Back in its heyday, Game of Thrones looooooved killing off characters. Whether they were sad, hilarious, or kind of dumb, those ends have been memorable in their own ways, the mark of a good show filled with great actors. And who can forget the death of Jack Gleason’s Joffrey Baratheon, one of the show’s most disliked (in a mostly good way) antagonists?
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On April 13, 2014, HBO aired the second episode of Game of Thrones’ fourth season. At the end of “The Lion and the Rose,” Joffrey and Margaery Tyrell get married and celebrate their new union at the Red Keep. Everything seems to be going well—relative to the show’s last wedding, I guess—and then in the middle of insulting Tyrion, Joffrey starts choking before blood runs down his nose as he seizes up and dies in his mother’s arms, but not before silently accusing Tyrion of poisoning his wine. Cersei puts Tyrion under arrest, and the episode lingers on Joffrey’s bloody, colorless face. Musical crescendo, cut to black, the audience cheers.
Game Of Thrones (Season.4 ep.2) Death of King Joffrey.
In real life, “Lion and the Rose” received critical acclaim at the time of its airing, with many calling it one of the series’ best episodes ever. Come awards season, it received five Emmy nominations, with two in the acting categories for Lena Heady (Supporting Actress in a Drama) and Diana Rigg (Guest Actress, Drama), and winning one for best costuming. Moreover, this episode set up some plotlines from the books…some of which ended up not getting used. Whoops. And within the show itself, Joffrey’s death caused a domino effect for the rest of the season, resulting in even more deaths and Tyrion getting hell out of dodge to avoid getting his head chopped off. It also paved the way for some of the show’s big moments later on and other members of his family to get some wins of their own. (Well, until theydied.)
With Joffrey dead, Gleason used his character’s exit to take a break from professional acting, which he’d been doing since he was 8 years old. Despite that, he wasn’t gone for too long: after appearing in the 2016 short film Chat, he’s gradually returned in the last several years, appearing on a few episodes of Sex Education and Out of Her Mind. Along with his appearance in last year’s The Famous Five on BBC, he was in 2021’s Rebecca’s Boyfriend and 2023’s In the Land of Saints & Sinners.
Even if you didn’t watch Game of Thrones back then, you probably knew who Joffrey was and how much folks wanted him to get got. “The Lion and the Rose” gave audiences what they wanted and then some, and it’s still one of the most satisfying moments in the show. RIP Joffrey, but at least you went out on such a nice day.
Authorities are investigating nearly 100 letters containing a mysterious white powder that were addressed to several Republican lawmakers in Kansas, with the sender referring to themselves in the letters as “your secret despirer.” What do you think?
“Do they want us to reach out to our representatives or not?”
Brett Gaines, Panda Tagger
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“There’s something so quaint and personal about a hand-written threat these days.”
Bella Augusto, Automat Manager
“Relax, maybe it’s a good suspicious white powder.”
Just in time for Pride, Spider-Man: Across The Spider-Verse moviegoers think the summer box-office phenomenon offers some pretty compelling evidence that one of its heroes, Gwen Stacy, is trans.
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While the film never explicitly raises the issue of whether or not Gwen Stacy is trans over the course of its two-hour and twenty-minute runtime, some Spider-Verse viewers feel that her character arc, which includes a painful coming-out of sorts to her father, functions as a trans allegory. And the visual motifs that the film employs during this pivotal scene only serve to drive home that interpretation.
Throughout the film, the watercolors lending their hues to the background of Gwen’s universe shift to match the emotions she’s feeling. It lends her whole world a similar look to that of Robbi Rodriguez’s cover art for her 2015 comic book, Radioactive Spider-Gwen.
However, during a pivotal scene where Gwen reveals to her father, Captain George Stacy, that she’s Spider-Woman, the entire backdrop of the Stacy household is awash in white, blue, and pink watercolors: the same colors that make up the trans pride flag. The tri-color art direction during Gwen’s anguished confession about an aspect of her identity she fears her father won’t accept underscore a conflict that resonated with many trans viewers.
“I truly thought the ‘Gwen is trans’ stuff in ATSV was just Twitter doing its usual thing but no it’s AGGRESSIVELY loud about it,” Twitter user Blankzilla wrote. “Being draped in the trans colors while giving a speech about having to hide half of yourself from the people you love is as subtle as a brick.”
“Thinking about Trans Gwen Stacy and her entire plot being about centered around her father’s struggle to believe her and accept her identity,” tori_af said.
“Mfs be like ‘gwen stacy isn’t trans’ and then they have a four minute sequence in the movie where she’s just the trans flag colors,” Moshy_Maybe wrote.
Aside from Gwen’s confessional with her father feeling akin to a trans person coming out to their family for the first time, eagle-eyed Spider-Verse viewers also spotted a bunch of items scattered about her house as evidence supporting their ongoing fan theory. For example, one Twitter user pointed out that Gwen has a trans pride pin on her jacket and a “Protect Trans Kids” sticker on her wall, and her dad has a trans pride flag on his police uniform.
Kotaku reached out to director Kemp Thompson and producers Phil Lord and Chris Miller for comment.
Sony Pictures Animation
Gwen Stacy’s visual motif is like a ‘mood ring’
Spider-Verse fan theories about Gwen Stacy being trans might not be entirely off the mark. In an interview with Cinema Blend, Gwen Stacy actress Hailee Steinfeld revealed that Spider-Verse director Kemp Thompson and producers Phil Lord and Chris Miller described the watercolors of Gwen’s world as “like a mood ring.”
“It will visually change as her circumstances change, and the emotions she feels we will feel in the audience on screen,” Steinfield told Cinema Blend, adding, “I’m biased, but Gwen’s world is pretty beautiful.”
If the filmmakers had the wherewithal to drop a visual hint that Miles altered his fate from becoming Prowler back in Into The Spider-Verse, who’s to say they didn’t also deliberately drop the most obvious artistic clue that Gwen is trans in Across The Spider-Verse?
Whether or not Gwen is trans, Twitter user RawbertBeef perfectly encapsulates what Spider-Gwen means to the trans community by saying, “even if the movies never outright confirm it…if she can make somebody feel represented, who are you to tell them they’re wrong?”
Street Fighter 6 has a lot of modes to check out and knobs to turn, to the point where it might seem overwhelming if you don’t know where to start. The sickest of fighting game sickos will likely head straight for the training room to discover the finer points of their preferred fighter and figure out the matchups, but for the rest of us, here are a few tips for getting started, whether you’re a seasoned veteran or just hitting the streets.
