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Microsoft Flight Simulator head on 40th anniversary celebrations, streaming and preservation

Did you know that Microsoft Flight Simulator is actually Microsoft’s longest-running product line?

With its introduction in 1982 for the IBM PC, it actually predates Windows by three years, Office by eight and the Xbox gaming brand by a whopping 19. It’s pretty wild to think about, especially considering Microsoft is undoubtedly best known software company.

To celebrate Flight Simulator‘s 40th anniversary, Microsoft is releasing the appropriately titled 40th Anniversary Edition update on November 11th. Naturally, for such a momentous occasion, you want to go big, and that’s exactly what Microsoft has done with the expansion.

“We were sort of constructing this box of chocolate,” says Jorg Neumann, head of Microsoft Flight Simulator, about the approach to the update, which was created with the help of 10 studios around the world. So what, exactly, went into this box of sweets?

Helicopters and gliders and airliners, oh my!

According to Neumann, Microsoft’s tracker for most requested community content additions helped steer them in the right

jorg neumann

Jorg Neumann

direction.

At the top of the list were helicopters and gliders, which haven’t been in the series since 2006’s Microsoft Flight Simulator X (FSX). But as Neumann points out, the piloting systems for these vehicles are “totally different” from anything that’s featured in the current Flight Sim. That’s to say nothing of the fact that quite a lot has changed since 2006.

“If you think about FSX back in the day, we always look at the physics system, and the physics system was ‘a plane was a box.’ And it had one control point. And on that control point, you had to do all the physics operations. So it wasn’t exactly the most accurate thing ever,” he says with a smile.

This meant that Flight Sim co-developer Asobo had to write a whole new system and add a variety of features. “The ground effect is different with less water drag when you get close to the ground. We did things like translational lift, which is basically from ‘hover’ to ‘fly forward’ and how that really works, and the vortices that are happening,” says Neumann. He adds that a solution to “dissymmetry of lift” — the unequal amount of lift on opposite sides of the rotor disc — called “flapping” had to be coded from scratch.

The other piece of the puzzle was working with a French company called Helicoptres Guimbal, who provided helicopters and test pilots for reference. With their help, the Flight Sim team would use new recording devices to get the telemetry of the real helicopters and compare them to what they have in the game. In the end, all that work has seemed to pay off.

“I think the best news for us was when we brought it back to the test pilots and they tested it, they actually said, ‘man, you guys got close,” says Neumann. “And they gave us more feedback, and that went on a number of months. And now they’re saying it’s really, really good — to the point that they’d like to use it like for training purposes and such. So that’s always the best validation.”

Microsoft Flight Simulator helicopters

Another highly requested feature was the addition of a true-to-life airliner: the sophisticated Airbus A-310. To design it, the Flight Sim team partnered with global software company Inibuilds, who Neumann says have “a lot of direct access” to airline pilots. This was essential, he says, because the pilot handbooks for such aircraft are “thousands upon thousands of pages” long.

Given that, he admits he’s not an airliner expert, but from what he’s heard from the true savants is that Inibuilds’ work on the airliner “is really outstanding.” Moreover, he says it helped improve the game as a whole.

“It pushed us, frankly. I think there were things in Flight Sim when we launched that weren’t as deep as far as systems are concerned — like the weather radar was more limited and stuff. And I think a lot of what Inibuilds did was pushing the platform to get really great, which is a a net benefit to all the other third parties that make airliners.”

Honouring the past — including Canada’s

One of the other notable elements of the update is the set of seven famous historical aircraft: the 1903 Wright Flyer, the 1915 Curtiss JN-4 Jenny, the 1927 Ryan NYP Spirit of St. Louis, the 1935 Douglas DC-3, the beautiful 1937 Grumman G-21 Goose, the 1947 Havilland DHC-2 Beaver and the 1947 Hughes H-4 Hercules.

The Spruce Goose.

That last plane, also known as the ‘Spruce Goose,’ is perhaps the most notable of the bunch — the largest seaplane and largest wooden plane ever made. Its creator? A lesser-known business magnate, pilot and engineer by the name of Howard Hughes, who also happened to be the only person to ever fly it. This begs the question: how do you simulate a plane that was only ever flown once?

