Blumenfield and Tony Marsh to create a game show centered on the famed gaming brand, tentatively titled The Great Atari Celebrity Showdown.

    The pair comes to the project after exec producing such series as The Chelsea Handler Show (E!), Here Come the Newlyweds (ABC), Restaurant Stakeout (Food Network), Gigolos (Showtime), and Tournament of Laughs (TBS).

    “We’re beyond excited to partner with Atari to bring you the ultimate celebrity game show, with all the drama, comedy, and nostalgia that comes with it,” Blumenfield said. “This show celebrates the history of gaming, the culture of entertainment, and the joy of competing like we’re kids — it’s one the whole family won’t want to miss!”

    Stated Marsh, “It’s going to be amazing! You’ll get to watch celebrities do something they rarely ever get to do – which is actually have fun. And sometimes a walk down memory lane is just what we need to keep our sanity in this crazy world.”

    Added Atari’s Chairman and CEO, Wade Rosen: “Atari has remained a widely recognized and loved brand in pop culture for over 50 years, so it is no surprise that many celebrities have a strong connection to the brand. I look forward to seeing them share their personal stories and compete in a fun, game-show setting.”

    Founded in 1972, Atari is an arcade game pioneer also responsible for video game consoles like the Atari 2600. The company owns and/or manages a portfolio of more than 200 games and franchises, including world-renowned brands like Asteroids, Centipede, Missile Command, Pong, and RollerCoaster Tycoon. Among other upcoming TV projects for the company is the docuseries Game Changers: The Story of Atari (wt) from Emmy and IDA Award-winning filmmakers Dan Cutforth and Jane Lipsitz.

    Atari is represented by Independent Artist Group.

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    matthewgrobar

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  • Legendary Industry Veterans Get Candid On Ageism In Gaming

    Legendary Industry Veterans Get Candid On Ageism In Gaming

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    Video game publisher Activision Blizzard has been embroiled in controversy within the last few years, from allegations that a culture of sexual harassment was allowed to thrive to reports of union-busting by management. But in January 2024, when a new lawsuit was filed against the Call of Duty and Overwatch publisher, many were shocked to read what it was in reference to: A 57-year-old former ActiBlizz exec alleged that he left the company because of ageism. According to the lawsuit, then-CEO Bobby Kotick said that the company’s problem was that there were “too many old white guys” working there.

    Though race and gender traditionally get more attention in calls for a more diverse game industry—one where whiteness and maleness remain the norm—age discrimination is a hot-button issue as well. According to a 2019 survey from the International Game Developers Association, only 9% of game developers are 50 years old or older. As the people behind iconic, genre-defining games approach and surpass middle age, how do their peers treat them? Have they noticed a shift in the way developers work, or how games are made?

    I sat down with Gears of War designer Cliff Bleszinksi on one call and Ultima Underworld creator Warren Spector, Apogee Software founder Scott Miller, and Nightdive Studios head of business development Larry Kuperman on another, to chat about navigating the game world after spending decades in it.

    Photo: Mark Davis (Getty Images)

    The demands of game development

    “I’m gonna go on record saying I think I’m the oldest person who isn’t running stuff or on the business side,” Spector, who is 68, proclaims early on in the conversation. He’s referencing the phenomenon by which former developers transition to the business side of game dev, which many chalk up to the intense demands of video game development cycles.

    Spector started in the board game world before moving to digital games in 1989, Miller (who pioneered gaming’s episodic release format) shipped his first in ‘85, Kuperman has been involved in games since 2001, and Bleszinski joined Epic Games in ‘92. Of the four, Spector is the only one solely working on the development side, while the rest are now mostly focused on the business end or, in Bleszinski’s case, out of games almost entirely.

    I ask if the volatility and demands of the industry, which has seen more than 6,000 layoffs in the first month of 2024 alone, are why companies can’t or won’t retain older talent. “Some people find an ever-changing environment invigorating,” Spector suggests. “That’s one of the reasons I’ve lasted this long…things change so rapidly that you’re constantly acquiring not only new knowledge but new skills.”

    But he acknowledges how competitive and tough the games industry can be. “The difficulty of the work, the low pay, drives even young developers away,” he points out while suggesting that, in his experience, the average “lifespan” of a programmer is about five to seven years due to the intense nature of their work.

    “There’s a certain type of developer that’s a kind of self-flagellating monk that lives for that [intense] work ethic,” Bleszinski says during our conversation. “And then there’s a certain amount of peer pressure where you have deadlines and then someone goes home at six o’clock at night to their family, and then the other people are still at their desks—they don’t say it, but deep down they’re thinking, ‘I’m gonna be here until midnight, fuck that guy.’ A lot of that comes from the top…my producer on Gears, Rod Ferguson, I believe is one of the best in the business, but he lives for the work. He’s just an absolute workaholic.”

    With crunch becoming an increasingly popular issue within the industry, and workers campaigning for union protections and a better work/life balance, can studios expect their developers to work the way they once did?

