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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

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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Mobile Syrup

Microsoft unveils new accessibility-focused ‘Adaptive’ PC accessories

During its accessibility-focused Ability Summit, Microsoft announced an “Adaptive Accessories” line of PC accessories for people with disabilities.

Specifically, Microsoft says it’s drawn from its experience developing the Xbox Adaptive Controller to design three new PC peripherals: the Adaptive Mouse, Adaptive Buttons, and Adaptive Hub. All of these accessories have been built to be modular and configurable to support a variety of add-ons, including first-party products like Thumb Supports and Mouse Tails and custom 3D-printed ones.

To start, the Adaptive Mouse features a main mouse core with a laser pointer, left/right click buttons and a scroll wheel that can clip onto a palm rest. The tail extension can also serve as a palm rest while offering support for 3D-printed add-ons. Finally, there’s a thumb support that can be flipped for use with a left or a right hand.

The Adaptive Buttons, meanwhile, let you add eight programmable inputs to your computer. That said, you can use two large, easy-to-press buttons to set all of these inputs — including macros or keyboard shortcuts — if you’d prefer. 3D-printed accessories can also be added to these buttons for further customization.

Finally, the Adaptive Hub allows you to connect up to four buttons, which will then send instructions to your computer or phone. Other accessories, like the Xbox Adaptive Controller, can also be plugged into one of multiple 3.5mm jacks.

While Microsoft didn’t announce specific pricing or regional availability for the Adaptive Accessories, it did confirm that the product line will launch this fall. Other announcements out of the Microsoft Ability Summit include a new partnership with Ontario’s Peel District School Board to teach kids about accessibility through a new world in Minecraft.

Source: Microsoft

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Mobile Syrup

Xbox unveils new ‘Deep Pink’ wireless controller

Xbox has launched a new controller variant, Deep Pink.

Other than the all-pink front design with a white rear, this is a standard Xbox Wireless Controller for Xbox consoles and PC. As such, it’s priced at the usual $74.99 and can be ordered from retailers like the Microsoft Store.

Deep Pink joins a lineup of Xbox Wireless Controllers that includes standard Black and White options, as well as slightly more expensive variants like ‘Aqua Shift’ and ‘Daystrike Camo.’

The company also offers a ‘Design Lab’ service through which you can create your own custom controller at a higher cost.

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Mobile Syrup

Diablo Immortal coming to Android, iOS and PC on June 2

Diablo: Immortal will release on Android, iOS and PC on June 2nd, Blizzard has announced.

Immortal is a free-to-play spin on the classic Diablo action-RPG dungeon-crawling that will feature optional in-game purchases. On PC, the game will be in open beta to start, although this will be the complete, fully-featured version. Online multiplayer, including cross-play and cross-progression between mobile and PC, will also be supported.

Notably, the game was originally unveiled way back at BlizzCon 2018 for mobile, with Blizzard saying at the time that there were “no plans” to bring it to PC. Given that Diablo has historically been a PC franchise, this announcement was met with significant backlash.

In a blog post announcing the release date, Blizzard admitted that “the decision to develop Diablo Immortal for PC was one that the team went back and forth on for a large part” of development:

“On one hand, we felt that we wouldn’t be doing the title justice by releasing a game originally designed for mobile on PC; on the other hand, we wanted to make sure the game reached as many players as possible—especially our most dedicated PC fans. In the end, the deciding factor was that we knew many of you would attempt to play this game through an emulator, thus leading us towards building a better experience.”

While it remains to be seen how the game will fare on PC, it should be noted that the mobile versions have garnered a generally positive response so far from outlets in previews from the likes of IGN and Android Central.

News of Immortal‘s release date comes from Blizzard parent company Activision Blizzard’s latest earnings release. Overall, the company missed its sales targets due, in part, to weaker sales of last year’s Call of Duty: Vanguard. Since July, the company has been embroiled in a slew of lawsuits and controversies pertaining to an alleged toxic work culture. Microsoft is also currently in the midst of acquiring the publisher, following regulatory approval.

