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Toronto-made Solace State aims to bring unique voices to cyberpunk

The cyberpunk genre is arguably more popular than ever.

Between TV shows and movies like Alita: Battle Angel, Altered Carbon and Blade Runner 2049, and games like Cyberpunk 2077, Citizen Sleeper and Final Fantasy VII Remake, we’ve seen all sorts of dystopian futuristic stories in the past several years.

But for Toronto-based indie developer Tanya Kan, there’s more to explore in the genre. As the executive producer and director at Vivid Foundry, she’s leading the charge on Solace State, an ambitious cyberpunk visual novel about a young hacker who rebels against the militarized biotech society of Abraxa.

With Solace State, Kan wants to avoid a common trope found in other cyberpunk media: techno-Orientalism, in which East Asian aesthetics are co-opted to prop up the story.

“Early cyberpunk does have some really critical ideas, but at the same time, there’s sometimes this painting over of East Asia. It doesn’t talk about the diversity of East Asia, but it’s always the foreigner who comes in and that’s the emblem of diversity, and then everyone else is kind of more cookie-cutter,” she says. “The denizens who live in the cyberpunk world are often seen as manufactured; they don’t have their own motivations and agenda. So the main thing that we really want to pursue with Solace State is to show that these people come from all walks of life — their lives actually will go on. They have their own lives, their own trajectory. They have their own motivations and pains and fears and concerns and hopes.”

To achieve that, she’s centred the story around Chloe, a young woman who forms relationships with a diverse assortment of characters as part of her activism. It’s a premise that draws heavily from Kan’s own experiences in both political science and cinema studies. In particular, she credits a 2016 internship at a VFX studio in Hong Kong for inspiring her to create Solace State.

“[When] I was in East Asia, it was the precursor to a lot of movements in the U.S. around elections that were much more divisive. It was during the Obama period, and I found that people were actually very willing to talk about their political experiences,” she says, noting that this helped make her feel welcome. “I was definitely very pleasantly surprised by how many people are willing to share their opinions on people who are in power, for example, or people who should be in power. And that’s really quite nice to see.”

Solace State game ChloeShe says this openness extended to people from all walks of life, not just those with fellow political interests.

“Even if I had only Wikipedia-level readings of who’s who in East Asia, they’re very willing to expand and have that conversation with me. Not just a few sentences, but to go quite in-depth with the world that they want to see, which I was really happy to hear about […] And these are not people who have studied political science or anything.”

This helped lay the groundwork for what would become Solace State, and it’s easy to see how it materializes in the actual game. For example, a previously released demo showed Chloe and her friends speaking with one of the militia members. Through Chloe’s hacking skills, you can learn more about his background, which reveals him to be a flawed person with his own financial and medical issues, which, in turn, gives you some options in how you approach him.

On top of telling a cyberpunk story focusing on people’s different, yet nuanced, perspectives, Kan has made it even more personal by basing Chloe’s background on her own. Like Kan, Chloe is a queer Asian, which she says helps explore a side of cyberpunk that often goes unseen.

“This is about a young woman who tries to build a political will in a community, which, interestingly enough, you see all the time in real life. But that story is never told, as explicitly, I think in fiction,” she says. “A lot of the time, women characters tend to not have as much [of a voice] in such a large societal community; there’s not been as much of an emphasis on that. And when they do, they’re usually not coded as queer — they’re coded as more masculine.”

Solace State AldenFor Kan, this meant bringing in the “queerness of cyberpunk” — both in “having fun” with the more stylish, teched-out outfits Chloe can wear and by exploring the deeper significance behind the connections she makes. In speaking with these characters, you’ll have to make choices that will shape the outcome of the narrative, with each member of the cast having their own arc with multiple possible endings.

“These are people living on the fringes, they’re exploring what it means for themselves with potentially much less than the people in power. And what does that mean for their day-to-day lives? Who do they like? Who are they attracted to? All of it is intertwined,” she says. “And from the perspective of queerness, the definition that we’re taking with it is really not just about sexuality, but it’s how people live so that they can find an alternative solution to something that’s been enforced [on] them.”

Expanding the story

Of course, much has changed since Kan’s time in Hong Kong, and she says the events of the last several years have helped evolve Solace State‘s narrative.

