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Happy 15th anniversary to Uncharted, the series that changed everything for me

I remember the day clearly.

It was 2008 and I was in eighth grade math class. Free from our overbearing teacher in a tucked-away corner of the room, my group and I began excitedly talking about video games. As someone who was both woefully bad at math and socially awkward, those gaming conversations were escapist highlights in my time at middle school. Eventually, I mentioned that I recently got a PlayStation 3 and, without missing a beat, the girl at my table asked me a pivotal question: “have you tried Uncharted?” As she raved about how fun and graphically impressive the game was, I became intrigued. “Cool,” I thought, “I guess I have a new game to try out.” But little did I know just how much it would resonate with me.

Greatness from small beginnings, indeed

Uncharted: Drake's Fortune combat

Nate might be a capable fighter, but he’s not always a confident one.

Developed by Crash Bandicoot and Jak and Daxter maker Naughty Dog, Uncharted: Drake’s Fortune debuted on the PlayStation 3 on November 19th, 2007. Fifteen years ago today — can you believe it? Man, do I have a lot of fond memories of that first game. While it certainly shows its age in several ways, particularly the shooting mechanics and level design, it also feels lovably quaint in today’s market of bloated, 100-hour long experiences. Moreover, treasure hunter Nathan Drake’s (Nolan North) quest to find the fabled El Dorado alongside journalist Elena Fisher (Emily Rose) and mentor Victor Sullivan (Richard McGonagle) is exactly the sort of pulpy fun you’d want from an adventure. Thanks to the wonderful creative vision of writer-director Amy Hennig and top-notch performances, the characters were all eminently likeable.

But beyond that, they feel humanand not just because of the beautifully photorealistic visuals. In the late 2000s, Nathan Drake was a revelation. Sure, we’d seen that kind of charmingly rogueish character many times before, particularly in the highly influential Indiana Jones series, but it felt rare for games. Beneath all that bravado lay quite the flawed character, brought to life through a magnificent, believable performance from North. Besides being a thief, Nate suffered from his own insecurities; unlike traditionally badass, hypermasculine gaming icons like Master Chief, Kratos or Marcus Fenix, Nate was rough-around-the-edges. He often stumbled and fell. He screamed whenever a grenade landed a few feet away. He let out exasperated grunts when diving into cover. He’d talk to himself to try to put any fears about his increasingly perilous situations to rest. The way he used humour to mask these insecurities felt deeply relatable, and it further connected me to the character. Even though he would still do pretty crazy things, which later games would only double down on, these little touches of characterization were nonetheless crucial. Most importantly, even 15 years later, this sort of writing, while intentionally lighthearted, still somehow feels natural, unlike, say, the flippant Joss Whedon-esque dialogue we’ve seen in modern media.

All in all, Drake’s Fortune felt like a significant next step forward for storytelling in video games, and it got me even more interested in the potential of the medium.

Nate’s adventures inspiring my own

Nolan North and Brad Shankar at Fan Expo Canada

Me with North at Fan Expo Canada 2015. (If you can’t tell, I’m wearing Nate’s ring.)

But if Drake’s Fortune gave me a taste of what modern gaming could be, its 2009 sequel was the delicious main course. Indeed, Uncharted 2: Among Thieves was, in every conceivable way, a vast improvement upon its predecessor — a remarkable achievement across the board and, to this day, the greatest gaming sequel ever made. The core shooting and melee was tightly improved, level design was greatly expanded to refreshingly afford verticality and stealth options, the globe-trotting plot was more engaging, the cast of characters grew to include more interesting and morally grey figures, and the setpieces, punctuated with Greg Edmonson’s fantastic, eclectic score, were thrilling and immaculately designed. Best of all, Nate himself was taken to another level, thrust into the shadier world of the titular thieves while caught up in a lovable love triangle between Elena and newcomer Chloe Frazer (Claudia Black). The ability to play through a Hollywood blockbuster — several, even, given the perfectly paced 10-ish-hour campaign — is a level of cinematic that games had only dreamed of at the time.