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Immediately change your graphics settings
For some reason, the console versions of Street Fighter 6 default to “Resolution Mode” instead of “Performance Mode.” This means the game will prioritize graphical fidelity over framerate in certain modes, like World Tour. So the game might look better, but it will run at 30 frames per second rather than a smooth 60. Any fighting game player will tell you that framerate is everything and it should be prioritized over all else because of just how reactive you have to be, so switch to Performance Mode first thing after you boot up Street Fighter 6.
On PC, meanwhile, there are no pre-set performance profiles and the game defaults to the standard 60fps. However, you can also increase the maximum framerate to 120, which is recommended if your PC has enough power. Also be sure to check the game’s resolution, which seems to default to 1080p even when you have a higher-res monitor.
Give every character a shot before settling on a main
If you’re new to Street Fighter and haven’t picked out your favorite based on past experience, it might be hard to suss out who you want to play as. If you have previous fighting game experience, you might gravitate toward certain characters based on their archetypes. For example, maybe you typically play grapplers and like to get in close so you might gravitate toward Zangief or Manon.
But if you don’t have any frame of reference for who you might like, sometimes the easiest way to feel out characters in a fighting game is to just try them out. Street Fighter 6 has a fair amount of tools to give you a taste of how characters play, from an arcade story mode to dedicated character guides. You’ll also be taking pieces from each of their movesets when customizing your character in the World Tour mode. Whatever avenue you choose to familiarize yourself with the roster, it’s always worth giving everyone a fair shot. You never know who you’re going to click with until you try them out, so be open to the experience of testing out characters and matchups before going hard on a specific fighter.
Screenshot: Capcom / Kotaku
Change your online character and your control scheme to Classic
One of the big draws of Street Fighter 6 for casual players is it has two control schemes. One is called Classic and features the typical quarter circles and charge inputs of previous Street Fighter games. Then there’s the “Modern” control scheme, which has ultra-simplified inputs—think special moves from a single button press—at the expense of modestly decreased damage output.
If you like the simple Modern controls then you’re probably already set, as the game defaults to them across all modes. However, if you want something more along the lines of past games, as most returning players will, you’ll need to change it before you start fighting, and in a couple places. The first, most far-reaching toggle you’ll need to switch is in the Options menu under Controls, which will let you change from Modern to Classic controls for both players. However, for some reason, Street Fighter 6 doesn’t apply this setting to its online fights.
To change your control scheme for online play, you’ll have to maneuver through some decidedly unclear menus. Start by pausing the game in either the main menu or an online lobby and going to Profile. This will bring up your Fighter Profile, which will default your primary character to Luke. In the bottom-left corner you’ll see an option for “Battle Settings,” and here is where you can change your preferred online character, your matchmaking settings, and your control schemes. Jump over to the Character tab and you’ll see all the characters in the roster. Pick your favorite and that will be the one you use in online battles.
While you’re there you’ll likely want to switch all the other characters to Classic controls, too. You’ll need to press the “Update Character Settings” button for each of them. It’s a lot of button presses and menu scrolling to get there, but if you don’t take the time, you’ll load up a character online only to find none of their buttons do what they’re supposed to do.
Consider disabling the commentators
Capcom touted play-by-play commentators as one of Street Fighter 6’s big features, but while having pros narrate your fights might sound cool, in practice, it can get a little awkward. I tried both a single commentator and duos, and while I don’t think either experience is really worth having someone talk over the fight’s audio cues and banger soundtrack, having only one person narrating the match is the better experience. When you have two commentators, the tracks make half-hearted attempts at banter, but the discussion never sounds natural, and it’s easy to hear the flaws when they’re trying to sound coherent. Character names and moves are almost never called out with any specificity, and the commentary generally feels detached from the specifics of what’s going on in the fight. so the whole ordeal is hollow. It’s a fun idea, but the implementation never quite gets there. Sometimes the matches just speak for themselves better than any pre-recorded commentary can.
Turning off the commentator is easy enough in standard matches, as it shows up in the menu as you set them up. For online matches, you’ll have to open your battle settings and tab over to the “Other” menu. Just swap the Commentary Settings to off, or customize them to see if you can find a pair you like.
Screenshot: Capcom / Kotaku
Remember your custom character’s physical appearance affects gameplay
In the World Tour mode, you create an original character whose moveset is made up of special moves drawn from the main fighters’ repertoires. However, while your custom avatar’s equipment, moves, and level will affect how they play, your appearance will, as well. For example, create a shorter character and they’ll have a smaller hitbox, but their kicks won’t reach as far. If you create a giant hulking beast of a fighter, they’ll have more reach but your opponents’ pokes will connect much easier.
I made my character look like me and wasn’t concerned about whether or not he was competitively viable. And really, I don’t think anyone should. Make your weirdest little guy, or make a big beefy lady who can swing Zangief up by his ankles. Or make a character who looks like you. Do what your heart desires, but do keep in mind that your character’s size does affect spacing and other things worth considering in a fight.
Drive Gauge moderation is key
One of Street Fighter 6‘s big additions is the Drive Gauge, which is used for things like Overdrive Attacks (the equivalent to EX moves) and your parry. The Drive Gauge is abundant and will fill up pretty quickly as you parry and block damage, but it’s important to not rely on it so much at the expense of your other tools. Sustaining your parry will nullify most attacks, but it will leave you open for a grab or Critical Art ability. If you run out Drive Gauge, whether by overuse of Overdrive or by keeping parry active, you’ll enter a “burnout” state that will not only deprive you of Drive Gauge skills, but also increase your blockstun and open you up to chip damage when blocking your opponent’s specials. Drive Gauge takes a lot longer to recover when you’re in this state, and you won’t be able to use any associated abilities until the bar is full again. So while you might want to go HAM on all the fun Drive Gauge moves, using them with reckless abandon will inevitably bite you in the ass.
Screenshot: Capcom / Kotaku
Don’t rush to your master of choice in World Tour
For story reasons, your character in World Tour will start out with Luke’s moveset. As you meet other characters from Street Fighter 6’s roster throughout the story, you can ask for them to be your master and teach you their fighting style and special moves. As tempting as it might seem to rush through the game to find your main and learn their moves, World Tour mode’s balance isn’t really scaled for you to do that.