“The core crux of it was always, ‘What does it mean to be like a person in society in the world and to find your people?’ That’s been unchanged. But there are just so many different ways of telling that, and the first time that really changed was, of course, the increasing divisiveness that we saw in the Western political world. And suddenly this game resonated with people in a different way. And I thought, ‘I’ve been raised pretty much my whole life in Canada, so I think I need to lean into my experience as a person within the geospheric space of understanding how fragile certain kinds of democratic institutions that we take for granted can be.”

Solace State protestThat began with watching a slew of documentaries on social movements, which she found informative, but, often, lacking the complete picture.

“I noticed that quite a lot of them actually ended on one successful protest and then they have this kind of intertitle at the end telling me, ‘in the next five years, such and such happened, and it was a very strong fight and unfortunately, even more lives were lost.’ And I was like, ‘it feels like there should be a sequel, right? That feels like that’s part of the story, and I really want to see beyond just that first movement.’ So I expanded the story by quite a bit.”

Two major events in May 2020 would only further broaden the narrative. First, there was the Ubisoft Indie Series, a competition in which the publishing giant behind the likes of Assassin’s Creed and Far Cry awards indie studios with prize money and development support. That year, Vivid Foundry took home top honours for Solace State, allowing Kan to bring on more people to work on the game.

On a more somber note, that month also saw the murder of George Floyd at the hands of a police officer. This resulted in widespread protests against anti-Black racism and police brutality, and Kan’s team was paying close attention.

Solace State militia

“We definitely took a look at what they were critiquing in their protests,” she says. “And not just them, but just protests in general in the Western world, and taking a look at how police contributed to governing your space, and what different groups are saying about the safety of citizenship. We tried to represent different voices within that space — see what activists say, and consulted with some people about that.”

This is where the visual novel format, which incorporates a distinct blend of 2D and 3D to create an “uncanny” feeling, really comes into play. It allows Solace State to have a variety of scenes in which Chloe simply talks with people — like her friend Torrent, who helps arrange youth community housing — to reveal more of the psychological toll that these ongoing conflicts take on people.

The events of the past couple of years have also helped with the makeup of the team itself. Indeed, a quick perusal of Vivid Foundry’s website shows a studio that lives up to the diversity that Kan has been talking about. Besides Kan herself, there’s a solid mix of men, women and trans developers of different races, ethnicities and sexualities.

Besides helping to give more opportunities to marginalized folk, Kan says the diversity of the team had major benefits on the game itself.

“It very much keeps me humble all the time,” she admits. “They just come from such important perspectives and have certain nuances that I’m just not privy to […] I think having meetings with my team has really helped elucidate just different perspectives, which has been fantastic, because you’ll sometimes hear it reframed in completely different ways. They’ll like the way that we’re talking about certain character developments, romantic arcs, and so forth, but some people are like, ‘Oh, that doesn’t resonate with me, but what about this?’ And these folks don’t necessarily need to be like the writers on the team, but it’s still so important to hear because everyone’s just trying to contribute their best to the project and to see from the player’s perspective what would resonate with whom, and everyone takes that into account.”

Solace State militia

It’s a full circle moment for Kan, whose interactions with different folks helped inspire the game in the first place all those years ago. But it’s also the sort of empathetic experiences that she hopes Solace State can help pass on to other people.

“To be curious about other people’s perspectives and to be curious about queerness — that it doesn’t have to be scary or anything. It’s actually, in fact, just part of the continuum of being curious and being open to new ideas,” she says of what she hopes players will take away from Solace State.”

And I mean this not as in the sexuality of queerness, but just queerness in general. Queer in different kinds of ways of thinking and ways of seeing. We really want this to be a game where when you play as Chloe, you can kind of see through her eyes — that you’re also making decisions about how your voice can impact the world. And so we hope that this actually is, in a way, not just cyberpunk, but ‘hopepunk.’ That people just find that there is hope in the world because they can find their own paths and have their voices feel like they’re being respected without being disrespectful to other voices.”


Solace State is set to release later this year on Steam and Xbox.

Image credit: Vivid Foundry

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Season: A Letter to the Future is one of the most beautiful games I’ve ever played

How would you want to be remembered?

At the young age of 28, that’s not exactly something I’ve given much thought. But as I went through Season: A Letter to the Future, I found myself contemplating just that. It’s a weighty question, to be sure, but it’s one that Montreal-based Scavengers Studio handles with unparalleled beauty.