Had Uncharted 2 only featured that masterful campaign, it would still be one of my all-time favourite games. But Naughty Dog also included multiplayer, which was truly a game-changer. The criminally underrated online suite offered a compelling Halo-esque arena shooter setup that emphasized multi-level environments and the ability to fight from any position, including from ledges. It was exhilarating to clamber up to a camper’s perch, pull them off to their doom and then, while hanging, pepper an adjacent enemy with my pistol. In this day and age of battle passes and grind-heavy live services, or even just games that emphasize complex loadouts, Uncharted 2‘s multiplayer is especially beautiful in its simplicity. Factor in additional modes like Plunder (an entertaining riff on capture the flag) and tough-as-nails co-op missions set in sections of the single-player campaign and Naughty Dog had a real gem on its hands. (The addition of multiplayer skins from fellow PlayStation franchises like inFamous and Killzone was also rad.)

Uncharted 2 helicopter fight

The setpieces in Uncharted 2 were leaps and abounds above anything in the first game.

But above all else, Uncharted 2 proved a really big social experience for me. While I have fond memories playing Halo with cousins while in Florida, those visits were infrequent and we never played outside of that. Other multiplayer experiences, like Smash Bros., were also pretty much only local for me. Uncharted 2, though, marked my first real online game. As someone who was inherently introverted, the idea of getting to interact from people within the comfort and safety of my own home was divine. And boy, did I ever. So many hours in high school were spent playing Uncharted 2 both alone and with one of my best friends, Daniel. Even though the game didn’t support local co-op, we had such a time passing around the control and revelling in each other’s online successes and failures. Hell, when I stayed over at Daniel’s house, his mum even had to come down in the middle of the night to stop us from playing. I didn’t have a lot of friends in high school, so getting to bond more with one of my closest pals was quite meaningful.

Pretty much everything I’ve said so far also extends to 2011’s Uncharted 3: Drake’s Deception. Although some half-baked story threads and pacing issues make its campaign a bit of a step down overall from its predecessor, it certainly upped the ante with even more delightfully insane setpieces and a tantalizing look at Nate’s background and relationship with Sully, a fan-favourite character who was sadly underused in the second game. From the early London bar fight and flashback museum chase to fleeing a capsizing boat and hanging from a falling plane, Drake’s Deception is full of unforgettable moments.

Uncharted 3 multiplayer

My friends and I got up to all kinds of hijinks in Uncharted 3 multiplayer. (Seen here: one of us accidentally dropping a ‘Mega Bomb’ Kickback that hilariously killed our entire team.)

Again, though, it was that multiplayer that really got its hooks into me. Looking back, it was definitely busted in a lot of ways. The focus on Call of Duty-esque loadouts led to a lot of imbalance, and the “Kickbacks” — powerful abilities like being able to spawn an RPG or go invisible — often only added to that. But the hell if I cared — Uncharted 3 multiplayer was a blast from day one! After having my mum drive me around the Greater Toronto Area to track down early access beta codes at Subway (remember that strange partnership?), I was hooked. The maps were larger and more varied, the addition of a ‘Buddy system’ was a novel way to encourage and reward cooperation and the steady updates (including neat experimental game types) made me more than happy to keep coming back.

Best of all, I came across a lot of great people through Uncharted 3. I had historically only played games locally, so it was mind-blowing to think that you could make friends without meeting them. But now, being just a bit more confident in online interactions following Uncharted 2, I found myself reaching out more. I fondly remember playing on the Sanctuary map and getting killed by someone with a PSN ID that was a reference to Final Fantasy, my all-time favourite series. Admiring both his skill and good taste in games, I sent him a DM, and before you know it, we shared our real names and started talking regularly on Facebook. We still talk regularly to this day, despite him being in England, and he’s even promoted my work on MobileSyrup and donated to my Extra Life charity streams. Through him, I met another cool person, Scarlett, a fellow Canadian and gaming enthusiast. Despite our different time zones, the three of us thankfully managed to coordinate some play sessions, and they were a blast. Through them, I was introduced to other Uncharted fans on Facebook, which only further helped me come out of my shell. This, in turn, encouraged me to play other games online, and I even made a good friend in the U.S. through Dissidia 012 Final Fantasy.

Nate grew up, and so did I

The recently released PC version of Uncharted 4: A Thief’s End.

Then there’s 2016’s Uncharted 4: A Thief’s End, many people’s favourite Uncharted. That said, I’ll confess that I still prefer Among Thieves and Drake’s Deception; A Thief’s End‘s bloated runtime, pared down melee combat, comparatively fewer setpieces and somewhat grating character of Sam, Nate’s brother, drag down its otherwise exceptional campaign. I also found the multiplayer, which focused on earning money from kills to buy tedious AI-controlled “Sidekicks” to help you, a step down from the previous games. Still, it’s a great game overall, made even more impressive when you consider that Hennig left the project early on and the version we got, led by The Last of Us‘ Neil Druckmann and Bruce Straley, was effectively made in just over two years (If only they didn’t have to crunch on it, though).

