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Crave Black Friday deal discounts Total annual plan by $80

Bell’s Crave streaming platform is offering a Black Friday deal with an $80 discount on its Crave Total annual plan.

According to the Crave website, new, reactivating and upgrading customers can all access to discounted $119.90 price for annual Crave Total. Moreover, the discounted price will be available until November 29th at 11:59pm ET.

Crave currently offers annual or monthly subscriptions across two tiers: Total and Mobile. Total offers availability on “all devices” with the “best” video resolution and cast support, along with the ability to download shows and movies. Customers with Total can have up to four streams at once. Crave Mobile, however, limits subscribers to the Crave mobile app or website, with “good” video resolution and one stream. Crave Mobile doesn’t support casting or downloads.

Crave Mobile isn’t on sale and still costs $99.90/year or $9.99/month. Crave Total costs $19.99/month.

However, Crave is offering another Black Friday offer of a six-month subscription for $89.94. Crave positions the six-month offer as a “$30 less,” which appears to refer to the cost of six months of Crave Total ($19.99/mo for six months is $119.94, minus the $30 savings is $89.94).

You can check out the Black Friday Crave offers here.

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Mobile Syrup

Amazon puts Fire TV devices on sale by up to 50 percent off

Once again, one of Amazon’s most popular devices is on sale. One could call it a Fire sale! The online retailer has slashed the prices of its Fire TV Sticks across the board by up to 50 percent.

Here are the deals:

MobileSyrup utilizes affiliate partnerships. These partnerships do not influence our editorial content, though we may earn a commission on purchases made via these links that helps fund the journalism provided free on our website.

Source: Amazon Canada

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Mobile Syrup

Rogers issued $150 million in credits for July outage, Q3 results show

Rogers reveals it added thousands of wireless subscribers during its third quarter of 2022.

There was 221,000 mobile phone net adds, an increase of 30,000 year-over-year.

The company reports a revenue of $3.7 billion, a 2 percent increase compared to the same quarter last year.

Rogers also issued $150 million in credits relating to its July outage.

More to come…

Image credit: Shutterstock 

Source: Rogers

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More Canadian parents are playing games with their kids than ever

The Entertainment Software Association of Canada (ESAC) has released its latest biennial ‘Essential Facts’ survey, which reveals a variety of statistics related to Canadian gamers.

Conducted by NPD Group on behalf of the ESAC, Canada’s video game industry lobbying group, Essential Facts 2022 emphasized how player habits have shifted over the course of COVID-19 pandemic, but still demonstrate strong engagement.

The most immediate finding from the data is that fewer Canadians are playing games. To be sure, it’s still a significant amount — 53 percent of Canadians, averaging 7.9 hours of play each week. But it’s down from the 61 percent of Canadians who reported playing in November 2020.

Canadian gamer habits down

Canadians have been playing a bit less now that COVID restrictions are down.

For Jayson Hilchie, ESAC president and CEO, this isn’t exactly a surprise, given how many more COVID-19 restrictions there were two years ago.

“People have just wanted to get outside, and people want to do things they couldn’t do during COVID. I don’t think it was a huge surprise for us that we were going to see a drop,” he says. “I think what we’re seeing people temporarily deciding that they want to do things they couldn’t do, and gaming filled such an important part of their lives during the pandemic that for many people, they wanted to go and do something else. And that’s okay. I totally expect that these people are going to continue to game, but it’s okay to take a break, and it’s okay to do something else.”

That said, the interest in games remains consistently strong across Canada. While there are some standouts, like Manitobans playing the most at nine hours per week (above the overall 7.9-hour average) or B.C. having the highest gamer population at 59 percent, the number of gamers per province is uniformly above 50 percent, which Hilchie says he’s happy to see.

Essential Facts Canada 2022 provinces

All provinces were gaming less overall, but some have been playing more than others.

“We have a balanced population of people who play video games. It doesn’t matter if you live in Newfoundland, or if you live in Manitoba or British Columbia. I think that’s what’s important,” he says. “If there was one province that was off, compared to some of the others, I would be asking [why], but for the most part, what I see is a balanced country of a very similar demographic playing video games from coast to coast.”

