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Here are the new games available on Nvidia GeForce Now

Nvidia welcomes a fresh batch of games to its GeForce Now cloud-gaming subscriptions service.

Ten new titles join the list of over 1,300 games available on GeForce Now. Subscribers can gain access to these games that include larger AAA titles and a few indie darlings.

Below is the list of all newly available games on GeForce Now:

Additionally, Nvidia reveals that Star Conflict will be coming to the cloud at a future date.

Nvidia offers three membership options for GeForce Now. Available is a free route that includes a one-hour gaming limit per session. Once the hour has concluded, users can join a queue to gain another hour of access.

Looking at the paid model subscriptions, Nvidia also offers priority access servers without any length restrictions. To obtain this subscription, it costs $12.99/month or $64.99 for six months.

Nvidia has its RTX 3080 tier that provides a low latency of 56ms. Additional perks include a boost in framerates and overall performance. This runs subscribers $24.99/month or $129.99 for six months. 

You can discover the additional games to have come to the service in May here.

Image credit: Ubisoft

Source: Nvidia

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Mobile Syrup

Here’s a round-up of all of June’s big gaming events

Normally, the Electronics Entertainment Expo (E3) happens in June — a major gaming industry trade show filled with announcements, demos and other programming.

Following a messy digital-only show in 2021, however, E3 has been completely cancelled this year, leading to a bit of a vacuum in terms of gaming events. As a result, various companies are seizing the opportunity to hold their own shows, which can make it a bit difficult to follow along with everything.

With that in mind, we’ve rounded up all of the confirmed events so far, as well as how you can tune in. We’ll also update this as more events and details are confirmed.

PlayStation State of Play — June 2nd

PlayStation is holding a State of Play presentation on Thursday, June 2nd at 3pm PT/6pm ET. Running for “nearly” 30 minutes, the showcase will feature “exciting reveals” from PlayStation’s third-party partners, plus “a sneak peek at several games” coming to PlayStation VR2.

It’s important to note that while PlayStation didn’t explicitly say first-party games wouldn’t be at this State of Play, it’s clearly emphasizing third-party and VR titles. Therefore, it would be best to not go in expecting an update on God of War: Ragnarök or other first-party titles.

You can tune in to the State of Play via PlayStation’s YouTube and Twitch channels.

Summer Game Fest — June 9th

While E3 is officially dead (for this year, at least), Canadian producer Geoff Keighley (The Game Awards) is bringing back his Summer Game Fest event, which ostensibly serves the same purpose.

Taking place on Thursday, June 9th at 11am PT/2pm ET, Summer Game Fest will tease “what’s next in gaming with huge new game announcements, world premieres, special guests, and much more.”

You can tune in to Summer Game Fest via The Game Awards’ official YouTube and Twitch channels.

Netflix Geeked Week: Gaming — June 10th

Every year, Netflix has a genre-focused showcase of upcoming content called ‘Geeked,’ featuring sci-fi, fantasy, superhero and more. On Friday, June 10th at 10am PT/1pm ET, the company has a gaming-centric event, which will be hosted by Geoff Keighley and YouTuber Mari Takahashi.

Expect to see video game-inspired shows like the Vancouver-made Sonic PrimeThe Cuphead Show! and Tekken: Bloodline, as well as announcements related to Netflix Games.

You can stream Netflix Geeked Week: Gaming on Netflix’s YouTube and Twitch channels.

Tribeca Games Spotlight — June 10th

World-renowned film festival Tribeca is once again showcasing several games from around the world.

This year, nine titles are being given the spotlight, including Venba from Toronto’s Visai and Cuphead: The Delicious Last Course from Oakville, Ontario’s Studio MDHR. The full list can be found here.

Each developer will get a chance to feature their game in a special ‘Tribeca Games Spotlight’ stream on June 10th at 12pm PT/3pm ET. You can tune in on Tribeca’s YouTube and Twitch channels, as well as its website.

It’s worth noting that one unique element of the New York-based show is that fans in person and at home can try out all nine games. Information on how that all works, including how to purchase tickets, can be found here.

Future Games Show — June 11th

GamesRadar‘s digital gaming showcase is back, this time promising around 40 PlayStation, Xbox, Nintendo Switch and PC games that will be featured, including those for Team17, Thunderful, and Amanita Design.

You can tune in to the show on June 11th at 12pm PT/3pm ET via GamesRadar‘s YouTube and Twitch channels.

Xbox & Bethesda Games Showcase — June 12th

Starfield art

Bethesda’s long-awaited Starfield is expected to be shown off.

Xbox’s annual summer event is taking place on Sunday, June 12th at 10am PT/1pm ET, and it’s once again branded as an ‘Xbox & Bethesda’ presentation. This means we’ll likely see Bethesda’s recently delayed Starfield and Redfall, and potentially, other Xbox first-party titles like Senua’s Saga: Hellblade II. On top of that, Xbox has confirmed that third-party games will be shown as usual.

You can stream the Xbox & Bethesda Games Showcase on Xbox’s YouTube and Twitch channels.