“Howard Hughes was an interesting guy, right? So he kept actually building on that plane. He flew that one time back in 1947. But that’s just one configuration — he kept changing the thing to make it better,’” explains Neumann. “And we saw all the pictures over the ages and we needed to figure out like, ‘what is this lever do here in the central console?’ And then they [the Evergreen Museum who houses the Spruce Goose] went in and actually gave us the engineering specs and where the electrical lines actually go. And we discovered some stuff that I think nobody really knows about like it’s two APUs, power units, and they’re in the cockpit. This thing must have been crazy loud, when it flew, sitting in the cockpit!”

And if the recent Canada-themed update wasn’t enough, Canucks will also have something unique to enjoy in 40th Anniversary Edition: the 1947 Havilland DHC-2 Beaver. Shortly after World War II, Canadian aviation company De Havilland shifted focus to civilian operators — in this case, a single-engined high-wing propeller-driven short takeoff and landing (STOL) aircraft. On top of that, Canadian 3D model and animation company Blackbird Simulations (formerly Milviz) actually handled the Beaver. “Because they’re from Canada, they were like ‘the Beaver — we need to do the Beaver!” Neumann says with a laugh, noting that some of the team flew for Canadian Air Patrol. “It’s a great group of people.”

Microsoft Flight Simulator Beaver

In general, he says it’s “most important that people really love the plane that they work on,” and that’s especially been apparent with Blackbird. “The lead engineer on [Blackbird], his name is Jim. And he sends me builds, ‘hey, check it out!’ And you see all the needles through this little jitter. I’m like, ‘what is happening?’ And he’s like, ‘Oh, it’s this power unit up here!’ And it does this vibration thing. And it’s a super authentic version of what the Beaver really feels like. And I think Flight Simmers really enjoy that. It’s not just the shape — it floats and it can go into lakes. It really feels the part, and it sounds the part. They’re so proud of the sound recordings because it’s all custom recordings done for specific planes up in Canada. It was cool.”

Reaching new audiences for years to come

When I last spoke to Neumann, it was to preview the launch of the Xbox Series X/S versions of Flight Sim — the first time the series had ever come to consoles. Of course, that brought in a whole new wave of players who had never experienced the series, and the team took great care into creating tutorials and other guiding missions to ease them in.

Fast forward over a year and Neumann says he’s happy to see how this new audience has received the game. “It was great. The audience is huge — we doubled the audience.” And that was just with the native Series X and S versions. This past March, Microsoft added Xbox Cloud Gaming support to the game, letting players stream it to the last-gen Xbox One and, even, mobile devices.

“It’s a fascinating thing — I actually test a bunch on iPhone 12 because it’s so fast to fire up the SIM,” he admits with a laugh. But his biggest takeaway is just how much these two expansions reached people.

“It added people all around the world — more so than what I expected. Because there’s a traditional PC audience and a traditional Xbox audience, and this one literally liberates it from any country on Earth now. For example, just a tidbit: Turkey, somehow, is now the number six most popular place where people fly Flight Simulator. I would have never thought that because the country doesn’t have a deep history of aviation. But clearly people like it — it’s a big country, it has [85] million people. So I think we’re reaching new people and innocent people.”

To that point, he mentions how he sees the Flight Sim add-on developer community has a lot of new teams with people who are 20-years-old or younger. His conversations with aircraft manufacturers have also indicated that interest in aviation is going up.

“I’m not saying it’s all because of us or anything, but I do think we’re contributing to sort of a resurgence, where people say, ‘planes are cool, let’s get into this.’ And the emails that always make me the happiest are from like eight to ten year olds writing me saying, ‘hey, I’m flying Flight Sim every day,’ and then they ask me something about their hometown or whatnot and it feels awesome. That’s when it feels that you’re doing something meaningful.”

Microsoft Flight Simulator Airbus

The other side of the equation, he says, is that Flight Sim can play a role in the preservation of aircrafts.