As I mentioned in Kotaku’s review, World Tour can be a real grind. Even when you’re leveled up to a comparable level to your opponents, their HP pool will often be higher than yours and their damage output will be, too. If you try to bulldoze your way through it trying to find Cammy or Ryu, you’re going to run headfirst into walls as the story missions escalate in difficulty. I spent more time than I would’ve liked using Chun-Li’s style as my base before finding my main to study under, but putting in that time helped make reaching the subsequent masters easier.
Use items in World Tour
While a competitive player may groan at the notion, performance-enhancing items are baked into how Street Fighter 6’s World Tour mode balances fights. These consumable boons range from healing items to damage and defense buffs, and you can use them in World Tour fights with no restrictions. If you want a challenge, you can certainly try and force your way through big fights without healing or buffing your character, but broadly, World Tour scales fights with the expectation that you’ll have items on hand with which to heal and power up. You have to pause the game during a match to use them, so it’s easy to forget about. But get into the habit of buffing up your attacks and healing when you’re in a pinch.
Grinding isn’t just fighting
One of the most important resources in the World Tour mode is Miles, Points you acquire through actions like doing quests and just walking around. These are important because they act as your continues throughout the game. For standard fights you encounter throughout the world, continues might not be necessary, but they’re a godsend in story segments like tournaments, where losing one fight without a continue means you have to restart an entire boss rush from the beginning. Earning Miles through side-quests and walking is another part of prepping for big fights that’s just as important as grinding character experience and buying items.
Screenshot: Capcom / Kotaku
Do not sleep on the social elements
I can’t overstate how good Street Fighter 6’s social elements are. Each master you meet has a relationship meter you fill up by using their attacks, facing enemies who also use them, giving them gifts, and doing their dedicated quests. The higher the meter goes, the more special moves you’ll learn. But more importantly, you’ll also unlock new interactions in which each character will tell you about their life, their training, and their future. These exchanges were my favorite part of World Tour, and while the fighting game grind might be what appeals to you most, don’t sleep on the social aspects. The writing is silly, fun, and helps make these characters feel like more than their moveset, which is something Street Fighter 6 excels at.
The developers of the upcoming PlayStation 5 sequel Marvel’s Spider-Man 2 say that the game will try to strike a balance between humor and heart while respectfully depicting the darker tones of Peter Parker when he is using his Venom symbiote suit.
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During Sony’s hour-long PlayStation Showcase last week, we saw over 12 minutes of new gameplay footage of Peter Parker and Miles Morales in Marvel’s Spider-Man 2 to close out the show. The upcoming PlayStation 5-exclusive action game looked to be going for a similar mix of web-slinging traversal, kinetic fight scenes, and palatable humor as its predecessor, but with the added bonus of Parker being pretty aggressive while wearing his new Venom symbiote suit.
Peter’s internal battle with Venom will be like battling an addiction
While one side of the internet churned out memes comparing the edginess of the Spider-Man 2 game’s Parker to Tobey Maguire’s “Bully Macguire” performance in 2007’s Spider-Man 3 movie (which was a camp masterpiece), another group of fans was in awe of Peter Parker voice actor Yuri Lowenthal’s Sasuke Uchiha-esque performance as a newly jaded web-head under the Venom symbiote’s alien influence.
Speaking with Eurogamer, Spider-Man 2 creative director Bryan Intihar revealed that Parker’s internal battle with the black parasitic space goop that’s making him so aggro in the game will be akin to a person battling addiction. Unlike the more camp depiction of director Sam Raimi’s Spider-Man 3 Venom, Intihar said Peter getting bonded to the symbiote suit is “not something we want to make fun of.”
“The theme of addiction is prevalent, especially because of the symbiote. We did a lot of research, not only on previous stories with the symbiote, but also just looking at when [Peter] is bonded, what can that feel like? Not to go into too many things about how it plays in the narrative, but we want to treat it very seriously,” Intihar said. “So, it’s about really playing into those themes of addiction, how that can impact someone’s personality, impact the people around them, and you’re going to see that it’s not just how it’s impacting Peter on his own, but also those close to him. You’re going to see that play out throughout the game.”
Miles Morales will give Spider-Man 2 players a symbiote-angst break
While in the PlayStation Showcase footage it is definitely jarring to see Lowenthal’s Parker go from wise-cracking about being New York’s “Spider-Cop” and meekly goading the stoic Silver Sable into giving him a high five to dumping rescued civilians to the ground and doing whatever this is to Kraven’s goons, Intihar and game director Ryan Smith told Eurogamer that Spider-Man 2 won’t be entirely about Peter being an asshole because playing as Miles Morales will offset the game’s darker moments with a bit of levity.
“I think you saw that in the gameplay reveal,” Smith said. “We have the moments with Ganke and Miles and the Falcon that he’s trailing behind—the Talon drone—and then at the very end, you get that line about Peter changing and Miles saying, ‘You know, he’s never like that,’ right? So we have those human elements, both on the serious side of where we see the symbiote affecting Peter, but also on the lighter-hearted side.”
The Marvel Cinematic Universe has been pretty hit or miss with serious scenes, with a tendency for humor to abruptly rob them of their weight. Time will tell whether or not Spider-Man 2 will succeed in balancing its heart and humor with its darker moments, but Intihar is confident that the game landed on the right ratio of wit and drama.
“What we’ve talked a lot about is—whether it was Marvel’s Spider-Man or Miles Morales—our games are all about still having heart and humor,” Intihar said. “It’s really finding that balance between those darker themes and characters, but also delivering that very human story where there’s a lot of heart and humor… I think that’s what was tricky. But I do think we found that nice balance at the end of the day.”
To say Capcom fumbled Street Fighter V is an understatement. SF5 launched in an incomplete state, going all-in on “esports” to the point that it shipped without even basic single-player modes, and the flat, offense-heavy combat came off so canned, so rote, that it almost felt turn-based. (Also, Ken had bananas for hair.) Years of patches corrected some of this (the bananas remain), but SF5 will always be a wounded animal in a series of apex predators. So Capcom had its work cut out for it with Street Fighter 6.
Thankfully, Capcom’s latest take on the classic fighting series feels like it’s learned the right lessons from the last game’s drubbing. Street Fighter 6 both sets a stellar foundation for the next decade of Street Fighter’s competitive scene and gives the button-mashers among us something robust, if sometimes frustrating, to sink our teeth into.
