If you’re the type of person who still purchases physical video games, you’ll likely be disappointed to learn that Call of Duty Modern Warfare II‘s (MWII) disc only features 72.23MB of data.
No, that’s not a typo — even when you purchase the disc version of the latest Call of Duty, you still need to download over 100GB. Making matters worse, according to Eurogamer, Modern Warfare II takes up 150GB of space on the PlayStation 5, filling a significant portion of its 825GB of available storage. To be clear, this file size doesn’t even include Warzone 2.0.
What Activision has done with Modern Warfare II is ship what is nearly a blank disc designed to validate and prompt a download for the game solely. This relatively new form of DRM is some of the most frustrating yet and is awful for video game preservation. Imagine living in an area with slow or limited internet access, driving to your local Walmart to buy MWII, only to discover that you need to leave your console or PC on for several days to download the game you just purchased on a physical disc?
It’s unclear if this method of delivering physical titles will become more common, but it doesn’t bode well for the future of physical video games, especially regarding big-name titles.
While Call of Duty: Modern Warfare 2‘s campaign has been available for the past week to those who pre-ordered, the game’s anticipated multiplayer mode doesn’t drop until tomorrow.
It should be noted that Activision Blizzard is facing ongoing legal action related to reported work culture issues. Specifically, the gaming giant was accused in a July 2021 lawsuit of fostering a toxic “frat boy” culture at its U.S. studios in which many employees, particularly women, dealt with harassment, gender discrimination, unequal pay and other forms of mistreatment. Bobby Kotick, the company’s CEO, has specifically come under fire for allegedly working to cover up these reports and has faced calls to resign, yet he still leads the company. Earlier this month, the company was hit with a new lawsuit alleging more sexual harassment.
Earlier this week, PlayStation confirmed that its DualSense Edge controller for the PS5 will cost a staggering $269.99.
While the price of pretty much everything is going up, it’s interesting to see PlayStation charging so much for a controller. Naturally, many people quickly pointed out how the DualSense Edge is more than half the price of the $519.99 PS5 Digital Edition. For context, the Xbox Elite Wireless Controller Series 2 costs $229.99, while the standard PS5 DualSense is priced at $89.99.
Of course, the DualSense Edge is intended to be a niche product. After all, it’s a high-end customizable gamepad that people generally will only use if they play multiplayer games often. PlayStation clearly isn’t targeting everyone with this.
Even still, close to $300 for a controller is insane, and as such, we feel the need to call that out. With that in mind, here are 10 gaming products you could put that money towards instead. Now, we’re not saying you should buy any of these, but rather, merely offering up some alternatives — some serious, some maybe not so much — to an overpriced gamepad.
Backbone One PlayStation Edition — $139.99
Image credit: Backbone
I’m not much of a mobile gamer myself, but it’s obviously a very big market. In particular, there’s been a lot of positive reception to the Backbone One, a controller that makes it easier to play on mobile. There’s even a specific PlayStation version with dedicated buttons and functionalities for the ecosystem. If the idea of being able to stream your PS5 games to your phone is appealing to you, the Backbone One PlayStation Edition will only set you back $139.99, leaving you with $130.
15 months of Xbox Game Pass Ultimate — $254.85
Xbox Game Pass Ultimate is the best deal in gaming, offering access to hundreds of games across console and PC. Through its Cloud Gaming feature, you can also stream titles to mobile devices, which is a great option for people who don’t want to buy hardware.
Considering Xbox Game Pass Ultimate is $16.99/month, $270 would last for 15 months. This is also assuming you’ve used the service before and aren’t eligible for the $1 introductory offer for your first month.
Nintendo Switch Lite — $259.99
With $270, you could buy Nintendo’s most affordable Switch system and still have $10 remaining. While the Switch Lite doesn’t have TV docking capabilities, it otherwise does everything a regular Switch can do, including having access to the Switch’s top-notch games catalogue. And if you really did want a standard Switch, you’d “only” need an additional $140. The OLED Switch model, meanwhile, is $449.99.
