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Forspoken is some of the most fun I’ve had on PlayStation 5

It’s no secret that this current console generation has progressed rather slowly.

After more than two years, the majority of games are still cross-gen, with only a few others exclusive to the latest hardware. For that reason alone, I’ve had my eye on Square Enix’s Forspoken, as it’s being made solely for PS5 and PC. Further fuelling my interest is the fact that the game comes from developer Luminous Productions, a team made up of many Final Fantasy XV alums, the most recent numbered entry in my all-time favourite series. The central mix of magic-infused combat and parkour certainly didn’t hurt, either.

Now, after having played three hours of the open-world action-RPG, I have to say that I’ve come away largely impressed. Here’s why.

A lot more than a meme

My demo began in Chapter 2 as our protagonist, Frey Holland (Ella Balinska from Netflix’s Resident Evil), finds herself transported to a mysterious castle in the fantastic land of Athia. As evidenced by her plaid shirt and jeans, she doesn’t actually belong here; she’s a New Yorker. She then discovers a talking bangle on her wrist, which she quickly dubs “Cuff,” and ventures out to find a way home.

Now, before I go any further, I have to address the elephant in the room: Forspoken‘s dialogue. Earlier this year, one viral piece of marketing, in which Frey recaps all of her new outlandish abilities, was heavily criticized for being fast-talking, expository and unnatural. This led people to grow concerned about how grating the rest of the game could be. Luminous developers later responded by saying that these soundbites were taken out of context.

After seeing the full scene in action myself, I’m actually inclined to agree with the team. Several of those lines came early in my demo, after a fight in which Frey discovers her first magical powers, the ability to shoot rocks. With these new abilities, she makes quick work of a pack of wolf-like enemies, leading her to become overwhelmed with emotion — hence, the flurry of “wow, I just did that!”-style lines.

Forspoken Frey

Is this “cringeworthy” like many have said? Sure, but I’d argue it’s cringeworthy in a way that’s reasonably believable and human. I could certainly see this girl, who very clearly has some sort of chip on her shoulder, feeling abundantly confident upon discovering she can fight off monsters with magical powers. It’s that momentary feeling of being on top of the world — invincible, even — that many youth fall prey to.

“Context is really that key thing. We’ve created what we believe is a very original character, a very fresh-feeling character, who is very complex and has so many different sides to her. She’s determined, she’s got a great sense of humour, but she’s also got a soft, kind of vulnerable side as well. And it’s hard to convey all that as a new IP, without any kind of past knowledge of the title or the story and try to introduce this new character out into the world,” says Raio Mitsuno, creative producer on Forspoken.

“It’s been a little bit of a challenge, because we don’t want to give away the story. We want to make sure that’s intact for players when they get to play the game. So we’ve been selective about what we show […] There’s a lot more to the character. She’s a character we could all go for. I think everyone’s going to feel a connection to her, and you’ll see her go through so many things. And I think she’s a character that a lot of people are going to fall in love with.”

Another side of this scene that was left out of the trailers is Cuff, who’s trying to keep Frey’s briefly inflated ego in check. In this way, I found myself quickly taking a liking to the sentient bracelet. With his soothing English tones, he initially seems like Iron Man’s AI J.A.R.V.I.S., but that betrays his decidedly droll and deprecating personality. This creates a humourous and engaging buddy cop-esque rapport between the two unwitting allies. Some of the barks during combat even elicited a chuckle, like Cuff asking the player to avoid getting hit again and Frey telling him to “shut the **** up” with a surprising bluntness.

Forspoken Frey with Cuff

“[Cuff] is partly a narrative tool to allow her to get a sense of the world and act as a guide, so to speak, but also be useful in battle and exploration. And the other idea with Cuff is, instead of just making it a useful tool, we wanted to give it a character and make it a personality on its own that can match the screen presence of Frey, even though it’s just a voice. Once we found [Balinska], who was perfect for the role, we wanted to find a personality that could create that great chemistry with Frey and have those kind of back-and-forth conversations,” says Mitsuno. “Their relationship is at the core of the story, too. As much as it is Frey’s journey, he’s there every step of the way, and you see their relationship go through these many changes as well. It’s very essential to the overall experience.”

It’s also clear that Luminous is looking to build up intrigue by leaving elements of Frey’s backstory a mystery, considering the demo began after the introductory New York chapter. As I played, there were certainly some hints sprinkled throughout; in one instance, she hints at having a complicated relationship with her father, and even when she’s sent through the portal to Athia, a sign that says “Holland Tunnel” can be seen behind her, suggesting she comes from some sort of wealth or influence. Seeing these seeds planted during my demo has me interested to find out where things go, especially since I’m a sucker for “daddy issues” stories.

According to Mitsuno, it’s the pursuit of such deeper character beats that resulted in Luminous tapping a Western writing team that consists of the likes of Uncharted creator Amy Hennig, Rogue One: A Star Wars Story co-writer Gary Whitta and Shadowhunters writer Allison Rymer.

“We’ve developed Final Fantasy games with these big, giant stories, but what they really excel at, what they really brought to Forspoken, is this micro level of looking at the human aspect of the story. Like, what Frey goes through and the relationships that she forms and how it all basically contributes to her growth and the trajectory that she goes on during this journey. So that was what we thought was really nice — that they were able to bring this really human element to the story.”

Forspoken Olevia

Not all of the story material has worked for me so far, though. For instance, Frey’s anger over the Chapter 3 death of a little girl named Olevia at the hands of one of the game’s villains, Tanta Sila, didn’t land quite as hard as it should given the relatively brief time they spend together. But in general, I like Frey and Cuff so far, and I enjoyed unpacking more of the game’s lore, which includes how the world and once-benevolent Tanta matriarchs have become corrupted by a mysterious force that Frey dubs the “Break.” It’s certainly not nearly as well-written as, say, Final Fantasy XIV or Final Fantasy VII Remake, but it’s still much more promising than trailers would lead you to believe, and I’m looking forward to seeing more.

Quite the magical gameplay experience

With all of the story talk out of the way, I’ll get into what was easily the highlight of my time with Forspoken: the gameplay. Simply put, it’s some of the most fun I’ve had with combat and traversal systems in a while.

