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How God of War Ragnarök helped me process my feelings towards my estranged father

Growing up mixed is a strange experience.

At times, it can be pretty isolating; you feel like you don’t really belong to either of the radically different groups that make up your background. For me, that’s being British-Canadian on my mum’s side and Guyanese on my father’s. In social settings with either parent, you become consciously aware that you stick out like a sore thumb. I’m not quite white, I’m not quite brown, so what am I? Making everything murkier for me is the fact that I’ve long had a strained relationship with my emotionally abusive paternal half of the family, and, consequently, my feelings about that part of me are complicated, to say the least. As a result, I’ve often felt like I need to carve my own path — to find my own sense of identity.

*Warning: this story contains full spoilers for God of War Ragnarök*

God of War Ragnarok Kratos confronts Atreus

Much to my surprise, then, when I discovered just how central this conflict was to God of War Ragnarök, the latest big-budget game from PlayStation and developer Santa Monica Studio. In Atreus, protagonist Kratos’ teenaged son, I saw a young man who embarked on a journey much like my own. He, too, has an intricate mixed lineage, and this leads him on a similar search for his own identity. That he also has a difficult relationship with his father only made him more relatable to me. Over the course of Ragnarök‘s 20-plus-hour campaign, I was deeply engrossed in ways I hadn’t been with most games. And when Ragnarök came to an end, I found myself balling. Through Kratos and Atreus’ story, I felt seen, and it created one of the most deeply cathartic experiences I’ve ever had in games.

The wolf that always seeks its own kind

God of War (2018) ended with the shocking reveal that Atreus was actually Loki. His mother, the Jötunn (Giant) known as Laufey, concealed this from both Kratos and Atreus, and it sets up the boy’s arc in Ragnarök. On top of hoping to prevent the prophesied Norse apocalypse, Atreus seeks answers about his past. Who were the Giants? Who was his mother? What’s his role in all of this? Immediately, this connected me to Atreus in a way I hadn’t been in the previous game.

And just a few hours in, Ragnarök further deepens that connection by actually letting you play as Atreus. While many expected this would happen, I certainly didn’t think it would so early in the game. By doing it then, though, Santa Monica Studio was able to achieve wonders. Structurally, it served to shake up the pace of the game by giving us a character who played remarkably different from Kratos. The way Atreus gracefully zips around the battlefield, leaping and twirling and hammering enemies with his bow, makes for a wonderfully refreshing gameplay experience from the slower, heavier Kratos, diversifying the game’s already really damn good combat. It also helps that actor Sunny Suljic, who’s grown so much since the last game, does a great job of bringing Atreus to life.

But narratively, taking control of Atreus only enhances his coming-of-age story. In God of War (2018), he was a support character, effectively teeing up enemies for Kratos to finish them off while relying on his father to literally carry him around everywhere. In Ragnarök, though, we see — or rather, experience — how independent Atreus has become. In the three years since the last game, he’s grown, and it’s led him to become independent. He can think on his own, fight on his own and climb an entire mountain on his own. By embodying Atreus, we can fully appreciate how he’s starting to become his own man. Best of all, he does this, consciously or not, by leveraging both sides of himself — marrying the best of both worlds of his lineage. The survival lessons from his father, coupled with the magic of his mother, have helped shape him into a capable warrior.

This was all rather touching to see. As someone who’s been estranged from his father for several years now, I can fall into the trap of trying to distance myself from that side of me. Brown people and culture can bring up unpleasant memories and push me to withdraw. But in Atreus, I saw someone who was empowered by embracing both halves. I saw someone who often felt lost and desperate like me, but didn’t run away from what made him who he was. If anything, it only helped motivate him in his journey. It reminded me that you don’t have to be defined by family, but what you take from them, on either side, can truly be beneficial.

The bear that keeps to his own line

The other side of the coin, of course, is Kratos. Part of the brilliance of the Norse God of War games is the fact that they don’t shy away from their past; all of the previous Greek mythology-inspired titles actually inform the current story. In this way, Santa Monica Studio contextualizes the central “father-child” dynamic far more deeply for me than the many other games that have tackled similar subject matter, be it The Last of Us, The Witcher 3 or Telltale’s The Walking Dead. We’ve seen the vengeful, loathsome, even evil man Kratos has been, and that adds significant weight to everything he now does.

What this means is that Kratos is a deeply flawed character and, as a result, an utterly believable and true-to-life father — one not unlike my own. While we understand Kratos’ efforts to protect his son stem from his guilt over the deaths of his previous family, that doesn’t change the fact that it leads him to exhibit decidedly toxic behaviour. His inability to properly show his love for Atreus, on top of his coldness and emotional unavailability and overbearingness, only serve to push Atreus away. These actions mirrored those of my own father, who often wasn’t around or, when he was, demanded respect and obedience without ever extending any of that to me. Kratos is even advised against this behaviour early on by Mimir, with whom he now shares a surprisingly close bond. “Brother, he’s going to walk his own path,” says Mimir. “If you don’t want him walking away from you, then smarten up and walk with him awhile.”

God of War Ragnarok headerAnd sure enough, Atreus does walk away — repeatedly. At first, it’s in small ways, like sneaking out with Sindri behind Kratos’ back, but this later manifests in more dangerous excursions. Take Jötunheim, where Atreus finds himself after Kratos effectively told him to shun his Loki side because “you are Atreus, my son, and nothing more.” Here, Atreus comes across Angrboda, a kind, bubbly young woman for whom he starts to develop feelings. Together, they explore the mythical Ironwood forests in a significant departure from the main Ragnarök quest. For some people, this section was “too long and absolutely boring,” but it’s one of my favourite parts of the entire game.