“I go to a bunch of museums and I talk to those people. And they are kindred spirits, just of a different ilk. They are spending their life — all their passion goes into preserving these amazing machines. And they look at me like sort of almost like a savior, because they know that machines, at some point or another, physical things erode over time. For example, the Spirit of St. Louis — the cloth is going away and they can’t do anything about it. Like nobody can touch the plane — nobody has been on the ceiling for decades. It’s just the tools of time. And they look at what we can do in the digital space, which is not the same, but but it has a certain element of the preservation, so they pour their hearts into helping us.”

Taking that one step further, he says he’s had conversations with museums to preserve them, too, in a digital space. “It’s not perfect or anything, but it keeps getting better, and people want to be part of that. And we’re doing some prototypes right now that could lead us to some fascinating places.”

Ultimately, he says these sorts of efforts can appeal even to those who aren’t interested in aviation.

“I was thinking about the photogrammetry cities that we have — some of them are from 2013, and we’re getting new ones now. And I was projecting forward, 40 years of Flight Sim… what’s the world going to look like 40 years from now? That’s the kind of the mental game I play. You know, we will have cities from 50 years ago. And people can look back in time and say, ‘Hey, this is what the city looked like.’ And we are really making this ‘history of Earth thing,’ a little bit. Not just planes, but the world itself, and I think that that has lots of fascinating things going for it.”


This interview has been edited for language and clarity.

Microsoft Flight Simulator 40th Anniversary Edition will be available as a free update to all Flight Sim players, including those on Xbox Game Pass.

Image credit: Xbox


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Mobile Syrup

God of War: Ragnarok might be the GOAT [SyrupArcade Cast]

God of War: Ragnarok is finally available.

While Brad Shankar dropped his opinion on the game last week and interviewed several developers behind the title, the team still had more to say about the anticipated PS4 and PS5 gaming epic.

This is where Dean Daley’s and Brad Shankar’s new SyrupArcade episodes of the SyrupCast come in. These special SyrupArcade Cast episodes are still the SyrupCast you know and love, but with an emphasis on all things gaming. All episodes will be available in the standard SyrupCast podcast feed on nearly every podcast platform out there.

On this episode of the SyrupArcade Cast, Dean and Brad have a nearly spoiler-free discussion about Ragnarök‘s characters, settings, Norse mythology and more.

As always, you can listen to the SyrupCast below or find the pod on your favourite streaming platform.

Subscribe on Spotify

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Direct download link

Image credit: Sony

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Mobile Syrup

Nintendo Switch user data spoofed by lazy 22-year-olds… or not?

A recent piece of data shared by Nintendo suggests that 22-year-olds love the Switch.

It’s not an entirely outlandish claim. I’d even argue that most people really enjoy Nintendo’s latest console, which is on track to becoming its best-selling hardware ever. However, something doesn’t add up when you see the data in a graph.

As you can see in the tweet below, there’s a pretty significant data spike in the number of 22-year-olds compared to 21 and 23-year-olds. Sure, maybe there could be a few more people born in 2000 that just so happen to own a switch, but this also suggests misleading data.

Twitter user Colm Larkin points out that it’s likely the year 2000 is enough to make users age-appropriate for an adult account. Plus, who doesn’t like round numbers? It also seems strange that there are more 22-year-olds than 15 and 16-year-olds, which you would think would be the prime age for Switch gaming. However, this is also old enough to start to figure out that if you set your age to be an adult, you then deal with fewer restrictions.

On the other hand, maybe there really are a crazy amount of 22-year-olds playing games on the Switch. We’ll likely never know.

Source: Nintendo Via: Nintendo Life 

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Mobile Syrup

Google has started processing refunds for Stadia users

Back in September when Google announced that it is shutting down Stadia, it came as a surprise that it will also refund users that purchased Stadia hardware through the Google Store, alongside all games and add-on content purchases made through the Stadia store.

During the time, Google said that it ‘expects to have the majority of refunds completed by mid-January, 2023,” and it looks like Google has now started the process of refunding users.