On a base level, the game just benefits from an unparalleled sense of flashiness that’s afforded by the PS5. Put another way: if Final Fantasy XV was awe-inspiring for the scale of its massive summons that strike the battlefield with earth-shattering, terrain-altering magic, then Forspoken takes that several steps further by letting you be such a force of nature yourself. And because of the added graphical power of the PS5, Forspoken has some of the most impressive display of particle effects and colourful environmental effects I’ve ever seen. From the way Frey’s vines smash out of the ground and spray debris everywhere to how she sears the ground with magmatic sparks, I was constantly marvelling at the visual splendour. It becomes quickly apparent how the game is benefiting from being current-gen-only, and that’s before you factor in the practically instantaneous fast-travel — the quickest I’ve ever seen in a console game.

Forspoken wall of fire

“We felt that designing this new IP for the PS5, which is new hardware, was really an ideal opportunity to really showcase what the game can do with the high-speed SSD and adaptive triggers,” says Takeshi Aramaki, Forspoken co-director and head of Luminous. “These are all features that we’re really able to show off because we’re able to develop for the PS5, and the magic parkour and traversal and all of that high intensity, high-speed, is possible because of the PlayStation 5. So we really wanted to deliver a brand new game experience to new players.”

Spectacle aside, though, Frey’s moveset is just remarkably varied. Even when you first start off, her rock powers offer a surprising amount of versatility. For example, her standard Burst Shot fires clusters of rocks at the enemy, and you can charge this up to hurl a larger projectile. Initially, this starts as a small clump of earth, but I was pleased to see that upgrading this ability turned it into a sizeable boulder. These heavy-hitting attacks nicely contrast the Scatter Shot, in which Frey holds out her fingers, Emperor Palpatine-style, to pepper enemies with smaller debris before launching a big cluster, and the Shield Shot, which gives you a defensive rocky wall that you can charge up to then explode into smaller particles. It’s a rather ingenious system that keeps combat more manageable and less input-heavy than some other action games while still affording you a good amount of options.

Support abilities can also help turn the tides of battle. These include vines that can ensnare enemies and leave them open for follow-up attacks, a Venus Flytrap-esque plant that can whittle away at enemies on its own and a plantlike whip that can sap enemy health to replenish your own. And if that weren’t enough, large area of effect supermoves called ‘Surges’ are available once you fill up a metre by using attack and support abilities. Being able to summon hordes of thorny branches to skewer my enemies with the ‘Genesis’ Surge never got old during my demo.

Forspoken wall of fire

“Since this is an action game, first and foremost, we wanted to make sure to maintain this balance of distance between the players and the different magic that they were using,” explains Takefumi Terada, co-director of Forspoken. “For example, at the start of the game, there’s a lot of mid-range magic that’s available to players and then as you progress in the game, there’s fire-based magic that’s more closer-range, and then later on there’s more water-based magic, which is like a further-range magic spell. So we were very conscious of making the distance between the player and then the battles and then we created four schools of magic as a basis.”

Indeed, my only real gripe with the combat early on was that Frey felt like she was lacking a melee option, and as Terada promised, one came towards the end of my demo. After beating Tanta Sila, Frey is able to absorb her powers, adding the villain’s sword-based fire attacks to her arsenal. Since I wasn’t allowed to go past this point, Square Enix instead booted up a different, more curated demo — the one that was just dropped for free onto the PlayStation Store — in which I could sample Sila’s abilities. Immediately, I fell in love with these moves. Besides a flaming sword always being inherently cool, it just felt gratifying to use, with Frey whirling around with delightful Devil May Cry-esque flair.

Complementing these close-range moves are Sila’s even more impressive Support abilities, which offer all sorts of crowd control benefits. My favourite, by far, was Crucible, in which Frey conjures up a giant wall of fire around her to entrap her foes; it felt like the ultimate power fantasy. But the other fire Support moves were well-worth using, too, like Bombardier, which sees Frey punt an enemy and cause a fiery explosion, or Legion, which calls forth enflamed zombie allies. The spectacle and utility of these moves is remarkable, and it made me feel like an absolute badass. In some ways, it’s the Dr. Strange game I’d always hoped for.

via Gfycat

Altogether, Luminous says there are around 100 spells that Frey can use, including electric and water powers I didn’t get to play around with, and the thought of uncovering them all in the final game is quite tantalizing.

“This is really also well-suited to the open-world environment that players are placed in. Since it’s such a huge world with many different corners, there’s different areas where there’s magic that’s more in line with searching for things and then other parts where there’s magic that deals a lot of damage in combat,” adds Terada. “And since Athia has so many different areas, and there’s so many different magic spells that come out of that you can use, so this is very suited for just having a variety of 100 different spells that you can use, because the world is so large.”

I didn’t get too much of a bearing on how the new types of magic that Frey learns will actually help with traversal, but even at the start, her magical parkour is extremely fluid and satisfying. Her base movement ability, Flow, lets her run at high-speeds while vaulting over low objects in oh-so stylish twirls and tumbles. (Flow also allows for equally graceful dodges in combat.) Frey can also bound up walls with timed jumps to gain some verticality, which is essential in Athia’s often mountainous terrain. With so many open-world games relying on vehicles or even horses to get around, it’s refreshing to have this unique spin on parkour at the heart of Forspoken.

It feels appropriately paced, too, as Flow has a stamina metre that quickly replenishes. On-the-fly management of your stamina, including using abilities to instantly top it up at key moments, helps maintain a thrilling sense of momentum during traversal. Luminous has also teased several ways in which the parkour will only continue to expand, like a fire-based whip to pull Frey to new heights or a surfboard to glide along bodies of water. It’s easy to imagine how all of these could be used in conjunction to make zipping around the map feel immensely engaging and even rewarding.

Forspoken world

I do, however, have some concerns with the open-world itself. It’s definitely pretty, like the rest of the game, and it’s got an old European-inspired vibe that feels lovingly reminiscent at times of classic Final Fantasy games. But it also feels a little barren at times, with NPCs seemingly relegated to cities, while the icon-filled map that includes timed challenges, stat-increasing landmarks and photo snapping missions feels a bit like a relic from the last console generation. Admittedly, my demo was primarily focused on going through story missions, so it’s certainly possible I’ll come to appreciate all of this more. For now, though, I have some reservations.