On the one hand, Ironwood serves as a lovely respite from the harrowing apocalypse that loomed in the background, instead giving us an infectiously sweet back-and-forth between Atreus and Angrboda. In God of War (2018), Atreus really only gets to spend time with adults — chiefly his cold, hardass father. Now, though, we see a new side of him; he gets to just be a kid. The sense of youthful innocence on display between the pair is utterly endearing, reminding me fondly of Ellie and Riley hanging out at the mall in The Last of Us: Left Behind. When Atreus races through the mountains with Angrboda, Bear McCreary’s cheerful and adventurous “A Son’s Path” blasting in the background, I had a massive grin on my face. In many ways, Atreus and Angrboda are the beating heart of Ragnarök, the future that Kratos will inevitably commit to fighting for.

But beyond that, Ironwood made me feel even closer to Atreus. Narratively, this section is as long as it is because the lad wants it to be. He doesn’t want to go back home and deal with all of that drama. After so much conflict with his father, who fails to accept him for who he is, Jötunheim offers an alluring sense of escapism, and he’s fully drawn in by it. For me, this hit close to home. Since my mum worked long, late nurse shifts, I’d have to spend a few days of each week with my father. Needless to say, that was not my preference. So, that sense of dread that Atreus felt in having to go back to his father, and his desire to prolong it as much as possible to be around a much warmer presence? Well, I got that.

Ragnarök also captures the little intricacies of an angsty teen who nonetheless has legitimate grievances with his father. After Ironwood, when Kratos returns from Vanaheim with Freya, he goes to confront Atreus about where he’d been. Mimir had asked him to consider a measured approach, but Kratos, acting out of frustration, rather forcefully declares “He will tell me where he’s been.” Naturally, this quickly leads to a heated fight, with Atreus upset that his father doesn’t trust him, and Kratos thinking that he’s recklessly plotting to seek Odin to prevent Ragnarök. With haste, the rest of their allies take Kratos’ side, essentially ganging up on Atreus by doing so.

Now, is Atreus being foolhardy for considering such things without much in the way of an actual plan? Absolutely! But Kratos and the group’s complete lack of empathy for this clearly scared and conflicted teen just leads him to feel even more alone. Everyone stands around and berates him — of course, he’d lash out, run away and do the exact thing he was told not to do. It brought back vivid memories of all the times I’d spend the summers in Florida to visit family, where everyone would take my dad’s side and make me out to be the villain. Was I perfectly behaved? Probably not (is any child?), but adults not being more understanding when dealing with a teen, especially one who clearly feels lost and scorned and far from the comfort of his home, just leads him to become even more bitter. Even the way Atreus rather astutely points out Kratos’ hypocrisy in lying to him rang true for me. The many times my own father would keep things from me — chief among them, how I found out about his wedding through Facebook, of all things — but then get mad should I also not be so forthcoming. “Wonder where I learned that?” Atreus says sarcastically when Kratos calls him out for lying. Every resentful remark, every anguished plea for his father to just listen to him, felt all too familiar.

Finally being better

This isn’t to say that Kratos is a terrible father — far from it. It’s evident that he does care, and the ways in which Ragnarök uses not only main story missions but an ample amount of sidequests to illustrate this are absolutely masterful. Nowhere is this more apparent than in the heartwarming Hafgufa “Jellyfish” quests in Alfheim. After Atreus asks to track down and free a wounded creature, the boy is surprised when his father is willing to traverse eerie, barren deserts and Elven warrior-infested caves to do so. Eventually, Atreus’ curiosity gets the better of him — he just has to ask why his father has even bothered to go on all of these excursions.

“Have you ever considered..? He just wants to spend time with you lad, while he still can,” asks Mimir.

“We do not know what lies ahead, but if Ragnarök approaches…” Kratos adds sternly before his voice softens, “I wish to enjoy the time we have left.”

This little exchange encapsulates so much of what I love about Kratos and Atreus’ relationship. No father is perfect, and it’s certainly not uncommon for one to be guarded with his emotions. But it’s the effort that counts. Kratos going on these grand adventures with his son is, in his own way, the ultimate expression of love. For someone like me, with a father who lived just 10 minutes away yet barely ever made the time to see me, Kratos was exhibiting everything I ever really wanted. The beautiful subtleties in Christopher Judge’s performance — which he’s candidly admitted serves as both a “love letter” and “apology” to his own children — only adds to the sincerity and emotional weight of such scenes.

We also see Kratos grow more empathetic. When Atreus returns to Brok and Sindri’s, ashamed of having let the deadly Garm free, the others start to admonish him. Kratos, though, acts a bit differently — he actually stands up for his son. Instead of making him feel even worse, he puts a hand on his shoulder and reassures him that together, they will fix this mess. Atreus even asks if he’s going to be reprimanded, and Kratos simply says, “No. I am… relieved you are safe.” What’s more, this entire experience brings Kratos to a major epiphany. After they stop Garm and prepare to return home, Kratos has a heart-to-heart with Atreus, candidly acknowledging how he’s wronged Atreus. “I have been… falling back into my own ways. Angry. Distrustful. With you, now… and before. I… I chased you away.” What’s more, he actually says, “I’m sorry,” with Judge expertly capturing all of the guilt and self-loathing in his tone. It’s a far cry from the Kratos in God of War (2018) or even Ragnarök up until this point. All of this, in turn, helps Atreus see the good influence his father’s watchful eye has had, and the two come to an understanding.