Source: Blizzard

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Mobile Syrup

Razer’s Kaira Pro headphones finally got me to go wireless

After testing Razer’s new Kaira Pro wireless headset for the past few weeks, I think I’ve finally found a pair of wireless headphones I really, really like.

I’ve almost exclusively used wired headphones with my PC for as long as I’ve had it. Mostly that was for gaming, although I did occasionally use wireless headphones when listening to music while working.

That choice typically came down to latency and sound quality — Bluetooth was fine for listening to music, but I always found the quality collapsed when gaming. Moreover, in my tests using Bluetooth headsets while gaming, it always seemed like the audio was ever so slightly off. It was hard to put a finger on exactly what was going on, but wired headsets didn’t have the same problem.

I have now tried several wireless Razer headphones, including the wireless Opus X headphones. Most Razer headphones I’ve tried offer sufficient wireless connections over Bluetooth, or even better, wireless connections to a USB dongle.

What they didn’t offer? Comfort.

Comfort has now taken priority for me, and it’s one of the most important things I look for in headphones, especially if I plan to wear them while working or gaming. Razer’s Blackshark V2 X wired headphones were the king in that regard, and have been my go-to since I tested them about a year ago. No other headphones I’ve tried have come close to matching that comfort. At least, until the Kaira Pro.

Wireless comfort

The biggest difference between the Blackshark V2 X and Kaira Pro headphones, at least in terms of comfort, is weight. Naturally, the wired Blackshark headphones are lighter, since there’s no need for a built-in battery.

Beyond that, the Kaira Pro headphones come dangerously close to surpassing the comfort of the Blackshark’s thanks to excellent, plush earcups (which also happen to be the perfect size for my ears), a comfortable headband, and a snug but not-too-tight fit.

Moreover, the Kaira Pro headphones offer a removable microphone, one of my few issues with the Blackshark V2 X headphones. It’s now much easier to get the mic out of my way when I don’t need it since I can just remove it from the Kaira Pro.

Although comfort is integral — and the Kaira Pro headphones excel there — it’s one of just a few standout features of the headset. The Kaira Pro supports wireless connectivity over Bluetooth and through a USB-C dongle. I prefer using the dongle with my desktop (in part because Windows 11 still struggles with Bluetooth), but having both makes it easy to swap between my desktop and a Bluetooth connection with my smartphone by pressing a button.

Sound so good, you can feel it

The Kaira Pro headphones also sound excellent. I’d rank the quality on par with, or maybe even slightly better than, the Blackshark V2 X headphones. Are these the best sounding headphones ever? No, but unless you’re a dedicated audiophile who pores over every bit of sound coming from your headphones, you’ll probably like the Kaira Pro just fine.

That said, I found Razer’s ‘HyperSense’ feature interesting. In short, it’s a haptic system that vibrates the earcups based on real-time sound processing. Razer says HyperSense works across devices and content, including games, music, and movies.

Kaira Pro users can enable HyperSense by pressing a button on the headphones and cycle through low, medium, or high intensity. In my testing, I could only feel the HyperSense haptics on high intensity when listening to music (I have to test this while gaming, as I think I only ran it on medium).

When listening to music, the HyperSense added a satisfying rumble to go along with the rolling bass of whatever I was listening to. While nice, I wouldn’t consider this a must-have feature.

Another sound feature offered on the Kaira Pro headphones is a relay that plays your voice through the headset. Dubbed ‘Sidetone,’ users can spin a dial on the right earcup to adjust how loud their voice sounds in their ears. I really didn’t enjoy this feature and ultimately found it distracting. You can turn it off, but annoyingly the headphones don’t seem to remember if you turn it off and constantly turn the feature back on.

Light ’em up!

There are a few other Kaira Pro features that are worth mentioning, but honestly don’t mean much to me. First, the headphones support Razer Chroma to customize the colour of the RGB-lit Razer logos on each earcup.