Just give it a chance!

After my extensive hands-on with Forspoken, I honestly have to say that the hate Forspoken has been getting is pretty overblown. Having actually played the game, I’m now a lot more confident in Luminous’ vision. While it remains to be seen how the broader story and open-world will play out, the moment-to-moment gameplay and character interactions have won me over so far. Frey’s magical abilities, in particular, are, so far, an absolute blast to use and well-worth the price of admission alone.

If you have a PS5 or PC and like action games, you should absolutely keep Forspoken on your radar when it releases on PlayStation 5 and PC on January 24th, 2023.

Image credit: Square Enix

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Deus Ex Go will become unplayable in January, even if you bought it

Fan-favourite mobile game Deus Ex Go will no longer be playable as of January 4th, 2023, developer Onoma has confirmed.

The announcement was made by publisher Embracer via the official Twitter account for the now-defunct studio, formerly known as Square Enix Montreal.

Released in 2016, Deus Ex Go — alongside 2014’s Hitman Go and 2015’s Lara Croft Go — was a well-received puzzle mobile take on the iconic sci-fi series. Additionally, three other Onoma games will become inaccessible on January 4th: Hitman Sniper: The Shadows, the team’s final game, as well as Arena Battle Champions and Space Invaders: Hidden Heroes.

All four games will also be removed from the App Store and Google Play Store on December 1st. Embracer also says to use any in-app purchases you’ve made before January 4th, as they won’t be refunded.

Often, single-player games that are removed from digital storefronts will at least remain playable if they’re downloaded before the shutdown. It’s unclear why Embracer is opting to make the four Onoma titles completely unavailable, but it’s unfortunately another reminder that you don’t truly “own” digital games, as well as another example of the gaming industry’s preservation issues.

Overall, Onoma was dealt a rough hand. When Embracer acquired the Canadian team as part of a larger purchase of Square Enix studios, it soon rebranded — “Onoma” being Greek for “name” — as a first step to forge a new identity. However, Embracer shuttered the studio a mere three weeks later, shocking everyone. When celebrating its 10th anniversary last year, Square Enix Montreal was looking ahead to both Hitman Sniper and a mysterious AR-based Space Invaders game.

Per Bloomberg, some Onoma employees have been shifted over to sister Embracer team Eidos Montreal, the developer of last year’s acclaimed Marvel’s Guardians of the Galaxy. However, it’s unclear how many of the roughly 200 Onoma employees have been laid off.

Embracer, meanwhile, has been on an acquisition spree, most notably buying the IP rights to none other than J.R.R. Tolkien’s The Lord of the Rings earlier this year.

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Final Fantasy VII’s mobile battle royale is shutting down in January

Final Fantasy VII: The First Soldier will shut down on January 11th, 2023, Square Enix has confirmed.

This will be just over one year after the free-to-play battle royale game launched on Android and iOS in November 2021.

“Despite all our efforts to bring you regular updates with fresh and exciting content, we haven’t been able to deliver the experience that we were hoping to, and that you all deserve, so we have made the extremely tough decision to end service for Final Fantasy VII: The First Soldier,” Square Enix wrote in a statement via the game’s official Twitter account.

The company adds that it will continue to provide updates for the game leading up to its closure. However, Shinra Credits, the game’s in-app currency that can be purchased with real money, have been removed from the in-game shop. Therefore, only previously purchased Shinra Credits can be used until service ends.

Square Enix attempted to make The First Soldier stand out through multiplayer combat that mixed traditional guns with character classes, spells, monsters and locations from Final Fantasy VII. That said, the battle royale market is incredibly saturated, even on mobile, due to juggernauts like FortnitePUBG, Apex Legends and Call of Duty. 

While The First Soldier is coming to an end, the Final Fantasy VII series is pushing along at full speed. Crisis Core: Final Fantasy VII Reunion, a remaster of the PSP prequel to the original FFVII, will launch on consoles and PC on December 13th. Additionally, Ever Crisis, a mobile retelling of the entire Final Fantasy VII series, is set to hit mobile sometime later this year. And, of course, there’s the highly anticipated sequel to Final Fantasy VII Remake, titled Final Fantasy VII Rebirth, which will release on PS5 sometime “next winter.”

Source: Square Enix

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Eidos Montreal officially takes control of Deus Ex — here’s hoping for a new game

Canadian developer Eidos Montreal has confirmed that it’s officially taken control of the Deus Ex series following the completion of its sale to Embracer Group. Alongside this news, fellow former Square Enix studio Crystal Dynamics has assumed ownership of the Tomb Raider series.

Now, these sorts of developments aren’t exciting or, worse, are disappointing. After all, acquisitions first and foremost benefit companies, not consumers. But what’s noteworthy is that this could signal a fresh start for Eidos Montreal. That’s because the Canadian developer has been putting out great games for years now, but they’ve seemingly not garnered the attention they’ve deserved. It’s no secret that Square Enix mismanaged its Western studios, hence this recent sale to Embracer, but Eidos Montreal perhaps suffered the most. The team’s first Deus Ex title, 2011’s Deus Ex: Human Revolution, performed well for Square Enix, but the sequel, 2016’s Deus Ex: Mankind Divided, did not. Plans for a third game ultimately fell through so Eidos Montreal could make Marvel’s Guardians of the Galaxy, another game that garnered acclaim but didn’t live up to sales expectations. In the case of both Mankind Divided and Guardians, it would seem that misplaced marketing played a major role in selling the otherwise quality experiences short.

While I’m certainly happy we got Guardians, it always felt like a missed opportunity to not continue Deus ExMankind Divided laid a lot of solid groundwork that a threequel could have picked up from, but even if Eidos Montreal didn’t want to continue Adam Jensen’s story, there are so many other directions the series could go in. Warren Spector’s original Deus Ex was way ahead of its time, tackling gripping political intrigue and futuristic technology while delivering an innovative and defining “immersive sim” experience. But the industry has come a long way in the 25 years since. It would be fascinating to see what a group of creatives would do with the property now, especially as technology and the social climate have changed so much. And after CD Projekt Red’s Cyberpunk 2077 missed the mark for many, a smaller, tighter cyberpunk game in the vein of a Deus Ex would have — and still could — feel like a breath of fresh air.