Games as a form of connection

Across the board, the ESAC also wants to highlight games’ unique ability to bring people together. Indeed, the top two reasons respondents provided for playing games were the ability to socially interact with others (35 percent) and play/compete against others (34 percent). Tied for third place with 25 percent, meanwhile, were cooperating with others through games and collecting trophies and achievements.

Essential Facts 2022 reasons for gaming

Canadians have many reasons for gaming, but some of the top ones are to connect with others.

“Video games are playing such an important part of people’s lives. It’s really moving a lot more to online gaming, people seeing games, both as a form of entertainment, but also as a place to hang out with their friends to meet new people,” says Hilchie. “One of the cool statistics is 38 percent of people have either met a really good friend or a spouse through video gaming. 38 percent of people — that’s a lot. That’s more than one-third of people doing something I would consider to be really significant.”

Companies are clearly looking at this, too, with big multiplayer games like Fortnite and Call of Duty bringing in millions of players per month. A number of popular social-focused games are even made in Canada, including Rainbow Six Siege (Ubisoft Montreal), Warframe (London, Ontario’s Digital Extremes) and FIFA 23 (EA Vancouver), all of which help contribute to the national games sector’s $5.5 billion annual contribution to Canada’s GDP.

Perhaps the biggest testament to this broader push for online games can be found at PlayStation, a company best known for blockbuster single-player experiences like Marvel’s Spider-Man, Horizon Forbidden West and God of War Ragnarök. The gaming giant plans to launch more than 10 live service games by 2026, and as part of those efforts, it recently acquired its first-ever Canadian studio, Montreal’s Haven, to develop an ambitious cloud-based title.

Hilchie, who was at the launch of Haven, says he has “a lot of respect” for studio founder Jade Raymond, a veteran of the industry who co-created Assassin’s Creed and helped found Ubisoft Toronto (Far Cry 6) and Montreal’s EA Motive (Star Wars: Squadrons).

“Just the name of the studio, Haven — it’s a haven for game developers that wants to do something different,” he says. “But at the end of the day, the majority of video game players are playing online, because they want to connect with others, they want to immerse themselves in worlds, they want to see themselves represented. And anything that video game companies can do to cater to those needs, I think is going to be reasonably successful […] I’m optimistic about what they’re going to do — not just Haven, but just across the entire industry, of being more representative of the players.”

Reaching older people

Essential Facts 2022 parents

Parents are playing more with their kids.

The 2022 survey also found that games continue to reach older audiences. In particular, 74 percent of parents who play games say they do so with their children, an increase of nine percent over the past two years. Hilchie says part of this is just due to the number of kids who continue to become interested in games, but another factor is that modern parents themselves have grown up with games.

“I grew up with video games. I’m 43-years-old, I have a 10-year-old and a seven-year-old, and I like to play video games with them. My parents couldn’t have cared less about playing video games with me when I was 10 or 7. They didn’t understand what it was — they only knew that I wanted a Nintendo or Sega, and that was it,” says Hilchie. “Now it’s just so different — I understand what the kids are doing, but I also understand that it’s where they want to be. It’s where their friends are. It’s where they’re having fun.”

Essential Facts age demographics

Older women are taking to games more than men in the same age groups.

What we also see in the survey is that more women in older demographics are turning to games. While the overall split of gamers once again is about 50-50, and more males in the 6-12, 13-17 and 18-34 age groups spend significantly more time playing games, this disparity, on average, shifts significantly in the older demographics. Among those aged 35-54, males spent an average of 7.7 hours per week versus 6.7 per week for women, a much smaller gap than in the other age groups. What’s more, women aged 55-64 actually played more than men — 8.4 hours versus 6.4 hours per week, respectively.

While Hilchie notes that it isn’t easy to pull a larger narrative from this, he says he thinks it points to how popular mobile games have become, and how their accessible nature appeals to older demographics.