It’s a moving exchange and one I’d have killed to have with my own dad, even once. Never did he accept responsibility for anything; it was always me, the petulant child, to blame. When I had to call my mum at 3am on Father’s Day to pick me up from a party he dragged me to, my 13-year-old self fearful of how intoxicated all of the adults were, was at fault. When I saw him weeks later, he complained about how embarrassing that was, how I was the only child to do that and cause a scene. If I told him I didn’t want to go to Waterloo, Ontario with him so he could see his fellow beer-loving cousin, I was being disrespectful and disobedient — who cares if I just wanted to spend the day just the two of us? In that moment, I saw something I always dreamed about — my father recognizing his harmful traits and genuinely apologizing for them. Throughout his entire journey in the first game, Kratos told Atreus about the need for them to be better — now, he’s actually doing that, and my heart was full.

God of War Ragnarök Kratos and Atreus in tentFrom here, everything we see between Kratos and Atreus is just icing on the proverbial father-son cake. When Atreus feels immense guilt over the murder of Brok, Kratos tries to comfort him by accompanying him on a deer hunting trip and, later, tries to apologize to Sindri. The night before they make the climactic charge on Asgard, Kratos lets Atreus sleep in his tent and tells him a story to help him go to sleep, all while trying to keep his weariness and reservations about the coming battle in check. Ragnarök takes its time to get to these tender, oh-so-human moments so that they feel earned when we get them. But Santa Monica Studio saved the best of them for last.

Letting go

Much praise has been heaped upon the ending of God of War Ragnarök, in which Kratos weeps as he discovers a prophecy depicting him as a peaceful and beloved god, and, finally, having hope for his own future. I certainly adore this, as it’s a magnificent and beautifully poetic cap to his arc; somehow, the thinly written, one-note rage monster of the old God of War games was given some of the most profound character development I’d ever seen in a game. Not forgiving him for his actions, but making sure he puts in the work — going around the Nine Realms with Freya to clean up Odin’s mess — to earn his new lease on life.

But it’s the other half of that ending that resonates even more for me. After the war with Asgard, Atreus takes the opportunity to tell Kratos that he’s decided to find the remaining Giants. After everything he’s been through, all of the soul-searching to forge his own identity, he’s now certain of who he wants to be — a hero to his people. As he attempts to explain his reasoning, Kratos quickly tells him he understands why — to truly become his own man, he has to take a risk and venture out, even if it frightens him. What’s more, he tells Atreus that the reason they overcame Odin is because his kindness — his innate ability to believe in good — led him to entrust the allies who ultimately saved them. Ultimately, Kratos says, “you are ready,” a wonderful full-circle moment for the man who has been saying the opposite for nearly two full games. “Loki will go… Atreus remains,” says Kratos, choking up as he utters those last two words, embraces his son and a solemn version of the God of War theme swells.

Kratos embraces Atreus at the end of God of War Ragnarök

This final interaction moved me to tears. For so much of my life, this is something I’ve longed to have gotten from my own father. No, Kratos wasn’t the kindest, most forthcoming or even thoughtful of dads. But at this crucial juncture in his son’s life, as he’s about to become a man, he’s there for his son — to put a hand on his shoulder, tell him he was proud and give him his blessing to go forward. Atreus, the conflicted mixed youth who I saw a lot of myself in, got what he needed from his father. As someone who went through university, graduation and real-world employment without any fatherly support or encouragement, this hit hard. Sure, the circumstances were a bit different between Atreus and me. He parted with his father on the best of terms, lovingly and with the knowledge that someday, they will surely reunite. Meanwhile, I don’t know if I’ll ever be ready — or even willing — to reconnect with my own father. Still, seeing Atreus step out from Kratos’ shadow and successfully carve his own path was nonetheless so meaningful to me. Me even writing this about this publicly for the first time is, in many ways, doing something that scares me, just as Kratos mentioned. And in a way, hearing Kratos say, “you are ready” also felt like a direct address to me — a reminder that whatever happens, I can also move forward without my father.

As Kratos descends the mountain with Mimir and Freya in tow to start a new heroic journey, McCreary’s commanding and stirring score hitting a stupendous crescendo, I felt a surprising sense of resolve. Kratos and Atreus will be okay. And you know what? I will be, too.


God of War Ragnarök is now available exclusively on PlayStation 4 and 5.

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Stadia exclusive Hello Engineer to release on PC in 2023

Google is set to shut down Stadia on January 18th, 2023, but tinybuild’s ‘machinery-construction’ title, Hello Engineer, isn’t ready to die with the platform.

The title, which is a part of the Hello Neighbour series, was originally released exclusively on Stadia in June 2021. That is, until now. The construction puzzle title is now headed to PC via Steam.

The game will arrive on PC in 2023, and is currently available to wishlist on Steam. There is no specific release date for Hello Neighbour yet.

“Hello Engineer is a multiplayer machinary-construction game set in the Hello Neighbor universe for up to 4 players! Scavenge, craft and overcome challenges in the bizarre world of a mysterious amusement park. Put together incredible machines built of scrap, and challenge your creepy Neighbor and his evil bots. Roll, fly or bounce your way to victory; any machine that gets the job done is a successful design!” reads the game description on Steam.