And while I didn’t stick with the multiplayer much, it’s A Thief’s End‘s narrative that I still think of often. Druckmann and Straley were candid about wanting to tell “a meaningful human story with complex relationships, complex characters” within Uncharted‘s traditionally lighthearted framework, and boy, did they ever. In fact, the pair did a masterful job in balancing the warmth and levity of Hennig’s work with the more mature and nuanced storytelling of The Last of Us, which was itself partly inspired by Uncharted 2. While Nate had gotten just a bit deeper in every prior Uncharted, it was A Thief’s End that truly made him three-dimensional. His sense of humour remained, but this obsession with adventure — an addiction that leads him to be rather shitty to Elena — felt all too real. The simple, quiet moments in Nate’s domestic life, like reminiscing on old adventures in his attic and even using a toy gun to shoot targets in a dorky-yet-understandable display of his longing for more, truly elevated the character. (Even if, unfortunately, the whole “ludonarrative dissonance debate — the criticism that Nate is sort of a murdering psychopath in gameplay — would still remain.) This deeper characterization led some genuinely heartwrenching scenes between Nate and Elena, where the latter becomes, rather justifiably, distraught over his constant lies and dangerous habits, even as he pathetically tries to explain them away.

Uncharted 4 Nate and Elena

Nate and Elena are better than ever in Uncharted 4.

*Note: Spoilers below for the ending of Uncharted 4*

Best of all, Druckmann and Straley were deliberately misleading in the decidedly somber marketing, making you think that Nate or even supporting characters like Sully or Sam were very likely to die. But instead, they gave us a beautifully heartwarming ending for Nate. In a great cap to his character arc, our hero walks away from his self-destructive path to be with Elena and, in fitting married life fashion, actually compromises — in this case, by them both going on safer, more legal adventures as salvagers. Beyond that, Nate and Elena properly settle with a daughter, Cassie (Kaitlin Dever), who proves to be an endearing “best-of-both-worlds” mixture of her parents. This culminates in an utterly sweet ending in which Nate and Cassie fondly recount their past adventures — those that we, the players, went on in the previous games — while the final shot, set to a more tender version of Edmonson’s stirring “Nate’s Theme,” rests on an image of younger Nate and Sam from A Thief’s End and Nate, Elena and Sully from Drake’s Fortune. It’s a beautiful conclusion that brings me to tears every time.

In many ways, A Thief’s End has deeper resonance because it reflects how the Uncharted series grew up with me. Playing Nathan Drake’s last adventure in 2016, when I was in completely new territory — juggling university, part-time work and dating — hit different. Nate was older, more grown-up, and so was I. He was screwing up, just like me. In a sense, it felt like catching up with an old friend, with all of the emotions that brings. Then, one year later, we got The Lost Legacy, which offered new horizons for the series via different lead characters, Chloe and A Thief’s End‘s Nadine Ross (Laura Bailey). This, too, paralleled my own new path — landing my current full-time job at MobileSyrup. What’s more, I actually got to interview Naughty Dog about The Lost Legacy, which was a surreal opportunity for the dorky kid who grew up playing Crash Bandicoot. 

Uncharted: Legacy of Thieves Collection Chloe and Nadine

Chloe and Nadine proved that Uncharted can thrive without Nate.

At this rate, it’s unclear what lies in store for Uncharted. The highly successful franchise is clearly important to Sony, especially as it just launched a movie adaptation with Spider-Man‘s Tom Holland, but we don’t actually know anything else beyond a planned sequel to that. Rumours have also suggested another studio, possibly MLB The Show developer Sony San Diego, may be working on a new Uncharted with the assistance of Naughty Dog. Given how well The Lost Legacy served as proof-of-concept for a Nate-less Uncharted, it’s easy to see another character (Cassie? Sam? Sully? Someone new entirely?) being given their own game.

But whatever happens with Uncharted, I’m just grateful for the ride. The franchise has been around for more than half my life, and it’s been a constant source of joy and connection during that time. Further, I may very well have not even pursued a career in journalism — fuelled by a desire to one day do something writing-related with games — had I not been inspired by the likes of Uncharted. Happy 15th anniversary to this marvelous series, and thanks for the memories, Naughty Dog.