    “The industry thrives on hungry game developers that are just happy to get an okay salary and free Mountain Dew and Doritos,” Bleszinski says. “If crunch is enforced, they’ll do it, but they’re gonna be very resentful towards the company…plus you get to a certain age where you hit the point where you’re like, ‘fuck you, pay me’.”

    A neon-lit screenshot from Turbo Overkill.

    Image: Apogee Entertainment

    The promise of indies, the problem of layoffs

    Though Spector, Miller, and Kuperman don’t hesitate to disagree on the topics we cover (they playfully throw barbs about the validity of the games-as-a-service business model), they wholeheartedly agree on one thing: The nuts and bolts of game development have dramatically shifted since they started their careers, and much of that shift can be attributed to the availability and approachability of today’s game engines.

    “We used to have to create engines from scratch, and that limited access,” Spector points out. “Now, youngsters right out of school, in their garage, can actually make games without learning Assembly, like Richard Garriot [the creator of the Ultima series] had to. So I think that’s a large reason why you don’t see as many older developers, because the youngsters are using those available tools.”

    Miller, who is still “deeply involved” in making games, concurs: “We’re in the era now where two people can do what 20 people did back in the ‘90s.” He brings up last year’s action game, Turbo Overkill, which Apogee published. “95% of that game was made by one guy. We helped him up with the music and voiceover, but this is a game that would’ve taken 25 to 30 people back in the ‘90s. It’s just a remarkable piece of work.”

    And for them, in today’s game economy, innovation like that can only be found at indie studios. “I like being at the indie level,” Miller says. “I think we can all agree on that,” Kuperman chimes in. “There’s just so much innovation going on at the indie level that you’re not seeing at the big boy level because it’s too costly to take a risk,” Miller suggests.

    What about those “big boy” studios, and the thousands of layoffs they’ve doled out in the last month alone? How do industry mainstays feel about the layoffs, and the future of the industry? For Spector, there’s no fear in gaming’s future, just apprehension towards those leading it: “It sounds like [companies] just over-hired during the early days of the pandemic, and it’s bad management that’s resulting in overstaffing. That doesn’t mean there’s a fundamental flaw. It means we have some bad managers at the top of companies.”

    Kuperman steps in, pointing out that “Scott [Miller] has been kinda leading the way in hiring back up people from kindred companies.” Miller reiterated Spector’s talking points, suggesting that “games suddenly were selling 30 to 50% better than normal” during covid, and studios went on a hiring spree.

    The conversation circles back around, once again, to the promise and allure of indie studios in the modern financial climate. “I don’t have 150 or 200 employees to lay off…but the layoffs are coming at Mega Corp,” Kuperman says. “And in the meantime, there are lots of indie developers that are not only thriving, but are looking to scale up.”

    Variety

    Ageism and diversity in the video game industry

    Though we laugh a bit about how we all came together—thanks to Bobby Kotick (himself a 61-year-old man) allegedly partaking in ageism—the tone does get somewhat serious when discussing the issue of age discrimination. Miller and Spector deny facing any sort of ageism during their decades in the industry, but Kuperman has a personal anecdote that’s stayed with him for years.

    After working remotely for GameStop for two years as a business development manager, he was let go at 57 years old. “There I was, with a great resume, you know, successful in games, I had worked with every major company, my client list went from Activision to Zenimax…I sent out my resume, my applications to all of these companies that I had worked with—they all knew what I could do and my capabilities. And they all turned me down,” Kuperman recalls. “And the one that was the most offensive—I won’t say who it was—but they took the time to explain to me that I was not a ‘cultural fit.’ I got this explanation that I was not a cultural fit while I was working from home wearing a Ramones T-shirt. I knew what they meant, right? That I was not gonna fit in with their twenty- and thirty-somethings.”

    Bleszinski believes older members of the industry are still in it either because they didn’t get “fuck you” money or because they genuinely love what they do—from our convo, it’s clear that his time churning out AAA games left him somewhat jaded. “Talking about ageism—once a person gets married and has kids and whatnot, you know, they’re going to put in their eight hours and they’re gonna go the fuck home,” Bleszinski says. “I tell people, get ‘fuck you’ money, and then get the fuck out.”

    Spector, Miller, and Kuperman are all now indie darlings, so their experience is vastly different from Bleszinski’s, who had to be the face of a massive AAA franchise while still actively working on it. But all of them still agree that game development can often feel like a young person’s, well, game. Part of that has to do with the demands of the work, sure, but there’s an accessibility problem, as well.

    “My twitch skills are not what they used to be,” Spector points out. “People don’t believe me that there are physical changes in your body as you get older. But there are, and I am physically not able to work the kinds of hours I used to. I am physically not able to keep up with 12-year-olds, 34-year-olds [referencing my age] playing games anymore. So I need to find a somewhat different role in development, and I’m lucky enough that I’ve been able to carve out a different role. But a lot of people might just say, ‘I don’t want to do that anymore’ and self-select out.”

    The Last of Us accessibility mode turns characters red and blue to denote who is an enemy and who isn't.