The game has a story mode and a sandbox mode, wherein the former allows you to work alone or with friends to navigate challenges and puzzles, while the latter allows you to explore and build in a restriction-less free world.

Learn more about the title’s PC port or wishlist it here.

Image credit: Hello Engineer

Source: 9to5Google

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Sonic Frontiers delivers a delicious taste of the early 2000s ‘Adventure’ experience

The date is November 4th, 2011.

It’s the lead-up to the weekend, meaning that my mom would pick up my brother and me from school in Toronto and drive back over to Brampton.

This particular week was quite special, however, as Sonic Generations released on Tuesday and my anticipation for the game was immense. I still remember endlessly playing the demo on PlayStation 3 leading up to its release.

As a middle-school student, I did not have a lot of money to spend or even ask for, but my mother made an exception for this game.

If I were to trap those memories into a time capsule, it would contain all the ridiculous hours consuming Sonic Generations. If I wasn’t playing through the game, I was watching two of my favourite content creators Somecallmejohnny (a person who was one of my inspirations for creative writing) and ClementJ642 duking it out in the leaderboards.

I could go on about how Sonic the Hedgehog has both directly and indirectly influenced my life, specifically the 3D games because those are what I grew up with.

It’s also the reason why I remained cautiously optimistic with Sonic Frontiers until launch, because I wanted the game to be good since primary Sonic developer Sonic Team’s reputation is pretty rocky.

Not to say that the recent games were outright terrible, but Sonic Team lost my trust with Sonic Forces. It was tonally ridiculous (World War 3 in the Sonic universe does not work), the level design was flat and classic Sonic felt (pardon the pun) forced into the game because they were playing the nostalgia-bait card again.

It didn’t help that Sonic Frontiers’ marketing was not great at the start. All we saw was Sonic interacting with a lifeless, bleak-looking world without any signs of the traditional levels or Sonic’s banter with his friends.

Thankfully, not only did the marketing greatly improve but so did my own general feelings. As I played through the first couple of hours, it felt like I was back in my pre-teenager self eating Frosted Flakes and playing video games in front of the TV.

Live and Learn from your past

I’m a firm believer that instead of forgetting the past, we should embrace and learn from our mistakes, even if we fail to learn the first time.

Because of this mindset, I think it’s fair to look back at Sonic Team’s track record at storytelling and gameplay mechanics. Before Sonic fans click off this review, I’m not going to mention Sonic ’06 or Sonic Boom: Rise of Lyric.

Instead, I want to comment on Sonic Colors, Forces, Lost World and even Generations, as I feel these games highlight Sonic Team’s lack of direction with developing new characters and characterizing pre-existing ones.

One character that really showcases this issue is none other than Sonic’s sidekick Miles “Tails” Prower. Throughout the aforementioned games, Tails’ development is both confusing and inconsistent. For example, Sonic Colors does a great job of showing how useful he is as Sonic’s partner, as he’s cunning and witty. Then Lost World’s story has him getting angry at Sonic for not trusting his intelligence (for no good reason) and working with Eggman to stop the Deadly Six. Talk about mood whiplash.

However, the biggest crime comes from Sonic Forces as Tails, the person who stood up to Eggman when he was about to blow up Station Square in Sonic Adventure and fights multiple powerful versions of Chaos, becomes scared of the base form of Chaos and cries for Sonic.

Tails, while timid in his own right, is a character that does stand up for himself, even if the situation is quite scary. While he’s not as direct in handling situations like Sonic, he makes up for it with mechanical skills and intelligence. Sonic Forces essentially killed his character, making him one of many characters that I felt previous Sonic writers never really understood.

Sonic Frontiers KnucklesHowever, instead of disregarding the previous games, Sonic Frontiers actually embraces these flaws and weaves them into the storytelling. For example, Tails actually comes to terms with his problems about co-dependency on Sonic and, specifically, references plot details from Forces. Not only that, but there are so many references to the older games (including the classics) that had me constantly grinning during my playthrough.

For the first time in over a decade, I felt these characters had a clear sense of direction that was actually written by a Sonic fan. This is in special part to the involvement of Ian Flynn, the lead writer for Sonic IDW comics that have been well received for a long time. While the overall story did have some issues, I loved the characterization and I’m eager to see how this writing carries over to the next game.

Finding your own flame

Takashi Iizuka, the head of Sonic Team, coined the phrase ‘open-zone’ to describe the gameplay for Sonic Frontiers. While it sounds like techno-babble (Apple’s ‘dynamic island’ springs to mind), it really does describe the gameplay quite well.

Sonic Frontiers is not an open-world; rather it’s filled with bigger sandbox levels that have various obstacles and puzzles to explore. Though these worlds lack any real presence besides Sonic’s friends and the Kocos (adorable stones used to enhance Sonic), that’s not really essential for this game’s setting.

Instead, it’s about the joy of travelling around the islands. This is only further highlighted as you complete more puzzles and open up new routes to run quickly between areas. The more you play and complete challenges, the more these islands feel like traditional Sonic stages.

Sonic Frontiers running on wall

I especially loved experiencing the freedom of running around the world without the constraints of sticking to one specific path imposed by the past Sonic games. There was also a sense of reward when you had to figure out how to travel from one place to another without the game explicitly pointing out how you needed to go. This type of exploration is also encouraged because of the various collectibles that are scattered across the map that you need in order to progress the story. These include vault keys, memory tokens, portal gears and purple coins.