“All I can do is surmise that because women are playing more mobile games and social games, it’s just much more accessible for them to play when they’re on the move, or when they’re on the go, whereas older men are playing more PC games. And it’s not as easy for them if they’re on the train, or if they’re traveling, to sit down and log on to the PC game that they’re playing […] I hate to generalize because not all women are playing mobile games — there are lots of women playing console games, and not all men are playing PC games or console games either […] But it does seem to me that the accessibility of mobile, and the predominant nature of that, on the women’s side of things, probably results in more women playing.”

The next level

Looking ahead, there are two areas that Hilchie says the ESAC is focusing on.

The first is the recently launched Global Video Game Coalition (GVGC), a collaboration between the ESAC and its counterparts in the likes of the U.S., Europe and Asia to raise awareness about the benefits of gaming. That includes working with the likes of the United Nations and World Health Organization (WHO), the latter of which controversially added “gaming disorder” to its list of illnesses a few years ago.

“[We want to] ensure that they understand the positive impacts that video games are making in people’s lives, specifically because of the challenges that we’ve had with the WHO — that’s why it’s based in Geneva. And we want to ensure that they understand that video games are a force for good,” says Hilchie.

Part of that is the latest Essential Facts survey, which he says raises a lot of points the GVGC brought up to the WHO. “We’re pushing a narrative right now of video games being a social, community-building, relationship-making place for people to go that is positive in people’s lives. It’s improving people’s well-being, their mental health — people are happier, they have more joy, when they play video games.”

While he notes that the gaming disorder isn’t going to change, there does seem to be an “openness and a willingness from the WHO” to explore the positive impacts of games.

“Because they’re not mutually exclusive. One can be true along with the other at the same time. And I think that’s really where the industry is trying to go, which is, ‘Okay, gaming disorder is over there, we realize that a small number of people may excess in video game play and they need to get the treatment they need to get. But over here, video games are improving so many more people’s lives by helping well-being, helping them connect, and so on.’”

The other area that Hilchie singles out, as he’s mentioned before, is continuing to work to get more women interested in games.

“There is evidence out there that girls who play video games are three times more likely to get into STEM curriculum programs and get into making them. And so the more girls, especially younger girls at early stages of their lives, get interested in video games and interested in technology and computer programming and animation, hopefully, the more we will have entering the programs that allow them to then get into the industry […] We do need to be able to get more and visible minorities into the industry and be more representative of the players who play our game, but also being more representative within the people who are making them, because obviously that’s going to make the games better for everybody.”

The  Essential Facts 2022 study was conducted by NPD Group among 3,091 people between May 20th to 31st, 2022. The full study can be found here.

Image credit: Shutterstock (header), ESAC (in-line photos)

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Telus, Énergir and Électrobac donating various services to Ukrainian refugees in Quebec

Telus, Énergir and Électrobac are donating thousands of dollars worth of devices and mental health support to Ukrainian refugees in Quebec.

The donation is valued at $218,000 and will support 300 families.

The refugees will get smartphones refurbished by Électrobac, a company focusing on reducing e-waste. Telus will provide sim cards and free mental health consultations with professionals through the telecom company’s health care arm, Telus Health MyCare.

“By offering wireless services and access to mental health care, we’re committed to making daily life easier for those affected by global conflict who are living through challenging times,” Ali Barakat, vice president for sales and business solutions in Quebec and Atlantic Canada, said.

Image credit: Shutterstock 

Source: Telus

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Netflix Interactive’s Triviaverse is a quick and fun new game

Netflix has started rolling out a new game called Triviaverse on the streaming service.

The trivia game is divided into three rounds of increasing difficulty for one or two players. As a player, you have to answer as many questions correctly in the designated amount of time and achieve the highest score possible. The questions range from history, science, pop culture and more.

The Triviamaster gives out badges like Bird Brain, Preschool Graduate, Lucky Guesser, Shockingly Average, Mere Mortal, PhD Dropout, Super Nerd, Potential Genius, Certified Genius and the ultimate title of Triviaverse God.

The game is available in English, Spanish (LatAm), Portuguese (Brazil), French, German, Spanish (Spain), Italian, Korean and Japanese.