According to an announcement made today, Stadia will “attempt to” automatically process refunds for all Stadia Store purchases of games, add-on content, and subscription payments. “We ask for your patience as we work through each transaction and ask that you refrain from contacting Customer Support as they will not be able to expedite your refund during this time. We still expect the majority of refunds to be processed by January 18th, 2023,” said Google.

Google says refunds would be processed directly to the source of the payment. If that isn’t possible for any reason, Google will email you on the Google account used to make the purchase with more information.

Customers who have made 20 or fewer purchases on the Stadia store will receive one email for each transaction made, whereas customers who have made 21 or more purchases on the Stadia store will receive one email summarizing all the refund attempts.

Users who’ve made pre-orders will have the orders cancelled, and their cards won’t be charged. Additionally, the charges for the Stadia Pro subscription and Power Support CLAW would not be refunded.

Source: Google 

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Mobile Syrup

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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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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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 

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God of War Ragnarök developers on crafting the ultimate sequel

Ragnarök is finally upon us.

Four years after the beloved God of War reboot, developer Santa Monica Studio is back with its highly anticipated sequel, and it’s nothing short of a masterpiece. In the game, Kratos and Atreus are tasked with finding a means to prevent Ragnarök, the prophesied Norse apocalypse, while learning more about Atreus’ illusive identity as Loki.

To learn more about what went into crafting God of War Ragnarök, we sat down with two members of Santa Monica Studio: Bruno Velasquez, animation director, and Erica Pinto, lead narrative animator. They touched on the work that goes into bringing characters to life through animation, responding to feedback regarding a lack of enemy variety in the last game, Kratos’ flashy new combat moves and more.

Note: This is a spoiler-free interview.

Question: The cast of characters is so much larger in Ragnarök. You still have that core emotional story of Kratos and Atreus, but the ensemble is so much bigger now. So I’m curious — among all of these characters, who were your favourites to work on from an animation perspective?

Kratos in God of War Ragnarok

Pinto: My favourite… Even with a large cast of characters, there’s so many, and I worked God of War (2018) as well. But Freya really resonates with me, and the opportunity to really dive into her story, and try to give her some closure with what happened in the last game in [Ragnarök] was fairly exciting for me to to explore.

“We gave Kratos almost like a glow-up — we increased the number of joints in his face.”

Velasquez: I’m going to cheat a little bit because I’m going to pick two. I’m going to say Brock and Sindri. Because I feel that we have seen them evolved from 2018, where their role was a supportive role and they would interact with Kratos and Atreus in a very fun way. But I feel like this time around, they feel more like a family — they’re part of a family. And now that they’ve reconciled after the ending of the last game, they’re back together as brothers. So I think it’s fun to see their interactions with Kratos and Atreus and how they’ve evolved and grown over the past three years that Fimbulwinter [the prelude to Ragnarök] has been happening. And then Brock is just hilarious — Brock is so much fun. Robert Craighead, who’s the actor that plays Brok, just did an amazing job. And we even brought him in to shoot some of Brock’s navigation running around and it was so much fun. He really brought the character to life.

Pinto: I feel like everybody on the team is going to give you a different answer.

Velasquez: Oh, yeah!

Pinto: Some people really love some of the Aesir characters [Odin’s gods]. And some people love the returning characters. There’s something for everybody.

Velasquez: Our hope, actually, is that the players find and gravitate to one of their favourite characters. We don’t want them to like a certain one only — we want them to gravitate to who they identify with the most.

God of War Ragnarök Brok

Brok, the dwarven smith, returns from God of War (2018).

Q: This game is so emotionally powerful, and you’re taking Kratos, especially, into more emotionally vulnerable places. And there are so many quiet, dialogue-free moments where it’s an interaction between him and Atreus and we see all these little subtle animations on his face. Obviously, you don’t want him to be melodramatic, but you also want to take his character and evolve him. So I’m curious — how do you strike that balance, where you have the great writing and [Kratos actor] Christopher Judge’s understated performance, and then on the animation end, you have to bring that to life? What’s the the animation work that goes into conveying that emotion and making these scenes that just floor you?