A return to first-class fighting
Street Fighter 6 is a return to form, but the most pronounced upgrade is in how much it captures the spirit of its characters, both in and out of fights. Personality and swagger practically drip from this game. Consider the bumpin’ intros before versus matches. They create some striking and often hilarious contrasts, such as Ryu stoically walking toward the ring with determination while Blanka does cartwheels down the runway. Each character feels fully realized through their moveset, voice lines, and often-charming win screens—witness newcomer Manon’s, in which the elegant dancer smiles and waves for a photo as she’s deemed the victor. Where oftentimes Street Fighter V could feel sanded down and sterile, Street Fighter 6 oozes confidence, which helps make it as entertaining to watch as it is to play.
Image: Capcom / Kotaku
It would be easy to dismiss that confidence as style over substance, but it also bleeds into the way Street Fighter 6 plays. The game is flashier than ever, but its new mechanics make old characters feel fresh and new ones feel like meaningful additions. The most fundamental change comes in the new Drive Gauge system. Now the Super meter is just for your powerful Super Arts, and the Drive Gauge governs everything else. It fuels a number of tactics and maneuvers both old and new, and is central to every fight.
For example, you can spend your gauge on a wind-up blow called Drive Impact, which is great for creating openings, and has armor to push out of endless corner combos. Drive Gauge also fuels Overdrive attacks (the new term for EX moves), which are more powerful versions of special attacks, like a fireball that can beat other projectiles or a faster lightning kick. You can also perform a Drive Parry, Drive Reversal (like an old Alpha Counter), and Drive Rush (cancel moves to extend combos). The Drive Gauge regenerates over time, but be careful not to let it fully drain, as that puts you in a devastatingly vulnerable “Burnout” state.
Screenshot: Capcom / Kotaku
On paper, the Drive Gauge making so many strategies universal—in contrast to the hyper-specialization of SF5’s V-Triggers—might sound like a flattening of Street Fighter’s diverse roster. For example, Ryu and a small handful of other warriors no longer have a monopoly on parries. Instead, I found it freed up design space for the aspects of each character that actually make them special to rise to greater prominence.
The new characters are fresh, and so are the old ones
I’m a long-time Ryu main (I’m a sucker for the beard, okay), and his Street Fighter 6 incarnation has the most filled-out moveset in quite some time. Changes like Hashogeki (a close-range, energized jab) no longer being tied to a counter, or the Denjin Charge (which powers up his fireballs distinct from any use of meter) opened my mind to new strategies after playing the character for years. Even after hundreds of matches in Street Fighter 6, I’m still learning new things about my main, and how foes I’ve faced plenty of times in other games are now different, and often more dangerous.
Screenshot: Capcom / Kotaku
On top of reimagining old faces, Street Fighter 6’s new additions are all forces to be reckoned with, some of whom I’m curious to see how the community reacts to in the coming months. Manon’s grappler moveset is complimented by a mechanic which makes her grabs more powerful with each successful use. (As you’d expect, you’ll want to keep your distance and rely on ranged attacks, lest you end up being used as an unwilling dance partner.) Kimberly’s a student of Guy, and not only is her spray-paint-enhanced ninjutsu playstyle vicious and agile, she’s a style icon who I want to be like when I grow up. JP, who steps into the main villain role now that M. Bison is gone, commands a fight with space-manipulating moves. While I’m still getting used to facing him, I always feel like I’m playing defense and reacting to how my opponent uses his incomprehensible magic to attack me from all angles.
This is the kind of game I want to take online for months or even years to come, and thankfully, Street Fighter 6‘s online has been an effortlessly enjoyable experience thus far. Running around lobbies as my custom avatar, sitting at cabinets with friends, and welcoming passersby to join our queue makes online feel like as communal an experience as you can get in a digital space. Getting in and out of matches is pretty simple, and you can make menu-based private rooms with friends rather than entering the 3D public lobbies if you don’t want to deal with a rando interrupting you and your friend’s sessions. It’s also easy to spectate other players’ matches, and watch replays of the greats. Between both the beta and the final game, I’ve put over 20 hours into Street Fighter 6 online without much of a hitch. I had a few matches against players with worse internet than others, but broadly, my experience online has been pretty great.
Screenshot: Capcom / Kotaku
I can’t wait to watch pro players take advantage of these new characters and max out their potential, but I’m also interested to see how casual players take to them, because Street Fighter 6 does a lot to try and court the casual audience, from a simplified “modern” control scheme (specials come out of single button presses, at the cost of lower overall damage) to a surprisingly deep RPG-like mode that gives you a story to go along with all the punching and kicking. However, I’m not sure just how much a casual player who button mashes their way through arcade modes will jive with what the game has to offer unless they’re willing to put in time for the grind.
We all live in a Street Fighter world
One of the headline features of Street Fighter 6 is single-player World Tour mode, a story mode that lets you create your own character, interact with the primary cast, and run around its silly little world solving silly little problems. As far as fighting game stories go, it’s no Mortal Kombat or Injustice, but I can’t deny I was absolutely sucked into Capcom’s attempt to make Street Fighter feel like a world that actually exists, rather than just backdrops you fight in.
World Tour’s character creator is one of the most robust I’ve ever recreated myself in, and as a short king, I loved how it let me not only be that in the game, but recognized it mechanically. My character’s a little guy, which means my kicks don’t have as much reach but my hurtbox is smaller. More often than not, character creators can feel like everyone’s dressing up the same two mannequins, but Street Fighter 6 really commits to letting you create who you want and letting them take up real space, literally and figuratively. You can create some real weirdos and the game doesn’t bat an eye, but you can also faithfully recreate yourself and have it be recognized.
The actual story World Tour is built on top of is pretty light fare; you get your anime fighting rival and there’s some drama and talk of what “strength” means. That’s all fine and well, but I was genuinely surprised and delighted not by the story, but by the social elements in the gaps.
World Tour lets you meet and train with each character in the main cast, and on top of learning their moves and grafting them together to make your own moveset, there are also social elements that let you develop a relationship with them. Straight up, this is the best part of World Tour. Some of my favorite Street Fighter 6 moments have been listening to Ryu recount old stories and learn how to text (he didn’t know smartphones were a thing). In general, most of the characters don’t have a ton of involvement throughout the main story, but the smaller stories that I passed through remain highlights of World Tour given that I’m not really enamored with its structure beyond that. (After you complete the story, there’s still side-quests and leveling up to do so you can take your character online, but getting to that point feels like a bit of a chore.)