You can only play Triviaverse on smart TVs, game consoles, computer browsers, Android phones, tablets and Apple’s iPhones, iPads and iPod touch.

Source: Netflix

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The TCL 30 is a mid-range powerhouse

When people think of purchasing smartphones in Canada, most are only aware of a few brands.

This list often includes Samsung, Apple and Google’s Pixel series, and while the number of brands has decreased over the years, there are still other options. Take TCL, for example. The company still makes smartphones, and its handsets this year are good mid-range options. For instance, the surprisingly solid TCL 30 5G offers a 50-megapixel primary shooter, a 5,010mAh battery and more.

This mid-range smartphone is affordable and retails for roughly $485 outright, depending on where you get it. This device is best compared to the Galaxy A53 5G and the Pixel 6a. So let’s talk about some of the things I like about this handset and how it stacks up against these other mid-range smartphones.

Long-lasting

I like the battery life the TCL 30 5G offers. It can easily last up to two days; however, in instances where I had heavier usage, such as when testing the device’s camera and watching YouTube videos, it only made it about a day and a half. This is pretty respectable, considering most flagships can barely last a day. Further, the device also features fast charging and can quickly charge within about an hour.

The Galaxy A53, on the other hand, lasted throughout the day with no concerns. I’d say the TCL phone’s power cell is a bit better since it can last further into the second day, but the battery life is comparable. Out of the three, the Pixel 6a has the worst battery. MobileSyrup’s Jon Lamont found the 6a battery lasted through the day and overnight, and he usually charged the phone each morning.

A mid-range camera that pleases

I was pleasantly surprised by the camera experience the TLC 30 5G offers. The pictures showcased colours well with a high dynamic range that pleasantly showed a beautiful assortment of colours. Images are slightly oversaturated and similar to Samsung’s devices, the phone’s AI tries to increase the quality of pictures based on scenes. However, where Samsung’s smartphones overdo things slightly with this feature, the TCL 30 5G offers more true-to-life images. Some photos that feature important detail, like brickwork or shrubbery, for example, appear too sharp, but generally, the device does a better job than Samsung’s mid-range smartphones. The Pixel 6a, on the other hand, is a stronger competitor and offers a better overall camera experience than the TCL 30 5G.

Of course, selfies are abysmal, but this is common in the mid-range smartphone category, except for the Pixel 6a.

The TCL 30 5G lacks an ultrawide or telephoto camera, but it does feature a depth sensor and a lens for macro pictures. These, unfortunately, aren’t as useful as the ultrawide option available on the Galaxy A53 and Pixel 6a.

Not the best, not the worst

While those were the two best things about the device, it also offers other features I like.

First, the handset has a pretty interesting camera bump. Samsung and Google’s camera sensors aren’t exactly the same but follow the same theme. This theme is a trend among other Android devices on the market as well. Even pre-Pixel 6, Google offered a similar camera bump on its phones. I really like that TCL did something different with the 30’s camera bump. It simply looks cool and highlights the phone’s 50-megapixel shooter. It’s a nice touch that sets the TCL 30 apart from other devices. However, it’s worth noting that the Pixel 6a’s visor also stands out among other handsets on the market.

Next up is its easy-to-use UI. It’s definitely not stock Android, but it’s still pretty simple to use. It’s also quite clean and doesn’t come with a lot of ad-like apps like Samsung’s Galaxy A53. However, the TCL 30 definitely can’t beat Google’s Pixel 6a in the user interface race.

Overall, the TCL 30 isn’t the worst mid-range Android device on the market, but Google’s mid-range smartphone is superior. And while the Galaxy A53 5G snaps less than stellar pictures and features a slightly inferior camera, the TCL smartphone lacks the Samsung device’s 120Hz refresh rate and ultrawide camera.

TCL 30 is pretty affordable and retails for around $485 outright, depending on where you purchase it. This means the device is cheaper than the Pixel 6a, which costs $599 (although it’s been on sale for $499 recently), and the Galaxy A53 that’s available for $589. So if you’re looking to save $100, the TCL 30 is definitely the right choice. However, if you have extra cash in your pocket, you might want to spring for Google’s or Samsung’s offerings.