Velasquez: There is so much that goes into it — it’s definitely a full team effort. It starts with the writing, right? It starts with a really powerful strict script that the actor can connect with and relate to, and a lot of that is really driven by Chris’s performance on how he himself feels as a father, and he puts his personal experiences into into Kratos as well. And when it comes to the performance, yes, the basis is there from Chris, and our animation team then comes in takes that over and finds the moments where we could push things or enhance things or just let it be. We have a very talented group of animators on our team that have really helped us to bring Kratos to life.

Pinto: Even on the technical side, we didn’t just take the same rig from the last project. We gave Kratos almost like a glow-up — we increased the number of joints in his face. We partnered very closely with our Visual Arts Group to really capture all of the performance that Chris Judge gave us, and get all those little micro expressions, and really see how much we could bring out of every character — not just Kratos, but every character got that same amount of attention. And even like our engineering department would work on, like, ‘what is the maximum compression we can squeeze out of our engine to make sure all of that facial performance comes across and doesn’t get wiped away from for memory purposes.

Q: One of the pieces of feedback you got from God of War (2018) was to increase the enemy variety. Having beaten the game, I can attest to just how many more enemy types there are in Ragnarök. When you were making the sequel, what was the process of conceptualizing these enemies — drawing from the Norse pantheon and deciding how each enemy moves around and attacks differently?

God of War Ragnarök Dreki

The Dreki.

Velasquez: Yes, that was one of the biggest things that we wanted to set off and accomplish based on the feedback from God of War (2018) — to increase the amount of enemies that you faced, and bosses, and make them as epic as possible. And one of the things that we wanted to do as well, other than just increase the variety of them, was also come up with a lot of different types. So you have dragons and you have big giant beasts, and you’ve got small characters that slither across the floor. So we really wanted to give a write a nice variety. We did look at Norse mythology and see what we could pull from that made sense and kind of give it our own twist and adapt it. But really, it just comes from great imagination of our visual development team that come up with.

They’d been working together with the combat designers to come up with these really interesting creatures that then goes through all the pipeline and gets to us. And then we get to have fun deciding like what type of style we want to give them. We do base a lot of stuff off of nature. Like, we have a creature called the Dreki, which is like a giant alligator lizard dragon thing. So we look at a lot of references to see how they slither across the floor. But then again, the animators, that’s where they come in and give it that spark of life and have them do things that you wouldn’t see an alligator through, like leap through the air and slam Kratos. So it’s a combination of a lot of things, like having fun with it from an animation perspective, but also basing it off of real life.

Q: You mentioned the Dreki. Some of the finishing moves for enemies, including the Dreki, involve  Atreus, who’s a little older and more experienced now. What the process of coming up with moves that incorporate both him and Kratos to take down an enemy together?

Velasquez: Everything that we try to do in the game across everything is tell a story, right? So even those moves were designed in that way, because you tend to see those moves where Kratos and the Atreus collaborate together usually against bigger enemies. And the reason is we wanted to drive home that now Atreus has grown up and he’s more in tune with his dad. And it’s more like they’re a fighting unit that works together. So we wanted to showcase those moments with these big creatures and that’s that’s why there’s a couple of them with involves both of them. And that was purely the decision of not only to make it cool and make it awesome, but also showcase that growth in relationship between them and make them feel like they’re like a fighting unit that has been training for three years getting ready for Ragnarök.

Pinto: Yeah, I think that was a natural progression from 2018 to here. You saw the progression of Atreus throughout that game and now here, he’s a little older, and he’s not hanging on to Kratos for dear life anymore. He gets to do his own thing. He’s branching out. But they’re still working together. It was fun to establish — both in the combat and also on the story side — what that relationship is like.

Q: Bruno, I’ve seen you mention this is the first God of War game to have weapon-specific finishers. I’m curious — how much time goes into designing these, especially when you have many more enemy types now? Do you sit around in a room just brainstorming the most violent ways Kratos can kill enemies with the Leviathan Axe vs. the Blades of Chaos? What’s that whole process look like?