Image credit: PlayStation

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Get 100,000 PC points with Switch + Mario Kart 8 Deluxe bundle at Superstore

If you’re on the hunt for a Nintendo Switch, this is the best Black Friday offer the MobileSyrup team has found so far.

While the Switch with Neon Blue and Neon Red Joy-Cons + Mario Kart 8 Deluxe bundle isn’t on sale, you can get 100,000 PC Points (valued at $100) if you purchase the console on November 20th at Superstore. On the other hand, if you’re looking to buy the newer Switch OLED model for $449.99, you can get 25,000 bonus PC points (valued at $25) if you purchase the console on November 20th.

Nintendo’s Switch rarely goes on sale, so this will likely end up being one of the best deals on the system this Black Friday.

You can find the Superstore’s full flyer on RedFlagDeals.

For a round-up of all of our Black Friday deals, follow this link. You can find all of the top deals at Canadian retailers here.

Image credit: Nintendo

Via: RedFlagDeals (hill15)

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Here are GameStop’s best Black Friday deals

Right on cue, video game retailer GameStop has dropped all of its Black Friday sales, offering notable discounts on games like The Last of Us Part I, Gran Turismo 7, Horizon Forbidden West and more.

Below are all of the offers:

  • DualSense controller — $64.99 (save $30)
  • Elden Ring — $49.99 (save $30)
  • Gran Turismo 7 — $49.99 PS5/$39.99 PS4 (save up to $40)
  • Gotham Knights — $59.99 (save $30)
  • The Last of Us Part 1 — $59.99 (save $30)
  • The Last of Us Part II — $14.99 (save $35)
  • NBA 2K22 — $49.99 (save $40)
  • PGA Tour 2K23 — $59.99 (save $30)
  • Plague Tale Requiem — $59.99 (save $20)
  • The Quarry — $59.99 (save $20)
  • Xbox Series X controller — $59.99 (save $15)

You can find all of GameStop’s deals at this link.

GameStop’s Black Friday sale runs from November 18th – 28th.

For a round-up of all of our Black Friday deals, follow this link. You can find all of the top deals at Canadian retailers here.

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Pokémon releases nostalgia-filled interactive gallery of past games

Ahead of the launch of Pokémon Scarlet and Violet, the Pokémon Company has released a gallery showcasing the history of the video game series. Unfortunately, the clip is mostly in Japanese, and a simple translation page on Chrome won’t help.

However, looking through this online gallery at all the box art for the Japanese versions of the games is still cool. Clicking on individual pieces in the gallery will show images of the game it’s from. Again, they’re only in Japanese, but it’s still full of nostalgia. As you continue through the gallery, the music also changes depending on the title you’re going through.

It’s a very cool interactive gallery that brings you through all the previous mainline series games. This makes me more excited for the upcoming Pokémon games Scarlet and Violet on November 18th.

Source: Pokémon

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Mario + Rabbids Sparks of Hope is a worthwhile sequel with interesting ideas

2017’s Mario + Rabbids Kingdom Battle was an absolute surprise to me.

Somehow, Ubisoft took Nintendo’s Mushroom Kingdom and Ubisoft’s lesser-known Rabbids franchise and created one of the best turn-based strategy games of the past decade. It shouldn’t have worked, but it did — and really well. Fast forward to 2022, and the title’s sequel remains just as compelling while managing to build on its predecessor in meaningful ways.

Still, part of me wishes the Rabbids weren’t invited to the party.

Mario + Rabbids Sparks of Hope‘s plot is standard Nintendo fair. A giant flying manta ray attacks Mario, Luigi, Princess Peach and a bunch of Rabbids that look precisely like them. Why do they look like them? Who knows, but also, who cares? As the plot unfolds, you’ll meet Cursa, the being that controls the manta ray from the opening sequence, and also learn more about the inky darkness that’s spreading across the title’s world.

Like the first Mario + Rabbids, I found myself not paying much attention to Sparks of Hopes‘ plot. When it comes to this series, all I care about is the excellently designed turn-based action, and thankfully, Sparks of Hope delivers in that department.

This time around, Sparks of Hope adds a few real-time elements to the mix instead of adopting a more standard turn-based grid system. You’re able to actively control your squad’s movement, just as you would in most third-person action titles. Do you want to stand in the open in an effort to take down an enemy as quickly as possible or hide behind cover and pop shots from safety (the latter is almost always the best option). You also need to keep in mind that cover is destructible, which adds another variable to the title’s already deep turn-based gameplay.