In the end, while the TCL 30 5G doesn’t disappoint, it doesn’t really impress either.

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Obsidian unpacks the making of Pentiment’s choice-based historical narrative

In a way, Obsidian Entertainment’s Pentiment has been 30 years in the making.

Josh Sawyer, the prolific game developer behind such hits as Fallout: New Vegas and Pillars of Eternity, had early ideas for Pentiment dating back to 1992. Over time, that original pitch has evolved into what we now see today: a historical narrative adventure in which journeyman artist Andreas Maler must investigate a prominent murder. While Xbox-owned Obsidian continues to toil away at big RPGs like Avowed and The Outer Worlds 2, Sawyer has led a small team within the studio to craft Pentiment. 

To learn more about the game, MobileSyrup sat down with Alec Frey, senior producer on Pentiment, who discussed the game’s unique historical setting, approach to player choice, accessibility and more.

Question: Obsidian is known for these big, dense RPGs. What was the appeal of doing a smaller, tighter experience in Pentiment?

Frey: Yeah, that’s a great question. I think one of the coolest things about Obsidian and working under Microsoft is they’re letting us kind of experiment with a lot of different things that we have ideas for. And Pentiment, while it’s a different game, has a lot of the same heart and soul of Obsidian games. It’s got a deep world. It’s got choice and consequence — like really powerful decision making. It’s got a strong story — it tells an important story, we think. And that’s a lot of the same things that come with all Obsidian games. So it has a lot of that same heart. And I think the biggest thing that kind of drove us to do it was our game director, Josh, had a great idea. A lot of us thought it sounded really cool and wanted to work on it, and we kind of got together and and just started making it, and it turned into this really cool thing that everyone’s really kind of attached to.

Q: What is it about the 16th-century Bavaria setting that you think is so interesting?

Pentiment boatFrey: First of all, Josh wanted to go there, because it’s something that he he has a lot of history in studying and he knows a lot about. And he thought it was a kind of an interesting setting for a lot of different reasons. First of all, the printing press had just been invented and was starting to gain popularity. And what that did was it caused more people to have access to books and texts and reading, and a lot more people were learning how to read. At the same time, there was a lot of change happening in the church. So [German priest] Martin Luther was starting to fan the flames of the Reformation and having people kind of ask questions about what religion meant and what the church should be doing with what power they have. And that information was able to be spread due to the advent of the printing press. So that combination of things caused a lot of social and political upheaval and change, and telling a story in that environment sounded really cool and really appealing to us. So that’s a big part of why the setting is where it is and when it is.

Q: What sorts of research goes into that setting? Especially when you’re a smaller team among the larger Obsidian fold, what does that look like when you’re researching into this distant setting?

Frey: So there’s a lot of different things. First of all, Josh got access to as many books and old things as possible. When you play the game, you can take a look at the credits. And at the end, you’ll notice there’s a bibliography that lists all the stuff that we referenced in text. So that’s a really big first step — we looked at a lot of old stuff. We also reached out to a handful of consultants. So we have three major consultants and a lot of other people that helped out that were experts in illuminated manuscripts, experts in the time period. They’re historians, professors, things like that. And we would reach out to them when we had questions on that sort of thing. So that was a big part of it.

Pentiment manuscriptWithin the team, we wanted to all really delve deep into the setting and understand it really well. So we very commonly would spend, for a pretty long amount of time regularly on Thursday evenings, the team would get together. We were all remote, so we’d get together on a call. And we would watch something or play something together that we thought would help us understand the setting more — quite often that was a show or a documentary. And we would dig really deep into that sort of stuff. So we got inspiration from all sorts of sources. And we made sure to look into things like documentaries that could educate the whole team. And it was really cool. It had this really cool effect where over the course of the project, you saw all of the team — which, yeah, the core group is like 14 people, it’s not very big — kind of learn this part of history and become semi-experts at it and all get a lot more knowledge on this time period. And that was really cool to kind of be able to correct ourselves and the old stuff we worked on as we went to and be like, ‘Oh, this isn’t accurate, wow.’ And we got to talk about that a lot, so that was really cool.