6.75 copies of Cyberpunk 2077 — $269.93
Cyberpunk 2077 has seen a huge bump in popularity lately due to the Edgerunners anime series. Image credit: CD Projekt Red
If you’re not one of the many people who watched Studio Trigger’s exceptional Cyberpunk: Edgerunners on Netflix and then got into Cyberpunk 2077, you could buy nearly seven full copies of the open-world action-RPG for you and your friends. Of course, you can’t have 0.75 of a game, so let’s knock this down to six copies for $239.94. With that remaining $30, you could scoop up the highest Netflix subscription ($20.99/month) to watch Edgerunners and pass your account around with the boys before Netflix starts charging for password sharing.
Two years of PlayStation Plus Premium — $279.98
Image credit: PlayStation
While I’m fairly mixed on PlayStation Plus Premium, it’s the closest thing PlayStation has to Xbox Game Pass with its catalogue of older games and streaming functionality. In Canada, one year of Premium is $139.99, so for the price of a DualSense Edge + $10 extra, you can get a full 24 months of the highest PlayStation Plus offering. If you go with PS Plus Extra, which is what I’d recommend, you can get two full years for $229.99 ($114.99/12 months) and have $40 left for something else, like a game.
Xbox Series S — $379.99
The DualSense Edge is basically 2/3 the cost of Microsoft’s entry-level current-gen console. While it’s less powerful than the $599 Series X and lacks a disc drive, it plays all of the same games and offers the same speedy SSD. It would be a great way for current PlayStation owners with a bit of extra cash to get into the Xbox Game Pass ecosystem if they don’t want to stream.
We always need batteries for something or another, whether it’s (annoyingly) Xbox’s Wireless Controller, your TV remote or a fire alarm. Given that, you might want to spend your hard-earned $270 on a big supply of batteries.
For the purposes of this story, we’ve chosen Energizer’s AA batteries, but this would, of course, change a bit if you went with AAA, C, etc. With respect to the rabbit-themed AA, though, you could get 16 packs of 20-pack ($16.14 individually on Amazon) for $258.24, leaving you with $11 and change.
An SSD — price varies
The file sizes for games are so big nowadays that they just eat right through your storage. Forget playing a game with a high-end controller — does your PS5 even have the space to play any more games, period? Once you know which M.2 SSDs are supported on your console, then the price will be determined by the size and brand you want. That said, you can get 1TB drives for around $200, which is certainly pricey in and of itself, but still more affordable than a DualSense Edge.
Some of the many good games that have come out this year alone
Elden Ring. Image credit: Bandai Namco
There have been so many big game releases in 2022. The year started strong with the likes of Pokémon Arceus: Legends, Horizon Forbidden West,Elden Ring and Kirby and the Forgotten Land, while the following months include Xenoblade Chronicles 3, Return to Monkey Island, Multiversus, Mario + Rabbids: Sparks of Hope, Splatoon 3, A Plague Tale: Reqiuem, Live A Live, Gotham Knights and, in the next couple of months, Call of Duty: Modern Warfare II and Warzone 2.0, God of War Ragnarök, Sonic Frontiers and Crisis Core Reunion: Final Fantasy VII.
That’s to say nothing of lower-profile games like Immortality, The Chant and Pentiment. Many of these are on PlayStation, too, so PS5 owners could buy multiple of them (at least three if we’re starting at full-priced $80-90 titles) instead of a premium controller.
Steam Deck — $499.99 to $819
Valve’s remarkably impressive PC handheld is the perfect gateway into gaming PCs for those who haven’t invested a lot of time and money into building one. Instead of a DualSense Edge, you could put the $269.99 towards the base Steam Deck model and only need $230 more. That said, you’ll likely want the middle Steam Deck offering, the $659 256GB NVMe SSD model. While it might seem expensive, it’s a decent price for the hardware and certainly worth the investment.