    Image: Naughty Dog

    “The thing is, for me, my vision,” Kuperman says. He struggles with contrast in games, and can get frustrated when he can’t see important features like doors. “But I’m lucky because [my studio] NightDive is now part of Atari, so I now have support mechanisms that I didn’t have before.”

    But how does the industry, as a whole, do when it comes to accessibility and diversity?

    “It’s not just age and it’s not just physical—divergent thinking is not very well-supported,” Spector says. “Every way you can think about diversity, we do a bad job…we don’t get a lot of resumes from older developers or people who think differently or people of color…that’s an area where I think younger developers are going to have to lead the charge.”

    He continues. “I’m only speaking for myself but, I like the past when I was able to work until three in the morning and sleep under my desk and drive home and have no idea how I got home. I kind of miss those days of comradery in the foxhole. Younger developers don’t wanna do that, and it’s a good thing ‘cause I can’t do it anymore. So it’s good that they’re thinking that way…the world has changed for the better.”

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    Alyssa Mercante

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  • NFL’s Kelce Brothers Want To Bring Back Your Fave Childhood Game

    NFL’s Kelce Brothers Want To Bring Back Your Fave Childhood Game

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    Omnipresent brothers, Travis and Jason Kelce (who are NFL players, commercial stars, SNL hosts, podcasters, and members of Taylor Swift’s inner circle) are looking to add a game development feather to their caps—specifically, they want to reboot ‘90s classics Backyard Football and Backyard Baseball. Whether or not you’re a member of the Kansas City Chiefs Kingdom, a birds (Philadelphia Eagles) loyalist, or a Swiftie, you can’t deny that this is a great idea.

    On the January 31 episode of their New Heights podcast, Travis asked his brother Jason if he remembered Backyard Football, which debuted two years after the first game in the Humongous Entertainment-developed (and Atari published) franchise, Backyard Baseball. The premise is simple: neighborhood kids get together and create teams to play pick-up versions of baseball, football, and soccer. Players take on the role of manager, selecting the teams and making in-game decisions in either quick play matches or an entire season’s worth of games. For many of us, it was a seminal part of our childhood gaming experiences—for me specifically, I still spout off some of the sayings squawked by the in-game baseball announcer, Vinnie the Gooch.

    Jason Kelce also fondly remembers Backyard Football—so much so he wants to reboot the damn thing. “I don’t even know if I want to mention this, I’ve secretly been looking into seeing if anybody holds the rights to Backyard Football and Backyard Baseball, ‘cause I want to buy it and get this going again—that was the best game ever.” Kelce then suggests that the game would be perfect on mobile, and he’s not wrong—it certainly didn’t require all that much processing power.

    The Kelce brothers are certified geniuses if they reboot the Backyard franchise—and it’s not just because those games are awesome and tons of people would be on-board for the nostalgia alone. Specifically, the genius behind rebooting the franchise lies in later versions of the games: both Backyard Baseball 2011 and Backyard Football 2002 (and Backyard Soccer: MLS Edition, which I loved), added professional athletes to the neighborhood kid mix, animated to fit the art style of the games. That meant you got to play alongside a big-headed Derek Jeter or Brett Favre, who rubbed elbows with schoolyard icons like Pablo Sanchez and the Weber twins.

    Imagine a modern version of that, with a little cartoon Travis Kelce doing the swag surf? I’m so down. As spotted by IGN and corroborated by Kotaku, American legal information site Justia states that the Backyard Sports trademark is owned by Day 6 Sports Group, who developed the last games in the franchise back in 2015. The Day 6 Sports Group website link is a dead-end, and its Twitter account hasn’t been active since May 4, 2015.

    Kelce bros, get to work.

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    Alyssa Mercante

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  • 38 Years Ago, Nintendo Changed Pop Culture Forever

    38 Years Ago, Nintendo Changed Pop Culture Forever

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    At the start of the 1980s, video games were mostly relegated to coin-gobbling arcade machines, but their surging popularity prompted a Time Magazine cover story in January 1982 with a cringeworthy warning: “GRONK! FLASH! ZAP! Video Games are Blitzing the World!”

    If this sounds like Big Boomer Energy, that’s because Baby Boomers were between 20 and 40 years old at the time and represented the dominant group of consumers. Media panic about gaming addiction depicted arcades as depraved places for lowlifes. Meanwhile, an oversaturation of at-home consoles and a parade of middling games led the entire American game industry to crash in 1983.

    Nintendo pretty much single-handedly saved gaming with the NES (see on Amazon) back in 1985, and pop culture has never the same. Originally released in Japan as the Famicom (“Family Computer”), the NES is a redesign specifically tailored to western markets. Instead of a video game console, it was branded as an “Entertainment System” with a “Control Deck” that used “Game Paks.”

    A risky bet

    “It started with a phone call in 1981,” NES creator Masayuki Uemura told author and reporter Matt Alt in 2019, “President Yamauchi told me to make a video game system, one that could play games on cartridges. He always liked to call me after he’d had a few drinks, so I didn’t think much of it. I just said, ‘Sure thing, boss,’ and hung up. It wasn’t until the next morning when he came up to me, sober, and said, ‘That thing we talked about—you’re on it?’ that it hit me: He was serious.”