Screenshot: Capcom / Kotaku
Rise and grind
For a while, I found World Tour frustrating because I was naturally trying to play it like a fighting game. You can run around a small open-world area and meet NPCs with their own problems and missions to send you on, but you can also challenge them to fights, and that part is where World Tour goes from a fun jaunt through the streets to a weird, often grindy and tedious exercise in button mashing. While World Tour’s fights are real-time action affairs they’re heavily governed by RPG-style stats. There are levels to gain and stats to juice, but even when you’re at or around the same level as a major boss, they still have more health and hit harder than you can.
Whereas playing as the main cast online offered balanced fights that were quick affairs of outsmarting one another, World Tour fights often felt like wars of attrition in which I would have to laboriously wear down enemies who had bigger life bars and could cut mine in half with a quick combo. Instead of playing to my character’s strengths, I was spamming hadokens just to chip away at their giant health pools. The stakes often feel high, as retries are limited and only replenished by spending time walking through the world, making them a precious resource. You can use items to boost your power and heal during these fights, but it sure sucks if you burn the precious items and then lose anyway.
Screenshot: Capcom / Kotaku
Across the board, World Tour’s combat felt arduous, whereas it felt effortless and rewarding in any other mode. I loved putting myself into Street Fighter’s world and interacting with characters I’d loved for years, but every time a big story moment came I dreaded having to confront another OP boss. World Tour contains some of my favorite things to come out of Street Fighter in years, but the unfair-feeling fights felt like vegetables I had to power through to get back to dessert.
It’s a shame that the actual fighting is the worst part of World Tour, because it has so many cool ideas. Making a customized moveset full of different character’s attacks (à la Ace from Street Fighter EX3) feels like I’m keeping pieces of the people I’ve met throughout my journey. I love the idea of players creating their own builds and pitting their avatars against each other in the online lobbies, I just feel like World Tourleans so hard into the RPG framework that it loses a lot of the skill-based satisfaction that comes with getting better at a fighting game.
If you’re the type who loves a grind and enjoys the prospect of wailing on a bunch of civilians to make numbers go up, this mode has that. If you want to play through some really fun stories featuring your favorite Street Fighter heroes and villains, that’s one of World Tour’s biggest draws. But if you’re interested in a tight, satisfying fighting game experience, World Tour isn’t quite that, and it sucks because a mode geared toward people who don’t want to be FGC experts shouldn’t so often feel frustrating and insurmountable for reasons that go beyond how fighting games typically play. I wonder if World Tour will put more casual fans off at least as much as it draws them in.
Screenshot: Capcom / Kotaku
Despite my frustrations, I left World Tour with a greater appreciation for all the best parts of Street Fighter 6. It’s a sublime fighter that makes smart changes that honor what makes the series great. It’s also a full, complete game from the start, that won’t need to be fixed and extended with endless updates later. The game’s energetic street fights, bolstered by a filthy visual flair that feels down and dirty in a way the series hasn’t in years, makes it as fun to watch as it is to play. It’s style and substance. It’s depth and spectacle. Street Fighter got its soul back, and I can’t wait to see where Capcom takes it as the next generation of fighting games kicks off.
As reported at the time, the commercial’s creators were inspired by, of all things, an Amazon review left under the game’s predecessor, Breath of the Wild. Written by a Japanese user, it told the tale of a “working adult” who spends his days “plainly wondering why I’m still alive”.
Rediscover your sense of adventure with The Legend of Zelda: Tears of the Kingdom
I am a working adult, so-called businessmen.I’m jostled by the commuter rush, bowing down to customers and bosses, being forced to train junior staff and doing many things, and I end up working overtime every day.Even the mountain I see on my way to work, which I don’t even know the name of, irritates me.When I get back home I’m dizzy and have no energy to eat food, so I just drink alcohol and sleep.If I have time to play games I should be going to seminars or looking for a marriage partner, which makes me more impatient than I should be.I spend my days plainly wondering why I’m still alive.
I went to buy alcohol because I ran out and saw the Switch on sale in the shops. Then I remembered the day.When I was a child and really into Mario 64, my friend said, “lame to play Mario nowadays! Now it’s the era of PlayStation!” and I felt embarrassed.At the time, I didn’t want my friend to dislike me, so I also remember that I replied, “Yeah, you’re right. Mario is already old-fashioned!”
The beauty of FF7 at that time and the shock of being able to listen to the CD on TV… the recent kids may not understand these feelings.That’s how attractive and innovative it was for kids back then.
I’m still not sure why I picked up the Switch at the time.I just held a beer in one hand and bought the console and Zelda, thinking I could sell it if it was boring.
Yesterday, my work day, I looked out of the train window at a mountain I didn’t even know the name of and thought, “Looks like I can climb that.” At that moment, I burst into tears and couldn’t stop.The businessmen of the same age who were beside me must have thought, “What the hell is this guy.”
I would recommend it to all my fellow businessmen who are pressed for time and scrambling day after day to maintain the status quo, even if everyone hates you.Don’t say it’s just a game. We were born during the golden age of video games.Have you ever seen your family move their entire body when Mario jumps?Do you remember playing Mario Kart or Smash Bros with your friends bringing their own controllers?Have you ever discussed Chrono Trigger or FF7 strategies with your friends?Now I know. When I was a brat, my parents bought me expensive consoles and software for my birthday, Christmas and something.My parents, who were always nagging me, managed to raise money from their living budget to buy expensive games for me.
I’m touched to belatedly realise many things that I didn’t realise due to the busyness of living my own life.I should have been more filial.
The 5-stars reviews are all good ones, so there’s nothing for me to talk about now.This Zelda gives me the “challenge and reward” I forgot about.I can freely explore the world without maps, it’s an exciting adventure experience.People my age are sick every day to overcome tomorrow. But don’t despair of your life.The adventure I wanted was in such a place.
P. S.I feel like thanking this Zelda and I would like to apologise to the Mario 64 development team and Nintendo.I’d like to apologise for the lies I told that day, saying that Mario 64 was old-fashioned, even though I loved it.I am sincerely looking forward to Mario Odyssey being released this winter.
Postscript, 7 May: after 180 hours of play, I got all “recovered memory” and saw the ending.More than anything, I’d like to thank all the people who read my awful, long, cluttered and embarrassing review written emotionally. I’d also like to thank all the people who gave it a “helpful” rating, not only for reading it. I’ve never been appreciated by so many people even in my job.I really enjoyed my 180 hours spent running around Hyrule. I’d like to thank not only Nintendo but also all the Zelda fans who have continued to support Zelda. Thank you for a great adventure.