PC Gaming Show — June 12th

PC Gaming Show logo

PC Gamer‘s annual PC Gaming Show returns on June 12th at 12:30pm PT/3:30 pm ET. Altogether, over 45 games will be featured, including the next title from Vancouver’s Klei Entertainment (Don’t Starve).

You can stream the PC Gaming Show on PC Gamer‘s YouTube and Twitch channels.

Misc.

via GIPHY

That’s all that we know at the moment, but there are a few other wild cards.

To start, Nintendo has always held an E3 ‘Direct,’ with the company only missing that window in 2020 due to a) the show’s absence and b) disruptions related to the COVID-19 pandemic. Therefore, Nintendo will likely have something in June, and will likely confirm something shortly before, as it normally does. The last major Nintendo Direct was in February, so it makes sense. to have one to help spotlight the company’s remaining 2022 slate.

Many eyes are also on Square Enix. The company normally has an E3 event, but without E3 this year, it’s unclear what it may do. That said, the publisher has confirmed that some sort of news on both Final Fantasy VII and the larger Final Fantasy series will come in June as part of their respective 25th- and 35th-anniversary celebrations. We’ve also been promised a “spring” update on Final Fantasy XVI, a game we haven’t seen since September 2020’s big PS5 reveal event, as well as an update sometime this year on Final Fantasy VII Remake‘s sequel. It’s possible that Square Enix could hold its own stream to make any/all of these announcements this month, although it seems more likely that it will partner with PlayStation and/or Summer Game Fest to split up the news.

Capcom, Bandai Namco and Take-Two Interactive are other publishers that could, theoretically, hold their own events. That said, Keighley has noted that fans should expect fewer third-party showcases overall, so it’s likely that many of these publishers will just take part in other events if they have anything ready to show.


Which gaming events are you looking forward to this June? What announcements are you hoping to see? Let us know in the comments.

Image credit: Bethesda/Square Enix/Studio MDHR

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Mobile Syrup

Nintendo promises to fix bug found in Kirby 64: The Crystal Shards on Nintendo Switch Online

Nintendo vows to fix a bug found in Kirby 64: The Crystal Shards, available now on Nintendo’s Switch Online + Expansion Pack subscription. A patch is due later next week. However, the narrative that Nintendo’s emulation needs further polish continues.

In a Twitter post, Nintendo of America acknowledges a bug the player base found in Kirby 64: The Crystal Shards. According to reports, the bug affects the ability of players to move if hit by certain enemies or items during underwater stages. Currently, the only fix is to exit the level and restart. “A patch will be released early next week to fix this,” Nintendo of America claims.

Funny enough, this particular issue only exists within the Switch Online + Expansion Pack emulated version. Players plagued by the issue do not recall it being in the original game on Nintendo 64 nor the ports to Wii and WiiU via the Virtua Console.

This isn’t the first time players have experienced issues with the emulated versions of games available on the Nintendo Switch Online. Players have reported crashes, lag, and other hurdles while playing games like Paper Mario and Banjo-Kazooie. It appears as though this is a persistent issue Nintendo has as it expands its line of classic games on its subscription service.

Emulation struggles persist across the industry. Nintendo’s struggles continue all the same but Sony faced serious hiccups as well. Similarly, PlayStation Now offers classic PlayStation titles to stream. Input lag and an assortment of other annoying problems affected the experience. Sony is now rolling PlayStation Now into its revamped PlayStation Plus service with new tiers, available next month in Canada.

For Nintendo, the emulation problem stings as this is the only way to play classic games on Nintendo Switch. With no Virtual Console, Nintendo only supports an eclectic catalogue of games across the NES, SNES, and N64 generations. Most recently, Nintendo added Congo’s Caper, Pinball, and Rival Turf, three games spanning the NES and SNES eras.

Nintendo Switch Online + Expansion Pack is available for $63.99 for a 12-month Individual Membership or $99.99 for a 12-month Family Membership, supporting up to eight accounts.

Image credit: Nintendo

Source: @NintendoAmerica Via: The Verge

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Mobile Syrup

Ni no Kuni: Cross Worlds is a solid, if peculiar, mobile MMO

Admittedly, hearing the term “mobile MMORPG” (massively multiplayer online role-playing game) doesn’t exactly appeal to me right away.

In general, I don’t like mobile gaming, and MMOs — outside of Final Fantasy XIV — are absolutely not my cup of tea.

Having said all of that, Ni no Kuni: Cross Worlds — a new mobile MMO from Netmarble — is pretty solid. Co-developed by Ni no Kuni maker Level-5, the game puts you in the shoes of a beta tester who’s thrown into a virtual world. I’ve only played a few hours of the original Ni no Kuni way back in 2013, so I can’t speak to what connections — if any — Cross Worlds has to that or its sequel. (I also think Cross World‘s premise is a little odd considering you’d assume this was just a regular colourful fantasy world, but I digress.)