    Uemura, who had originally been poached from Sharp to develop light-gun technology for toys at Nintendo, then spent six months deconstructing and reverse-engineering rival consoles like the Atari 2600 and Magnavox to study the circuitry. The 8-bit Famicom he designed proved more powerful than its competitors, and the toy-like color scheme was hand-picked by a scarf that Nintendo President Yamauchi liked (the same red and white Mario wears on the cover of Super Mario Bros.). It helps that in 1984, Japanese legislators modified an act regulating entry to places like bars and casinos to include arcades out of concern that it impacted “public morals.” Younger Japanese had to resort to home consoles instead, so the Famicom came at the perfect time for it to boom.

    Famicom games on display at Tokyo used game store Super Potato.
    Photo: Tomohiro Ohsumi/Bloomberg (Getty Images)

    To capitalize on the American market, however, required a totally different approach—one that would pay off big-time.

    In a lecture at New York University in 2015, Uemura said the front-loading design of the NES was inspired by VCRs, a booming form of at-home entertainment in America at the time. The Game Pak cartridges are 5.25 x 4.75 x 0.75 inches, with a considerable amount of heft to them, and the simple, boxy grey design is nothing short of iconic. They slide into the front of the system, and then the user has to press the cartridge down so its brass-plated nickel connectors hit the cartridge slot’s connector pins. Frequent use actually wears down the pins, which can lead to a flawed connection.

    For years, gamers propagated the myth that blowing in the Game Paks to clear out dust would solve this problem, which instead exacerbated it due to the moisture in their breath. Still, sliding the paks in, pressing them down, pressing them again, pulling them out, blowing in them, and repeating the process felt like a game unto itself.

    The console’s most memorable and successful accessories was the NES Zapper, a light gun that launched alongside the console in America. “America loves guns,” Uemura said when talking about how Nintendo marketed the NES in the west. Most of us had the Super Mario Bros. / Duck Hunt dual cartridge and delighted in blasting ducks while that gleeful dog retrieved their bodies. For your typical millennial gamer, the Nintendo Entertainment System served as the primary gateway into a lifelong hobby that never let up. I have fond memories playing The Legend of Zelda with my grandmother. She would’ve loved Tears of the Kingdom.

    The origin of the classics

    Take one look at Nintendo’s biggest releases in the last couple years, and you can trace many of them all back to the NES: Super Mario, Zelda, Metroid, and Fire Emblem.

    By 1990, Nintendo had seized more than 90 percent of the U.S. video game market, thanks in no small part to a rigid third-party licensing agreement that still serves as a major industry precedent. Game developers that wanted to publish games for the NES had to agree to an exclusive licensing deal that restricted them from porting games to other consoles. Nintendo also directly approved each game to ensure a certain standard of quality.

    Konami, Capcom, Taito, and Namco all participated in this and remain prominent developers even today. Castlevania fan? Thank Nintendo and the NES for that. Even Square and Enix saw great success putting Final Fantasy and Dragon Quest on the NES. Now, 20 years after the companies merged into Square Enix, both franchises are still going strong.

    A NES deluxe set with original box and ROB the Robot.

    Photo: Reddit

    Despite all its success and rapid sales over a few short years, the NES doesn’t even break the top 10 best-selling video game consoles of all time at roughly 62 million units to date — even the widely panned PlayStation Portable sold more over time — but Nintendo’s breakthrough home console remains arguably one of the most important pieces of tech ever created.

    “When console games were popularized and presented to everyone, it felt like we were all exploring a new frontier of dreams together,” Masayuki Uemura told Used Games magazine in 2000. “Although some people may occasionally have wasted their money on a bad game here or there, both creators and players were obsessed with games then. I believe there’s still wonder to be found in that older generation of games.”

    He was right. The NES Classic Edition — a dedicated emulator featuring 30 NES classics — rolled out from late 2016 into 2017 with many of the 2.3 million units selling out immediately. The 2018 relaunch saw similar demand.

    The lasting legacy of the NES, however, lies with the Nintendo Switch which has sold more than 129 million units to date. With patents for what could be the successor to the Nintendo Switch, now’s as good a time as any to remember and appreciate what the Nintendo Entertainment System did for gaming 38 years ago.

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    Corey Plante

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  • Kotaku’s Weekend Guide: 5 Games To Kick Back With

    Kotaku’s Weekend Guide: 5 Games To Kick Back With

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    Screenshot: Digital Eclipse

    Play it on: PS5, PS4, Xbox Series X/S, Xbox One, Switch, Windows (Steam Deck: YMMV)
    Current goal: Bring some game history to life (and survive the damn bird)

    “Wait,” I hear you saying. “You’re playing something called The Making of Karateka? That sounds like a documentary, not a game!” Well, my friend, it’s both!