Again, though, it’s ultimately your choice on what to spend your hard-earned cash. Those who are interested in the DualSense Edge can pre-order it now in Canada.
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Each month, PlayStation offers a handful of games at no additional cost to its PlayStation Plus subscribers.
Now, the company has revealed the trio of titles hitting PlayStation Plus Essential in November. PlayStation will announce PS Plus Extra and Premium games in the coming days.
On PS5, you’ll be able to snag the action-RPG Nioh 2 Remastered, while PS4 owners will get the original version of Nioh 2. Additionally, action-adventure cosmonaut game Heavenly Bodies will be offered on both PS4 and PS5, while the Lego Harry Potter Collection (includes Years 1-4 and 5-7) will be available on PS4.
All of these games will come to PS Plus Essential on November 1st. Meanwhile, you have until October 31st to claim October’s free PS Plus Essential games.
PlayStation’s DualSense Edge controller for the PlayStation 5 is now available for pre-order in Canada.
As revealed earlier this week, the modular gamepad costs a whopping $269.99 CAD. Currently, pre-orders are available at Amazon, Best Buy and GameStop. We’ll update this story with any other retailers that come up. The controller will launch on January 26th.
For that hefty price tag, you’ll be able to customize the DualSense Edge through button remapping, the ability to fine-tune stick sensitivity and triggers, swappable control profiles and more. On top of that, the DualSense Edge features the standard PS5 DualSense’s controller’s signature haptic feedback and adaptive triggers.
Here’s everything that comes with the DualSense Edge:
USB braided cable
two standard caps
two high dome caps
two low dome caps
two half dome back buttons
two lever back buttons
Connector housing
Carrying case
Additionally, PlayStation has confirmed that the DualSense Edge’s replacement stick modules will cost $24.99 CAD. Those are also up for pre-order on Amazon, Best Buy and GameStop.
PlayStation 5’s DualSense Edge controller will cost $269.99 CAD and launch on January 26th in Canada, Sony has confirmed to MobileSyrup.
Last week, a $199 USD price tag and January 26th global release were announced, but specific Canadian pricing and availability weren’t provided. Pre-orders will also go live on October 25th at “select retailers,” although PlayStation didn’t confirm which ones are participating. We’ll update this story once a response has been received.
For context, the PS5 itself starts at $519.99 CAD for the Digital Edition, so the DualSense Edge is particularly pricey. A standard DualSense controller costs $89.99, with some variants, like the God of War Ragnarök model, being priced at $94.99. By comparison, the current Xbox Elite Controller Series 2 is $229.99 in Canada, although it has its own issues with build quality.
The DualSense Edge is a high-end gaming controller in the vein of Xbox’s Elite Controller. While companies like Scuf sell their own takes on this for PlayStation consoles, the DualSense Edge marks the first official offering from Sony.
For the premium price, you’ll get a variety of features to let you customize your gaming experience, including button remapping, the ability to fine-tune stick sensitivity and triggers, swappable control profiles and more. The DualSense Edge also sports the PS5’s unique haptic feedback and adaptive triggers.
Additionally, here’s everything that’s included with the DualSense Edge wireless controller:
USB braided cable
two standard caps
two high dome caps
two low dome caps
two half dome back buttons
two lever back buttons
Connector housing
Carrying case
PlayStation has also confirmed that the DualSense Edge’s replacement stick modules will cost $24.99 CAD.
On October 15th, #a11yTO Gaming made its grand return to Toronto.
For attendees, the conference was a chance to reconvene after a long time away during COVID. More importantly, though, it was an opportunity for learning.
After speaking with Saylor last year, I’ve developed a far greater appreciation for the importance of accessibility, so I was eager to learn more at #a11yTO Gaming. With a slew of accessibility experts from Ubisoft, Eidos Montreal and more in attendance, there was so much to take in. Here are some of my big takeaways.