In Season, you play as a young woman named Estelle who must leave her secluded village to collect memories of the world before a cataclysm lays waste to it. What I appreciated the most about the game, though, is that despite that outwardly dark premise, it’s actually got a refreshing sense of optimism. Rather than dwell on the doom and gloom of it all, you’re encouraged to celebrate life in the present, and that makes for a thoroughly engrossing experience. That begins with your bike, which is your primary method of navigation. Through a rather ingenious use of the PS5 DualSense’s adaptive triggers, you have to alternate between L2 and R2 to start cycling, and inclines create increased resistance to the feeling of pedalling up a steep hill. While the bike itself frustratingly got stuck at times when pedalling near walls or tight corners, the handling of it is surprisingly immersive on the whole.

On your bike, you’ll ride through abandoned mountainous stretches and grassy hills, soaking up every bit of the lush scenery and stunningly picturesque art style. At any point, you can use your camera or voice recorder to capture your surroundings, and it’s through these collections that Estelle will monologize her inner thoughts. Given that she’s never left town, there’s a lovable wide-eyed innocence to these remarks, and I enjoyed hearing her perspective on everything from the gorgeous landscapes to different breeds of sheep. You’ll then be able to place these photos and recordings in a notebook through an engaging sort of scrapbooking minigame. In other words, you have to decide what to preserve, giving quite a bit of heft to something otherwise so trivial. Admittedly, this doesn’t change the final outcome of the story, but it’s still a thoughtful and even exciting exercise — not unlike putting together an actual time capsule.

Season book

These moments of isolation are actually meditative, too, as they create a sense of intrigue as to what’s happening in this world. Indeed, there is a mystery here — not just about the nature of the cataclysm, but of a previous war that devastated the land. In this way, there’s a good deal of environmental storytelling in Season; you get to see firsthand all of the ways that the people have managed to press on after tragedy.

Naturally, all of this only makes your inevitable encounter with a handful of villagers who are making their final preparations feel even more impactful. It’s through these characters that Season truly comes to life. Free of any sort of ticking clock or threat of combat, the game simply tasks you with spending time with these people. On the whole, each interaction isn’t overly long, but still manages to feel utterly meaningful in terms of personal stakes. In one situation, I spent time with a mother who was figuring out which of her late son’s mementos to carry with her, which immediately created a tight emotional connection to her. After all, she entrusted me, a complete stranger, to weigh in on such pivotal decisions. Elsewhere, I came across a lonely artist in a forest and helped her make peace with her legacy. Each character’s tale is heartfelt in its own way, and I adored uncovering each of them.

Season Estelle and mother

In many other stories, such scenes could have been far more depressing, with characters wallowing in despair in emotionally manipulative ways. Season, however, resonates because it does the exact opposite. In sharing these quiet, intimate moments of warmth with the villagers, I came to learn about the resilience of a beautiful land and its people — a sense of spirit that will carry on no matter what happens. This, in turn, made my responsibility to choose what memorialize feel even more profound. Forget just sharing snapshots of the environment — what should I take forward those precious few moments of wonder and joy and human connection that I had?

Ultimately, that’s what makes Season such a remarkable game. Unlike most end of the world yarns, Scavengers wisely opts to avoid conflict and tension in favour of taking it slow. In so doing, it creates a melancholic-yet-uplifting atmosphere that’s enriched by the compelling characters that you meet on your journey. It’s a powerful, introspective experience, and one that I will stick with me for a long time.

Season: A Letter to the Future will launch on PlayStation 4/5 and Steam on January 31st.

Note: While we want to celebrate a quality game that was no doubt created by many innocent and hard-working developers, the work conditions at Scavengers should be acknowledged. In January 2021, GamesIndustry.biz reported that Scavengers Studio leadership was fostering a toxic work environment. Specifically, creative director Simon Darveau was accused of sexual misconduct, harassment and verbal abuse, while CEO Amélie Lamarche was said to have enabled him.

Following the publication of this report, Scavengers apologized for its lack of communication surrounding the situation and pushed Darveau to a non-managerial role but claimed an external audit “did not find the presence of systemic sexual or psychological harassment at the studio.” It’s unclear whether situations have improved at the studio. 

Image credit: Scavengers

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Bethesda’s Redfall officially launches on May 2 on Xbox and PC

Bethesda has confirmed that Redfall will officially launch on Xbox Series X/S and PC (plus Xbox Game Pass) on May 2nd.