The glowing earcups look cool, but I can’t see them when I’m wearing the headphones and I turn off the Kaira Pro when I’m not using it, so I hardly ever see the RGB lighting. Coupled with the hit to battery life, I’d probably just turn off the lightning, although annoyingly, you need to download Razer’s software to do it. (As an aside, I used the headphones throughout the entire review without downloading Razer’s software and they worked fine, except for a small number of things like this that require the software).

Moreover, Razer notes the battery lasts up to 11 hours with HyperSense and lighting enabled, or up to 50 with both disabled. Heavy users may want to disable HyperSense and the lighting to really extend the life of these headphones.

No noise cancellation, if that matters to you

While we’ve covered several Kaira Pro features, there is one big missing item: noise cancellation. As someone who doesn’t typically use headphones with noise cancellation, I didn’t feel the Kaira Pro was lacking in this regard. Besides, my home office (where I use the headphones) is usually quite quiet anyway. However, anyone who cares about noise cancellation may want to avoid these headphones.

That just about sums up everything there is to say about the Kaira Pro headphones. The ones I tested were designed to work both with Sony’s PlayStation 4 and 5 consoles as well as PC and mobile. Razer offers a different version of the Kaira Pro headset specifically for Xbox consoles, which are $50 cheaper. You can read more about it here.

I didn’t test the Kaira Pro with any PlayStation consoles — the only PlayStation I have is a PS2 — but they were fantastic with PC and I imagine they’d be as good with a PS4 or PS5.

The Kaira Pro headphones cost $249.99 in Canada and are available on Razer’s website.

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Mobile Syrup

Tunic is a nostalgia-fueled romp but never shies away from its challenges

Tunic reminds me of my own journey and the adoption of video games into my life.

I reminisced about when cartridges and accompanying manuals were the norm. Canadian indie developer Andrew Shouldice has a lot of love for that golden age of video games and Tunic wears its fondness for era on its sleeve.

The game is an adorable and colourful love letter to top-down 2D dungeon crawlers. More specifically, Tunic is inspired by The Legend of Zelda series. This is evident not only by the Tunic name, a nod to the Hyruelian’s garb, but also its central items being a blue-and-red-emblazoned shield and sword. Being a product of the early ’90s, Tunic speaks to me on a deep level. Bringing Tunic into a more contemporary light, the game incorporates a lot of Dark Souls elements into its gameplay.

Tunic takes a minimalist approach to its storytelling. Much like many games of the NES era, a lot of the story is interpreted by the player. We see the central anthropomorphic fox character — who, for simplicity’s sake, I’ll call “Tunic” — wake up on the shores of an island. Here, the journey of piecing together the mysteries on this isle begins in this isometric game.

Due to Tunic taking a hands-off approach to storytelling, the game mainly pulls you through the paces by way of collecting manual pages. Just like how I poured hours over the Super Mario World manual back in the day, everything you need to know about Tunic can be found by collecting these pages in the Overworld. The first few pages you find walk you through the controls and tutorial phase of the game. I eventually navigated my way to find a sword and shield, thus establishing myself as a fighting force on the island.

“Tunic isn’t afraid to put the responsibility in the hands of the player. Once you understand the toybox, it’s easier to progress and solve the many brilliant puzzles.”

Tunic’s objectives hinge around a central temple located in the middle of the island. First, you must open the doors by ringing two belltowers on the island. Next, players must locate three keys being guarded by bosses deep within the game’s dungeons. I explored a range of diverse areas including a forest temple, beach-side ruins, and snowy hilltops. The game never actively directs the player via exposition or dialogue. It’s all discovered by parsing through the recovered pages of the manual. Tunic isn’t afraid to put the responsibility in the hands of the player. Once you understand the toybox, it’s easier to progress and solve the many brilliant puzzles.

Tunic features several puzzles to piece together as you make your way across each of the various hubs featured in its Overworld. There are two common puzzles throughout the game. The first is the obelisk puzzle, which connects these vibrant power rails to one another. Praying at these obelisks will activate them and oftentimes open up a fast travel portal or a door to progress. The other is line puzzles. Throughout the world, I came across patterns that I traced using the D-Pad on Xbox Series X. Sometimes these would spawn a collectible treasure, a faerie, or open up secret passages.