God of War Ragnarök Kratos vs Elf

One of the new enemy types, the Light Elves.

Velasquez: Definitely, that’s been a dream that the team has had for a long time — even as far as like God of War 2 or 3. We had so many different weapons and then Kratos would always default to one animation when he disposed of them. So yeah, it was definitely a goal for us to be able to, for the first time, have weapon-specific kills. Now, you get them on the majority of the enemies — there’s some certain enemy types that you’re going to use their own weapons against them, and then you mentioned the special team up attacks with Atreus and Kratos. But the majority of the enemies that you encounter the most, we focused on them to ensure that they would have like those special animations.

And I promise you we’re nice people, but there’s definitely a dark side to us. [laughs] Because yes, we do get together with the animation team, we get together with the combat designers, we get together with some of our stunt performers, and we just come up with, like, ‘alright, what can we possibly do here to really up the cool way that Kratos can finish off enemies?’ And we try also to draw inspiration from the old games? Because our fans have been with us for a long time and want to make sure that they feel that, ‘oh, that’s a cool callback to that certain kill.’ So it’s a combination of coming up with new ideas and looking at the past and drawing it forward.

Pinto: That’s always the challenge, but also the creative thing. Like, ‘oh, we did that in God of War 2, do we bring it back or what can we make new?’ Because Kratos has been around for a while, so you want to make sure you’re not just copying yourself. We also want to have fun and let the animators stretch their creative flexes.

Q: You have all these new Norse gods, and I won’t spoil some of them here. But for a lot of reviewers, myself included, Odin was a real highlight. Then there’s Thor, who you’ve shown a lot more in the marketing. When you design these characters, how do you give them that sort of unique Santa Monica Studio twist? And how do you bring that to life through animation, especially when you have characters who are shorter or taller or larger, like Thor?

Pinto: It starts all the way from script and our visual development team saying, like, ‘what is something we can try? That’s new.’ And I’m really proud of the diversity we were able to bring to our cast, trying different body types, different genders, different roles, and just seeing how many different types of stories can we tell and then be inclusive in that sense. And the actors bring a great deal to their performances — giving them the script, but then letting them bring their own thing into it. You mentioned Thor — like, Ryan Hurst is huge as well. So just seeing him on the stage and seeing how he relates to other actors, it’s a great collaboration. Bruno, do you want to talk a bit about the size difference a little bit? [laughs]

Kratos vs Thor God of War Ragnarok

Thor has a bone to pick with Kratos.

Velasquez: Oh yeah, of course. We had to do a lot of tricks on stage when we were performing with our actors. Because the actor who plays Tyr [Ben Prendergast] is not nine feet tall, right? So we have to get very creative. For example, for the actors that played Brok and Sindri, we would put a picture of their [characters’] heads on their chests, because that was about the height in relation to Kratos where their heads would stand. So Chris Judge would have to look and act to their chests, essentially, where the face plates of Brok and Sindri sweetie were, and that would help us sort of get the eyeline correct and get the connections between them. And of course, there’s a lot of work that needs to be done sometimes to clean up the motion capture data to make sure, especially when they shake hands or they exchange items or something, there’s a lot of alignment things that need to happen. But yeah, we try to make it as easy as possible to visualize for the actors what it would be like to be those characters. And one thing that’s really helpful on stage is that once they have put on the gear, the suits, they can see themselves as a characters up on screen. So that already puts them in the mood and they can see a size and relationship between the characters happening live on screen. So that is very, very useful to help us accomplish our goals.

Pinto: That was also pretty essential for our cinematic arts team who are controlling the camera and the choreography. You need to be able to see how you’re going to frame the characters so they have a virtual camera to say, ‘okay, we need to look up more for Tyr and down more for Brok and Sindri, so having that real-time preview was very important.

Q: The word “epic” is used a lot, but I think it’s very true, in every sense of the word, for this game. Even in the first few hours you have two incredible setpieces — Freya chasing Kratos in the sled and then Thor comes in fights Kratos. And there’s many more that I won’t spoil. But when you design these set pieces, which are so rooted in narrative but also have such big scale and action to them — what kind of work goes into that? Even when you’re animating everything, even little things like when Freya attacks, then Kratos falls off the sled, gets back on it, they swerve left and right… How do you conceive of and ultimately create these kinds of setpieces?