    Karateka is a hugely influential and important game from 1984, designed by Jordan Mechner, who would go on to create the original Prince of Persia, among other well-regarded games. This new release from prestige emulation studio Digital Eclipse lets you play Mechner’s classic, of course—multiple versions of it, in fact, as it was released for numerous platforms in the ‘80s. But it aims to do more than that. Through interviews, archival materials, and other supplements, it aims to contextualize Karateka within the larger scope of game history, providing insight into what makes it significant, and why we should still appreciate it today.

    I often lament that game history—even from as recently as 40 years ago—is so often overlooked and erased, as many people playing and writing about games today simply lack a real awareness of or interest in the age of Atari and Apple IIc. It’s very important to me that it not be forgotten, and that the games of that era continue to be recognized for both their significance to the medium’s development and for the playability and enjoyment they can still offer today. I haven’t even fired up The Making of Karateka yet, but if Digital Eclipse’s recent release, Atari 50, is any indication, this one will also do a wonderful job of illuminating an important piece of game history.

    The studio is calling this the first in its Gold Master series. I very much hope that it’s successful enough to be merely the first of many. Game preservation guru Frank Cifaldi recently said on Twitter, “If the world is to take video games seriously as an art form, we must be able to support products like this.” I strongly agree. — Carolyn Petit

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    Claire Jackson

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  • Atari 2600+ sees its future in retro gaming | CNN Business

    Atari 2600+ sees its future in retro gaming | CNN Business

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    CNN
     — 

    The Atari home video game system took the late1970s and early 1980s by storm, complete with faux wood paneling and a classic joystick with a big red button. Rival systems eventually surpassed the video-game pioneer but its iconic status, and fans, remained.

    Atari has been working to rebuild a lot of goodwill among those fans and within the broader video game industry ever since its new CEO Wade Rosen came on board in 2021.

    With Rosen at the helm, the company is taking a closer look at its own history to chart its future, releasing remastered or reimagined versions of its classics like “Missile Commandand “Centipede,” producing the critically acclaimed “Atari 50” interactive documentary, and introducing its soon-to-be released retro console the Atari 2600+.

    “I think the 2600+ has legs because there’ll be new content, new games coming out but also additional ways to play these games and to make them accessible to larger communities,” Rosen told CNN. “Do I think these things are going to replace modern consoles? Absolutely not. There’s like no way that would happen, nor would they need to. They’re radically different things.”

    The retro console arrives in November at a $130 price point and in a more compact version. While it comes packaged with 10 games in a single cartridge, the console will also play new titles and work with original Atari 2600 and 7800 game cartridges.

    Atari is reimagining the classic

    According to Rosen, retro games complement the times and reimagined Atari titles like “Haunted House,” arriving in October, or new, original games like “Days of Doom,” available now, reflect a speedy, pick-up-and-play style characteristic of the early days of the hobby.

    For instance, the remastered “Haunted House” is an elaborate stealth game where players evade colorful ghosts and monsters – but it retains the exploration mechanics of its namesake that simply featured floating eyes roaming a dark, 2D maze.

    What people want in video games has changed radically, Rosen noted, explaining that these experiences “are designed for an age of complexity,” he said. “Back when we had simplicity, I wanted 200-hour games with huge quests and branching narratives and all these things, and now I’m like: ‘I can do a couple of those a year, but life doesn’t allow for it very much.’ “

    In this photo taken on August 12, 2017, a visitor poses with a T-shirt depicting an Atari 2600 video game console from the early 1980s, during the Retro.HK gaming expo in Hong Kong.

    The company’s Atari Recharged line also takes classics like “Yar’s Revenge” and spruces them up for a modern audience. And its acquisition of Nightdive Studios earlier this year added new franchises to Atari’s stable of remasters like “Turok” and the upcoming “System Shock.”

    The recent “Atari 50” release actually did something different while mining nostalgia — it established the genre of the interactive video game documentary. The company looked at decades of its history, and invited viewers of the doc to become players.

    “As we come to view games as art, more and more, I think people want to understand all the pieces that went into that and all the history around it, but yet the medium is games so we probably should interact with it in a different way,” Rosen noted.

    While not in the company’s plans as yet, the Atari CEO also showed enthusiasm for a hypothetical handheld system that can play its retro games on the go like a Nintendo Switch.

    “I guess short answer, yeah, if there’d be an appetite for it. I’d worry the cartridges would be a little too big. That would be really fun,” he said.

    As the successor to Atari’s home console crown, Nintendo, pushes forward with its Switch system, and newer players like Microsoft’s Xbox and Sony’s PlayStation 5 traffic in blockbuster, Triple-A games this holiday season, the Atari 2600+ retro console (but not a handheld yet) will join the scrum. It’s set to launch November 17.

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  • 20 Best Steam Deck Games Of 2022

    20 Best Steam Deck Games Of 2022

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    A steam deck shows Ciri, The Master Chief, and Elster from Signalis.