For all the similarities between this man’s tale and the commercial, the part where he apologises for abandoning Mario in the face of a PlayStation advertising campaign—I did something similar with Sonic 3 when my friends were playing WipeOut—hit hard.
You probably know Jack Black from his long career as the enthusiastic star of films like School of Rock and Kung Fu Panda, and most recently as the actor who was the perfect amount of excited to voice Bowser for The Super Mario Bros. Movie. While Chris Pratt convinced me that he’s never touched a controller in his life, Black wants you to know that he is a hardcore gamer like the rest of you, something he’s made many delightful YouTube videos about in the past on his channel JablinskiGames. Now he and Kyle Gass, who together are better known as the rock duo Tenacious D, have created a musical tribute to games in their signature style, complete with a video in which a cartoon version of Black cameos in games such as God of War, Fallout 4, Tomb Raider, Street Fighter, Sonic, and Red Dead Redemption 2.
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Monday 3:53PM
‘
Tenacious D – Video Games (Official Video)
This is good, actually. Black starts off singing that “I don’t play video games no more, I never play video games.” As the video goes on, it becomes clear that his cartoon persona is as plugged in as the rest of us. He makes exceptions for AAA and Nintendo games that he considers to be “experiences,” all while reiterating over and over that he doesn’t have time for gaming. At one point, he appears naked while riding the most fucked-up-looking horse I’ve ever seen. True to the experience of gaming, the animations are filled with gratuitous violence, but with a comedic tone.
Over and over, he stresses: “That’s not a game. That’s an adult thang.” His song addresses how gaming is stigmatized by people who didn’t grow up with a console, but it’s not woe-is-me about it. Black is so excited to share what he loves about his favorite games, and you should be too.
The music was produced by Tenacious D, which, if you’re unaware, is a comedy rock duo formed by Black and Kyle Gass, another actor who also appears in the video (only to die incredibly frequently). Tenacious D has a sizable cult following, but The Super Mario Bros. Movie has reminded mainstream audiences that Black can really sing. His performance of the love ballad “Peaches” blew up the internet, and is eligible for an Oscar nomination.
Of course, the other reason that Black is enjoying so much popularity right now is because he doesn’t act like engaging with video game media is beneath him. Or that he’s paid for his time. When he has to put in a public appearance for the Mario Bros. movie, he goes above and beyond to dress like he voices Bowser. Even his “Video Games” video stands as a work of art on its own rather than a cynical marketing ploy to capture the gaming fan base. I hope Nintendo brings him back for whatever the next Nintendo movie is going to be. They’d be making a huge mistake if they didn’t—Black’s charisma and goodwill extends beyond the movie screen.
Lifeweaver has been in Overwatch 2 for just under a month, and already the plant-based support hero has had some pretty significant reworks in both his control scheme and abilities. Personally, I’ve had a much better experience with the character since his last update, but it sounds like Blizzard is planning more changes as it tries to figure out where the character should fit into its popular hero shooter.
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In a new post on the Overwatch website, director Aaron Keller talked about the team’s mindset regarding Lifeweaver moving forward. While they’ve made some improvements to his healing output (he now has one of the higher ones in the game), the team says changes like tightening the spread on his offensive alt-fire Thorn Volley haven’t had much effect on his kill rate. On the bright side he also has one of the lowest death rates of any support hero, so I’m glad to hear you all took my advice and are keeping your distance from the fight.
All that said, Keller says the team is still looking to better figure out Lifeweaver’s intended role in the game, which is exactly what I’ve been trying to do since he joined the roster. Before Lifeweaver, Baptiste and Brigitte were my go-to support characters depending on my team’s makeup and the map type, but Lifeweaver feels like this very situational character that I mostly run just because he’s new, I like him as a character, and his kit is fun, rather than because his utility feels objectively better than the other options.
His abilities—like Petal Platform, which raises a player to high ground, or the controversial Life Grip, which pulls an ally to Lifeweaver’s position—are best used within a coordinated team. The trouble is, most randos online don’t understand or don’t care about how they can create effective plays, and it feels like most just want support players to act as heal bots, rather than leaning into more varied support abilities. It feels like my teammates, and sometimes myself, don’t know how to coordinate around Lifeweaver, so I can see why Blizzard hopes to make his ideal role clearer in Season 5.
Keller continued:
When it comes to future changes for Lifeweaver, here’s what we are thinking. We want it to be clearer why players may select Lifeweaver over other heroes. If your current hero pick isn’t working for some reason (whether it be the map or enemy team comp), what’s a strong incentive for swapping to Lifeweaver? We may make other changes along the way, such as lightly buffing his Thorn Volley and reducing hit volumes, but ultimately, we’ll have changes targeted at further pronouncing Lifeweaver’s strengths and clearly defining his role on your team. This could be leaning harder into his healing effectiveness through a new passive or bringing additional benefits to some of his utility-focused abilities. With a defensive-based hero, we have to be careful how far we go in terms of buffing raw healing and defensive abilities – too far can negatively disrupt the overall flow of an engagement. These are some of the early things we’re iterating through, hope to have our next set of changes ready for Season 5.
Even when Lifeweaver first debuted, I figured he would be a character that would evolve a great deal over time, similar to Symmetra, whose moveset has changed more than once since she debuted at the original Overwatch’s launch. As someone who’s already put over a dozen hours into Lifeweaver, I’m hopeful whatever changes come will help him be the effective support character everyone wants him to be, as Overwatch 2’s beleaguered support players could really use some wins.
Thousands of film and television writers who are members of the WGA are on strike for the first time since 2007, a move that could bring an immediate halt to the production of many television shows and possibly delay the start of new seasons of others later this year. What do you think?
“Typical self-centered behavior from Hollywood’s penniless elite.”
Shannon Hickel, Bassinet Weaver
Police Officers Explain Why They Are Resigning En Masse
“Jobs weren’t intended to be something you could live off of as an adult.”
Bart Watts, Unemployed
“Barely making enough money to survive is a small price to pay for being tenuously employed at your dream job.”
Since airing, this episode has developed a reputation online as the moment the show officially began its downward slide. This is in large part thanks to the third-act twist, which reveals that horse-riding jockeys are actually brain-eating elves. That sounds dumb, but it’s actually worse in the episode.