The first-person shooter is being developed by Arkane Austin, the critically-acclaimed team behind Dishonored and Prey. It was previously set to release last year before being delayed to the “first half of 2023” alongside fellow Bethesda title Starfield.

Redfall‘s release date was confirmed during the first-ever Xbox and Bethesda Developer_Direct as part of a larger deep dive into the game. In Redfall, you play as one of four hunters who must utilize weapons and special powers to fight a vampire threat. The game can be played solo or in co-op.

In the new Developer_Direct demo, we get a better look at the game’s expansive open-world, environmental storytelling, side content and player customization options.

Besides hailing from a beloved studio, Redfall is particularly notable since it’s the first major Bethesda game to launch exclusively on Xbox Series X/S and PC following Microsoft’s 2021 acquisition of parent company ZeniMax Media. Therefore, many players have had their eyes on both Redfall and Starfield, which is also set to release exclusively on current-gen Xbox consoles/PC. A release date for Starfield has not yet been confirmed, although Xbox says it will get its own Developer_Direct showcase down the line.

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Steam’s big 2022 Winter Sale is finally here

Steam has kicked off its big 2022 Winter Sale, offering discounts on all kinds of games.

See below for a list of some of the deals. Note that some of these are part of the main Winter Sale, which runs from December 22nd to January 5th, while others may have slightly different durations.

The full list of deals can be found here.

Image credit: PlayStation/Marvel

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

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

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

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

See below for the full list:

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

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

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

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

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

Find out what came to Game Pass last month here.

Image credit: Warner Bros.

Source: Xbox

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What’s new on Xbox Game Pass on console, PC and mobile in late November 2022

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

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

Highlights this month include the point-and-click narrative adventure Norco, third-person shooter Gungrace G.O.R.E. and strategy game Dune: Spice Wars. See below for the full list:

  • Dune: Spice Wars (Game Preview) (PC) — November 17th
  • Ghostlore (Game Preview) (PC) — November 17th
  • Lapin (Cloud, Console and PC) — November 17th
  • Norco (Cloud and Console) — November 17th
  • Gungrave G.O.R.E (Cloud, Console and PC) — November 22th
  • Insurgency: Sandstorm (Cloud and Console) — November 29th
  • Soccer Story (Cloud, Console and PC) — November 29th
  • Warhammer 40,000: Darktide (PC) — November 30th

Additionally, mobile-optimized touch controls have been added to the following 15 Xbox Cloud Gaming titles:

  • Amnesia: Collection
  • Amnesia: Rebirth
  • Assassin’s Creed Odyssey
  • Assassin’s Creed Origins
  • DC League of Super Pets: The Adventures of Krypto and Ace
  • Disney Dreamlight Valley
  • Football Manager 2023 Console
  • Fuga: Melodies of Steel
  • Ghost Song
  • Immortals Fenyx Rising
  • Opus: Echo of Starsong
  • Pentiment
  • Scorn
  • Soma
  • You Suck at Parking

Finally, here’s what’s leaving Game Pass on November 30th:

  • Archvale (Cloud, Console, and PC)
  • Deeeer Simulator (Cloud, Console, and PC)
  • Final Fantasy XIII-2 (Console and PC)
  • Mind Scanners (Cloud, Console, and PC)
  • Mortal Shell (Cloud, Console, and PC)
  • Space Warlord Organ Trading Simulator (Cloud, Console, and PC)
  • Undungeon (Cloud, Console, and PC)
  • Warhammer 40,000 Battlesector (Cloud, Console, and PC)

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

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

Find out what came to Game Pass earlier this month here.

Image credit: Prime Matter

Source: Xbox

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Mobile Syrup

Marvel Snap is the rare mobile game I actually want to keep playing

It’s 2am, I’ve just finished God of War Ragnarök and can’t get to sleep. (My full review on that game is coming November 3rd.)

Lying in bed, I figure “why not go play a bit more of Marvel Snap?” I had played a bit of the recently released free-to-play card game but got sidetracked by Fall Review Season™. Well, fast forward an hour-and-a-half and I find myself still playing Marvel Snap.

I was shocked. While I’m a diehard Marvel fan, I don’t generally enjoy playing games on a phone, especially since, more often than not, they’re littered with unsavoury microtransactions. But for many reasons, Marvel Snap has gotten its hooks into me, and I’m eager to keep playing.