While these may sound tedious, especially for a Sonic game, I didn’t find it to be a nuisance. That’s because you can acquire all these items alternatively through Big the Cat’s fishing mini-game, a fun distraction with lots of useful rewards. It also helps that Sonic himself controls quite well, with the added feature of customizing exactly how you want him to play. This includes movement speed, jump height and more, making this the most accessible Sonic game (control-wise) to date.

Another addition to the overall gameplay is the revamped combat system. Since Sonic Frontiers reintroduces enemies with health bars, the blue hedgehog decided to take some fighting lessons from the Devil May Cry series. Sonic can perform parries, initiate combos and even has a skill tree to upgrade moves, though it’s really simplistic. The combat system is not fully realized, but it was quite enjoyable to fight different mini-bosses and even opened up some different combat strategies.

via GIPHY

However, there’s more than the open-zone gameplay in Sonic Frontiers — you also have the cyber space levels. These are bite-sized platforming levels using the ‘boost’ formula, where the player has to quickly traverse through the stage while reacting to various obstacles at high speeds. They also contain four challenges that include reaching the goal, clearing with a S rank time, collecting all the red rings and finishing the level with a certain amount of rings. While I was concerned about this approach because of Sonic Forces’ shorter stages, these provide a great burst of challenge without overstaying their welcome.

Not exactly all fist bumps

However, while the cyberspace levels provide a lot of fun, they also bring up most of the issues I have with Sonic Frontiers.

For starters, there are over 28 levels but Sonic Team reuses the same four aesthetics present in Sonic Generations. It’s still baffling that we can’t move past Green Hill Zone and Chemical Plant is starting to become an eyesore. Unfortunately, this laziness is also present in the level design because most are a copy-and-paste job from previous 3D games. It’s a double-edged sword because it makes the stages fun to play through at the cost of unoriginality. However, if you’re not familiar with the older games, this probably won’t be an issue.

via GIPHY

What is a universal problem is how Sonic controls in these stages. While I have a lot of praise when it comes to the open-zone gameplay, those controls don’t necessarily translate well to cyber space levels. Specifically, I found that basic 2D platforming was incredibly awkward for precise jumps, though there are some 3D stages that highlighted issues regarding sharp turns and double-jumping.

Outside of the cyber space levels, I can’t ignore the multiple graphical issues during the open-zone islands. There are numerous issues with objects popping in, textures looking right out of an early PS2 title and some cutscenes feeling hollow and unfinished. However, if the world can accept Pokémon Violet and Scarlet’s horribly poor performance, which is worse than anything you see in Sonic Frontiers, then these graphical issues are comparatively quite minor.

Undefeatable in Certified Hits

There are some guarantees in life: death, taxes and Sonic games having phenomenal soundtracks, and Sonic Frontiers is no exception.

In fact, it’s one of the best since Sonic ’06, with so many varied tracks ranging from peaceful and atmospheric to high-energy EDM and metalcore. Long-time series composer Tomoya Ohtani has dabbled through different genres before (with some being hit-or-miss), but he’s finally perfected it here.

I can’t quite describe the levels of euphoria I felt when I first heard “Undefeatable,” the first Super Sonic titan theme, but the joy was very similar to listening to hearing veteran Sonic composer Crush 40’s final boss songs.

Endless Possibilities

Overall, what Sonic Frontiers has achieved is a reminder that Sonic Team can be successful when ambitious.

Many people see this game as the hedgehog’s revival or that “he’s back” to being a video game mascot. While it’s not inaccurate to say (Sonic Frontiers currently has an 82 percent user score on Metacritic and is being received overwhelmingly positive on Steam), I honestly feel like he’s never left. We’ve had other entries such as Sonic Mania, Lost World and even the 3DS Sonic Boom titles that delivered a good experience.

Instead, it’s more like Sonic has his own Metal Gear Rising: Revengeance moment, pulling no punches and embracing the attitude that made him a lasting icon for over 30 years.

Sonic Frontiers isn’t perfect, but it’s a giant leap in the right direction as Sonic Team has finally made the right evolution to the hedgehog’s core gameplay. Most importantly, it was the most fun I’ve had with Sonic outside of the Adventure games and Generations.

To my surprise, they’re also continuing to support Sonic Frontiers with free DLC next year, introducing new challenge modes, small quality-of-life improvements and playable characters (a feature Sonic Team has avoided since Sonic ’06).

With all the positive press and continuing support, my hope is that Sonic Team uses this game to deliver an even better experience. This time, I’m quite hopeful that they will keep their promise.

Sonic Frontiers is available on the PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S (review on Series S), Switch and PC via Steam for $79.

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Image credit: Sega

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First Pokémon Scarlet and Violet patch fixes ‘select bugs’

A new patch has been released for Pokémon Scarlet and Violet, although it’s unclear if developer Game Freak has fixed any of the significant technical issues people are experiencing.

Season 1 of Ranked Battles is starting now, allowing you to enjoy Ranked Battles through the Battle Stadium. Game Freak also fixed an issue that caused the music to not play correctly during the battles with the Elite Four and the Top Champion in the Victory Road path.

Other “select bug fixes” have been made, but the patch notes aren’t specific about which ones have been addressed. Scarlet and Violet suffer from a slew of technical issues, including frame rate drops, crashes, clipping, pop-in and more.

Game Freak says, “we are aware that players may encounter issues that affect the games’ performance. Our goal is always to give players a positive experience with our games, and we apologize for the inconvenience. We take the feedback from players seriously and are working on improvements to the games.”