Deus Ex Mankind Divided world

Deus Ex: Mankind Divided crafted a rich futuristic world to explore.

Of course, it’s unclear exactly how Eidos Montreal or the Deus Ex property at large will fare under Embracer, but the potential is certainly there. The fact that the Canadian developer was pretty much immediately given the reins to the series, coupled with Embracer’s comments about seeing “great potential” in properties like Deus Ex, certainly gives some hope. The team said earlier this year that it has multiple projects in development, so it’s possible one of them is Deus Ex. Please, Embracer — help Deus Ex bring the series back!

Image credit: Embracer

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Embracer acquires Eidos-Montreal, Square Enix Montreal, Crystal Dynamics

Video game giant Embracer Group — yes, the one trying to buy the company that holds the rights to The Lord of the Rings and The Hobbit — completed its acquisition of several of Square Enix’s western divisions. That includes several Canadian studios, like Square Enix Montreal.

Per an announcement from Embracer, the company acquired Crystal Dynamics, Eidos-Montreal, Square Enix Montreal, as well as several IPs, including Tomb Raider, Deus Ex, Thief, Legacy of Kain, and “more than 50 back-catalog games.” Embracer says the companies will form its 12th operative group and will be headed by Phil Rogers.

Embracer has steadily grown its gaming portfolio through various acquisitions over the years. Crystal Dynamics, Eidos-Montreal, and Square Enix Montreal will join Deep Silver (Saints Row), Gearbox (Borderlands), Saber Interactive (Halo: Combat Evolved Anniversary) and Dark Horse Comics (Hellboy).

Moreover, it’ll be interesting to see what, if anything, Embracer does with the new IP. Fans were quick to reply to Embracer’s tweet about the acquisition asking for a new Tomb Raider game. Hopefully, the acquisition works out well for the Canadian studios involved.

Header image credit: Square Enix

Source: Embracer

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Happy 10th anniversary to Sleeping Dogs, a great game that deserved more

In May, Square Enix made the surprise announcement that it was selling a significant portion of its western division, including the award-winning studio Eidos Montreal, to Sweden’s Embracer Group.

Through this agreement, Square Enix would give up iconic properties like Tomb Raider, Deus Ex and Thief, and focus more on its Japanese portfolio. In a recent GamesIndustry.biz interview, Eidos Montreal founder Stephane D’Astous mentioned that none of this was a shock to him, given that, based on his experiences, Square Enix had been mismanaging its Western studios for years. There’s since been a lot of talk about what will happen with the publisher, especially as more and more companies look to be acquired.

But if you ask me, the biggest casualty of Square Enix’s Western business isn’t Tomb RaiderDeus Ex, or any of the other IPs it’s confirmed to be forking over to Embracer. No, that would be Sleeping Dogs, the 2012 open-world action-adventure game from Vancouver’s United Front Games.

Amid all of this Square Enix news and Sleeping Dogs‘ 10th anniversary on August 14th, I’ve found myself reflecting on the game. Sure, it might have been one of many Western titles that Square Enix considered a commercial disappointment due to, by its own admission, “exceedingly high” expectations. But it was a real gem, and it’s a damn shame that we never got a proper sequel and, worse still, that United Front sadly ended up shuttering a few years later. Because after replaying Sleeping Dogs over the past week or so, I’ve come to appreciate it even more than I did the first time around. In several ways, it holds up remarkably well, even among the litany of other open-world games since. Simply put, it deserved better, and here’s why.

A standout story

Like a lot of games, Sleeping Dogs is heavily inspired by Rockstar’s Grand Theft Auto series, particularly with its open-world crime-centric premise. In fact, it even started out as an entry in Activision’s GTA-esque True Crime series before moving over to Square Enix. But a big part of what distinguishes Sleeping Dogs, even 10 years later, is how it approaches that sandbox framework. While many GTA-likes — including, even, Rockstar’s own Red Dead series — are all about straight-up criminals, Sleeping Dogs follows an undercover cop named Wei Shen as he infiltrates the Triad in contemporary Hong Kong. Structurally, the game is divided between missions for both the police and Triad, with Wei finding himself torn between the opposing worlds.

Sleeping Dogs cast

While we’ve seen similar stories in Hong Kong films like Infernal Affairs, from which United Front openly drew inspiration, it still feels novel in the gaming space, especially in the open-world genre. The core conflict of Wei struggling to balance conflicting loyalties — and, through that, discover his own identity — is genuinely fascinating. All told, Wei proves to be a compelling morally grey character — not an outright criminal like most Rockstar protagonists, but also not exactly the hero we see in many other games.

Making things further distinct is the voice cast, which is both predominantly Asian and absolutely stacked. We’re talking the likes of The Good Doctor‘s Will Yun Lee (Wei), Michael Clayton‘s Tom Wilkinson (Superintendent Thomas Pendrew), The Farewell‘s Tzi Ma (gang leader Henry “Big Smile” Lee), Kill Bill‘s Lucy Liu (singer Vivienne Lu) and, even, La La Land‘s Emma Stone as Wei’s girlfriend Amanda. Admittedly, some are underused (like Amanda, who feels like a glorified cameo after appearing only in two brief missions), but overall, the performances are solid and the characters quite likable and interesting, especially throughout all of the story’s entertaining twists and turns. (Special shoutout to Wei’s childhood friend Jackie, voiced by Vancouver’s Edison Chen, who’s such a lovable bro.)

Kicking ass and taking names

Sleeping Dogs car chase

It would have been enough to just use the cop/Triad story to fuel the narrative, but United Front also cleverly weaves that setup into Sleeping Dogs‘ core gameplay systems. As mentioned, Wei takes on missions for both factions, and each is given its own RPG-lite progression path and rewards. For example, Triad XP is awarded for carrying out more violent actions, while you net Police XP for minimizing property damage and completing cop side missions. With these points, you can unlock Triad skills (focused around hand-to-hand combat) and Police skills (emphasizing navigation), respectively, while a third, morally neutral combo-centric skill tree is tied to a sidequest involving Wei’s martial arts school. This all creates an intriguing tug-of-war dynamic to progression that might encourage you to play a little bit differently, be that mid-mission or even to take on some of the police-related side activities. It’s also just a neat spin on the traditional sort of morality system we’ve seen in games, where your character’s alignment is represented with “good and bad” bars.