    With so many great titles available on the Steam Deck, 2022 was an explosive introduction to Valve’s handheld.
    Image: Valve / CD Projekt Red / Microsoft / rose-engine / Kotaku

    Steam Deck, Valve’s mega-powerful mini-PC, only arrived this year, and while there are many reasons to check out one of the most exciting pieces of gaming hardware available today, the amount of great, hassle-free games available on the device is proof enough of its success.

    But Steam is a big marketplace, and not every game works well on the Deck. While many hit games do run well on the device, some won’t launch, while others will have you chasing through various settings and scrolling forums and Reddit posts for solutions. Fun for the tech enthusiast, but not ideal when you just want a great gaming experience. Valve has made the process easier by labeling certain games “Verified” on the device, but sometimes that’s not always a guarantee that a game will run without issue.

    Read More: The Steam Deck Had A Phenomenal First Year

    Worry not, this list will guide you to the best experiences you can have in year one of the Steam Deck’s life. All but one of these games are Deck-verified. They work great on the first boot. That said, adjusting a few settings here and there might make a given game experience even better for you, so I’ll call that out where relevant. Tweaking the visual settings…can’t do that on a Switch!

    As you may know, there are relatively simple ways to get non-Steam games running on the Deck, but those we’ll handle another time. This list is focused on great games you’re guaranteed to have access to right out of the box.


    Update 12/27/2022: Wrapping up 2022, we’ve now bumped this list up to 20 amazing games you can play on the Steam Deck now. To hit this number we had to bend a rule: We now have two games that are technically not “Deck Verified,” but are still totally playable.

    Update 10/21/2022: The Steam Deck’s library keeps growing, and so too does this list! I’ve added five new games to the main list and one new honorable mention. Nearly all of these games are Deck-verified, but I’ve made an exception for one particular title.

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    Claire Jackson

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  • Carolyn Petit’s Top 5 Games Of 2022

    Carolyn Petit’s Top 5 Games Of 2022

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    A promotional image for Elden Ring shows a figure kneeling by a sword against a tumultuous sky. A golden label reading Kotaku 2022 Year In Review hovers above.

    Photoshop is my true Elden Ring, and I haven’t gotten gud yet.
    Image: FromSoftware / Kotaku

    In recent years, it’s become harder and harder for me to make the kinds of in-depth, year-end personal best lists that I once prided myself on. That newfound difficulty is for one reason: I’m not playing as many games. This year, there are so many games I either didn’t play at all or didn’t spend enough time with that may have earned a place on this list if only I’d given them more of a chance. Those games include (but are not limited to) Perfect Tides, Xenoblade Chronicles 3, Pentiment, Citizen Sleeper, and Norco. I’m sorry I didn’t make time for you this year. I’m sure some of you, at least, are great.

    So I’m keeping this year’s list to a tight five, acknowledging that it might have looked very different if I’d played more games. Please accept it in the spirit in which it’s given, not as an exhaustive evaluation of games in 2022, but as a snapshot of some of the games I spent time with and admired throughout the year.

    Honorable Mention: God of War Ragnarök

    Kratos hugs his son Atreus in a foggy forest.

    Screenshot: Sony

    I dunno, man. I didn’t love it. I’ll certainly remember it, though, in all its frustrating rigidity, and it’s one of the few games I played to completion this year, so it earns a spot on this list, if not a number. God of War Ragnarök is a game in which the main character, ostensibly a god, is frequently unable to leap across tiny gaps to smash the chest or reach the path on the other side because the true gods here, the game designers whose heavy hand you feel at every turn, say he has to do it the intended way. It’s an endlessly limiting game, with Kratos as trapped as Pac-Man in his maze. It’s a game in which characters are constantly wondering and worrying about whether their fates are dictated by prophecy, which is ironic given that the game itself is so trapped by formula and expectation.

    Ragnarök seems to want to deepen Kratos as a character, to question all the unbridled rage and quick-time-event sex-minigame misogyny of the original God of War games, but it can’t actually shatter the chains that bind it, because then, what would it be? What would it be if Kratos didn’t have to be an angry killing machine? What if he could actually show more emotional growth and expression than a tiny, late-game bit of tenderness, which only feels significant because we’re so used to seeing him express no tenderness at all? What if he could cast off patriarchy altogether and find a new way forward?

    Sadly, we may never know, as the marketplace still seems to set strict limits on just what a “AAA,” prestige release can be. The one thing I really appreciate about Ragnarök is how, in the end, one character is left truly broken by grief, and the game doesn’t try to bring it to a tidy resolution. There’s nothing anyone can say to fix it, to solve it, to make it go away. It felt like a kernel of surprising emotional honesty in a game that is mostly just going through the motions of being what fate dictates it must be.

    Honorable Mention: Vampire Survivors

    A figure stands surrounded by ghoulish enemies while blue beams radiate out from them and red damage numbers rise from some of the enemies.