Looking past all of the frivolous story beats, the game has a lot of charm. Immediately, I was impressed by the lush, console-quality visuals. The painterly aesthetic absolutely pops, especially on my iPhone 13 Pro, and the animations are lively and fluid. On top of that, Joe Hisaishi, the composer of the previous Ni no Kuni games and numerous Studio Ghibli films, has scored Cross Worlds. I’ve been going on a Ghibli rewatch ahead of Hisaishi’s Toronto concert, and his splendid music adds even more to Cross Worlds‘ lovely presentation.

But Cross Worlds also has one of the oddest design choices I’ve seen in a while: it can be played almost entirely by itself. To be sure, it’s not uncommon for MMOs and mobile games to have some sort of automation, but I’m not exaggerating when I say that Cross Worlds automatically does nearly everything for you. After creating my character, the magical spear-wielding Witch, and personalizing her using the game’s serviceable customization options, I was thrown into a quick tutorial. This opening stretch was the most hands-on I got. (For what it’s worth, the other four classes seem decent so far: the Rogue (an archer who can cast buffs), Destroyer (a hammer-equipped tank), Engineer (boasts guns, machines and healing spells) and Swordsman (exactly what he sounds like).

Ni no Kuni Cross Worlds Witch

A Witch.

Upon completing this intro, I was thrown into the game’s overworld, which was initially nice to soak in thanks to the wonderful visuals and music. But that was short-lived, as the game almost immediately started taking my character, on auto-pilot, to the next story mission, featuring a strange British accented pig-like floating creature named Cluu. As I let this go on, I was taken into a battle where my character… did basically everything for me, outside of dodging enemy attacks. Throughout all of this, the only interaction I had was tapping the screen to skip dialogue options and accept my reward for completing the quest.

Of course, you can turn all of this off, so there’s some level of input on your part. And I can even see how automation might be useful for some looking to avoid the notorious “MMO grind,” especially since the game bafflingly doesn’t have controller support at the time of writing. That said, it was weird for it to be on by default. Moreover, it honestly made me a little less enthusiastic about playing. After all, if the game can do virtually everything for me, then what’s the point?

Following this mission, I decided to play manually, which fared okay. In combat, your character has a standard combo attack and six special skills that operate on a cooldown. For my Witch, these included a mix of fire-based ranged spells and close-quarters spear jabs, which look delightfully flashy. You can also roll out of the way of attacks, but I didn’t find myself needing to do that. (Naturally, the game can’t be very difficult — at least this early on — and require you to dodge if the automated combat can’t actually do that itself). In the end, it’s all pretty standard stuff for an RPG on mobile, but it works reasonably well.

Ni no Kuni Cross Worlds

But where I’m relatively lukewarm on the combat, I’m quite impressed with Cross World‘s breadth of content. There’s a slew of quests in here, each offering its own rewards through which you can purchase and upgrade gear. There are also recruitable ‘Familiar’ creatures that can help you in battle, adding a Pokémon-esque monster-catching element. And best of all, the game has a robust social offering. On top of the expected co-op and PvP (player vs. player) options, there’s a neat “kingdom” mechanic, through which you can team up with others to rebuild destroyed territory. In a way, it sort of reminds me of the novel asynchronous multiplayer elements of Death Stranding, wherein you pooled resources together with other players to construct a new world, except in Cross World you actually see other people. As you build the kingdom, you all get access to shops, special battles and other rewards, making it well worth your while. I’m generally someone who likes to run through MMOs as solo as possible, but I certainly appreciate that this content is here.

In the end, I haven’t spent a significant amount of time with Ni no Kuni: Cross Worlds, but it so far hasn’t quite dug its hooks into me. But I admit that this is more down to my personal tastes of not normally being into this sort of game, rather than anything overtly wrong with it. I also can’t speak to how intrusive the in-app purchases might be, although the knowledge that Netmarble has gross blockchain and NFTs planned for the game is genuinely offputting.

For now, though, Ni no Kuni: Cross Worlds is worth trying out, especially if you’re a mobile gamer. After all, being free-to-play removes the subscription barrier that many MMOs have. If nothing else, it sure looks and sound pretty.

Ni no Kuni: Cross Worlds can be downloaded on Android, iOS and PC.

Image credit: Netmarble

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Mobile Syrup

Respawn’s Star Wars Jedi: Survivor gets first trailer and 2023 release date

EA and Respawn Entertainment debuted the first look at Star Wars Jedi: Survivor at Star Wars Celebration. The sequel to the hit action-adventure game Star Wars Jedi: Fallen Order sees the return of Cal Kestis in a galaxy far, far away.

As part of the formal announcement of the sequel, Respawn released a brand new cinematic trailer, setting the tone of Star Wars Jedi: Survivor. In it, we see Cal Kestis continue to evade the Empire. As one of the few remaining Jedi after Order 66, Kestis and his companion BD-1 roam the galaxy and find new allies along the way.

The trailer continues to show off new inquisitors, who are tracking Kestis along with other remaining Jedi. We also see that Kestis’ lightsaber has fallen into the hands of the inquisitors after a recent fight gone wrong. The nefarious figure then asks, “What’s your next move, Jedi.” Most interesting is we see Kestis and BD-1 overlooking what appears to be a bacta tank where an injured individual lays in rest.