Of course, those even somewhat familiar with Sleeping Dogs know that it also stands out from the pack through its focus on melee combat. In fact, you go several hours before even getting to fire a gun, a stark contrast to many other games which begin with an explosive firefight. It’s a welcome level of restraint from United Front, and it makes the later gun-focused setpieces and Max Payne-style bullet time feel just a bit more special and earned. Leading up to that, though, you’ll be doing a lot of punching and kicking.

Sleeping Dogs combat

Remember the Batman: Arkham games? Sleeping Dogs draws heavily from those, especially through its single-tap timed counter system. And hey, if it ain’t broke, don’t fix it! But Wei can also perform deadly environmental takedowns, which predate a similar mechanic in 2015’s Batman: Arkham Knight and are, of course, more brutal than The Dark Knight’s non-lethal methods. Grappling a guy and then shoving him headfirst into a meat grinder or aquarium, then picking up the knife or giant fish that fell out of that mess to attack his buddies never gets old. In other instances, you’ll be thrown into chase sequences — either you pursuing a suspect or, in some cases, the cops coming after you — which further diversify the moment-to-moment gameplay.

Credit must also be given to United Front for its recreation of Hong Kong. With Rockstar games, imitators like Mafia and Saints Row or even superhero adventures like Marvel’s Spider-Man all being set in various parts of America (or, in the case of Arkham, the fictional American city of Gotham), Sleeping Dogs‘ Asian setting feels even more exceptional. It’s a richly crafted, dense and geographically diverse locale whose high-rise skyscrapers nicely contrast with smaller suburbs and packed market districts. The activities you can take on within the city are also enjoyable, particularly karaoke; hearing badass Wei sing “I Ran (So Far Away)” by A Flock of Seagulls has fondly stuck with me over the past decade. You’ll also find quirky civilian sidequests also reward you with Face (affecting your ability to purchase rarer items, get discounts and more), and they’re just silly fun in their own right, like crashing a woman’s car in the water to help her claim its insurance.

A great foundation

Sleeping Dogs world

Of course, Sleeping Dogs is not a perfect game. The aforementioned skill tree system is painfully basic and linear, so there’s no way to branch out and fine-tune Wei’s progression. The melee combat, while certainly engaging on the whole, is rather simple and lacks the fluidity of something like Arkham. That’s to say nothing of the sometimes tedious nature of navigating the open-world, as the game bafflingly lacks a fast travel system, and the only solution is to chase down a cab and pay it to instantly bring you to a destination. The marker-filled map also certainly feels somewhat dated in a post-Breath of the Wild and –Elden Ring world.

But these issues just make it all the more disappointing that we’ve never gotten any sort of proper sequel to Sleeping Dogs. United Front laid such a strong groundwork with many good ideas that it’s easy to see how a follow-up could have meaningfully built on it, Uncharted 2- or Assassin’s Creed 2-style. What’s even more saddening is that United Front was, in fact, in early production in 2013 on a since-scrapped sequel. In a November 2016 Vice feature, we learned that Sleeping Dogs 2 would have centred around Wei and a “conflicted, corrupt partner” named Henry Fang as they tackled China’s Pearl River Megacity. Players would have had the ability to arrest any NPC and follow a branching storyline that offers different sides to missions depending on whether you used Wei or Henry. United Front also proposed a “cloud-based” system that would let players use a mobile device to further influence what would happen in-game, such as by summoning a police helicopter. Players would also be able to affect other people’s games by collectively working together to tackle crime, which sounds not similar in spirit the brilliant community-focused asynchronous multiplayer elements of 2019’s Death Stranding

Sleeping Dogs Jackie fistbump

Everything that could have been improved from the original game, coupled with United Front’s early ideas for new features and mechanics? There’s just so much potential, and it’s heartbreaking that it hasn’t ever been realized. And considering how much technology has developed, it’s easy to imagine how these concepts could, in theory, be better realized today, two console generations later. Instead, all we’ve gotten since besides a remaster is a weird MMO spin-off called Triad Wars which was cancelled in 2015 in the beta stages after United Front correctly realized that it wasn’t what players wanted out of a Sleeping Dogs successor.

Further complicating matters: we don’t even officially know who owns Sleeping Dogs right now. When the Embracer news came out, Square Enix was asked if Sleeping Dogs was one of the unnamed IPs that it was selling, but no answer was apparently given. Regardless, it would be wonderful if some studio could take on Sleeping Dogs — if not one affiliated with Square Enix or Embracer, then even an external team for a spiritual successor. Considering GTA has such a massive gap in between releases, the market seems all the more prime to welcome a new Sleeping Dogs.

Because man, what United Front created in 2012 was pretty special. There’s a reason you see so many people on Twitter share positive anecdotes about discovering or replaying Sleeping Dogs. There’s a reason people quickly wondered what the Embracer deal meant for the gameAnd there’s a reason why major stars like Donnie Yen and Canada’s own Simu Liu have expressed interest in adapting it into a movie, suggesting a potentially larger audience for the property.

Who knows what, if anything, lies in store for Wei Shen and Sleeping Dogs, but one thing’s for sure — it would be a true crime not to revisit them.

Sleeping Dogs: Definitive Edition, a remastered version of the original 2012 game with all post-release downloadable content, is currently available on PlayStation 4, Xbox One, PC and Mac.

Image credit: Square Enix

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Mobile Syrup

Square Enix’s Avatar: The Last Airbender mobile game soft launches in Canada this month

Square Enix has confirmed that Avatar: Generations, a new Android and iOS game based on Nickelodeon’s beloved Avatar: The Last Airbender series, will soft launch in Canada, Denmark, South Africa and Sweden sometime later this month.

Access will expand to additional countries and territories “in the months following,” according to Square Enix.

Developed by Square Enix London Mobile in partnership with Vancouver’s Navigator Games (Iron Maiden: Legacy of the Beast), Avatar: Generations is a free-to-play turn-based RPG in which players control fan-favourite characters like Aang, Katara, Sokka, Zuko and Iroh. At launch, the game’s first chapter will retell the events of The Last Airbender, with future expansions adding new stories and characters, including Avatar Kyoshi, Korra and Roku.