This half-hour of The Simpsons also includes a lot of weird, out-of-place meta jokes commenting on how “Saddlesore Galactica” is repeating old storylines and jokes, which isn’t very funny and also just highlights how bad the episode actually is. While I think the show has had great episodes and even seasons after this point—even if many people online think otherwise—I can’t deny that “Saddlesore Galactica” is likely the end of the show’s golden era.
Whether you love it or hate it, the end of Abby’s third day in The Last of Us Part II is one of the sequel’s most memorable moments. While playing as Abby, the secret second main character of the game, the player is forced into a brutal fight with long-time protagonist Ellie in a Seattle theater. If you would like to relive this intense moment every time you look at your shelf, an incredibly expensive statue set is on its way that recreates the scene. If you’re willing to shell out a couple grand, that is.
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Collectible company Prime 1 Studio is releasing two statues that are sold seperately of both characters. One features Abby with swappable arm pieces holding either a handgun, hammer, or molotov cocktail (which she notably can’t use in The Last of Us Part II). The third of which you can only get if you buy the Bonus Version of the statue from the company’s website. The other statue features Ellie and has her sneaking around an archway with a shotgun on hand, but it isn’t available for pre-order at the time of this writing. Once both statues are placed next to each other, it recreates the scene of the two protagonists’ confrontation. There’s less forcing the player to choke Ellie out here, at least. The Abby half measures at about 22 inches in height, so the statues are both pretty big. Make sure you’ve got the shelf space for it before you get your hopes up.
Prime 1 Studios
It does look incredible, but I’m a Last of Us superfan, and I can’t even justify spending the money it would take to get the complete set. The Abby statue runs $1099 on its own, which means the Ellie one, whenever Prime 1 Studio puts it up for pre-order, will likely cost about as much. I already paid $2000 for the replica of Ellie’s guitar because a pandemic was happening and I was stuck in my house with more money than I should’ve been trusted with, and that was before I moved to one of the most expensive cities in the world. But if you’d like to buy the Abby statue alone or as prep for putting it and the Ellie statue on display alongside each other, start counting your pennies and head on over to Prime 1 Studio’s site.
While Abby is well-known for game fans, the character has yet to debut in HBO’s adaptation of The Last of Us which aired earlier this year. However, it does look like the character will debut right on schedule during season 2. We don’t know who will play her, but the actor better be buff.
After months of repeated attacks from Gov. Ron DeSantis of Florida, The Onion asked Disney World employees how they felt about it, and this is what they said.
Matt Short, Ride Operator
Matt Short, Ride Operator
“I’ve heard ‘It’s A Small World’ 74,849 times, so I can handle pretty much anything.”
Lauren Braunston, Ride Operator
Lauren Braunston, Ride Operator
“Luckily, I don’t have to worry about it anymore because I’m getting laid off.”
Becky MacGregor, Cinderella
Becky MacGregor, Cinderella
“No! Don’t show my face out of character! They’ll kill me!”
Bob Iger, CEO
“Without it, I wouldn’t have gotten my job back and gotten to do the thing I love the most: firing people! So I can’t thank him enough!”
Trevor Ballin, Parking Attendant
Trevor Ballin, Parking Attendant
“The Mouse has raised a glistening kingdom from the swamp and commands an empire on which the sun never sets. What can an upjumped tax collector say to the legions of the Mouse? We hear but a breeze.”
Renee Harrison, Tower of Terror Bellhop
Renee Harrison, Tower of Terror Bellhop
“He’s a fool to forget who really chooses the next president.”
Harrison Cutler, Custodian
Harrison Cutler, Custodian
“If only he knew cis kids and trans kids all puke funnel cake the same.”
Samantha Bodine, Ariel
“This is already the most miserable, joyless place on earth, so I don’t see how he could possibly make it any worse.”
Melanie Hothan, Concession Worker
Melanie Hothan, Concession Worker
“I’m actually nervous about provoking a guy who might run for president but is probably gonna peter out embarrassingly.”
Chuck Freeman, Mickey Mouse
Chuck Freeman, Mickey Mouse
“Come for me, DeSantis. I will drink your blood and bathe in your children’s fear.”
Silas Bennett, Goofy
“Governor DeSantis’ actions are an obvious overreach of executive power and a clear sign that the GOP has abandoned its principles of small government and noninterference in business, HYUCK, HYUCK!”
Kayla Fayder, Disney College Program
Kayla Fayder, Disney College Program
“Someone seems bitter they didn’t get into the Disney College Program.”
Ethan O’Sullivan, Baker
Ethan O’Sullivan, Baker
“Feuding with the happiest place on earth is an embarrassingly unimaginative means of establishing yourself as a villain.”
Rascal, Dolphin
“Eee-eee-eeeeeee-ee.”
Candice Palermo, Audio Technician
Candice Palermo, Audio Technician
“Surely, there’s a powerless minority group he can persecute instead.”
Fernanda Burns, Ride Technician
Fernanda Burns, Ride Technician
“I don’t see how he can call us woke with our rich history of antisemitism.”
Francis Lesseder, Remy
“I invite Ron to meet me in the sewers so we can settle this like men.”
As a series dating back to the 1980s, you normally expect a new Street Fighter game to play it safe. Sure, every generation or two there might be a visual shift, but Street Fighter is Street Fighter, it began as a 1v1 fighting tournament and shall forever be one. Until, that is, Street Fighter 6 came along.
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I’ll note before we go any further that I’m nor a serious fan of this series. I played the shit out of the second, I admired the third’s graphics from afar and have had little to do with it since, since I’m both terrible at fighting games and not really that interested in them.
But I am very interested in Street Fighter 6, because it’s fancy new ‘World Tour’ mode looks like everything you could ever dream of when a developer decides its time to shake things up. While we’ve known the vague outline of what this new game mode would entail for a while, a new showcase released today goes into huge detail about what we can expect.
It’s basically an open world RPG mode. For, you know, Street Fighter. Don’t believe me? Look at this screenshot, which is for an upcoming game in the Street Fighter series:
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Incredible. You can also customise your appearance, which I think we already knew, but what I love about it here is that it’s not just cosmetic; because this is an RPG mode your choice of sneakers or boots will have an impact on your, uh, kick strength and, um, vitality:
Image: Capcom
Also incredible is the fact you get to fight a fridge, which I know I spoiled in the headline and top image, but I’m going to post the same gif here again because I like it so much:
I cannot stress how good this all is. I love this as much as I loved Yakuza’s pivot to turn-based combat, which while not proving a universal success, was at least a brave and fascinating attempt to breathe new life into a long-running series. Developers in charge of historic game franchises, please take note: it is greatly appreciated every time you try something new.