Respawn confirms that Star Wars Jedi: Survivor is a current-gen only. It’s intended to launch on PC, PlayStation 5, and Xbox Series X/S in 2023. No specific window is given by EA nor Respawn.

Fans praise Star Wars Jedi: Fallen Order for its soulsborne-light mechanics and combat. It featured Metroidvania puzzle-solving and a plethora of force abilities to unlock. It became a stand-out Star Wars game in recent years.

The official reveals of Star Wars Jedi: Survivor was just one of the highlights of Star Wars Celebration. During the event, Disney and LucasFilm debuted a new trailer for the Disney+ series Andor, along with its August 31st premiere. Two episodes of the Obi-Wan Kenobi series also debuted on Disney+.

LucasFilm also confirms that The Mandalorian Season 3 streams this February. Ahsoka, and another live-action series, Skeleton Crew, begin airing on Disney+ in 2023 as well.

Image credit: EA

Source: EA Via IGN

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Mobile Syrup

PlayStation to hold State of Play on June 2 with a peek at some PSVR 2 titles

PlayStation is holding a ‘State of Play’ on Thursday, June 2nd that will last for 30 minutes.

According to the PlayStation Blog, the event will show some reveals from Sony’s third-party partners and a sneak peek at several games in development for PlayStation VR 2 (PSVR 2), the company’s upcoming virtual reality headset.

The event will be available on Twitch and YouTube starting from 6 pm ET/3pm PT.

PlayStation held its last State of Play in March, so it’s been months since we’ve seen what Sony has in store.

Sony announced PSVR 2 during its CES 2022 keynote back in January.

On Thursday, in a ‘Game & Network Services Segment’ investor presentation by the company’s president and CEO Jim Ryan, Sony revealed that the PSVR 2 will feature an enhanced 4K resolution with an expanded filed of view, new sensory features, upgrades visual fidelity and enhancing tracking controls. Further, the device will come with “new controller[s] with great ergonomics, haptic feedback and adaptive triggers.”

The CEO also revealed that at launch PSVR 2 will support 20+  “major first-party and third-party titles,” including the previously announced Horizon: Call of the Mountain spinoff.

Previous rumours indicate that due to supply chain issues we won’t see PSVR 2 until 2023. 

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Tunic developers reflect on Canadian inspirations, seven years of development and more

It’s been a long journey for Andrew Shouldice.

After working at Halifax-based Silverback Games for six years, he departed in 2015 to go indie and make an adventure game in the vein of The Legend of Zelda. Formerly known as Secret Legend before being renamed Tunic, the game follows an adorable little anthropomorphic fox as he explores a mysterious land. It’s so mysterious, in fact, that pretty much all of the in-game text is written in a foreign language. As the fox, you’ll need to recover pages of an instruction manual and piece together your quest.

It was a pretty risky decision to rely so much on the player to figure all of this out for themself, but thankfully, it paid off. Upon its release in March 2022, Tunic garnered rave reviews for its world and puzzle design, boss fights and more.

With that long development journey behind him, Shouldice sat down with MobileSyrup to provide a post-mortem on the game. Joining him was Kevin Regamey, creative director at Power Up Audio, the Vancouver-based development house that’s worked on hit indies like Cadence of HyruleCelesteInto the Breach and Darkest Dungeon 2. In addition to sound, Regamey and his team helped Shouldice with other aspects of Tunic‘s design, including the creation of the fictional in-game language. 

Together, the pair talked about inspirations, the work that went into making a game over such a prolonged period, how they balanced difficulty and the lessons they learned from the whole process.

Note: this is a spoiler-free discussion about Tunic.

Question: To start, what’s it been like to finally have the game come out? This was, for you, Andrew, a seven-year journey. And then Kevin came on a little later. So for both of you, especially Andrew, what does it mean for you to have the game released and the response so positive?

Andrew Shouldice, the creator of Tunic

Shouldice (Image credit: Andrew Shouldice)

Andrew Shouldice: The moment when I realized that people really liked it was emotionally profound, let’s say. But now that I’ve sort of had a chance to absorb it, it’s a bit of a relief. I wish I could go back in time and tell myself that all those moments when I was 100 percent convinced that it was a tire fire that everything’s gonna be okay. And Kevin, actually — you’ve been on it for just about as long, right? Because it was only a few months into development in 2015 that we had crossed paths.

Kevin Regamey: Yeah, you hit us up at Power Up in, I think, April 2015. Yeah, we’ve been [on Tunic] for a while, too. [laughs]

Q: You’ve been asked many times about Tunic‘s clear The Legend of Zelda inspirations, so I wanted to take that a bit further. We’ve heard stories about how Zelda creator Shigeru Miyamoto was inspired by childhood adventures in the wilderness of Japan. I’m curious — did you have any similar experiences in the Canadian outdoors?