Central to the game’s success is its approachable nature. Developer Second Dinner (a team consisting of several Hearthstone veterans) has designed matches to be around three-to-four minutes long with a clean, mobile-optimized interface and small, 12-card decks. This is particularly welcome as many AAA games nowadays are bloated and extremely long.

Marvel Snap‘s rules are also quite simple. The playing field has three locations containing spots for four cards each on either player’s side. Each card has a Power level that adds to that specific location, and the player who has the highest Power in two of the three locations will win. (Ties are broken by who has the most Power overall.) In this way, Marvel Snap is, like the best of card games, really easy to pick up and play, but also hiding a lot of depth.

Marvel Snap matches

That’s because cards all have their own unique effects which shake up the flow of a match. This is important to consider for many reasons, but chief among them is the fact that cards have different Energy levels. Cards with higher Power levels will cost more Energy, and you only get a set amount (which increases each turn). Therefore, it becomes a tricky balancing act about which cards to put in your deck and, while in a match, whether to play low- or high-level ones and where they should even go. For example, opening a match by playing a Hawkeye (who costs only one Energy) sets you up nicely for a follow-up move, as he gains 2 Power the following turn if you place a card in the same location. Meanwhile, Iron Man costs 5 Energy with 0 Power but makes up for it with the ability to double your total Power in a given location.

Locations themselves can also greatly affect the outcome of a match. Based on iconic Marvel locations like Stark Tower, the Triskelion and Wakanda, these randomized areas each have a unique benefits — or even hindrances — on players. Take Xandar, which adds 1 Power to each card placed there. That’s certainly handy, but you might also get Subterranea, which shuffles five ‘Rocks’ into each player’s deck. Rocks have 1 Energy/0 Power, so they’re effectively duds. I say “effectively,” though, because some cards can actually leverage them, like Carnage (2 Energy/2 Power), who can destroy your other cards to gain 2 Power for each. You may even get Ego the Living Planet, who with seize control of player’s turns himself. The ebb and flow of the ways in which Marvel Snap‘s cards and locations intersect and affect one another never cease to amaze me, and it creates a deeply compelling gameplay loop.

Marvel Snap new cards unlocked

Before too long, you’ll also unlock the titular ‘Snap’ mechanic, which adds a layer of tension to the proceedings. At any point during the match, you or your opponent can double down (‘Snap’) to win more Cosmic Cubes, the currency used to increase your competitive rank. Naturally, losing will decrease your rank, so the decision to Snap is centred around a smart risk/reward system. You might even opt to Snap as a bluff to throw off the other player. At the same time, you can retreat from a match to minimize your Cube loss if things are looking rough.

Best of all, the monetization is… actually decent? New cards are unlocked entirely through gameplay, and in-app purchases are only spent on buying currency to upgrade a card’s rarity. Doing this will give it a fancy variant artwork (like pixellated or 3D) that also raises your ‘Collection Level,’ which opens up other rewards. While this helps speed along your progression, you can’t actually buy or craft specific cards outright, making the game refreshingly not pay-to-win. There’s also a $10 premium season pass to get resources more quickly, but you get these at such a steady pace from matches and the associated daily missions, anyway, so it thankfully feels optional.

Cyclops, Hawkeye and Kazar cards in Marvel Snap

Everything about Marvel Snap would work well regardless of the licence attached, but the Marvel premise just adds that much more personality. On a base level, there’s just an undeniable appeal to collecting cards based on Marvel characters. And to Second Dinner’s credit, Marvel Snap isn’t just focused on big names like Spider-Man, Iron Man, Captain America, Wolverine, The Hulk or The Punisher. There are some appreciably deep cuts here, too, like Squirrel Girl, Blue Marvel, Kazar, Wolfsbane and White Tiger. Characters also have little voiceovers and animations to elevate the presentation, like Hawkeye’s card shooting arrows when played or Star-Lord calling out to Groot when both are on the field. Second Dinner clearly had a lot of fun coming up with the card abilities themselves. In an absolutely brilliant bit of dark comedy, there’s a card for Uncle Ben whose only use is to be destroyed so you can draw Spider-Man.

If I had any gripe with Marvel Snap, it’s that there isn’t any sort of campaign at all. I wasn’t expecting some sort of Marvel’s Spider-Man-level narrative, but some sort of single-player mode with even a loose story could have been cool. But really, that’s not needed when the core card game mechanics are so sound. Inviting design choices, a robust and varied lineup of cards, constantly rewarding gameplay loop and fun Marvel theme make Marvel Snap a joy to play. Against all odds, it’s one of my favourite games of 2022, and I absolutely intend to stick with it.