One of the most novel aspects of Tunic is its fictional undecipherable language that is commonly used throughout the world and in the manuals. This leads to some required critical thinking from the player. Some pages have scribbles and notes made, akin to my own as a kid. This led to me playing connect the dots across the pages. In many ways, this genius puzzle design was my favourite aspect of playing Tunic. In fact, I was so invested in this 10-hour tale, I fully completed the game and all its achievements.

“Exploration is key in Tunic and the game rewards the curious. Even after completion, I’m certain that there are still little routes I’ve yet to take…”

With this hands-off approach in mind, some of the navigation and objectives of Tunic can be a bit obtuse. There’s no waypoint or traditional compass on-screen, so finding your way to the various dungeons and back again can become a bit frustrating. A lot hinges on memorizing the map and learning about the game’s shortcuts. Often, hitting a wall would open up invisible paths. Paths even snake their way behind waterfalls. Exploration is key in Tunic and the game rewards the curious. Even after completion, I’m certain that there are still little routes I’ve yet to take as I may not have organically come across them throughout my journey. The lack of direction can lead to some irritating moments. There were a couple of moments when I felt stonewalled by the game when the solution was staring me in the face.

Where Tunic’s diversions from the NES-era are the most apparent is its gameplay. While maintaining a somewhat simplistic approach to defeating skeletons, and other mobs, the game takes a lot of inspiration from the ‘Soulsborne’ genre. Enemies hit hard and Tunic only has a set amount of health and potions. Tunic can dodge out of the way of enemy attacks or use his shield to protect himself. Similar to Elden Ring’s health regenerating Sacred Flasks, once depleted I had to scurry back to one of the many prayer statues. This regenerates health, mana, and potions but also the mobs. While certainly challenging at times, Tunic is more accessible by virtue. Plus the game offers a ‘No-Fail’ mode and the option to get rid of stamina restrictions.

It’s been an interesting period for me as I distracted myself from Elden Ring with Tunic and found myself enamoured by how similar the two games are. Both games offer little instructions and rely on astute problem-solving and fortitude. Tunic puts difficulty in the back seat but still offers its own unique challenges. This is apparent in some of the later boss battles. Though, thanks to some of the additional weaponry like the Magic Staff, Magic Orb, and bombs, victory is feasible.

Tunic features a wonderfully crafted world and art style. While maintaining the familiar look of a game I’d play on an old CRT, Tunic is more refined in its appearance. The Quarry, a later area in the game, does feature some on-screen effects that aren’t that pleasant to look at. Thankfully, there is an in-game item to negate those effects.

The soundtrack in Tunic is also whimsical and soothing. I don’t have a standout track in mind, though the music reinforces the lighthearted and curious nature of our central fox character. It ramps up when needed but otherwise provides a calming audible treat in the backdrop during exploration and puzzle-solving.

As a ’90s kid, Tunic hits on so many levels. The game celebrates the pre-internet days of gaming. Where manuals were the Bible and sole resource to reach the credits. It creates a meta-level of gaming that pays off in many ways. Though, the hands-off approach does come at a cost at times when you lose direction in the overworld. While providing a solid challenge throughout, Tunic is an accessible and caring game for players young and old. Those weary of the Soulsborne comparisons can rest assured that the climax is obtainable. With this in mind, Tunic is a game that you shouldn’t miss.

Tunic is available on PC, Xbox One and Xbox Series X/S for $34.99. The game can also be played via Xbox Game Pass.

Image credit: Finji 

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Mobile Syrup

Windows 11’s Phone Link app gets redesigned interface and spotlight for notifications

Microsoft has taken the Your Phone app and given it a refresh in the form of a UI overhaul and new features. Moving forward, the app is now called Phone Link and puts notifications out front for added exposure.

The tech giant announced the next step in the evolution of the Your Phone app. Phone Link will now be taking the mantle. It will still be a crucial tool to access photos, texts, and other important features on your computer.