Shouldice: Yeah, totally. It’s embarrassingly similar to that Miyamoto story, actually. I remember mapping out the park near where I grew up [in Halifax] — near one of the canals — and sort of dividing it into sections. And there was this weird section of pipe that you could crawl inside. And here’s the place where the big rock with fire ants are. And there’s the lake on this side, and here’s where chickadees will eat seeds out of your hand. And so that feeling of ‘it’s a big, wide, open space with all kinds of cool stuff, and you just want to run as fast as you can to see what’s next’ — I like that. I don’t know if I was thinking specifically about that [with Tunic].

I mean, there are definitely times when I was walking through that very same park as an adult, taking notes and trying to recapture that same feeling. But I think that emotion definitely is something that carried through. And, of course, playing games like The Legend of Zelda and Fez and things like that definitely also influenced it. Listening to the music of [Tunic co-composer] Terence Lee, Lifeformed, when I was first getting started on the project also sort of helped colour my feelings — at least at the beginning — about what the game was going to be about. Kevin — have you got inspiration thoughts as well?

Regamey: Nothing quite like walking through the park in my childhood.

Shouldice: [laughs]

Regamey: I haven’t even heard that answer before, Bradly. What the heck! [laughs] This was new to me, too, about this park.

Kevin Regamey Tunic audio director

Kevin Regamey (Image credit: Power Up Audio)

I’ve always kind of gravitated, my whole life, towards the kind of games with a ‘what’s underneath this rock’ kind of thing? Like you’re always poking around every corner. I recall playing Commander Keen in CGA [Colour Graphics Adapter] graphics on my home computer, and that game’s secrets were so ridiculous and arbitrary, but they rewarded poking around in such a great way. I saw someone on the Steam forums complaining about Tunic — how this game was like, ‘Oh, I can’t believe they demand you to poke in every corner. This is like ‘Walking Into Walls: The Game.’ I was like, ‘Yeah, totally — isn’t that fun?’ [laughs]

I love that kind of gaming. In Commander Keen, any given wall you look at might be non-solid. It was so arbitrary, but it was like, ‘oh, man, I found another one, that’s great!’ I like to think that Tunic is a little more than ‘Walking Into Walls: The Game.’ But just the idea of poking around — I think that was a lot of what we tried to push into the audio side of things as well — trying to hide things here and there. And I think that we’ve done okay at that, too.

Q: Since you were both there from the start — what’s it like to work on a game for seven years? On the one hand, you’re in the unique situation where your game has been in the public eye and demoed on show floors for a while now, so you get that feedback. But on the other side, that’s still a very long development cycle. How did you pace yourself during that and plan everything, especially as ideas may have evolved over time?

Shouldice: I can start, but maybe Kevin can answer from the perspective of having shipped games in less time as well. Whereas this is sort of my first major project, so I can’t speak as much on that. But it had iteration. I think the reason that the development period was long was, first of all, that it’s a very small team. And it’s a relatively large, complex game. But learning along the way was a big thing — iteration, figuring out what works, discovering what the game is and wanted to be.

And also, because it started very small, the very first sort of, ‘hey, I’m working on a video game’ was on Vine — just sharing with friends, basically. ‘I’m working on this thing. Hey, you want to show it at your event? That’s awesome. That’s so cool. That’s a huge deal.’ And then that slowly ratcheting up as more and more people found out about it. Like [being] a part of the Xbox stage presentation at E3 2018. Like, ‘wow, yes, of course, we want to do that, even if the game is not ready yet. What an amazing opportunity.’ So it was just sort of this slow process of refining the game itself and being presented with these amazing opportunities. But Kevin might be able to contrast that with things with less protracted development.

Regamey: You use the word “pacing,” Bradly. I don’t think that we started in 2015 and said, ‘Okay, here’s the plan for the next seven years — here’s our roadmap.’ [laughs] That wasn’t quite the move. It’s a bit different, certainly. I’m not sure if you know — our team is Power Up Audio. We’re third-party and we’ve worked on a variety of games. And before our current company, my partner, my co-founder and I, worked at other third-party companies. So the two of us together worked on like hundreds of different kinds of games. And we’ve shipped a lot of stuff and sometimes work on a thing for four days. Like some mobile games, they need 12 sounds, then we’re done forever. So it’s a very different kind of thing than many, many years. And even comparing to larger projects like Darkest Dungeon or something — taking three years to finish that kind of game.

Regamey’s team at Power Up Audio, which helped Shouldice make Tunic. (Image credit: Power Up Audio)

Being in the position of a third-party company like ours — like a vendor, basically — we certainly view ourselves as deep collaborators. We want to throw ourselves into the game as much as possible, but we’re also faced with deadlines. Like, ‘what is the most blazing fire right now? We’ll put that one out first.’ So with a game like Tunic, it was a matter of weighing in as often as we could, while kind of dealing with other obligations. And because there’s so much iteration and trying to like find the game, like Andrew’s saying, that would mean things get trashed sometimes or heavily changed or something. And what that led to was a lot of audio development.