First, some numbers
Before I get into the actual conference, though, you should have some context. According to Microsoft, there are 400 million gamers around the world have some form of disability. That right there dispels any notion that accessibility is some sort of niche. (Not to mention the fact that, as pointed out at #a11yTO by accessibility advocate David Dame, “we will all be disabled one day, some of us just beat you to it.”) These communities face all sorts of barriers, such as a lack of colour contrast options the visually impaired, overly complex button inputs for those with motor limitations or insufficient closed captioning for the deaf or hard of hearing.
But while awareness of accessibility has been increasing through the aforementioned games and events like #a11yTO and Xbox’s recent Accessibility Showcase, there’s still a lot of work to be done. For example, in a 2022 Game Developers Conference survey, only 39 percent of respondents said they had implemented accessibility measures into their games. One developer even noted that “there is still a lot of pushback in implementing accessibility features.” While this person was referring to their own team, this could also apply to gamers at large, many of whom lack empathy and even try to gate-keep players who seek accessibility options.
Clearly, then, there are many areas of improvement, and #a11yTO Gaming showcase a variety of tips and initiatives to help with just that.
What even is accessibility?
Aderyn Thompson giving a talk on accessibility at #a11yTO Gaming.
Many people might think of basic things like subtitles or customizable controls as accessibility, but it goes a lot deeper than that.
During a talk at #a11yTO, Aderyn Thompson, Ubisoft’s accessibility design lead, took the time to properly define accessibility. For Thompson, who’s non-binary and uses they/them pronouns, accessibility refers to “a player’s access to the gaming experience that’s either improved, or impeded, by the decisions made.”
However, they noted that many developers fall into the trap of using checklists to see measure their games’ accessibility, pointing out how the commonly used Web Content Accessibility Guidelines (WCAG) are convoluted with “guidelines for your guidelines,” to which the audience chuckled in agreement.
Thompson notes that accessibility isn’t simply a set of features, but rather, something that needs to be baked into the core design.”There are no such things as features for blind or deaf or cognitive or motion accessibility. We could centre specific players in how we brainstorm solutions, but then we expand our view,” they explained. “This way, we can avoid neglecting overlaps conflicting barriers, and, in the end, we make a more universal and less likely stigmatizing design.”
Many players embraced Ghost of Tsushima’s hands-off approach to exploration, but Ubisoft’s Aderyn Thompson says there are a few ways it could have been more inclusive. Image credit: PlayStation
To illustrate this, Thompson outlined how two beloved PlayStation games were inaccessible in ways many players likely might not have considered. First, they brought up how Ghost of Tsushima had well-received elements like the ‘Guiding Wind’ or wild foxes to help steer players towards points of interest in a more natural, UI-free way. While Thompson praised the creativity behind all of this, they also noted how they “rely on the sensory processes of seeing, listening and thinking,” which could present barriers for disabled players. “Imagine how much the universal player experience could be improved for everybody,” Thompson said, by including features like haptics and visual information for audio cues. Indeed, the eventual PS5 Director’s Cut did add some of this and received praise from both gaming accessibility site Can I Play That? and general players for the enhanced immersion.
Where Ghost of Tsushima‘s minimalist approach was perhaps too limiting for some, Thompson observes that another PlayStation game, Horizon Forbidden West, could be too much for players. In this case, Thompson actually consulted on the Horizon sequel, so there’s an added layer of self-reflection here. They explain that they saw several streamers resort to using protagonist Aloy’s spear for basic melee attacks, despite the fact that this sort of play is “ineffective” compared to the “mind-blowing player agency” afforded by the combat. The reason for this, Thompson speculates, is that the “intensity” of fights — which require you switch between many different weapons on the fly while jumping, dodging and scanning enemies with Aloy’s Focus for weaknesses — may have been overbearing.