A glowing area on the ground shows how far your character can move along with what you can and can’t do, such as jumping or activating other special abilities powered by ‘Sparks.’

This system makes the game’s turn-based combat feel far more dynamic than it actually is, simply because the grid isn’t present on the screen. In a sense, Sparks of Hope offers the illusion of more freedom, despite the battle system not being that different from Kingdom Battle‘s in most respects. Sometimes that’s all it takes to make a turn-based combat system feel more fun while retaining the genre’s strategic nature. I hope to see this take on the genre adopted by other series.

Delving deeper into the combat system, Sparks of Hope‘s main change is the addition of Sparks, replacing the rampant weapon swapping from Kingdom Battle. As you likely already guessed, Sparks feature various strengths/weaknesses on top of special abilities. For example, some are focused on fire damage, while others emphasize replenishing your squad’s HP. Later in the game, you’re eventually able to equip two Sparks per character, adding further depth to the system. While I initially didn’t like Sparks of Hope‘s lack of equipable weapons and armour that improve your team’s performance, it helps make the game feel less like “XCOM for babies” and more like its own unique take on the turn-based genre.


One other change I really like about Sparks of Hope is the flow of the title’s overall structure. Instead of a standard Mario platformer-like overworld in Kingdom Battle, Ubisoft and Nintendo’s latest turn-based epic features several individual planets that offer main quests, side missions and other secrets/unlockables. There are also enemies and other Goombas wandering around the map with whom you can engage in combat if you happen to be under-levelled for a mission. It’s worth mentioning that the worlds themselves are charming and mostly based on seasons, including the never-ending autumn of ‘Sleepy Hallow’ and the snowy cliffs of ‘Pristine Peaks.’

I’m also impressed by how varied the missions are. Evoking Final Fantasy Tactics Advance variety in some ways, levels are no longer solely focused on wiping out every enemy on the map and become surprisingly inventive at times, particularly when it comes to boss fights.

My only real issue with Sparks of Hope is that it sometimes doesn’t look that great and really shows the now 6-year-old Switch’s age. Though, to be fair, this is more the Switch’s fault than the game’s development team. Like a lot of recent Switch titles, unsightly jagged issues are rampant, and in a twist I didn’t expect, load times feel long (this might be because I’m used to the Xbox Series X’s snappy loading).

I also feel Ubisoft’s Rabbids don’t really need to be here. At times they can be cute and funny, but they’re still pretty annoying overall. Mario + Rabbids Sparks of Hope could just as easily be the sequel to Super Mario RPG that we never got in the 90s, and would probably be a better game for it. The Rabbids feel like they’re forced into Sparks of Hope — even more so than Kingdom Battle.

Despite these shortcomings, Sparks of Hope is one of the best Switch titles of the year (next to Splatoon 3, of course). If you’re interested in turn-based strategy titles, Ubisoft’s latest remains one of the best.

Mario + Rabbids Sparks of Hope is available for the Nintendo Switch for $79.99.

MobileSyrup utilizes affiliate partnerships. These partnerships do not influence our editorial content, though we may earn a commission on purchases made via these links that helps fund the journalism provided free on our website.

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God of War: Ragnarök PlayStation 5 bundles now available at Best Buy

Alongside the anticipated game, Sony has also released new God of War: Ragnarök PlayStation 5 bundles, all of which are now available to purchase at Best Buy Canada, as indicated by RedFlagDeals user ‘DolarA17131.

Check out the console availability below:

God of War: Ragnarök takes place three years after the events of the 2018 game and follows Kratos and Atreus as they seek to prevent the end of all worlds while contending with new godly threats. While the game is also coming to PS4, the PS5 version will offer 4K, 3D Audio and haptic feedback.

MobileSyrup utilizes affiliate partnerships. These partnerships do not influence our editorial content, though we may earn a commission on purchases made via these links that helps fund the journalism provided free on our website.

Via: RedFlagDeals (DolarA17131)

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Nintendo Switch user data spoofed by lazy 22-year-olds… or not?

A recent piece of data shared by Nintendo suggests that 22-year-olds love the Switch.

It’s not an entirely outlandish claim. I’d even argue that most people really enjoy Nintendo’s latest console, which is on track to becoming its best-selling hardware ever. However, something doesn’t add up when you see the data in a graph.