Q: You can speak to this from the producer side of things. What’s it like to be a very small team among the larger studio? How does the workload get divided with everyone pitching in towards the overall project?

Frey: The bigger teams at Obsidian, in general, have a lot more lines of communication from a production standpoint, right? Like, you have 5-8 people in each department, and suddenly, those departments need to communicate with other departments that have 5-8 people in them. And you get this massive web of communication where miscommunication can happen — it requires a better structure of organization. On a smaller team, we found that those lines of communication are much smaller; a lot of our departments only have one person in them, maybe two, and communication is just so much stronger. The vision is clear. And you can see that in the game, too. It’s very clear — everybody knows what they’re working on. And when you play this game, we take pride in the fact that this game really knows what it is. And so it’s that small structure of people communicating that is the biggest aspect of being a small team.

But there’s other parts to it, too, where because it’s a small team you can self-organize quicker, you can iterate a little bit quicker. If you need to change things, it’s easier to tell people what that change is and get them on board faster. Culture changes and culture growth is quicker and more agile and stuff like that. So from a production perspective, I think you get a team that can pivot quickly, change ideas quickly, iterate quickly. And all of that is just such a cool advantage that you have with a small team. That said, because the departments are only one or two people, oftentimes you have to make decisions — like tough decisions — on what things you want to work on and what’s highest priority. And it becomes a challenge to make sure that you’re understanding who’s blocking each other on work they can do. So from a production perspective, there’s just a big difference. But it’s cool, because you become a tighter knit group of people. And you really become like a group of friends working on a thing together that wants to make the best thing they can and that feels really good.

Q: The art style, led by Hannah Kennedy, is so striking. How many iterations did you go through before you sort of landed on that particular aesthetic, and how do you think it sort of enhances the historical mystery experience?

Pentiment artFrey: For iterations, Josh wanted to do like a 2D game, inspired by things like Night in the Woods and Oxenfree and other other adventure games that are kind of in that same field. And we thought, ‘okay, we’re doing 16th-century Bavaria — at the time, the scriptorium and illuminated manuscripts were kind of nearing the end of their life, and the woodblock printing was becoming a bigger thing.’” And so very early on, it was a decision that was made that we were going to kind of try and mesh those two. And that actually comes out in the game — you’ll notice the older characters in the game are more of an illuminated painterly style, and the younger kids look like they’re woodblock printed. And so it actually creates this really cool, like, ‘older characters have a different vibe.’ And as characters age throughout the game, you notice that. So I think that that’s a really cool aspect to how we landed on the style — the iteration on that. Even the very early stuff looks very similar to what the final version is. Some characters got cleaned up and changed; as we went, we discovered some techniques and stuff that we really liked, and we went back and changed and cleaned up some of the older characters. But even the really early stuff has that really illuminated manuscript vibe.

Q: A lot of narratives tend to unfold over a short period of time, like a few days or a week, especially if you have a detective or whoever investigating group of people. It’s usually a small-scale story. What was sort of the idea behind setting Pentiment over the course of 25 years?

Pentiment background

Frey: I think what’s really cool, as we’ve talked about, is that choice and consequence at Obsidian is a really important part of our game development. And something that’s really cool about putting the game in a setting where we spend over 25 years allows you to do different things with that choice and consequence. While often just as impactful as other decisions in our other games, these decisions tend to last and you see the waves of them over 25 years. Some of the characters in this game start out as babies and in the end of the game, they have babies themselves, and so you see that growth. And those characters may have been affected by a decision that you did really early on, and you see that wave throughout the entire game. And I think that that’s a big part of that. Also, because our game takes place during this time of change — during this time of the printing press and of Reformation getting started and all that stuff — the 25-year span actually shows you the growth of history. And we can tell you a point in history where that change happens, whereas if we only picked a single week or a single day within that time period, sure, you would get a snippet of people talking about those things happening, but you wouldn’t feel them the same way that you do over that 25-year span.