It ramped hard towards the end naturally, because everything’s kind of congealing and coming together. And it’s like, ‘oh, this is a concrete project now, now we can put things in.’ And when you’re working down the task list — ‘this is actually not gonna get trashed, in all likelihood.’ So it was a lot of — as far as pacing goes — leisurely walking towards the beginning, and then a sprint at the very end. That’s often how it goes for audio for any game out there. I’m sure you can ask anyone in sound in games and that’s often how the story goes.

Q: The subject of difficulty has been especially prominent over the past few months thanks to Elden Ring, which released shortly before Tunic. People were talking about how that game doesn’t hold your hand, and Tunic doesn’t spell things out, either. At the same time, you offer some options for players: invincibility and infinite stamina. That’s more on the combat side of things; the player doesn’t have much guidance in exploration. With all of that said, how did you ultimately balance Tunic‘s difficulty?

Shouldice: It’s a challenge for sure. And a lot of the time, it’s very hard to test that sort of thing, because you can really only test a puzzle, truly, once per person. So we have to sort of build up an intuition for what works and what doesn’t. But I feel — and maybe this is pie in the sky thinking — that the ideal scenario is that something like that is not too finely designed. That there are some rough edges on the puzzles side of things. Maybe this is a little bit too tricky, and it’s going to require a community to figure out. Or maybe there’s a sneaky way that you can solve this riddle in a way that wasn’t intended. And that’s an exciting feeling as well. The core of the game is about uncovering mystery and feeling like you got away with something. And so having a spectrum of, I guess you’d call them ‘difficulties,’ makes a lot of sense.

Tunic combat

As far as combat difficulty goes, including a ‘No Fail’ mode was a very easy decision to make. Because it just allows a broader audience to appreciate the parts of the game that they like — people who enjoy combat challenges are not going to touch that option, probably. And for people that are less interested, it’s there for them if they want it. And one of the intentions was that if someone didn’t really want to engage with the combat that deeply, they could still get an ending to the game and have a satisfying experience. Also, if someone wasn’t especially interested in delving deeply into the late-game secrets, they could also have an ending.

And I think that it’s not just a nice thing — a ‘warm, fuzzy, more people get to play the game’ [thing]. It also means that there are people who will know that there’s a little bit more, if that makes sense. Like, the best experience in a game is realizing, ‘Oh, there’s more here than I thought there was.’ And so exploring a world and you didn’t even know there were puzzles — let’s say you’re not much of a puzzle person, but you start to realize that they’re there and you think, ‘Oh, wow, what else is in this game — this whole other part of it that I’m not even engaging with?’ And maybe that tantalizes them and they want to get into it? So that’s special to me.

Regamey: Andrew also just wouldn’t share anything with me ever. [laughs] Myself and the rest of the team, I’m sure, were often just the guinea pigs. Because like he was saying, you only test puzzles once. So there would be times when these different kinds of puzzle pieces of the world were being developed in some isolation — different scenes in unity and such. And then it was kind of a matter of like, ‘Oh, we’re gonna get this one right here, there we go.’ And perhaps I haven’t played through that particular transition from A to B — the full kind of “playthrough” of the game. And at A to B, I’m like, ‘I have no idea where I’m going.’

Shouldice: [laughs]

I’m completely stuck. And it turns out there’s a little pathway that I just didn’t see and it’s ‘critical path.’ It’s like, ‘oh, we should probably shine a little light there or something just a little more.’ So you’re right: it’s really challenging to know exactly where that cusp is between being too obscure and too demanding that you poke around every corner. And being too, ‘here’s this text on screen, have you tried walking down this corner here instead?’ Like, we don’t want to be quite like larger companies that are very ‘spoon-feedy’ about the problems. Myself, I like suffering for a while and finally getting that realization — like, ‘oh, I solved the puzzle.’ And sadly, some of the games I play sometimes will tell me within, like, five minutes of effort, ‘hey, you should put that block on that button, eh, player?’ [laughs] We tried to trust the player as often as possible. And yes, it led to some pain points here and there but we tried to smooth those out as much as we could.

Q: This is for Kevin, primarily, but feel free to chime in, too, Andrew. Since Tunic doesn’t have a traditional text-based story or voice acting, you have to rely more on elements like the fictional in-game language you helped design, and, more specifically, audio cues and the like. From your perspective, how do you even approach designing audio for a game like this?

Ragamy: Yeah… It was a choice very early on to have the fox be silenced, kind of [Half-Life protagonist] Gordon Freeman-style, where you have the player as the fox. We didn’t want to imprint any kind of personality or gender identity or anything on the player. Just — you were the fox. I recall the [Xbox] E3 presentation, in the trailer, the fox yawns upon waking up and I was like, ‘Andrew, we need to make a sound for the yawn?’ [laughs] The only vocalization in the game is this yawn — so silly!

Tunic map

Players have to fill out a largely text-free map to help guide them in Tunic’s mysterious world.