Velasquez: It’s a full team effort. It’s a collaboration between our combat design team who designs those big epic moments, big fights, but then we collaborate with animation and also our cinematics group. Because, as you see a lot, especially in the two moments that you talked about, there’s a lot of gameplay, but then it’s interwoven with these personal moments where you get really close to the characters. And then you need to have these cool transitions that happen between the gameplay moments. So there’s definitely a lot of collaboration that happens. Erica’s team, for example, in the Thor fight, especially towards the end, they had to intermingle this, going from gameplay over to this really cool epic cinematic that I won’t spoil. But it’s definitely a collaboration. Do you want to add anything to that, Erica?

Freya is holding a sword in God of War Ragnarök.

Freya also isn’t happy with Kratos.

Pinto: Yeah. From a narrative standpoint, it’s about, ‘what is the story we’re trying to tell and what are the beats that make sense there?’ And then from a technical side, it’s like, ‘well, if the player can be anywhere in this arena, how do we work them into place so that we can have a cinematic happen in the right place so that they’re looking in the right direction? And at the end of the cinematic, lead the player to where they want to go next?’ There’s definitely a combination of artistic and technical endeavors to pull this off.

Velasquez: Yeah, there’s definitely a lot of tricks under the hood that the player may not perceive and see, but that are happening to make sure that things get lined up and everything gets to the point where we need it to be.

Q: One of my favourite things about the combat this time around is that the levels are bigger and more interactive. Specifically, there’s a verticality, with a fluidity of going to higher platforms or further platforms using the blades. Where did that idea come from? And from an animation perspective, what did you have to do to ensure that it feels seamless? Where you’re maybe fighting on the ground, then you maybe you see a Draugr up high, you launch yourself up there, then jump back down and slam an enemy. There’s a seamlessness to it. What did you have to do to ensure that and maintain that combat rhythm?

Velasquez: One of the goals we set out to accomplish in Ragnarök was to give the combat and give it boost and make it more fluid. So I think one of the biggest things was like, ‘Hey, let’s create some arenas that have verticality so that you’re constantly going up and down, jumping off platforms, reaching higher places. So, of course, the grapple hook made the most sense, because it was something that Kratos did before in the past games. We do look to our previous games to see what we can bring back to the forefront and present it in a new way. So to me, that was an immediate early idea that was conceived: ‘yes, we need to have Kratos have more mobility.’ And now that Atreus is more independent as well, he didn’t have to wait for him to jump on his back or anything like that. So now, Kratos is able to move around the arena more freely. And that was just a perfect way that was drawn from the past games that for him to be able to do that. And we just needed to make sure that it felt snappy and responsive. It was treated almost as a combat move in and of itself, because it needs to feel as good as a combat move. And I think that’s the secret to making it flow.

Q: And part of the change with Ragnarök is you have the Blades early on, so you come up with all these ways to integrate them into combat that — verticality being one of them. What are some of your favourite new moves with that? For me personally, from an animation perspective, the one where he’s like spinning the blades kind of like a lasso.

Pinto: [laughs] That’s still my favourite!

Q: [laughs] Yeah, so I’m curious if you could kind of touch on some of that — your favourites and the sort of the philosophy behind coming up with them.

God of War Ragnarok enemy

Velasquez: Do you want to elaborate on why you like that move so much, Erica? [laughs]

Pinto: [laughs] It almost feels like a callback, like he’s just playing with his food. Just the power of it — the bigger flames and bigger effects, it just feels more epic and just feels good to play it.

Velasquez: For me, personally, speaking of the addition of the verticality to the fight spaces, I love doing the off the ledge moves. you get a different one whether you have the Blades, the Axe or you’re bare-handed. You can even summon the Axe in the middle of it, too. So jumping off a ledge and coming down on enemies then seeing them pop up in the air and then you’re able to continue the juggle. It’s so much fun. I’ll never get tired of doing that move.