It’s unclear if this game is now actually worth purchasing. I’ll update my copy of the title and see what improvements have actually been made.

Source: Nintendo

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What’s new on Xbox Game Pass on console, PC and mobile in early December 2022

Every month, Xbox brings new titles to its Xbox Game Pass subscription service.

Normally, these come in two waves and now, the company has revealed what’s coming to Game Pass in the first half of December. Note: ‘Cloud’ refers to a game that can be streamed via Xbox Cloud Gaming to a variety of devices, including Android and iOS.

Highlights this month include this year’s Lego Star Wars: The Skywalker Saga, Justin Roiland’s High on Life and Montreal-based Manavoid Entertainment’s Rainbow Billy: The Curse of the Leviathan.

See below for the full list:

  • Eastward (Cloud, Console and PC) — December 1st
  • The Walking Dead: The Final Season (Cloud, Console and PC) — December 1st
  • Totally Reliable Delivery Service (PC) — December 1st
  • Lego Star Wars: The Skywalker Saga (Cloud, Console and PC) — December 6th
  • Hello Neighbor 2 (Cloud, Console and PC) — December 6th
  • Chained Echoes (Cloud, Console and PC) — December 8th
  • Metal: Hellsinger (Xbox One) — December 8th (already on Game Pass for Xbox Series X/S, Cloud and PC)
  • High On Life (Cloud, Console and PC) — December 13th
  • Potion Craft (Console and PC) — December 13th
  • Hot Wheels Unleashed – Game of the Year Edition (Cloud, Console and PC) — December 15th
  • Rainbow Billy: The Curse of the Leviathan (Cloud, Console and PC) — December 15th

Additionally, here’s what’s leaving Game Pass on December 15th:

  • Aliens: Fireteam Elite (Cloud, Console, and PC)
  • Breathedge (Cloud, Console and PC)
  • Dragon Quest XI: Echoes of an Elusive Age (Cloud, Console and PC)
  • Firewatch (Cloud, Console and PC)
  • Lake (Cloud, Console and PC)
  • Neoverse (Cloud and Console)
  • One Piece: Pirate Warriors 4 (Cloud, Console and PC)
  • Race with Ryan (Cloud, Console and PC)
  • Record of Lodoss War: Deedlit in Wonder Labyrinth (Cloud, Console and PC)
  • Rory McIlroy PGA Tour (Console) — EA Play
  • Transformers: Battlegrounds (Cloud, Console, and PC)

As always, Game Pass subscribers can take advantage of an exclusive 20 percent discount to purchase any game on the service and keep playing even after it leaves the catalogue.

Xbox Game Pass and Game Pass for PC each cost $11.99 CAD/month, while Game Pass Ultimate, which includes both versions of Game Pass, Xbox Cloud Gaming, EA Play and Xbox Live Gold, is priced at $16.99/month.

Find out what came to Game Pass last month here.

Image credit: Warner Bros.

Source: Xbox

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Golf now included in Nintendo Switch Sports

Golf has finally arrived on Nintendo’s Switch Sports. 

Nintendo Switch Sports, which was released in April 2022, came out without Golf as a playable game. At the time, Golf was planned to be added to the title in Fall 2022, but was delayed. Now, Golf is available to download as part of the free Nintendo Switch Sports ‘version 1.3.0′ update.

The golf update features a total of 21 holes from the Wii Sports Golf mini-game, alongside a ‘Survival Golf’ mode that allows for eight-player online gaming in a knockout-per-hole format, and a local LAN game mode.

Read the Nintendo Switch Sports version 1.3.0 update patch notes below:

Golf

  • Golf has been added. It can be enjoyed in all modes: Play Globally, Play Locally and Play with Friends.
  • We added a Shot Assist mode in Golf to make it easier for beginners to play. To use it, go to Options → User Settings → Other.
  • This setting only applies to Play Locally and Play with Friends.
  • Please be aware that even if you have Shot Assist mode on, your setting will revert to Normal in Play Globally mode.

Play with Friends

Overall

  • Several issues have been fixed to improve the gameplay experience.

Head to 3:26 in the video below to check out the Golf update.

Image credit: Nintendo Switch Sports

Source: Nintendo Switch Sports

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Pokémon Scarlet and Violet offers the best and worst Pokémon experience in years

Pokémon Scarlet and Violet (Pokémon SV) are the latest entries in the mainline Pokémon video game series.

Scarlet and Violet offer some of the best new ideas implemented into the Pokémon franchise since the series started getting weirder after Generation 5’s Pokémon White and Black (back in 2010). The titles fix issues that avid fans have wanted rectified for years, and are altogether a better experience than Pokémon Sword/Shield or Pokémon Sun/Moon, some of the series’ most recent mainline games.

Unfortunately, these fantastic concepts and new features are overshadowed by disappointing visual glitches, game crashes and bugs. While I still had an outstanding experience during my time with Pokémon Scarlet and Violet, all of the issues make the game difficult to recommend.

MissingNo.

It’s worth discussing the titles’ issues first, before delving into what’s good about the game.

Bugs and glitches aren’t new to Pokémon games. For example, capturing Mew and the infamous MissingNo. are two bugs in Pokémon Red, Blue and Green from way back in 1996/1997. However, no Pokémon game has had the number of bugs, visual glitches, and game crashes as consistently as Scarlet and Violet.