But absolutely — audio cues are a big part of everything. We want to make sure that players are rewarded for that poking around and part of that is the sound, certainly. If they bomb a wall, we want that classic Zelda [sings the iconic “Zelda secret sound”] when it happens. And they might be tantalized, like Andrew says, to explore further. So in general, having each area of the world kind of act as a character unto itself. Where you walk into a new area, and there’s new music — Terrence Lee and Janice Kwan, the composers, were very receptive to an early idea of ‘let’s have a lot of music and maybe make them shorter sometimes.’

We can judge how long a player will probably be in this area and we won’t make a five-minute amazing, elaborate, evolving track; we’ll make like a 20-second track because we’re gonna be here briefly and walk out of the room again. But this room will be kind of its own little character when [the player will] walk in, and the fact that this keeps happening — I don’t know if it’s something that players would acknowledge actively, like, ‘Oh, I’m gonna walk in this next room, there’s new music.’ But because you have this kind of ongoing story being told, and you’re being introduced to these new characters and different scenes and rooms that you’re going into, I think it just implicitly invites the player to explore further. So I’m really happy with where it ended up as part of the soundtrack as long it’s a lot of music that stood together. And I’m very happy with how it feels to travel the world and discover all these areas.

Q: I was reading a CBC piece about the Nova Scotian game development scene, and you were the focal point. That speaks to the higher-profile nature of you and Tunic, and it’s also cool to see since it’s usually Quebec or Ontario that gets most of the recognition. Other provinces don’t always get some of that attention. For you, what’s it been like for you to be the sort flag bearer for the Nova Scotia game development scene and get that larger, even international recognition?

Shouldice: I don’t know, I’m just a guy! [laughs] This just happens to be where I grew up and live. I don’t know. It’s very cool. I don’t think that this project would be where it is if it wasn’t for the sort of community of people that exist — not just in Halifax, but across the world — of indie developers being willing to help one another. And there’s a certain amount of privilege that’s required to be able to travel to events and the like, which is a complication now, obviously. But if you can do that, then there are people there that are willing to help and willing to introduce you to folks, and I feel very fortunate to have been able to do that.

Q: Looking back on everything, what were some of the big lessons you took away from making Tunic?

Shouldice: Ah, good question. People often say after one project, ‘I really want to work on something small.’ And I really want to work on something small now, I think. But we’ll see. I think the thing that I am still digesting and understanding and have come to understand a little bit better over the years is where my weaknesses lie and where it’s important to get help with things, whether it be audio and music or business development and that sort of thing. But yeah — understanding what I can and can’t do and how important it is to work with other folks.

Tunic door

Regamey: I think it was a bit of an experiment with this game for me, personally. People will often say, ‘Well, how deep does the rabbit hole go for this project?’ It seems like every corner you poke into, there’s something there waiting for you. And one of my favourite things in games is when you do something that you thought was perhaps not predicted by the developers — some edge case thing you’re doing, but the game responds. There’s something there — ‘we see you, player; we see what you’re doing there.’ And that feels really special. It’s a really special part of interactive media in general.

And the thing about me is I love putting obscure stuff in games for people to find — like that one percent of players. And I have gone so obscure, because again, back to ‘is this possible in the indie game scene, because indie games, etc.’ But yeah, you can do weird stuff in indie games, because there’s no boardroom of people who are saying, ‘this is our bottom line, etc.’ You can just do whatever you want to put the game.

The thing is, though, when you’re doing obscure secrets, we’ve said in past interviews that perhaps there are things we want 90 percent of players to see or 10 percent or 50 percent or whatever that number is, we’ll try to like move the ‘How Obscure We’re Making This Scale’ to suit. And there are secrets in Tunic that the vast majority of players will never see. And that’s totally fine. But oh, man, there are things that I thought were maybe too obscure that were found on like day five. [laughs] So I keep recalibrating how obscure I think I can make something without being too obscure, and I just keep being wrong. It’s just wrong. [laughs] So I feel that next project — perhaps that very small project, Andrew — we can go ridiculous on it and just see what happens.

Shouldice: [laughs] Yeah, that’s another good takeaway — the community of people that have played this. I mean, it’s day one on Xbox Game Pass, meaning there are just millions of people who are able to play this thing. And the realization, the takeaway, for me — or one of them — is that even though you think your weird, niche game about not telling you what to do and having secret languages and that sort of thing is something that people are interested in. There are people out there that love that sort of thing just as much as we do!


This interview was edited for language and clarity. 

Tunic is now available on Xbox One, Xbox Series X/S, PC and Mac. The game is also available on Xbox Game Pass for consoles.

Image credit: Andrew Shouldice/Finji

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Microsoft’s Xbox Cloud Gaming streaming stick is codenamed ‘Keystone’

For several years now, rumours have circulated regarding Microsoft’s plans to release an Xbox Cloud Gaming streaming stick similar to Google’s Chromecast device.

According to Windows Central, the device is currently codenamed “Keystone” internally at Microsoft. The publication first spotted the name in an Xbox OS list.

Windows Central says that the device will connect to a TV or monitor via HDMI and that it runs Microsoft’s Xbox Game Pass and its Cloud Gaming service. This means that rather than featuring onboard hardware, the device will stream games and other content over an internet connection. The publication says that the tech giant could create more versions of the streaming stick before its final release.