Maul is one of the best and most famous cosplayers on the planet, a man whose work we’ve featured here for everything from God of War to Assassin’s Creed to, repeatedly, The Witcher. His latest shoot, however, might well be his best yet.
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To commemorate the anniversary of Superman’s comics debut back in 1938, Maul took to the skies above Cologne/Köln (home of GamesCom!) to pay tribute to a character who “is my absolute hero”. With a crane, some cables, harnesses and no small amount of bravery, Maul and Emilija Wellrock—playing Lois Lane—were hoisted above the city to hold up a van, a helicopter and each other.
Photo: Maul Cosplay | Jun Kim | eosAndy
To pull it off of course required a whole team of folks working behind the scenes. Firstly, it should be noted, Maul—who has stuntman training—didn’t just wake up one day and bankroll this whole thing from his billionaire cosplay holdings; the shoot was sponsored by Pringles, as many big-budget cosplay features are these days.
All that organisation and work was more than worth it, though, when you see the results. Maul and Wellrock ended up getting hoisted 70 metres (230 feet) into the air above the city for most of the shots:
Photo: Maul Cosplay | Jun Kim | eosAndy
With the exception being this one taken on the ground, with Maul (and a crane) holding up a van:
Photo: Maul Cosplay | Jun Kim | eosAndy
And yes, OK, there had to be a little bit of editing required to get rid of the wires, but that doesn’t count.
You can see the full gallery of shots at Maul’s Facebook page, and below is the first of two short videos showing some of the preparation work that went into it all:
And here’s a clip uploaded by Wellrock showing the pair taking off:
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Thanks to a combination of time already served and good behaviour while in prison, however, Bowser is about to be released and sent home to Canada. On the eve of his departure—he’s currently awaiting transport to Toronto with a new passport—Bowser sat down for an interview with NickMoses 05 (thanks TorrentFreak) to discuss the events surrounding his imprisonment and impending freedom.
Bowser says Nintendo can take 25-30% of his “monthly gross income” for the rest of his working life. They began the process while he was still in prison; like many American inmates, Bowser was able to work jobs (for what’s essentially spare change) while behind bars, and over the course of his time at the SeaTac Federal Detention Center in Washington he was able to pay back $25 a month. Adding up to a total of…$175.
Bowser was one of two men arrested in connection with Team Xecuter. While commonly referred to as a “hacker” in media reports he actually confessed to being the company’s “salesman”, and reportedly made $320,000 over seven years of work. The other, French citizen Max Louarn, allegedly the leader of the operation (a role he denies), has managed so far to avoid deportation to the US to face charges, though it’s believed he helped the company make millions over the course of its operation.
Suicide Squad: Kill the Justice League, the upcoming online co-op action shooter from Rocksteady, has officially been delayed from its planned May release to February 2024. This follows a report of a previous delay in March and the release of new gameplay footage in February that was met with a flood of negative reactions from fans and critics alike.
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First revealed way back in August 2020, Rocksteady’s Suicide Squad game stars popular DC villains like Harley Quinn and Captain Boomerang and is based on a long-running series of comics about villains being recruited by government agent Amanda Waller to take on wildly dangerous threats and complete ethically dubious missions. It’s also connected to the Arkham games, unlike 2022’s previous DC co-op flop, Gotham Knights. But if you were still excited to play Rocksteady’s next big game, you’re going to have to wait nearly a year.
On Thursday, following a March report about a possible delay from Bloomberg, WB Games and Rocksteady officially confirmed that their Suicide Squad game has been delayed until February 2, 2024.
We have made the tough but necessary decision to take the time needed to work on getting the game to be the best quality experience for players. Thank you to our amazing community for the continued support, patience, and understanding. There is so much more to share in the months ahead and we look forward to seeing you in Metropolis next year.
What this might mean for the Suicide Squad game
In March, Bloomberg reporter Jason Schreier explained on Twitter that the then-reportedly short delay was likely not intended to “overhaul the core gameplay” and instead would be just about “polishing” what was already present. However, the delay announced today turned out to be much lengthier than first reported, and it seems that the devs are going to have a lot more time to possibly rip out some of the live-service aspects prospective players reacted cooly toward.
While I’m not sure you can expect WB and Rocksteady to rip out all the live-service crap, multiple currencies, or the game’s always-online requirement, I wouldn’t be shocked if some of that stuff got cut or streamlined by the time the game finally comes out in 2024. (Assuming no further delays, of course.) Fully expunging all live-service aspects seems unrealistic, and would require a much longer and more expensive delay.
Also, keep in mind, this isn’t the first time Rocksteady’s DC shooter has slipped. Suicide Squad: Kill the Justice Leaguewas originally scheduled to ship last year, but in early 2022 it got delayed until spring 2023. Now the troubled shooter will miss that planned release date, too. And while it’s not nearly as much of a saga as Ubisoft’s oft-delayed pirate game, it’s starting to feel like Suicide Squad might be the next AAA video game cursed to be forever stuck in development hell. Let’s hope it gets out soon for the sake of all the folks working on it.
Update 4/13/2023 4:35 p.m. ET: This post was originally published on March 9, 2023. It has been updated and expanded to account for the official announcement of the game’s delay into 2024.
I watched The Super Mario Bros Movie during its opening week with the intent of writing this Easter eggs and references article, only to realize that the movie is nothing but Easter Eggs and references. A thorough roundup would be indistinguishable from a wholesale rundown of the entire movie.
The plot for The Super Mario Bros Movie is paper-thin. Narratively, the characters are static bordering on inert; there’s no arc or growth to any of them. It’s just one action set piece to the next; your enjoyment is intimately tied to your pre-existing knowledge of these characters and your ability to recognize a parade of homages to Nintendo history.
It is, in other words, narratively identical to a Mario 2D platformer. Critics are complaining about the lack of characterization and depth in the Mario movie. But to paraphrase Gertrude Stein, there is no “there” there. We needn’t be so harsh.
Take that away, and we’re left with a reel of Easter eggs, which is exactly how this movie was intended. Here are 20 of the best ones that we spotted. Which one was your favorite?