I experienced a few game crashes and visual hiccups like Pokémon falling off cliffs to their deaths, wild Pokémon walking through my battles, weird evolution glitches that create double Pokémon, ridiculous frame rate slowdowns, weird camera angles, Pokémon getting stuck in walls or the ground, and wall and ground clippings that are especially noticeable when catching Pokémon.

I’d also randomly encounter a problem where I can’t interact with the overworld and have to open my game menu and map before it starts working again. This is on top of nearly minute-long loading screens whenever I’m in a gym battle, and other 30-second game pauses that make it feel like the game’s going to crash at any moment. Overall, Pokémon SV is slow. Pokémon battles, talking to NPCs, navigating menus — everything about the title is incredibly sluggish, even for a Pokémon game. Some players have experienced glitches far worse than what I’ve encountered, which you can check out here.

Scarlet and Violet are supposed to be AAA titles, but they play like a pre-beta build of Skyrim. Sure, the Switch is an aging system, but that doesn’t excuse these games’ issues. For instance, Switch games like The Legend of Zelda: Breath of the Wild, Xenoblade: Chronicles 3 and even Pokémon Legends: Arceus run better than Scarlet and Violet. They’re also all on the Switch, with the former two also being completely open-world titles.

Game Freak and The Pokémon Company: this is inexcusable. It’s obvious Pokémon SV needed a few more months of polishing before release. I’m not sure what company is to blame, but the end result isn’t impressive as a long-time Pokémon game fan.

Three stories in one

Beyond the unavoidable glitches and bugs, Pokémon SV manages to still be some of the best games the series has offered in years.

You’re a student who’s tasked with three main quests: you have to find Herba Mysticas to help heal your friend’s sick Pokémon, put a stop to Team Star’s school bullying, and complete Pokémon‘s regular gym battles to become the Pokémon League champion.

When I first learned about these three stories, I thought everything other than the main gym challenge would be a waste of time and that I’d focus solely on the gyms. However, I changed my tune when I actually started playing. When you’re able to tackle any of these challenges whenever you want, it creates a totally different experience.

I saw a giant Klawf (a Rock-type crab Pokémon) on the side of a cliff and decided to investigate, which initiated the Herba Mystica storyline. The Herba Mystica challenges all essentially work the same. You find a giant ‘Titan’ Pokémon, battle them and get their HP pretty low. They then run away and eat some of the Herba Mystica and become stronger.

Then your friend Arven joins, and it becomes a two versus-one battle. You finally defeat the Pokémon and take the Herba Mystica for yourself. Arven makes the Herba Mystica into a sandwich, and then your Legendary rideable Pokémon (Koraidon in Scarlet and Miraidon in Violet) eats it, which helps it regain some of its strength. Herba Mysticas replace Hidden Machines (HMs) from previous generations, such as Surf, Fly and Rock Climb, and give these abilities to your Legendary, allowing you to travel the world more easily.

After figuring that out, I tried completing the Herba Mystica challenge before doing anything else. However, solely doing that becomes hard because of the level gap between the five Titan Pokémon. So, in between these challenges, I faced gyms and battled against Team Star. Unlike previous games, you have the freedom to tackle gyms in any order. I technically went from the first gym leader to the fourth one (based on levels). I found the fourth gym leader especially difficult, so before navigating to the fifth gym, I headed towards the second and third gyms to level up.

Facing Team Star was also more difficult than I’d assumed. To take on this part of the game, you need to head to a Team Star base and battle it out with a new mechanic that lets you send out three Pokémon to face off in quick Auto Battles in rotation. If you don’t have a type advantage, the experience can be tougher than expected. Following the Auto Battles, you’ll then face off against the Team Star boss’ who uses a Revaroom, a ghost engine that possesses cars.

What’s different about these stories is the narrative elements they bring to Pokémon. With them, you get two different storylines that are actually interesting and even heart-wrenching. You also learn a lot more about some of the characters in the game. And at the end, all three of these stories tie into one. A solid narrative isn’t something that Pokémon has a lot of experience in, so I appreciated this new form of storytelling.

I really like the narrative direction of Pokémon Scarlet and Violet because it offers a different pace than what we’re used to. Recent games in the series haven’t really offered a deep narrative with stakes, but trying to heal Arven’s Mabosstiff, learn what’s going on with Team Star while putting a stop to school bullying, and uncover what’s in the Great Crater, is interesting and compelling.

The Terastal Phenomenon

Alongside improved storytelling, Pokémon SV offers some of the best gameplay we’ve seen yet in the franchise. One of my favourite things from Pokémon series is trainer battling, and I like how Scarlet and Violet is full of it. That said, making eye contact with a trainer doesn’t initiate a battle like in previous games, and the battle music now commences if you start a conversation with them.

Unlike Sword and Shield, there are plenty of trainers to face, and there’s even someone who will reward you with items the more battles you take part in. Alongside actual trainer battles, there’s the option for ‘Auto Battling,’ which allows users to send out their Pokémon to go out and fight other random wild Pocket Monsters and gain experience. It won’t net you as many experience points as a normal battle, but after a few battles, it starts to add up.

Pokémon SV also has the new Terastal Phenomenon, which lets you Terastallize your Pokémon to swap out their type. If you have a Pikachu with a flying Tera type, when it Terastallizes, it’ll turn to Flying type, getting rid of its Electric type. I find this to be a better battle mechanic than Dynamaxing and Z Moves from the last two generations.