In a statement to Windows Central, Microsoft acknowledged the existence of Keystone but says that it still needs more work before it’s ready to be released.

“Our vision for Xbox Cloud Gaming is unwavering, our goal is to enable people to play the games they want, on the devices they want, anywhere they want. As announced last year, we’ve been working on a game-streaming device, codename Keystone, that could be connected to any TV or monitor without the need for a console,” said a Microsoft spokesperson to Windows Central.

Though it’s still unconfirmed, Keystone will likely run a light version of Windows or the Xbox Series X/S’s operating system. It’s unclear when the device will be officially revealed, but it’s unlikely that we’ll see it at Microsoft’s upcoming Xbox and Bethesda Showcase on June 12th.

It makes sense for Microsoft to release a dedicated Xbox Cloud Gaming streaming stick as the company pushes its “play anywhere” narrative through Xbox Game Pass subscriptions. While I already own an Xbox Series X, I could see myself buying a Keystone for my television in the living room if I don’t feel like gaming in my office.

Source: Windows Central 

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Sony plans to have half its games on PC and mobile platforms by 2025

Sony is planning to launch half of its games on PC and mobile by 2025. In an effort to expand its current reach, the company is committing to service players outside of its console ecosystem.

In the company’s 2022 business briefing, Sony Interacting Entertainment’s president touched on the evolution of the company’s portfolio. Identifying that while Sony has historically delivered a number of “narrative rich, graphically beautiful single-player games,” Sony has only tapped a portion of the market.

“By expanding to PC and mobile, and it must be said… also to live services, we have the opportunity to move from a situation of being present in a very narrow segment of the overall gaming software market, to being present pretty much everywhere,” Ryan said (via VideoGamesChronical).

Sony aims to bring more of its titles to PC and mobile in the next few years. Ryan believes that the company can achieve “significant growth in the number of people who play our games, the number of people who enjoy our games, and the number of people who spend money on our games.”

The cogs of this expansion are already in motion on PC. SIE has brought the likes of Horizon Zero Dawn, Days Gone and recently, God of War to the platform. The company is reaching a brand new audience with each release. Sony has also seen growth in sales of PC. When compared to the $80 million USD (roughly $102 million CAD) in net sales from 2021, Sony’s seen growth reaching $300 million USD (about $383 million CAD) in 2022.

This upward trend is understandable quite the incentive for Sony to invest more into PC, bringing more of its first-party titles to the platform. In fact, recent reports point to what the next major Sony game to reach PC may be. For example, a SteamDB page hints that Returnal may arrive on PC.

On top of its goals for PC, mobile platforms are also a focus for Sony. The company states that it plans to release mobile games and will co-develop titles with existing mobile developers. However, there’s no indication when its plans for mobile will start to come to fruition.

Outside of platform expansion, SIE is also tapping further into live service titles. The company aims to have up to 12 live service franchises in operation by 2025. Including, MLB The Show 2022, Sony aims to have three live service games launch in its 2022 fiscal year. The remaining two are unannounced projects, however.

Image credit: Sony Interactive Entertainment

Source: Sony Via: The Verge

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Sony plans to scale up its PlayStation 5 production to meet the high demand

Demand for the PlayStation 5 continues to rise and Sony is committing to upscaling the production of the console. Sony Interactive Entertainment president Jim Ryan says the company is ramping up production to levels “never achieved before.”

In its 2022 business briefing, Ryan discussed that Sony aims to close the gap between PlayStation 4 and PlayStation 5 sales this year. As COVID-19 greatly affected supply chains across the board, it has been difficult for many to get their hands on a PlayStation 5.

The demand for PlayStation 5 is rather unprecedented, albeit not surprising. Sony’s data shows that the company is able to sell 80,000 PlayStation 5 consoles in 82 minutes. Currently, it takes nine days to sell the same amount of PlayStation 4 units. As the company expects supply chain shortages to ease up throughout the year, Sony expects to be able to produce more units.

However, Sony is aware that the ongoing conflict between Russia and Ukraine may affect the ability to secure parts and logistics. In order to avoid further disruptions, Sony is sourcing components from multiple suppliers. The company believes this will result in “greater agility in unstable market conditions.”

Within the briefing, Ryan states that Sony is “planning for heavy further increases in console production, taking [it] to production levels that [it has] never achieved before.” This will follow after an initial ramp-up this year. Earlier this year, Sony confirmed that it planned to produce more PlayStation 4 units as the PlayStation 5 shortage continued. At the time, the company announced a plan to produce roughly one million PlayStation 4 consoles.

The landscape of supply chains continues to fluctuate. Regions around the world continue to face lockdowns and other barriers due to COVID-19. It’s difficult to say how many PlayStation 5s will be made available this quarter and the rest of the year.

As this console generation continues, meeting the demand of players will be of the utmost importance for Sony. This is especially true if it hopes the PlayStation 5 will surpass the PlayStation 4’s 117.2 million units sold.

Source: Sony Via: Engadget