Players will be able to upgrade and customize characters while experiencing “fan-favorite locations, stories, and events in an open world, as well as brand new stories that expand the universe.”

It’s worth noting that Square Enix hasn’t released any official footage from the mobile game, although a few YouTubers have started posting early access gameplay. Given Generations‘ free-to-play nature, it also remains to be seen how microtransactions will work.

Image credit: Square Enix/Nickelodeon

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Mobile Syrup

Kingdom Hearts Dark Road’s final chapter hits mobile on August 26

The final chapter of Square Enix and Disney’s Kingdom Hearts Dark Road will release on August 26th.

The announcement was made during a previously recorded Kingdom Hearts 20th-anniversary presentation that was released on August 8th. The final chapter will be released via a free update to the Dark Road mobile game.

Dark Road is a particularly notable Kingdom Hearts game in that it tells the backstory of Xehanort, the villain of the action-RPG series. It first debuted on Android and iOS in June 2020 as a rebrand of a previous Kingdom Hearts mobile game, Union X [Cross]. While Dark Road‘s online features are shutting down with the release of this final chapter, all of the story content will remain accessible.

Another Kingdom Hearts mobile prequel game, Missing Link, is also in the works for mobile. A closed beta is set to launch later this year, while the full game will feature connections to the upcoming PS5 and Xbox Series X/S title, Kingdom Hearts 4. An official release window for either game has yet to be confirmed.

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Mobile Syrup

How Final Fantasy VII helped me discover who I am

What does Final Fantasy VII mean to me?

That’s a question I’ve been mulling over ever since Square Enix posed it to the world. After all, it’s the 25th anniversary of the iconic Japanese role-playing game (JRPG) — what better time to reflect on my all-time favourite game?

On a surface level, it’s easy to see why Final Fantasy VII is so (rightfully) revered. It was a technical marvel upon its release in 1997, offering grand full motion video and 3D computer graphics that no prior game — Final Fantasy or otherwise — had featured. It told a deep, emotionally-charged narrative with themes of climate change, class warfare and mental illness that grow further relevant every day. It offered robust RPG mechanics in the form of a Materia system that let you intricately fine-tune each of your character’s abilities and specs. It features one of the all-time great gaming soundtracks, courtesy of legendary composer Nobuo Uematsu. It almost single-handedly sold the original PlayStation and helped popularize JRPGs — a then-niche genre — in the West.

But above all else, I cherish Final Fantasy VII because it helped me find myself. As they say, all good things come in threes, and so fittingly, the lessons I’ve learned from this game have been imparted upon me in three key periods of my life. What does Final Fantasy VII mean to me? Well, everything.


A journey of self-acceptance

At this point, most gamers probably have an idea of what FFVII is about, but here’s a brief synopsis for the uninitiated. Our story begins as Cloud Strife, a cold, aloof mercenary, joins a group of eco-terrorists called Avalanche to topple the Shinra Electric Power Company. During this quest, they learn of the return of Sephiroth, Cloud’s nemesis, whose mysterious plans put the entire planet at even greater risk.

It’s a riveting yarn filled with countless memorable moments, but its most famous, by far, is when Sephiroth kills Aerith. It was tremendously affecting; the kind-hearted flower girl is taken so soon, robbing you, the player, of both her infectiously warm presence and ever-handy healing abilities. I remember spending ages running around the Midgar Slums, desperate to find a way to bring her back — an effective way to teach a young kid about the impermanence of life.

Final Fantasy VII Zack in NibelheimBut for me, the bigger and more impactful twist came just a bit later, in the Northern Cave at the start of Disc 2. After mostly dealing with Sephiroth’s minions up until this point, we find the villain sleeping cozily in a creepy cocoon. As it turns out, everything that’s happened has been Sephiroth manipulating the party to get to that point. The coup de grâce? He reveals that Cloud isn’t the renowned SOLDIER hero he claimed to be — he was a simple Shinra infantryman who never made it into SOLDIER. Worse still, Shinra scientist Hojo had experimented on Cloud in an effort to turn him into a loyal Sephiroth clone, and he even proved a failure at that. All of that trauma caused Cloud to snap, assuming an identity that was formed by stories he’d heard from his best friend, Zack, an actual top-ranking SOLDIER.

It was an earth-shattering revelation for 10-year-old Brad. Our hero lied to us? I questioned everything I knew! And even in the years since, this “unreliable narrator” twist has remained remarkably novel in the video game space, making me appreciate it all the more. What follows, though, is even more painful to watch. We next find Cloud in a comatose state, suffering from intense sickness and the soul-crushing revelation he just experienced. Simply put, he’s utterly broken. Tifa, distraught by what’s happened to her childhood friend, opts to stay with him in the hospital in hopes that he’ll recover. Through some convenient spiritual magic, Tifa’s eventually able to enter Cloud’s subconscious and help him piece together who he really is. It turns out, he was a sad, lonely little boy who pined for Tifa, a popular girl in their hometown. When she nearly died in an accident with Cloud, the townspeople wrongfully blame him, leading the sullen youth to desperately want to leave home, join SOLDIER and become strong.

Now, Cloud’s story hit so hard because it related so heavily to my own. Those who follow MobileSyrup might remember that when Kingdom Hearts‘ Sora was revealed for Super Smash Bros. Ultimate last year, I wrote about why that meant a lot to me. In that piece, I focused on my best friend growing up, who was everything I wanted to be. I was pudgy, short, shy and awkward; my friend was lean, tall, confident and outgoing. He had a girlfriend and knew karate; I was single and could barely kick a soccer ball without falling on my face.

Cloud and Tifa memory FFVIIThat same friend is the one who loaned me FFVII, which gave it special significance before I even played it. But beyond that, my friend, in many ways, was the “Zack” to my “Cloud” — the person I wished I could see myself as. Underneath Cloud’s badass swordsman exterior lay a deeply insecure loner. Like me, Cloud also was raised by a single mother, except in his case, his father had died, whereas mine was just an emotionally abusive, distant asshole. As someone who’s struggled with confidence and social interaction, I felt seen. We learn that when Cloud once returned home, he felt so embarrassed that he never made SOLDIER that he hid his identity so as to not be recognized by Tifa and everyone else. As a kid who would always nervously slink into a corner to fade away, I understood Cloud’s pain.