You can download Marvel Snap on iOSAndroid and Steam (early access).

Image credit: Nuverse

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Canadian-made Gotham Knights is uneven, but offers the Nightwing simulator I always wanted

Gotham Knights has been in a rather unenviable position.

The Warner Bros. Montreal-developed Batman game is coming off Rocksteady’s beloved Batman: Arkham trilogy, which is a high bar to clear. There’s also been a general apprehension towards the game, especially amid the recent controversy surrounding a 30fps framerate cap. People have even drawn unfavourable comparisons to Square Enix’s much-maligned Marvel’s Avengers.

So, how is Gotham Knights? Well, the answer lies somewhere in the middle. It’s certainly not on the level of any of the otherwise unrelated Arkham games, even WB Montreal’s own Arkham Origins, but it’s also far better than Avengers. Truth be told, such comparisons actually do Gotham Knights a disservice, as the Canadian developer has done an admirable job in giving this latest Batman outing its own sense of identity, warts and all.

A Death in the Family

There have been countless stories about Batman, so WB Montreal’s decision to instead focus on four of his closest allies is perhaps the single greatest one it could have made. Our tale begins with Batman’s untimely demise while attempting to crack a tough case, leaving Nightwing (Dick Grayson), Robin (Tim Drake), Batgirl (Barbara Gordon) and Red Hood (Jason Todd) to rise up and finish what he started. It’s an exceptionally strong premise, as it gives lead roles to four characters who are all too often relegated to the sidelines. As someone who grew up following Dick Grayson’s journey from Batman’s first sidekick to becoming his own man as Nightwing across comics, Batman: The Animated Series and Teen Titans, I’m overjoyed to have one of my favourite DC heroes be such a prominent character in a video game. But really, all four of the Knights are likeable and full of personality; on top of the charming and playful Dick, we have the intelligent and reserved Robin, determined and cunning Batgirl and gruff but earnest Jason.

WB Montreal also makes good use of Batman’s top-notch rogue’s gallery, featuring fun takes on characters like Harley Quinn (who’s refreshingly on her own following the death of the Joker), Man-Bat, Penguin and one pleasantly surprising figure I won’t dare spoil. The absolute highlight, however, is The Court of Owls. A relatively recent entry to the Batman mythos, this ancient clandestine organization significantly elevates Gotham Knights‘ somewhat slow-starting narrative with a healthy dose of suspenseful mystery and eerie romps through Gotham’s deep underground.

Nightwing is ready for battle in Gotham Knights.

WB Montreal did a wonderful job with Nightwing, one of my all-time favourite DC characters.

Above all else, though, Gotham Knights‘ narrative succeeds by offering up a Bat Utility Belt’s worth of engaging cutscenes that flesh out the Knights, particularly when it comes to how they’re each mourning their mentor and friend. This is easily Gotham Knights‘ greatest strength — quieter, emotionally-charged moments that further endear us to this dysfunctional family. Alfred and Tim fondly remembering Bruce as they play chess with his old pieces. Dick dropping his flippant façade to lay bare his feelings to Barbara, his ex-girlfriend. Jason using what he’s learned about anger to empathize with Barbara’s pent-up emotions about her father’s death. While some flashbacks with Batman and the Knights to give deeper insight into their relationships wouldn’t have gone amiss (the Caped Crusader is only seen after his death in training missions to spout generic instructions), Gotham Knights won me over by exploring the humanity of its four leads, and it’s all the better for it.

Endure, Master Wayne

WB Montreal also took great care to make each Knight distinct from a gameplay perspective. While they all fundamentally control the same, there’s a surprising degree of nuance with respect to how each feels. Being a trained acrobat, Nightwing is by far the most agile, gracefully flipping, twirling and tumbling around with his dual escrima sticks. The staff-wielding Robin, being the smallest hero, is afforded unique stealth abilities like an Arkham-style Inverted Takedown that can help you avoid direct combat altogether. Batgirl, meanwhile, mixes up tonfas and nunchuks while also being able to hack security cameras. Finally, Red Hood is a brawler who leverages guns and mines into his rough and tumble playstyle.