    Screenshot: poncle

    Here’s one that didn’t quite make the list but that I fully appreciated, without qualm or reservation. I’m normally very suspicious of games that seem focused on letting you become a ludicrously powerful figure who can wipe out enemies by the hundreds. Vampire Survivors, however, is just so gleefully unapologetic about it, fully embracing its nature as a video-game-ass video game, that it won me over. There’s a real sense of joy and discovery here as you pursue powerful new weapon fusions which let you harvest your unending legions of Castlevania-inspired foes even more effectively and in even more dazzling ways. On a really good run, the screen can get filled with so much 8-bit weaponry and pixelated carnage that it all starts to look like a psychedelic kaleidoscope of holy vengeance. Now that’s what I call gaming.

    Atari 50

    Beneath the words Birth of the Console, an image of an Atari 2600 with an Asteroids cartridge in it is displayed. The game Asteroids is shown on a late '70s/early '80s-style TV set, and text onscreen mentions that the first computer millions of people had in their home was the Atari VCS.

    Screenshot: Atari / Digital Eclipse

    Now the true list begins with this, game number five in my ranking. Almost certainly the best video game compilation ever made, this 50th anniversary Atari retrospective offers both a look back at one of the most important and influential forces in early home gaming, and a look at what the future of gaming retrospectives could and should be.

    What elevates Atari 50 head and shoulders above your standard collection of older games is its gorgeous, timeline-format presentation. As you make your way through various aspects of Atari’s history—early arcade games, early console games, home computers, and so on—the games and the hardware are contextualized with tons of wonderful new interviews, archival footage, and other material that helps tell the story of just why these games, and the people who made them, are so important. Here’s hoping other developers take a cue from Atari 50 and give their early games the treatment they deserve.

    Read More: This Atari Retrospective Sets A New Standard For Game Anthologies

    Butterfly Soup 2

    The character Min-seo is shown in a school parking lot. They are saying "If someone's bothering you, I'll kill them, no questions asked."

    Screenshot: Brianna Lei

    Artist and writer Brianna Lei’s follow-up to her 2017 visual novel may be the most deeply human game of the year. The four central characters continue to navigate things like crushing parental expectations, confusing thoughts about gender, and romantic yearning for other girls in scenes that are by turns hilarious and heartbreaking.

    It’s not just the subject matter or the great sense of humor that makes Butterfly Soup 2 remarkable, though; it’s that Lei reveals to us the rich and complicated inner lives of her characters—their hopes, their insecurities, their fears—in ways that feel organic, honest, and compassionate. In video games, the explorations of character that get the most attention and praise are often those that accompany big-budget mainstream action. In my opinion, though, there’s more heart and more insight into the human condition in this two-hour game about queer Asian high-school girls than there is in most post-apocalyptic blockbusters or games about violent dads trying to be better.

    Read More: Don’t Miss One Of The Most Heartfelt (And Funniest) Games Of 2022

    Return to Monkey Island

    Guybrush Threepwood, mighty pirate, stands before three piratey figures in a dimly lit room.

    Screenshot: Devolver

    I was both excited about and wary of Return to Monkey Island, series creator Ron Gilbert’s return to the helm of the comedic pirate adventure saga. The last entry he oversaw was 1991’s Monkey Island 2: LeChuck’s Revenge, which has one of the all-time great video game endings—one so good, in fact, that for a long time I swore off later games in the series, as they both lacked Gilbert’s guiding hand and flew in the face of 2’s conclusion. Could even he, I wondered, make a game worthy of following up such a boldly uncompromising moment?

    But here’s the thing. I’m a teensy bit older now than I was when Monkey Island 2 came out. I’m less wowed by raw artistic boldness and more moved by human frailty, kindness, and honesty. Ron Gilbert is older, too, and you feel a gentle reckoning with that in this game, as Guybrush goes on a kind of existential quest, one of those “what does it all mean” things that calls into question what his whole life as a pirate has really even been about. Return to Monkey Island is suffused with tenderness, above all. Sure, it’s still funny, and Guybrush is as irresistibly likable as ever, but there’s a poignant quality to him and the game itself this time around, an acceptance that things change and that life doesn’t quite play out the way you think it will. There’s beauty in that, too. Return to Monkey Island is just lovely.

    Elden Ring

    A figure in armor on horseback faces a colossal golden tree.

    Screenshot: FromSoftware

    When I first played Dark Souls, I felt like something in my brain was being rewired as I discovered all the intricate ways its interlocking, shortcut-filled world turned in on itself. And like many others, I found a kind of therapeutic catharsis in throwing myself against its grueling gauntlet, facing defeat again and again and again until finally, bruised and bloody, I stood victorious. It became a way of facing internal demons of doubt and fear, of enduring the world’s transphobic slings and arrows and remaining unbowed.

    Elden Ring couldn’t quite match those glorious heights for me, though I appreciate that its open-world format, which makes its myriad challenges more approachable but no less uncompromising, meant that with this game, many got to experience those thrills for the first time. But even if it didn’t burrow into my very soul (no pun intended) the way Dark Souls did, the Lands Between still captivated me with their faded grandeur and their sense of true mystery—mystery of the sort that reveals, by contrast, just how embarrassingly eager so many game worlds are to force-feed you everything they have to offer.