Eventually, Tifa is able to help Cloud finally discover who he really is. Crucially, she shows Cloud that regardless of what he or anyone else thought of him, he still saved the day — not as SOLDIER, but as Cloud. When Sephiroth burned down their hometown and nearly killed Tifa, it wasn’t Zack who stopped him — it was Cloud. Because he pushed through his fears and uncertainties to be there for her when she needed him most. That’s what she cared about, not that he didn’t make SOLDIER.

Later, in the party’s airship, The Highwind, Cloud comes clean to the team. “The combination of Jenova cells, Sephiroth’s strong will, and my own weaknesses are what created me. Everyone knew that,” he says. “I’m… Cloud. The master of my own illusionary world. But I can’t remain trapped in an illusion anymore… I’m going to live my life without pretending.” As he says this, the rousing, triumphant Highwind theme starts playing. Accepting their leader for who is and filled with a renewed sense of purpose, the party then excitedly leaves the room. Cloud, now alone, does a big stretch, a huge weight has been lifted off his shoulders. He’s not Zack, nor is he Sephiroth; he’s Cloud, and that’s okay. Final Fantasy VII wasn’t afraid to show us a hero who was deeply flawed. Sure, he could swing a sword like no other on the battlefield, but we also got to see him at his most achingly vulnerable and lonely.

It’s difficult to overstate how significant this all was for me. Growing up, I was often told to be one thing or another. When I did see him, my father would yell at me for being overweight and timid. His devout Hindu parents berated for me reading fiction books instead of the Bhagavad Gita. Kids at school would make fun of me for being nerdy. Even with a loving and supportive maternal family, that repeated external pressure to conform was a lot. And as a mixed kid, torn between two different cultures and ideologies and not looking quite like most my age, I felt like an outsider, just like Cloud. When my best friend moved far away, it felt like I lost the one person who fully understood me.

So, to see Cloud work through a similar identity crisis and come out all the better for it was powerful. He becomes more open about his emotions, like when he admits he’s anxious during a stressful moment in a submarine. He’s more conscious of his teammates, encouraging them before the final battle to leave the airship to reinforce what they’re fighting for, but also saying he fully understands if they choose not to return. He drops the cool front and says corny things like “let’s mosey!” — a good reminder to the player that despite how cool he looks, he’s still just a big dork like many of us. And as a brilliant marriage of narrative and gameplay, the final fight of the game with Sephiroth is an unlosable one, illustrating in a unique way, how much Cloud how has grown.

All of this showed me the importance of staying true to yourself. By doing so, Cloud discovered his own self-worth and, by extension, the enduring loyalty of his friends. In turn, I learned to accept myself for who I am, not what I thought or was told I should be. It didn’t matter if I had the recognition of many, as long as I had the love of a few. What my friends and family valued in me — my honesty, loyalty and genuine desire to do good — was what mattered. This was an essential truth to learn when I was younger, and it’s even more relevant today. Often, I’ll see people making disingenuine social media posts for cheap engagement. People care more about clout, like Cloud did, then earnestness. I even drifted apart from my best friend in high school because he turned into a completely different person in a disappointing effort to become more popular. There are few things more important than sincerity, and I have Final Fantasy VII to thank for teaching me that.


Have a little faith

I have a complicated relationship with religion.

As I alluded to before, my paternal grandparents are hardcore Hindu — the sort that wakes up at 3am to pray, constantly preaches to everyone and frowns upon family doing pretty much anything that could, you know, be perceived as fun. That wouldn’t be nearly as bad if it didn’t come laden with hypocrisy. At the same time I was told that meat-eating, gambling and leather-seated cars were wrong, I would see this same family… eating meat, gambling and rocking cars with leather seats. Hell, my dad would literally take me to Burger King, get me a burger without the patty, tell the guy working there that we shouldn’t be eating meat, and then order a chicken sandwich anyway. This “do as I say, not as I do” mentality was enough to make me pretty jaded at an early age. For a while, I couldn’t understand why anyone, outside of those being forced into it like I was, would even bother with religion.

But then I played Final Fantasy VII, and I began to open my mind. When you boil it down, pretty much any work of art has a theme of “life,” but FFVII took that concept to a level I had never seen in a game. Several hours into the game, the party stops at Cosmo Canyon, the home of party member Red XIII. Here, we meet Bugenhagen, Red’s grandfather, who explains the Lifestream, an ethereal substance that keeps the planet alive. When people die, they join the Lifestream, creating Spirit Energy which, in turn, fuels the birth of new life.

When I first watched this scene in Bugenhagen’s observatory, I was stunned. A video game espousing profound spirituality, with similarities to the Hindu teachings I’d been made to sit through and had come to resent? (Not to mention, as an adult, discovering all of the other religions that the game has drawn inspiration from.) To find such beauty in something I had once held in disdain! And that was even before I learned that creator Hironobu Sakaguchi, who co-wrote the story of FFVII, dreamed up the Lifestream as “a mathematical and logical way” of dealing with the untimely passing of his mother. Therefore, I started to view religion differently, a feeling that was further validated as I made friends who were Christian, Jewish and Muslim, who all had healthy, lovely relationships with their respective faiths. Although I still didn’t love the role it played in my family, I could finally understand what it meant for others.

Hironobu Sakaguchi

Hironobu Sakaguchi, the creator of Final Fantasy. Image credit: Apple

All of that’s proven even more poignant now as I’ve been putting this piece together. Earlier this week, a close friend’s sister passed away from an aneurysm. After spending six days listening to him vent — desperately trying to give him some hope that she’d pull through in the hospital — she’s now officially gone. I can’t even imagine how he feels, and my heart breaks not only for him, his parents and his brother-in-law, but also for his young niece and nephew, who will now grow up without a mother. Such a sudden death can no doubt be difficult to process. How do you make sense of it?

While I now identify as agnostic, there’s still a part of me that hopes something like the Lifestream could exist. Some level of comfort, however small, can be found in the belief that the lives that are lost — especially young and innocent ones like his sister — are given some sort of afterlife. Incidentally, my friend’s family is Buddhist, so they’ll no doubt have their own takes on reincarnation.) Knowing Sakaguchi’s inspirations for the Lifestream, and seeing how they could apply to what my friend is going through, adds deeper meaning to FFVII‘s themes for me, even all these years later. Amid all the horrible trials of life that so many people go through, I now see how religious beliefs can provide solace, and I credit VII for helping to make me be just that little bit more empathetic.