Red Hood aims a gun in Gotham Knights.

Red Hood’s gun-focused combat is delightfully brutal.

Admittedly, combat can feel basic at first, forcing you mash the melee button to see RPG-esque numbers chip away at enemy health. What’s more, the absence of the stylish fluidity of Arkham‘s popular Freeflow Combat makes Gotham Knights seem a bit slow by comparison. But eventually, I came to appreciate how this isn’t Arkham; instead of racking up a big combo, it’s more about timing your attacks and dodges and leveraging character-specific skill trees to maximize your damage potential. For instance, Nightwing has an unlockable and upgradable ability that lets him leap off one enemy to grapple kick another, springboard off him and then repeat a couple more times. It’s fast, frenetic and incredibly effective at giving you some breathing room when dealing with larger groups of enemies. On the flip side, Red Hood has a move that lets him attach a mine to enemies before throwing them and leaving them open for a well-timed shot that causes a wide-reaching explosion. There’s also a gear system to spec out your hero, which I initially thought felt tacked on but ultimately proved useful as I was able to give my attacks elemental add-ons like ice effects to freeze enemies.

Where Gotham Knights lost me at times, however, is with its structure. Those heartfelt scenes that I mentioned earlier? They take place exclusively in the Belfry, the Knights’ base of operations in between missions, and many of them are completely optional, at that. For pretty much the rest of the campaign, Gotham Knights‘ single-player experience is an awkwardly solitary affair. Before setting out from the Belfry and venturing out into the open-world Gotham, you’ll select one of the Knights to play as. The catch? Only the Knight you’ve selected will actually leave the Belfry, so any cutscenes or gameplay moments you’ll experience will only feature them. It’s a baffling choice that squanders much of the potential of having a story centred around a group of heroes. Unless you play co-op, you’ll never actually see the Knights, you know, actually teaming up.

What that leaves you with, then, is a suite of missions that all play out the same but have slight dialogue variations depending on the character you selected. That in itself is fine, as it’s unreasonable to expect different stories for each character, but it’s frankly bizarre to not even have other Knights show up here and there — if not as a computer-controlled ally, then at least in the occasional cutscene. So strange is this “single hero” approach that beating the final boss as Nightwing yielded me a series of cutscenes only featuring Dick; it was as if WB Montreal forgot about the other heroes.

Instead, all we get is the remaining Knights alternating between talking to you over comms as you play as your chosen hero. While this decision surely was made to accommodate the drop-in/drop-out co-op (in which cutscenes are framed from the perspective of the host’s character), it leaves the single-player experience with a sense of disjointedness. Co-op itself is also quite entertaining, although it currently only lets you have a second character to play the same single-player missions; with nothing specifically designed for you and a friend to take on, it doesn’t drastically change the experience. A free four-player co-op mode, Heroic Assault, will launch in November and have unique arena-based challenges.

World’s Okayest Detectives

The campaign further suffers from rather painfully dated mission design. Often, progression in a given questline is locked behind unbearably tedious busywork, like “stop five premeditated crimes” to find out what Mr. Freeze is planning or “interrogate three gangs in different districts” to locate a person of interest in your investigation. It’s annoyingly frequent and can really kill the flow of the narrative.

The Court of Owls in Gotham Knights.

Many of Gotham Knights’ best moments feature the enigmatic Court of Owls.

This spotty design applies to both main and sidequests. The perfect example of this can be found in an optional Harley Quinn mission. Sure, it starts off promising, with some city riots leading you to a hospital overrun by the deranged doctor herself. And when I first entered the building, I was enamoured with the eerie, run-down atmosphere juxtaposed with Harley’s vibrant, jester-themed aesthetic sprinkle throughout. But that novelty quickly runs out when practically every single room consisted of groups of enemies to clear out, with nothing meaningful to shake up each encounter outside of the occasional electrical trip mine. At times, it feels like WB Montreal was afraid to let you go very long without punching something, and it can become grating.

This is quite a shame, honestly, because there are some exceptional levels that exhibit a bit more restraint in this regard. Take the mission that has you infiltrating an aristocratic Court of Owls gala — this is just as much about sneaking around and locating specific targets as it is combat, giving it a nifty espionage vibe. Another Court quest, meanwhile, takes a psychological turn, evoking the spirit of the fantastic Scarecrow nightmare sequences from Batman: Arkham Asylum. If only the campaign was able to sustain this level of variety.