    Fortnite

    A number of figures (including the hero of the Doom games and Geralt from The Witcher) stand facing an island

    Image: Epic Games

    But alas, there was one world which captivated me even more. Epic’s battle-royale juggernaut continues to have, for my money, the best world in all of games—a world that is constantly changing, constantly evolving and slipping away; a world that, unlike most game worlds, actually exists in time and feels its passage. (It’s because the game is constantly reinventing itself that I have no qualms about including it on a 2022 list.)

    Over the course of the game’s seasons and chapters, the world shifts in ways big and small, always in flux where so many worlds feel stagnant. Locations that come to feel as familiar to you as an old hoodie sooner or later fade, and when they’re gone, you can never, ever go back. As the world evolves, so too does the game, which is in a state of constant change—and loss. New gameplay mechanics, too, come and go with the seasons, not because the game is striving for some kind of ultimate, perfect “optimization” of mechanics and balance, but simply because things change.

    The ever-evolving island is the perfect setting for this game of wild, radical contingency, a game in which the actions of players ping-pong off of each other in ways so complicated by chance and choice that there’s no room for the bullshit “meritocracy” mindset that poisons so much of gaming culture. Sure, some people are much better at the game than others, but with 99 players running around, their encounters influenced by so many factors, Fortnite is at least as much a big chaos-theory playground as it is a test of skill. Each match is home to a dozen or more stories that unfolded just so and will never, ever happen quite that way again. And as you make your way across the island, you see the evidence of them—a pile of goodies marking a player’s death near a few hastily tossed-up walls; a smoking semi-truck half-submerged in a river; a confrontation happening in the distance with players ping-ponging across the landscape, using this season’s shockwave hammers to fling themselves wildly into the air and then come crashing down on their opponents.

    Of course, Fortnite constantly breaks my heart, too. In what I can only assume is an effort by Epic to make it so that all of the game’s human players win, on average, somewhat more than one out of every hundred games, it’s flooded the island with bots, beginning with the start of the game’s second chapter in October of 2019. They may seem like human players of rudimentary skill to those players who weren’t around back in the game’s pre-bot days, but their presence and simplistic behavior saps the game of much of its dynamism. I’d much rather have every confrontation be with a human adversary whose desire to survive and to win I can feel coming through in their actions, even if it means I rarely score a victory royale myself, than frequently encounter these non-human opponents who practically offer themselves up to my crosshairs.

    But what can I do? The kind of life, vibrancy, comedy and tragedy that Fortnite offers remains unique in my experience in the gaming landscape, so I’ll keep leaping onto the island, always eager to see what signs of life and change I might stumble upon this time.

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    Carolyn Petit

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  • Our Favorite Childhood Holiday Gifts, Video Game Edition

    Our Favorite Childhood Holiday Gifts, Video Game Edition

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    Space Quest IV: Carolyn Petit and the Time Rippers

    Space Quest IV: Carolyn Petit and the Time Rippers
    Screenshot: Sierra Entertainment

    It must have been Christmas of 1991 that I found Space Quest IV: Roger Wilco and the Time Rippers under the tree, and got the gift of seeing exciting new possibilities in games.

    I was a fan of adventure games, sure, having played a few games in Sierra’s King’s Quest series, not to mention Lucasfilm’s brilliant and bizarre early titles like Maniac Mansion and The Secret of Monkey Island. But this was my first experience with Space Quest, Sierra’s comedic sci-fi series starring Roger Wilco, the hapless space-janitor who finds himself thrust into one cosmic misadventure after another.

    To be honest, I don’t remember much about the quality of Space Quest IV’s puzzles. What I do remember is how varied and vibrant its universe seemed, with harsh alien worlds, moody cantinas, and glitzy space-malls. But what really knocked my socks off about the game was how meta it was. After progressing a bit through Space Quest IV: Roger Wilco and the Time Rippers itself, poor Roger finds himself flung into (the non-existent) Space Quest XII: Vohaul’s Revenge II.

    Image for article titled Our Favorite Childhood Holiday Gifts, Video Game Edition

    Screenshot: Sierra Entertainment

    Today, it’s not so uncommon for games to break the fourth wall and wink knowingly at the player about being video games, to play with conventions in ways both tired and inspired. But wow, was this exciting for me in 1991! The game also sees you venturing into Space Quest X: Latex Babes of Estros (an obvious riff on the 1986 Infocom adventure Leather Goddesses of Phobos) and all the way back to the original Space Quest, which already looked humorously primitive and pixelated compared to 1991’s state-of-the-art graphics, making high(er)-definition Roger Wilco all the more conspicuous.

    Space Quest I - The Sarien Encounter

    Screenshot: Sierra Entertainment

    Space Quest IV may or may not be a great game, I honestly don’t remember well enough to say. I just remember sitting there on my Christmas break, awestruck by the clever meta-ness of it all, and having my mind expanded about the possibilities of what video game storytelling and structure could do.

    Carolyn Petit, Managing Editor

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    Alyssa Mercante

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