Q: What takeaways did you have from previous Obsidian games, like Fallout: New Vegas, that you brought to Pentiment?

Frey: All Obsidian games have their own appeal, and the biggest thing is we want to make sure that your choices matter. We want to make sure that when you make a decision that you feel that in the game. Our previous games all have that in their own way. The biggest Obsidian appeal, in my opinion, is actually just that our worlds are really interactive — like you feel like you’re in them and you feel like the decisions you’re making are affecting them. And we have deep lore, deep characters, deep writing, all of that stuff. So across all of our games, I think that we really try to hammer home that lesson of making things feel like you matter.

I think the lessons that we’ve learned from previous games that we brought in are really sticking the landing on things like setting your backgrounds and building the character as you. Things that we’ve done in previous Obsidian games is often, you get to build a unique character from scratch. You build what they look like, you build all that stuff. In this game, you play Andreas Maler, but we still want to make sure that you get to make your Andreas yours. And so I think the one of the biggest lessons that we’ve learned that we brought over is making sure that you feel like this is your character, and that comes through in Pentiment with choosing your backgrounds, and the decisions you make. You can be a real rapscallion Andreas that beats people up and picks fights maybe, or you can go all the way maybe being a more intuitive or intellectual Andreas and try to use your intelligence and wits. I would say that that’s probably the biggest thing that we bring from previous Obsidian titles into Pentiment.

Q: While you might look at Pentiment and think it’s a hardcore sort of detective or puzzle game, Obsidian has emphasized that it’s not that — you didn’t want to get into the weeds complex sort of puzzle mechanics and things like that. What was sort of the rationale behind lessening those sorts of elements and focusing more on the story — where it isn’t necessarily a mechanically deep game and it’s a little more approachable?

Frey: I think the biggest thing is this is a story that we tell, and first and foremost, because of that, we want to make it narrative first. Also, we’re very good at narrative and we want to bring that forward. We want to take that Obsidian way, the things we thrive at, and we really want to bring them into the story. That said, there are elements to the game that pull you out of that narrative a little bit and let you do other things. We have mini-games, we have exploration, we have other stuff in the game that we want you to interact with. But that first and foremost narrative element is really important to us, and we want to make sure that you understand that you’re reading people talking in a time of the illuminated manuscript. They talk in these special fonts. We have really cool effects when talking to them. The different characters speak differently and faster and slower and make mistakes in their writing. And we wanted to really put our energy into the manuscript in the game, and that’s kind of where it all kind of comes together and makes this narrative-focused adventure. But we also have mini-games and all that stuff, and we placed those in to make sure that they break up reading, but also, some of the things that we want to show to you is there because we want to have you experience it and not just read it. And so sometimes just giving you a mini-game gives you a better understanding of what you’re doing and what you’re playing.

Q: One thing we’ve heard from many companies who have joined Xbox is being able to bring in accessibility options, especially since Microsoft has a big focus on that. What was the process like to bring accessibility to the game and what did it mean for the team to offer those options?

Frey: It was really important to our team from the start to make sure that this game was accessible. For a lot of reasons, we think that this is a game that can reach people outside of just ‘the gamer.’ We think that there’s a lot of people that can enjoy this who maybe are into books or into history or into whatever, but doesn’t necessarily play games. So it was very important to us that anybody could access this game. So early on, decisions were things that we easily identified, like these special fonts that may be hard to read — we want to make sure that we can do anything we can to make that more accessible. So we created a mode that you can turn on; it asks you right at the beginning of the game if you’d like to play an ‘easy read’ font mode, and it swaps it over to more accessible fonts that are much easier to read. And then we also included a text-to-speech option that will read all the text to you — we wanted to make sure that was available to people as well. So those were some really easy early on things that we thought, ‘Oh, we can do this, this is not a problem.’