Gotham Knights' open-world city.

WB Montreal’s open-world Gotham is expansive and well-realized.

Special shoutout must also be given to the city itself. While not as visually stunning as Arkham Knight, it’s certainly the biggest and densest Gotham we’ve seen. Unlike the Arkham games’ various story justifications to awkwardly explain why there are no NPCs, this Gotham features plenty of NPCs throughout the rain-soaked streets, shouting cheery words of encouragement or angry protests as you pass by. Even without a cool gliding mechanic à la Arkham, it’s certainly fun to drive around on the Batcycle and soak in the moody atmosphere. Indeed, whenever the missions proved dull, I found myself having a blast exploring Gotham as Nightwing, somersaulting off rooftops, stopping random crimes and hearing the ever-lovable hero crack wise. And despite the furor over the lack of a 60fps option, the game looked and ran decently for me on PS5 — it’s pretty polished and bug-free on the whole.

A Knight to Remember

I’ve come away a bit torn on Gotham Knights. Frustratingly archaic and repetitive quest design and missed opportunities with our titular heroes hold back the experience from greatness. But even if Gotham Knights didn’t quite live up to the promise of a Bat Family team-up, it graciously let me live out my fantasies of fighting crime in an open-world Gotham as Nightwing while telling a memorable story about Batman’s larger supporting cast. Gotham Knights is certainly imperfect, but like its lead characters, it’s got a lot of heart, and that’s ultimately what counts.

Gotham Knights will launch on PlayStation 5, Xbox Series X/S and PC on October 21st.

Image credit: Warner Bros. Interactive Entertainment

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Silent Hill 2 remake officially announced for PS5 and PC

After months of rumours, Konami has officially unveiled a remake of its beloved survival horror game, Silent Hill 2, for PlayStation 5 and PC.

As previously speculated, Polish developer Bloober Team (best known for last year’s The Medium and Layers of Fear) is handling the remake, simply titled Silent Hill 2. Konami says members of the original Silent Hill 2 development team, including monster designer Masahiro Ito and composer Akira Yamaoka, are also involved.

Originally released in 2001 on PlayStation 2 and Xbox, Silent Hill 2 follows James Sunderland, a man who goes to the mysterious eponymous town after receiving a letter from his dead wife. Silent Hill 2 has since received widespread acclaim for its narrative, atmosphere, monster design and music and is widely considered to be one of the greatest games ever made.

In the trailer, we get a glimpse of the game in action, although it’s primarily in the form of cinematics instead of gameplay. Pyramid Head, Silent Hill 2‘s most iconic monster, is also teased. No release window was provided, however. It’s also unclear how faithful this remake will remain to the original. In recent years, we’ve seen such dramatic re-imaginings of classic games as Final Fantasy VII Remake and Resident Evil 2, to more 1:1 recreations like The Last of Us Part I and Demon’s Souls. 

The Silent Hill 2 remake was revealed during the Silent Hill Transmission, a pre-recorded Konami presentation offering a look at the future of the long-running horror series. Other announcements include a Silent Hill game from beloved indie publisher Annapurna Interactive, a tease for the next Silent Hill movie and a mysterious project called Silent Hill F.

On the one hand, a lot of these projects seem a ways off, especially considering we didn’t get much in the way of release windows or gameplay. That said, Konami has built up a reputation for moving away from big-budget games, such as when it unceremoniously cancelled Hideo Kojima’s Silent Hills in 2015, and instead turning its wealth of IP into pachinko machines. Therefore, the Silent Hill Transmission was clearly a way for the Japanese gaming giant to show its commitment to Silent Hill.

Image credit: Konami

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Valve rolls out overhauled Steam Mobile app to everyone on Android and iOS

Valve has launched its revamped Steam Mobile app on Android and iOS.

The company was beta testing the updated app earlier this year, but this marks the official wide release.

To start, the app sports a redesign that streamlines navigation, making it easier to manage your Steam account. From the app, you can download games to your PC, browse Steam and make purchases and receive notifications about sales and friend requests.

Further, Valve says the app offers improved security by letting you simply scan a QR code to sign into your desktop or PC. The company adds that it’s looking into expanding this functionality to Steam Deck.

You can see the updated app in action in this brief video:

In other Valve news, the company recently announced that its popular Steam Deck handheld is now available for outright purchase — no reservation process required.

Source: Valve