And while I haven’t done any online battles yet, you can imagine the various strategies that could be implemented with Terastallizing in mind.

The Paldea Region

The new Paldea region also offers cool new Pokémon with inventive designs, like Flamigo, for example. The game scales back on some of those huge eyes, small-headed cutesy/chibi-style Pokémon (Sobble, I’m looking at you) and has added several top-tier creatures that are reminiscent of Pokémon from the series’ second and fifth generations. The naming conventions are also stellar, like Oinkloigne, Fidough and Nacli (Salti for the salt Pokémon). We haven’t seen clever names like this in a while.

The region is the largest out of all the mainline series, with parts in hidden underground caves, icy mountains and sandstorm-filled deserts. And with the ability to climb nearly anything, you can reach points that you’d never be able to in older Pokémon games. There’s so much more exploration in this title that it’s somewhat disappointing all Pokémon Centers, Gyms, Titan Pokémon and Team Star challenges are already placed on your map from the beginning. It would have been great to explore and find these out for yourself, but at the same time, that could make the game too difficult for its younger audience.

While gym leaders and other special NPCs can Terastallize their Pokémon, you can also catch these Pokémon in the wild. You can partake in a Tera Raid Battle, where three other trainers (either random NPCs or your real-life friends) can join you. In these battles, you’ll face off against a large Terastallized Pokémon, which you and your team will have to defeat. Once defeated, you’ll have the opportunity to catch it. There are just random glowing Pokémon in the wild which can also be Terastallized, but you have to face them one-on-one.

This also might be the easiest game to catch Shiny Pokémon; I’ve already happened to catch three without even seeking them out. However, if you’re hunting for a specific Shiny, there are ways to improve your odds. For instance, when you set up a picnic and make a sandwich, it’ll increase the chances of seeing certain types of Pokémon, but you can also have the sandwiches increase the chance of making a shiny. This is also the only way to get Pokémon Eggs.

Paradox Pokémon

Pokémon Scarlet and Violet are some of the best entries in the series, but unfortunately, they seem to have needed several more months of development. Game Freak, The Pokémon Company and Nintendo should have never released a game this rough. This isn’t a small indie series — it’s the highest-grossing media franchise in the world.

Hopefully, these rampant issues are fixable with an upcoming software update, but we’ll have to wait to find out. If Pokémon Scarlet and Violet receive an update that solves these issues, you should definitely pick up the game. This story will be updated if an update is released.

The game offers new gameplay and battle mechanics, cool Pokémon designs, and some exciting narration. After you complete the three stories, there’s still more to discover and a lot more battles to have, which filled me with joy.

Pokémon Scarlet and Violet are available now for the Nintendo Switch for $79.99.

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NBA Clash game launches on Android and iOS

A new basketball mobile game called NBA Clash is now available on Android and iOS.

Developed by California’s Nifty Games and licensed by the NBA and NBPA, NBA Clash is centred around quick-session, real-time, player-vs-player matches.

NBA Clash features all 30 NBA teams and over 100 individual players, each of whom can use their own special abilities.

Check out the game’s launch player below, featuring NBA stars Jaylen Brown (the Boston Celtics) and Kitchener, Ontario-born Jamal Murray (Denver Nuggets).

You can download NBA Clash for free on iOS and Android.

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Here are the free games hitting PlayStation Plus Essential in December 2022

Each month, PlayStation offers a handful of games at no additional cost to its PlayStation Plus subscribers.

Now, the company has revealed the trio of titles hitting PlayStation Plus Essential in December. (PlayStation will announce December’s PS Plus Extra and Premium games in the coming days.)

Notably, this month’s highlight is Mass Effect Legendary Edition, a remastered PS4 collection of BioWare Edmonton’s beloved sci-fi shooter Mass Effect trilogy. Rounding out this month are two PS4 and PS5 games, the third-person platformer fighter Divine Knockout: Founder’s Edition and action-RPG Biomutant.

All three games will be available for free through PS Plus from December 6th to January 2nd. Meanwhile, November’s free PS Plus Essential games will remain available until December 5th.

PS Plus Essential costs $11.99 CAD/month.

Image credit: EA

Source: PlayStation

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Hear Chris Pratt try to be Italian again in new Super Mario Bros. movie trailer

Nintendo has debuted the second trailer for the upcoming Super Mario Bros. Movie.

Revealed during a November 29th Nintendo Direct, the trailer lets us hear more of Chris Pratt’s bizarre Mario voice as well as Charlie Day’s Luigi, who both said little during last month’s debut teaser. As previously teased, the trailer also introduces Princess Peach, played by Anya Taylor-Joy.

We also get nods to classic Mario staples like the Fire Bar and even Mario Kart. Unfortunately, we only get a glimpse at Seth Rogen’s Donkey Kong as he’s about to fight Mario — we don’t get to hear the Canadian funnyman’s voice. (He did appear in the Direct via a pre-recorded live-action talking segment, however.) Additionally, Nintendo says that Charles Martinet, the long-running voice of Mario in the games, will appear in “surprise cameos.”

Aaron Horvath and Michael Jelenic (Teen Titans Go! To the Movies) serve as co-directors. Composer Brian Tyler (Avengers: Age of Ultron) is also working with original Mario series composer Koji Kondo to integrate some of his iconic tunes into the original score.

Following a delay out of 2022The Super Mario Bros. Movie will hit North American theatres on April 7th, 2023.

Image credit: Nintendo/Illumination