But then to continue on that process. Microsoft helped us out a lot. They reached out to people that were differently abled and they had them play our game. And they gave us a whole bunch of feedback on things that could be better. And that was incredibly valuable to us. So we sat down and we made a list of the most important things that we thought we had time and resources to work on, and we prioritize that stuff. And we were able to get a lot of it done. Having the game reach as many people as possible is really important to us, and so that’s kind of how that process went. We we hope that people can play it — we really want them to.

Q: We seem to be in this day and age where many people don’t necessarily respond well to endings that don’t wrap up everything in a little bow. It’s interesting, then, that in Pentiment, you don’t actually reveal a canonical murderer. What was the rationale behind that? Was there concern that you might put people off, and how did you go about still telling a satisfying mystery without eventually revealing all the answers?

Frey: I think that something that we want to make sure people realize is that this game is more than a mystery. It’s a span of 25 years of a community’s life, and so there’s a lot more to it than just the mystery. There’s the world and the change and the things that people are going through, so it’s important to us that people dig into this world and see the lives of these people and see how they’re affecting them. There’s a lot of satisfaction in a lot of different places in this game. And I think once you get through the whole thing, you shouldn’t have a problem being satisfied.

This interview has been edited for language and clarity.


Pentiment launches on Xbox consoles and PC on November 15th. It will also be included with Xbox Game Pass on day one.

Image credit: Xbox

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Amazon’s Alexa writer’s room is where jokes go to die

After writing about Palmer Lucky’s lunatic attempts to recreate Sword Art Online, I thought I was done with the dystopic blog posts today, but alas, Amazon exists.

The Bezos-owned company published a blog post about how the Alexa personality team develops jokes and songs for the virtual assistant. I’ve likely read too many press releases over the years, but there’s just something about how random this one is that makes it a parody of itself.

The concept of the article seems to be written with the dull tone of any other fundamental PR pitch, but with jokes as the concept instead of some Amazon coding incentive. This means we get gems like this throughout, “Jokes that meet a high bar push to production,” and “a Friday afternoon joke review session.”

At first glance, this seems like a fun job, but the more I think about being stuck on the Amazon campus writing jokes for a robot, the more that ideal fills me with a fear I can’t describe.

And to top it all off, the company is even selling a joke book with 99 Alexa jokes and asks you if this blog post has improved your view of Amazon at the end of the post. If you’ve got to ask, the answer is no.

Overall, it’s just funny to think that Amazon is paying a team of engineers to”write” jokes and feed them into a machine that’s about as entertaining as a seven-year-old with a copy of 99 The Funniest Joke Book Ever!

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A few Alexa joke samples I got when I asked for jokes (not edited)

“A lot of people ask me if they’d look good with facial hair. If you mustache the question, the answer is no.”

“How many soccer players does it take to change a light bulb? I’m not sure, but it would be a lot less if they could use their hands.”

“What do you call a store that sells only bagels and donuts? Hole foods.”

(This was actually presented again)”A lot of people also me if they’d look good with facial hair. If you mustache the question, the answer is no.”

“What’s the Easter Bunny’s favourite kind of music? Hip Hop!”

“What has two wings, a tail and breaths fire? A chicken with heartburn.”

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Source: Amazon

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Mobile Syrup

Greasy gamers can up their game with McDonald’s new chair

What a time to be alive.

McDonald’s has created a grease-proof gaming chair. Yes, the fast-food chain known as Ronald McDonald, Rotten Rons and McDicks, has released a gaming office chair called the McCrispy that features a fries and drink holder, two dip holders and a hot box to keep your food warm while you game.

Oh, and it’s also made of entirely stain-proof leather and, of course, includes a branded towel.

Unfortunately, you won’t be able to head down to your local Staples or Best Buy and buy this ultimate gamer chair because it’s part of a giveaway tied to McDonald’s new McCrispy chicken sandwich. You can enter the contest through this link.

Beyond the wacky McDonald’s branding, the chair looks like a relatively standard gaming chair — which likely means it’s very uncomfortable.

It’s unclear if Mcdonald’s has plans to release the gaming chair on a broader basis, but I’m doubtful unless the fast food chain is looking to dive deeper into the esports space.

Image credit: McDonald’s

Source: esports Via: Gizmodo