This tool was first introduced three years ago and the overhaul comes at a time when the Phone Link app needed to reflect Windows 11. The design changes mean that the app features Windows 11’s colour pallet. The app now features the rounded corners of Windows 11, updated iconography, and overall aesthetic.

Microsoft has also added the ability to filter notifications on your Windows PC and receive phone calls when your device is charging elsewhere or out of reach. Android mobile apps are accessible on PC now too.

The most significant addition to the Phone Link app is how notifications are upfront for the user’s benefit. Thanks to this change, it should be much easier to see alerts and notifications pop up throughout the day. Tabbed notifications are also in the update. This ensures users have access to manage calls, apps, messages and photos.

In addition, the next Windows 11 update brings the ability to set up Phone Link during the initial set-up of a PC. This feature utilizes a QR code that users can scan with their device and streamline that process.

Windows 11 has been progressively bridging the gap between PC and Android. The improvements made and subsequent changes to the Phone Link app only strengthen that notion. The improvements Microsoft is bringing to the table should only enhance multitasking and update the ways users can share media between devices.

The release of the Phone Link app comes hand-in-hand with the Link to Windows app on Android. This was formerly known as the Your Phone Companion and is an important facet between a PC and a smartphone.

Via: Engadget

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Mobile Syrup

Fully playable fan-made Zelda: Ocarina of Time PC port now available

A group of fan modders has released a PC port of Nintendo’s iconic N64 game, The Legend of Zelda: Ocarina of Time.

Per developer Harbour Masters, the PC port offers HD graphics, ultra-widescreen resolution, modding support, keyboard support and more. Text-to-speech, 60fps support, twin-stick camera support and other features are also in the works.

The PC port runs on software called ‘Ship of Harkinian,’ which was released on Harbour Master’s Discord server earlier this week. Essentially, Ship of Harkinian takes a legally-sourced N64 ROM of Ocarina of Time and uses those assets to create a native PC version.

It’s this specific process that should, in theory, protect Harbour Masters from Nintendo, which is notorious for taking legal action against fan projects based on its work. As Ship of Harkinian is a reverse engineering project, it’s technically legal, since it doesn’t use any leaked or copyrighted assets from Nintendo.

Outside of the planned updates for the Ocarina of Time PC port, Harbour Masters says work on a PC version of the game’s sequel, Majora’s Mask, is about 45 percent complete.

It’s worth noting that both games are available on the Nintendo Switch through the Switch Online service’s $63.99 CAD/year membership. However, these are the original N64 versions, not the 3DS remakes.

Via: VGC

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Mobile Syrup

‘Overwatch 2’ PVP beta starts April 26th, but only for PC

Although some of the luckier among us may already be playing Blizzard’s upcoming Overwatch 2, the rest of us are waiting for the incoming beta to try out the game.

Good news for those waiting: the beta will start on April 26th. The bad news is it’ll be PC-only to start, and you’ll need to own a copy of Overwatch to participate in the Overwatch 2 beta.

The Verge spotted a frequently-asked-questions (FAQ) page about the beta, which is worth checking out if you’re interested. Plus, if you haven’t signed up yet, you should do so here. Highlights include that Blizzard will select testers based on their region and the specs of their PC. Invites will be sent out via email — anyone who doesn’t receive one will want to keep an eye out when Blizzard eventually expands the test group.

Blizzard also detailed the minimum and recommended specs for Overwatch 2 on the FAQ page, which are worth checking out if you have an older machine.

Unfortunately, it’s still unclear when Overwatch 2 will be released. We do know that Blizzard plans to decouple the player vs. player (PVP) and player vs. environment (PVE) experiences to push out competitive elements sooner. However, we could learn more soon as the beta test draws near and with plans to start season five of the Overwatch League in May using an early build of the new game.

The Verge points out that the Overwatch 2 development is largely happening under the shadow of recent scandals, lawsuits, and even the pending acquisition of Activision Blizzard.

Source: Blizzard Via: The Verge