Embrace your dreams

After everything I’ve said about Cloud, you’d think he’d be my favourite FFVII character. But actually, it’s Zack. Not in the original game, mind you — he barely has any screentime there, and the pivotal flashback scene in which he dies is, oddly, completely missable! No, I’m talking about the prequel game Crisis Core: Final Fantasy VII, in which Zack is the lead.

Simply put, Crisis Core itself came at the perfect time for me — March 2008, when I was 13 and just a few months away from ninth grade. That’s a critical time in one’s life. Puberty, teenaged angst, the dread of starting high school… all of it. I needed a big game to dive into, and there FFVII was again.

 

On the one hand, I shouldn’t have been surprised that I ended up liking Zack. After all, he does remind me a lot of my childhood best friend. But what I couldn’t have foreseen is how impactful his story would end up being. Zack’s arc is, ostensibly, the inverse of Cloud’s; he starts off overly energetic and becomes more serious over time. Totally understandable — by the end of the game, his good friend Sephiroth had a heroic fall and Shinra, the company he gave his life to, begins hunting him down. But throughout all of this adversity, Zack kept reminding himself of his aspirations. His personal mantra, “embrace your dreams,” was what helped him pull through — in this case, dreams of becoming a hero.

In the end, the Shinra army catches up with him, and after an incredibly grueling battle and heartwrenching farewell scene with Cloud, he succumbs to his injuries. But my biggest takeaway, in between balling at what I had just seen, was that amid everything he’d gone through, Zack still held onto his dreams. Despite a literal army at his heels, he stopped to save both a wounded Cloud and a former SOLDIER named Genesis, who Shinra had left to die. Because of this, he never got the happy ending with Aerith that he’d hoped for, but he did fulfill his dreams. In the end, he became a hero. Does that sound like a cheesy anime plot? Sure! But it’s what 13-year-old Brad needed to see. Zack’s story, so intrinsically tied to Cloud’s, had recontextualized my favourite game. Knowing the sacrifice that ensured Cloud would live added deeper meaning to everything that he later went through.

More importantly, though, it proved inspirational. That “embrace your dreams” quote is one that’s stuck with me ever since. As someone who’s always enjoyed reading and writing, I’d always thought turning that into a job would be pretty swell. Then high school comes along and we’re rather quickly pushed to make educational decisions that will lead us down a career path and shape the rest of our lives. At this time, I looked around and saw seemingly all of my peers turn to engineering or some other similar field, and I thought that I maybe should do that, too, even though I’d never been good at math or science. Ultimately, I ended up taking a gap year to figure things out, which included a failed exchange program attempt and a stint at FutureShop, where I’d meet many good friends, including the one whose sister just passed, and come out of my shell a bit.

Nobuo Uematsu

The music of Nobuo Uematsu has been so important in my life, so you can imagine how much I freaked out after meeting him in my graduating year.

And throughout all of this, I kept hearing that damned quote in the back of my head. “Embrace your dreams.” After many hours in deep thought at the local library, including reading an eye-opening Official Xbox Magazine piece about how writers with journalism backgrounds could break into the industry, I got a crazy thought. “What if you pursued journalism? Honed your writing skills so you could eventually use them to pursue something related to gaming?” Months later, I applied to Ryerson Toronto Metropolitan University, one of Canada’s top journalism schools, thinking it was a long shot. To my surprise, I got accepted and, after a four-year program, got this job at MobileSyrup right after graduating. In the five years since, I’ve gotten to realize many lifelong dreams, including going to E3 and interviewing Hironobu Sakaguchi himself. I still pinch myself that I was able to speak with him.

It’s been a wild, satisfying ride, and it’s all because I listened to this spiky-haired fictional character. Not bad, huh?

On Our Way

It’s not an understatement to say that Final Fantasy VII changed my life. When I was 10, it taught me the value of accepting myself for who I am. In the following few years, it taught me to accept others for who they are. And during my teens, it taught me the importance of always pursuing your dreams.

If that weren’t enough, VII has remained a steady source of joy. I make a point of replaying it almost every year, reminding myself of all the memories and life lessons that have come about from it. It’s like a warm blanket. When I’m not playing the game, I regularly turn to Nobuo Uematsu’s majestic music, which never ceases to genuinely move me. The soundtrack has many beautiful pieces, but “Main Theme of Final Fantasy VII” has provided so much comfort in my darkest moments — I hold it very dear) And now, with the ongoing Final Fantasy VII Remake trilogy, I get to experience fresh adventures with Cloud and the gang — basically old friends at this point — for years to come.

At every point in my life, Final Fantasy VII has been there for me, and I’ll always love it for that.

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Mobile Syrup

Octopath Traveler: Champions of the Continent now available globally on Android and iOS

Octopath Traveler: Champions of the Continent is now available as a free download on Android and iOS.

The Square Enix RPG was originally released in Japan in October 2020, but July 27th marks the game’s official worldwide launch.

Set a few years before the events of 2018’s Octopath Traveler, Champions of the Continent follows “the Chosen One,” a hero who must save the land of Orsterra from ruthless tyrants.

Beyond being a prequel to the 2018 game, Champions of the Continent has several other elements in common with its predecessor. For one, it sports the stunning ‘HD-2D’ aesthetic — which mixes 2D sprites with HD polygonal graphics — that was introduced with the first Octopath and used in multiple games since. Acclaimed Octopath Traveler composer Yasunori Nishiki has also returned to produce new music for Champions of the Continent.

Gameplay-wise, Champions of the Continent features similar turn-based combat to the original Octopath Traveler, except it’s centred around a party of eight instead of four. Altogether, you’ll be able to recruit over 64 characters, including Tressa, the playable merchant from Octopath Traveler. 

Of course, this being a free-to-play game means that how you unlock characters will be left up to chance, with a suite of in-app purchases supported to more easily acquire better party members.

In related news, Square Enix just launched another HD-2D game, Live A Live, on the Nintendo Switch on July 22nd. For more on that ambitious, once-Japan-exclusive title, read our full review.