Pinto: Part of what’s fun is being able to change different moves together. Combos, you know — that adds so much variety visually and just makes things stay fresh.

Q: One of the other new things about this game is all of the accessibility options you have. I think a lot of people don’t necessarily understand why these are important. So for the team, why was it significant to add these? Why is accessibility important?

Pinto: One of our core mantras is, ‘how do we reach as many players as we can?’ And I think accessibility just opens it up for anybody to be able to play. We don’t want to limit it just because of what we created. So I think that we took a lot of feedback from the last game and said, ‘Well, okay, how can we make this even more available for anybody to play?’

Velasquez: Yeah, absolutely. And we draw a lot of inspiration from some of the other PlayStation Studios teams that have done great accessibility features, like Naughty Dog. They’ve always pushed forward in their games a lot of these things that make it easier for people to play. So we were inspired by them and wanted to go ahead and offer as many options as possible. And with some of these things, they could help any player feel more comfortable and change the way that they experience the game. I think that’s very important, because in the end, just like Erica said, we want as many people as possible to be able to enjoy and play the game and get to experience that adventure with Kratos and Atreus and really get the most out of it.


This interview has been edited for language and clarity.

God of War Ragnarök will launch exclusively on PlayStation 4 and 5 on November 9th.

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Netflix partners with Vancouver’s The Coalition on Gears of War movie, series

Netflix has announced that it is working with Xbox on at least two adaptations of the Gears of War series.

In a social media post, the company revealed it’s teamed up with Xbox-owned The Coalition, the Vancouver-based developer of Gears, to produce a live-action movie and adult animated series. Additionally, the streamer says there’s the potential for more stories following those two adaptations.

It’s unclear whether the movie and/or series will directly adapt the games or take more of a shared universe approach à la Netflix’s own Cyberpunk: Edgerunners and Arcane, spin-offs of Cyberpunk 2077 and League of Legends, respectively. It also remains to be seen who else will be involved with the Gears of War projects beyond The Coalition. Guardians of the Galaxy star Dave Bautista has long expressed interest in playing series hero Marcus Fenix, and Xbox eventually even let him take on the role via a skin in Gears 5.

The announcement comes in celebration of the 16th anniversary of the third-person shooter series’ original game, which was developed by Epic Games and released on the Xbox 360. Since then, the acclaimed series has gone on to sell over 40 million copies. The most recent full Gears of War game was 2019’s Gears 5, although a Hivebusters expansion pack was released the following year, as was the turn-based strategy title Gears Tactics. 

In any event, it’s been a long time coming for a Gears of War movie, which has been said to be development at various companies going back as far as 2007.

Image credit: Xbox

Source: Netflix

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What’s your favourite Pokémon game?

Pokémon Scarlet and Violet are only a couple of weeks from launch and will feature all-new Pokémon, a completely new adventure, new game mechanics and more. However, ahead of their release, let’s talk about our past favourite Pocket Monster titles.

Pokémon started back in 1996 with the first two games, Red and Green, in Japan. Nintendo and the Pokémon Company then brought Pokémon Red and Blue (instead of Green) to North America. While these games are great, they aren’t my personal favourites, or where I started with the series. I didn’t begin my journey with the Pokémon franchise until Gold and Silver on my transparent-purple Game Boy Color. These games offered more than any other Pokémon title, as you fight 16 Gym leaders instead of the base eight available in every other game.

In 2009, these two games were remade into Pokémon HeartGold and SoulSilver. They included new game mechanics like Pokémon trailing behind you and the chance to capture creatures from outside of the Johto and Kanto regions.

HeartGold and SoulSilver are my favourite Pokémon games; they feature the best of the original Silver and Gold with added bonuses. I’m hoping that the Pokémon Company brings these two titles to the Switch one day (even in the Let’s Go style), but for now, I’m looking forward to Scarlet and Violet.

Let us know your favourite Pokémon game in the comments below. Pokémon Scarlet and Violet launch on November 18th for the Nintendo Switch.