The Focus mechanic in Horizon Forbidden West. (Image credit: PlayStation)
As a result, players might have found mashing the melee button to be simpler than the more intensive archery. “If we broaden our understanding of cognitive load and motor capabilities, we could have addressed this,” Thompson said. They noted that the Focus already has some strong accessibility aspects, like clear highlighting for “precision and visibility,” but focusing on “fundamentals like interface, slice and contrast and player’s reaction capabilities” could have benefited more people, disabled or otherwise.
Thinking outside the box
We’ve mentioned games with extensive lists of accessibility features, like The Last of Us or Guardians of the Galaxy. But #a11yTO also provided some examples of games that, like Thompson mentioned, take accessibility one step further.
They specifically cited Hades‘ God Mode, a variation on a difficulty mode that makes you take less damage over time — something that can benefit anyone who’s struggling with the game. Praise was also given to games that offer unique ways of conveying messages to players, like Deathloop‘s floating text (narratively justified as representations of protagonist Colt’s inner thoughts) or the helpful notes that players can leave each other in From Software titles like Bloodborne.
One of Far Cry 6’s accessibility features provides captions so players can follow on-screen prompts to find out where an enemy’s voice is coming from.
In his own panel, Ubisoft Toronto game designer Douglas Gregory explained how simply offering players more versatility can be good accessibility design. He gave an example of a Far Cry 6 tester who had visual impairments and wanted to avoid a heated firefight. As a result, his strategy was to pick up a sniper rifle and pick off enemies from afar at his own pace. However, he also equipped a widespread shotgun so he could run up close and shoot point blank without having to carefully aim.
Gregory noted that some developers’ first reaction might be that this is a sort of exploit that “breaks” the game and, therefore, should be fixed. But he realized the accessibility value in having this as a viable tactic on top of the player just having a good time with it. “How can we make this strategy as fun, varied and interesting as any other part of our gameplay?” he says of the ethos behind its inclusion.
Other examples he brought up of accessibility integrated into the gameplay include the level slider in The World Ends With You (“tune your experience to what’s right for you in the moment”) and even co-operative play (“you can accomplish things that would have been overwhelming all alone”).
Dave Evans giving a panel on The Vale: Shadow of the Crown.
Dave Evans, founder and creative director at St. Catharines, Ontario-based indie developer Falling Squirrel, did something even more unique: he made a game that can be played entirely without sight. Enter The Vale: Shadow of the Crown, a action-adventure game about a blind Medieval warrior that leverages 3D audio and haptic controller feedback for its narrative and gameplay. Players have to listen to audio cues like enemy sounds or narration to progress.
Evans, a veteran of the gaming, film and TV industries, said during a panel that The Vale came about from a desire to find other ways to tackle narrative besides cutscenes.
“The one thing that drove me nuts about working on [cinematics] is how siloed the development of the narrative in a cinema was from the actual gameplay,” he said. The goal was to not have players “sitting idly by watching [cinematics] to get that exposition.” Cognizant of budget constraints as an indie developer, though, he soon came up with the idea of creating a game that didn’t use visuals. This would help save money and, he quickly realized, open it up to disabled players. From there, he teamed up with the Canadian National Institute for the Blind and members of the blind community for support.
On top of adding accessibility, Evans said making The Vale audio-only provided sighted players with novel experiences he hadn’t considered.
The Vale: Shadow of the Crown. (Image credit: Falling Squirrel)
“A lot of people were playing away from the screen. They’re just sitting on the couch, closing their eyes, lying down and playing the game. I don’t play too many games that way. And I realized, ‘wow, what a great way to play a game,” he said. “And you know, late at night, you’re wanting to get away from screens, you don’t want eyestrain. So people who are sighted now finding that this novel experience has other benefits as well.”
Evans admitted that The Vale is not perfect; some members of the community were “split” on the “blind swordsman trope,” although he worked to ensure the character “was not defined by that disability.” He also said next steps for a game like The Vale would include offering a dialogue skip and improving options for the hearing impaired and non-English speakers.