As you can see in the tweet below, there’s a pretty significant data spike in the number of 22-year-olds compared to 21 and 23-year-olds. Sure, maybe there could be a few more people born in 2000 that just so happen to own a switch, but this also suggests misleading data.

Twitter user Colm Larkin points out that it’s likely the year 2000 is enough to make users age-appropriate for an adult account. Plus, who doesn’t like round numbers? It also seems strange that there are more 22-year-olds than 15 and 16-year-olds, which you would think would be the prime age for Switch gaming. However, this is also old enough to start to figure out that if you set your age to be an adult, you then deal with fewer restrictions.

On the other hand, maybe there really are a crazy amount of 22-year-olds playing games on the Switch. We’ll likely never know.

Source: Nintendo Via: Nintendo Life 

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Google has started processing refunds for Stadia users

Back in September when Google announced that it is shutting down Stadia, it came as a surprise that it will also refund users that purchased Stadia hardware through the Google Store, alongside all games and add-on content purchases made through the Stadia store.

During the time, Google said that it ‘expects to have the majority of refunds completed by mid-January, 2023,” and it looks like Google has now started the process of refunding users.

According to an announcement made today, Stadia will “attempt to” automatically process refunds for all Stadia Store purchases of games, add-on content, and subscription payments. “We ask for your patience as we work through each transaction and ask that you refrain from contacting Customer Support as they will not be able to expedite your refund during this time. We still expect the majority of refunds to be processed by January 18th, 2023,” said Google.

Google says refunds would be processed directly to the source of the payment. If that isn’t possible for any reason, Google will email you on the Google account used to make the purchase with more information.

Customers who have made 20 or fewer purchases on the Stadia store will receive one email for each transaction made, whereas customers who have made 21 or more purchases on the Stadia store will receive one email summarizing all the refund attempts.

Users who’ve made pre-orders will have the orders cancelled, and their cards won’t be charged. Additionally, the charges for the Stadia Pro subscription and Power Support CLAW would not be refunded.

Source: Google 

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Greasy gamers can up their game with McDonald’s new chair

What a time to be alive.

McDonald’s has created a grease-proof gaming chair. Yes, the fast-food chain known as Ronald McDonald, Rotten Rons and McDicks, has released a gaming office chair called the McCrispy that features a fries and drink holder, two dip holders and a hot box to keep your food warm while you game.

Oh, and it’s also made of entirely stain-proof leather and, of course, includes a branded towel.

Unfortunately, you won’t be able to head down to your local Staples or Best Buy and buy this ultimate gamer chair because it’s part of a giveaway tied to McDonald’s new McCrispy chicken sandwich. You can enter the contest through this link.

Beyond the wacky McDonald’s branding, the chair looks like a relatively standard gaming chair — which likely means it’s very uncomfortable.

It’s unclear if Mcdonald’s has plans to release the gaming chair on a broader basis, but I’m doubtful unless the fast food chain is looking to dive deeper into the esports space.

Image credit: McDonald’s

Source: esports Via: Gizmodo 

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What’s your favourite Pokémon game?

Pokémon Scarlet and Violet are only a couple of weeks from launch and will feature all-new Pokémon, a completely new adventure, new game mechanics and more. However, ahead of their release, let’s talk about our past favourite Pocket Monster titles.

Pokémon started back in 1996 with the first two games, Red and Green, in Japan. Nintendo and the Pokémon Company then brought Pokémon Red and Blue (instead of Green) to North America. While these games are great, they aren’t my personal favourites, or where I started with the series. I didn’t begin my journey with the Pokémon franchise until Gold and Silver on my transparent-purple Game Boy Color. These games offered more than any other Pokémon title, as you fight 16 Gym leaders instead of the base eight available in every other game.

In 2009, these two games were remade into Pokémon HeartGold and SoulSilver. They included new game mechanics like Pokémon trailing behind you and the chance to capture creatures from outside of the Johto and Kanto regions.

HeartGold and SoulSilver are my favourite Pokémon games; they feature the best of the original Silver and Gold with added bonuses. I’m hoping that the Pokémon Company brings these two titles to the Switch one day (even in the Let’s Go style), but for now, I’m looking forward to Scarlet and Violet.

Let us know your favourite Pokémon game in the comments below. Pokémon Scarlet and Violet launch on November 18th for the Nintendo Switch.