Still, The Vale is an impressive and original game, especially from a small indie studio, and it highlights how thinking outside of the box for game concepts can also lead to accessibility. In this way, blind and visually impaired users get a game that is easily playable, while sighted people have an experience that is quite different from anything else they’ll have come across. In end, Evans said that “accessibility-based design did not compromise the game and lead to better experiences for all.”
Increasing awareness within the industry
Rodrigo Sanchez, senior accessibility specialist at Marvel’s Guardians of the Galaxy developer Eidos Montreal, told me about one novel way his team is promoting inclusivity in games.
He says each new employee at the studio is asked about what they know about accessibility and how they think it may relate to their role. “Some people are like ‘this is what I do but I don’t know how it intertwines,’ so we meet with them and show them how it can intersect with their role,” explains Sanchez.
The idea is to provide broader education on accessibility and show them that it doesn’t just apply to specific areas. “It really gives them a great notion of ‘even outside of my day-to-day life, there’s accessibility around me, so how do I interact with that?’” He says Douglas Gregory heard of this whole on-boarding process and wanted to learn more to try to share it with other teams.
In Marvel’s Guardians of the Galaxy, Star-Lord’s visor offers high contrast options for colourblind players. (Image credit: Eidos Montreal)
Sanchez also echoes what Thompson said about guidelines not being enough.
“You can’t just have a checklist — it’s very difficult. That’s something we took into consideration,” he said. “Guidelines might be very broad and may not pertain to your specific role, so we’re going through it and customizing for your specific role.”
Beyond that, Eidos Montreal holds monthly accessibility meetings to champion the work that’s been done, outline what more can be done, provide feedback, and more. And even though Eidos Montreal is now owned by Embracer Group, Sanchez says the team will continue to collaborate with studios at former parent company Square Enix on accessibility initiatives for the time being.
Going beyond the games themselves
Makers Making Change produced 3D-printed switches that could be connected to the Xbox Adaptive Controller for those with limited mobility.
While this speaks to what developers are doing in their projects, #a11yTO Gaming also demonstrated some other accessibility initiatives.
Throughout the event, Microsoft’s Xbox Adaptive Controller was on display, a unified hub that works with a range of devices to help those with limited mobility.
Makers Making Change, a gaming division of the Canadian accessibility technology non-profit Neil Squire Society, was also in attendance. A representative, junior mechanical engineer Tyler Fentie, was on hand to present some of the group’s work. Part of that includes providing a wide variety resources on assistive technologies for new gamers and clinicians/secondary users, as well as fundraising for initiatives like giving kids accessible toys for the holidays.
Makers Making Change has all sorts of DIY accessories that can be used to help making everyday gaming controllers more accessible.
According to Makers Making Change, switches and switch-accessible toys can be expensive, easily exceeding $100 each. But one especially neat thing that the organization does is help reduce these costs by taking existing devices, like battery-operated toys, and reassembling them switch jacks at a significantly lower cost — sometimes $5 or less.
Further, Makers Making Change has an open source collection of assistive technology solutions that you can use yourself or even have one of the organization’s volunteer makers build for you. Some of these DIY kits were on display at the conference, connected to Xbox Adaptive Controller for use in games like Ubisoft’s Brawlhalla.
Capcom has revealed a full gameplay demo for its highly anticipated remake of Resident Evil 4.
While the game was first unveiled in June, this is the first time we’re seeing more than a few seconds of gameplay from the remake, simply titled Resident Evil 4.
In the footage, protagonist Leon S. Kennedy quietly works his way through some catacombs, and we see him crouching, which wasn’t a move in the original game. Once Leon gets to the surface, we see one of Resident Evil 4‘s most iconic sections — the early village level. Here, Leon faces off against a slew of returning Ganados enemies, including the fearsome Chainsaw Man.
Leon has other new moves besides a crouch, including the ability to parry the chainsaw with his gun. We also get a look at the fan-favourite Merchant. All in all, the game looks outstanding, taking the photorealistic visual style of the recent Resident Evil 2 and 3 remakes while adding a few new mechanics.
Additionally, Capcom showed a story trailer for Resident Evil 4, which offered our first full look at Ashley Graham, the president’s daughter whom Leon must save. A few new story moments were also teased, including an expanded role for Ada, Leon’s on-again, off-again ally, and a scene where Ashley appears to be infected with the Las Plagas virus.
The original Resident Evil 4 debuted on the Game Cube in 2005, revolutionizing the survival horror and third-person genres with its over-the-shoulder gunplay. Hopefully, the remake is able to balance remaining faithful to that legacy while making some meaningful changes along the way. For instance, original RE4 director Shinji Mikami previously said he hopes the remake will improve the story, which he says he only had three weeks to write.
We’ll find out for sure when the new Resident Evil 4 launches on March 23rd, 2023 on PS4, PS5, Xbox Series X/S and Steam.
Elsewhere in the Resident Evil Showcase, we got a new trailer for Shadows ofRose, a new piece of story DLC that follows Rose Winters, protagonist of Ethan Winters, after the events of last year’s Resident Evil Village. Shadows of Rose is included in the Winters’ Expansion, which also adds a new third-person mode and fan-favourite Lady Dimitrescu and two other new characters for Mercenaries Mode. A 60-minute demo for the new third-person mode will also be available starting October 20th.
RE: Verse, a multiplayer experience that’s free to all owners of Resident Evil Village, also got a new trailer ahead of its October 28th launch.
Resident Evil isn’t the only horror series that got a big showcase this week. Yesterday, Konami officially unveiled the long-rumoured Silent Hill 2 remake for PS5 and PC, developed by Bloober Team (The Medium), as well as several other entries in the long-running horror series.
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.
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’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, GothamKnights‘ 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.
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.
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
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.
PlayStation has revealed pricing and release timing for the DualSense Edge, its response to Xbox’s high-end ‘Elite’ gaming controller.
In a blog post, the company confirmed that the high-end PS5 controller will cost $199.99 USD (approximately $275 CAD). For context, the current Xbox Elite Controller Series 2 is $229.99 in Canada. DualSense Edge replacement stick modules will cost an additional $19.99 USD (about $27.50 CAD).
However, there’s no word yet on whether the controller will actually come to Canada. While PlayStation says it will launch “globally” on January 26th, only the U.S., UK, France, Germany, Netherlands, Belgium and Luxembourg were specifically mentioned. Pre-orders in those countries will be available through direct.playstation.com, an official online PlayStation store that doesn’t service Canada.
PlayStation says the DualSense Edge will be sold “at other participating retailers” starting February 23rd, 2023, although it’s unclear whether any of these will be in Canada. MobileSyrup has reached out to PlayStation regarding Canadian availability and pricing and will update this story once a response has been received.
In any case, the DualSense Edge is a notable device from PlayStation, as it’s the company’s first official “Elite-style” controller. Previously, the gaming giant has let third parties like Scuf make their own pro PlayStation gamepads.
The DualSense Edge sports a variety of features to let players customize their gaming experience, including button remapping, the ability to fine-tune stick sensitivity and triggers, swappable control profiles and more. As a PS5 controller, the DualSense Edge also sports haptic feedback and adaptive triggers.
For context, here’s everything that’s included with the DualSense Edge wireless controller:
USB braided cable
two standard caps
two high dome caps
two low dome caps
two half dome back buttons
two lever back buttons
Connector housing
Carrying case
It remains to be seen what the build quality of the controllers will be. Although Xbox’s Elite Wireless Controller Series 2 is indeed cheaper than the DualSense Edge, it’s also suffered from a number of issues. For instance, MobileSyrup‘s Patrick O’Rourke has had to replace the gamepad numerous times due to malfunctioning buttons or intermittent disconnection.